d3d10: Add argument check to ID3D10Effect::GetTechniqueByName().
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38
39 /* Extension detection */
40 static const struct {
41     const char *extension_string;
42     GL_SupportedExt extension;
43     DWORD version;
44 } EXTENSION_MAP[] = {
45     /* APPLE */
46     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
47     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
48     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
49     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
50     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
51     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
52
53     /* ARB */
54     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
56     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
57     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
58     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
59     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
60     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
61     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
62     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
63     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
64     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
65     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
66     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
67     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
68     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
69     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
70     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
71     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
72     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
73     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
74     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
75     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
76     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       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_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
81     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
82     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
83     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
84     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
85     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
86     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
87     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
88     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
89     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
90     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
91     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
92     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
93     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
94
95     /* ATI */
96     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
97     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
98     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
99     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
100     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
101
102     /* EXT */
103     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
104     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
105     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
106     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
107     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
108     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
109     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
110     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
111     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
112     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
113     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
114     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
115     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
116     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
117     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
118     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
119     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
120     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
121     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
122     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
123     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
124     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
125     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
126     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
127     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
128     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
129     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
130     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
131
132     /* NV */
133     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
134     {"GL_NV_fence",                         NV_FENCE,                       0                           },
135     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
136     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
137     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
138     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
139     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
140     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
141     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
142     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
143     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
144     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
145     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
146     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
147     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
148     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
149     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
150     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
151     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
152
153     /* SGI */
154     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
155 };
156
157 /**********************************************************
158  * Utility functions follow
159  **********************************************************/
160
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
162
163 const struct min_lookup minMipLookup[] =
164 {
165     /* NONE         POINT                       LINEAR */
166     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
167     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
169 };
170
171 const struct min_lookup minMipLookup_noFilter[] =
172 {
173     /* NONE         POINT                       LINEAR */
174     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
177 };
178
179 const struct min_lookup minMipLookup_noMip[] =
180 {
181     /* NONE         POINT                       LINEAR */
182     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
184     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
185 };
186
187 const GLenum magLookup[] =
188 {
189     /* NONE     POINT       LINEAR */
190     GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 };
192
193 const GLenum magLookup_noFilter[] =
194 {
195     /* NONE     POINT       LINEAR */
196     GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 };
198
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206
207 /**
208  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209  * i.e., there is no GL Context - Get a default rendering context to enable the
210  * function query some info from GL.
211  */
212
213 struct wined3d_fake_gl_ctx
214 {
215     HDC dc;
216     HWND wnd;
217     HGLRC gl_ctx;
218     HDC restore_dc;
219     HGLRC restore_gl_ctx;
220 };
221
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 {
224     TRACE_(d3d_caps)("Destroying fake GL context.\n");
225
226     if (!pwglMakeCurrent(NULL, NULL))
227     {
228         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229     }
230
231     if (!pwglDeleteContext(ctx->gl_ctx))
232     {
233         DWORD err = GetLastError();
234         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235     }
236
237     ReleaseDC(ctx->wnd, ctx->dc);
238     DestroyWindow(ctx->wnd);
239
240     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241     {
242         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
243     }
244 }
245
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
247 {
248     PIXELFORMATDESCRIPTOR pfd;
249     int iPixelFormat;
250
251     TRACE("getting context...\n");
252
253     ctx->restore_dc = pwglGetCurrentDC();
254     ctx->restore_gl_ctx = pwglGetCurrentContext();
255
256     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259     if (!ctx->wnd)
260     {
261         ERR_(d3d_caps)("Failed to create a window.\n");
262         goto fail;
263     }
264
265     ctx->dc = GetDC(ctx->wnd);
266     if (!ctx->dc)
267     {
268         ERR_(d3d_caps)("Failed to get a DC.\n");
269         goto fail;
270     }
271
272     /* PixelFormat selection */
273     ZeroMemory(&pfd, sizeof(pfd));
274     pfd.nSize = sizeof(pfd);
275     pfd.nVersion = 1;
276     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277     pfd.iPixelType = PFD_TYPE_RGBA;
278     pfd.cColorBits = 32;
279     pfd.iLayerType = PFD_MAIN_PLANE;
280
281     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282     if (!iPixelFormat)
283     {
284         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286         goto fail;
287     }
288     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
290
291     /* Create a GL context. */
292     ctx->gl_ctx = pwglCreateContext(ctx->dc);
293     if (!ctx->gl_ctx)
294     {
295         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
296         goto fail;
297     }
298
299     /* Make it the current GL context. */
300     if (!context_set_current(NULL))
301     {
302         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
303     }
304
305     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
306     {
307         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
308         goto fail;
309     }
310
311     return TRUE;
312
313 fail:
314     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315     ctx->gl_ctx = NULL;
316     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317     ctx->dc = NULL;
318     if (ctx->wnd) DestroyWindow(ctx->wnd);
319     ctx->wnd = NULL;
320     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
321     {
322         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
323     }
324
325     return FALSE;
326 }
327
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, long glram)
330 {
331     struct wined3d_adapter *adapter = device->adapter;
332
333     adapter->UsedTextureRam += glram;
334     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335     return adapter->UsedTextureRam;
336 }
337
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
339 {
340     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
342 }
343
344 /**********************************************************
345  * IUnknown parts follows
346  **********************************************************/
347
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
349 {
350     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
351
352     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353     if (IsEqualGUID(riid, &IID_IUnknown)
354         || IsEqualGUID(riid, &IID_IWineD3DBase)
355         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356         IUnknown_AddRef(iface);
357         *ppobj = This;
358         return S_OK;
359     }
360     *ppobj = NULL;
361     return E_NOINTERFACE;
362 }
363
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365     IWineD3DImpl *This = (IWineD3DImpl *)iface;
366     ULONG refCount = InterlockedIncrement(&This->ref);
367
368     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369     return refCount;
370 }
371
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373     IWineD3DImpl *This = (IWineD3DImpl *)iface;
374     ULONG ref;
375     TRACE("(%p) : Releasing from %d\n", This, This->ref);
376     ref = InterlockedDecrement(&This->ref);
377     if (ref == 0) {
378         unsigned int i;
379
380         for (i = 0; i < This->adapter_count; ++i)
381         {
382             wined3d_adapter_cleanup(&This->adapters[i]);
383         }
384         HeapFree(GetProcessHeap(), 0, This);
385     }
386
387     return ref;
388 }
389
390 /**********************************************************
391  * IWineD3D parts follows
392  **********************************************************/
393
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
396 {
397     GLuint prog;
398     BOOL ret = FALSE;
399     const char *testcode =
400         "!!ARBvp1.0\n"
401         "PARAM C[66] = { program.env[0..65] };\n"
402         "ADDRESS A0;"
403         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404         "ARL A0.x, zero.x;\n"
405         "MOV result.position, C[A0.x + 65];\n"
406         "END\n";
407
408     while(glGetError());
409     GL_EXTCALL(glGenProgramsARB(1, &prog));
410     if(!prog) {
411         ERR("Failed to create an ARB offset limit test program\n");
412     }
413     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415                                   strlen(testcode), testcode));
416     if(glGetError() != 0) {
417         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419         ret = TRUE;
420     } else TRACE("OpenGL implementation allows offsets > 63\n");
421
422     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424     checkGLcall("ARB vp offset limit test cleanup");
425
426     return ret;
427 }
428
429 static DWORD ver_for_ext(GL_SupportedExt ext)
430 {
431     unsigned int i;
432     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433         if(EXTENSION_MAP[i].extension == ext) {
434             return EXTENSION_MAP[i].version;
435         }
436     }
437     return 0;
438 }
439
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
442 {
443     if (card_vendor != HW_VENDOR_ATI) return FALSE;
444     if (device == CARD_ATI_RADEON_9500) return TRUE;
445     if (device == CARD_ATI_RADEON_X700) return TRUE;
446     if (device == CARD_ATI_RADEON_X1600) return TRUE;
447     return FALSE;
448 }
449
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
452 {
453     if (card_vendor == HW_VENDOR_NVIDIA)
454     {
455         if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
456         {
457             return TRUE;
458         }
459     }
460     return FALSE;
461 }
462
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
469      *
470      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475      * the chance that other implementations support them is rather small since Win32 QuickTime uses
476      * DirectDraw, not OpenGL.
477      *
478      * This test has been moved into wined3d_guess_gl_vendor()
479      */
480     if (gl_vendor == GL_VENDOR_APPLE)
481     {
482         return TRUE;
483     }
484     return FALSE;
485 }
486
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
489 {
490     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492      * all the texture. This function detects this bug by its symptom and disables PBOs
493      * if the test fails.
494      *
495      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498      * read back is compared to the original. If they are equal PBOs are assumed to work,
499      * otherwise the PBO extension is disabled. */
500     GLuint texture, pbo;
501     static const unsigned int pattern[] =
502     {
503         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
507     };
508     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
509
510     /* No PBO -> No point in testing them. */
511     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
512
513     ENTER_GL();
514
515     while (glGetError());
516     glGenTextures(1, &texture);
517     glBindTexture(GL_TEXTURE_2D, texture);
518
519     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521     checkGLcall("Specifying the PBO test texture");
522
523     GL_EXTCALL(glGenBuffersARB(1, &pbo));
524     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526     checkGLcall("Specifying the PBO test pbo");
527
528     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529     checkGLcall("Loading the PBO test texture");
530
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532     LEAVE_GL();
533
534     wglFinish(); /* just to be sure */
535
536     memset(check, 0, sizeof(check));
537     ENTER_GL();
538     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
539     checkGLcall("Reading back the PBO test texture");
540
541     glDeleteTextures(1, &texture);
542     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
543     checkGLcall("PBO test cleanup");
544
545     LEAVE_GL();
546
547     if (memcmp(check, pattern, sizeof(check)))
548     {
549         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
550         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
551         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
552     }
553     else
554     {
555         TRACE_(d3d_caps)("PBO test successful.\n");
556     }
557 }
558
559 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
560         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
561 {
562     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
563 }
564
565 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
567 {
568     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
569     if (card_vendor != HW_VENDOR_ATI) return FALSE;
570     if (device == CARD_ATI_RADEON_X1600) return FALSE;
571     return TRUE;
572 }
573
574 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
575         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
576 {
577     return gl_vendor == GL_VENDOR_FGLRX;
578
579 }
580
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
588      * hardcoded
589      *
590      * dx10 cards usually have 64 varyings */
591     return gl_info->limits.glsl_varyings > 44;
592 }
593
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
597 {
598     GLenum error;
599     DWORD data[16];
600
601     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
602
603     ENTER_GL();
604     while(glGetError());
605     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606     error = glGetError();
607     LEAVE_GL();
608
609     if(error == GL_NO_ERROR)
610     {
611         TRACE("GL Implementation accepts 4 component specular color pointers\n");
612         return TRUE;
613     }
614     else
615     {
616         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617               debug_glerror(error));
618         return FALSE;
619     }
620 }
621
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
624 {
625     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
626     return gl_info->supported[NV_TEXTURE_SHADER];
627 }
628
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 {
633     GLuint prog;
634     BOOL ret = FALSE;
635     GLint pos;
636     const char *testcode =
637         "!!ARBvp1.0\n"
638         "OPTION NV_vertex_program2;\n"
639         "MOV result.clip[0], 0.0;\n"
640         "MOV result.position, 0.0;\n"
641         "END\n";
642
643     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
644
645     ENTER_GL();
646     while(glGetError());
647
648     GL_EXTCALL(glGenProgramsARB(1, &prog));
649     if(!prog)
650     {
651         ERR("Failed to create the NVvp clip test program\n");
652         LEAVE_GL();
653         return FALSE;
654     }
655     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657                                   strlen(testcode), testcode));
658     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
659     if(pos != -1)
660     {
661         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
663         ret = TRUE;
664         while(glGetError());
665     }
666     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
667
668     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
671
672     LEAVE_GL();
673     return ret;
674 }
675
676 /* Context activation is done by the caller. */
677 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
678         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
679 {
680     char data[4 * 4 * 4];
681     GLuint tex, fbo;
682     GLenum status;
683
684     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
685
686     memset(data, 0xcc, sizeof(data));
687
688     ENTER_GL();
689
690     glGenTextures(1, &tex);
691     glBindTexture(GL_TEXTURE_2D, tex);
692     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
693     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
694     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
695     checkGLcall("glTexImage2D");
696
697     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
698     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
700     checkGLcall("glFramebufferTexture2D");
701
702     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
703     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
704     checkGLcall("glCheckFramebufferStatus");
705
706     memset(data, 0x11, sizeof(data));
707     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
708     checkGLcall("glTexSubImage2D");
709
710     glClearColor(0.996, 0.729, 0.745, 0.792);
711     glClear(GL_COLOR_BUFFER_BIT);
712     checkGLcall("glClear");
713
714     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glGetTexImage");
716
717     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
718     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
719     glBindTexture(GL_TEXTURE_2D, 0);
720     checkGLcall("glBindTexture");
721
722     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
723     glDeleteTextures(1, &tex);
724     checkGLcall("glDeleteTextures");
725
726     LEAVE_GL();
727
728     return *(DWORD *)data == 0x11111111;
729 }
730
731 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
732 {
733     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
734     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
735     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
736     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
737 }
738
739 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
740 {
741     quirk_arb_constants(gl_info);
742     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
743      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
744      * allow 48 different offsets or other helper immediate values. */
745     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
746     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
747 }
748
749 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
750  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
751  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
752  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
753  * most games, but avoids the crash
754  *
755  * A more sophisticated way would be to find all units that need texture coordinates and enable
756  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
757  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
758  *
759  * Note that disabling the extension entirely does not gain predictability because there is no point
760  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
761 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
762 {
763     if (gl_info->supported[ARB_POINT_SPRITE])
764     {
765         TRACE("Limiting point sprites to one texture unit.\n");
766         gl_info->limits.point_sprite_units = 1;
767     }
768 }
769
770 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
771 {
772     quirk_arb_constants(gl_info);
773
774     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
775      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
776      * If real NP2 textures are used, the driver falls back to software. We could just remove the
777      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
778      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
779      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
780      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
781      *
782      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
783      * has this extension promoted to core. The extension loading code sets this extension supported
784      * due to that, so this code works on fglrx as well. */
785     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
786     {
787         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
788         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
789         gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
790     }
791
792     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
793      * it is generally more efficient. Reserve just 8 constants. */
794     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
795     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
796 }
797
798 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
799 {
800     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
801      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
802      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
803      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
804      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
805      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
806      *
807      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
808      *  triggering the software fallback. There is not much we can do here apart from disabling the
809      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
810      *  in IWineD3DImpl_FillGLCaps).
811      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
812      *  post-processing effects in the game "Max Payne 2").
813      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
814     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
815     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
817 }
818
819 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
820 {
821     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
822      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
823      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
824      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
825      * according to the spec.
826      *
827      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
828      * makes the shader slower and eats instruction slots which should be available to the d3d app.
829      *
830      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
831      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
832      * this workaround is activated on cards that do not need it, it won't break things, just affect
833      * performance negatively. */
834     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
835     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
836 }
837
838 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
839 {
840     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
841 }
842
843 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
844 {
845     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
846 }
847
848 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
849 {
850     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
851     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
852 }
853
854 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
855 {
856     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
857 }
858
859 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
860 {
861     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
862 }
863
864 struct driver_quirk
865 {
866     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
867             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
868     void (*apply)(struct wined3d_gl_info *gl_info);
869     const char *description;
870 };
871
872 static const struct driver_quirk quirk_table[] =
873 {
874     {
875         match_ati_r300_to_500,
876         quirk_ati_dx9,
877         "ATI GLSL constant and normalized texrect quirk"
878     },
879     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
880      * used it falls back to software. While the compiler can detect if the shader uses all declared
881      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
882      * using relative addressing falls back to software.
883      *
884      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
885     {
886         match_apple,
887         quirk_apple_glsl_constants,
888         "Apple GLSL uniform override"
889     },
890     {
891         match_geforce5,
892         quirk_no_np2,
893         "Geforce 5 NP2 disable"
894     },
895     {
896         match_apple_intel,
897         quirk_texcoord_w,
898         "Init texcoord .w for Apple Intel GPU driver"
899     },
900     {
901         match_apple_nonr500ati,
902         quirk_texcoord_w,
903         "Init texcoord .w for Apple ATI >= r600 GPU driver"
904     },
905     {
906         match_fglrx,
907         quirk_one_point_sprite,
908         "Fglrx point sprite crash workaround"
909     },
910     {
911         match_dx10_capable,
912         quirk_clip_varying,
913         "Reserved varying for gl_ClipPos"
914     },
915     {
916         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
917          * GL implementations accept it. The Mac GL is the only implementation known to
918          * reject it.
919          *
920          * If we can pass 4 component specular colors, do it, because (a) we don't have
921          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
922          * passes specular alpha to the pixel shader if any is used. Otherwise the
923          * specular alpha is used to pass the fog coordinate, which we pass to opengl
924          * via GL_EXT_fog_coord.
925          */
926         match_allows_spec_alpha,
927         quirk_allows_specular_alpha,
928         "Allow specular alpha quirk"
929     },
930     {
931         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
932          * (rdar://5682521).
933          */
934         match_apple_nvts,
935         quirk_apple_nvts,
936         "Apple NV_texture_shader disable"
937     },
938     {
939         match_broken_nv_clip,
940         quirk_disable_nvvp_clip,
941         "Apple NV_vertex_program clip bug quirk"
942     },
943     {
944         match_fbo_tex_update,
945         quirk_fbo_tex_update,
946         "FBO rebind for attachment updates"
947     },
948 };
949
950 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
951  * reporting a driver version is moot because we are not the Windows driver, and we have different
952  * bugs, features, etc.
953  *
954  * The driver version has the form "x.y.z.w".
955  *
956  * "x" is the Windows version the driver is meant for:
957  * 4 -> 95/98/NT4
958  * 5 -> 2000
959  * 6 -> 2000/XP
960  * 7 -> Vista
961  * 8 -> Win 7
962  *
963  * "y" is the Direct3D level the driver supports:
964  * 11 -> d3d6
965  * 12 -> d3d7
966  * 13 -> d3d8
967  * 14 -> d3d9
968  * 15 -> d3d10
969  *
970  * "z" is unknown, possibly vendor specific.
971  *
972  * "w" is the vendor specific driver version.
973  */
974 struct driver_version_information
975 {
976     WORD vendor;                    /* reported PCI card vendor ID  */
977     WORD card;                      /* reported PCI card device ID  */
978     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
979     WORD d3d_level;                 /* driver hiword to report      */
980     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
981 };
982
983 static const struct driver_version_information driver_version_table[] =
984 {
985     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
986      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
987      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
988      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
989      *
990      * All version numbers used below are from the Linux nvidia drivers. */
991     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
992     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
993     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
994     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
995     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
996     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
997     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
998     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
999     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
1000     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
1001     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
1002     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 8618   },
1003     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 8618   },
1004     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 8618   },
1005     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 8585   },
1006     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 8585   },
1007     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 8618   },
1008     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 8618   },
1009     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 8618   },
1010     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 8618   },
1011     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 8585   },
1012     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 8618   },
1013     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 8618   },
1014     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 8618   },
1015     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 8618   },
1016     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 8618   },
1017     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 8618   },
1018     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 8618   },
1019     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 8618   },
1020     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 8618   },
1021     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 8618   },
1022
1023     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1024     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
1025     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
1026     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
1027     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      14, 10, 6764    },
1028     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
1029     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
1030     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
1031     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
1032     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
1033     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
1034     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
1035     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
1036
1037     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1038 };
1039
1040 static void init_driver_info(struct wined3d_driver_info *driver_info,
1041         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1042 {
1043     OSVERSIONINFOW os_version;
1044     WORD driver_os_version;
1045     unsigned int i;
1046
1047     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1048     {
1049         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1050         vendor = wined3d_settings.pci_vendor_id;
1051     }
1052     driver_info->vendor = vendor;
1053
1054     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1055     {
1056         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1057         device = wined3d_settings.pci_device_id;
1058     }
1059     driver_info->device = device;
1060
1061     switch (vendor)
1062     {
1063         case HW_VENDOR_ATI:
1064             driver_info->name = "ati2dvag.dll";
1065             break;
1066
1067         case HW_VENDOR_NVIDIA:
1068             driver_info->name = "nv4_disp.dll";
1069             break;
1070
1071         case HW_VENDOR_INTEL:
1072         default:
1073             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1074             driver_info->name = "Display";
1075             break;
1076     }
1077
1078     memset(&os_version, 0, sizeof(os_version));
1079     os_version.dwOSVersionInfoSize = sizeof(os_version);
1080     if (!GetVersionExW(&os_version))
1081     {
1082         ERR("Failed to get OS version, reporting 2000/XP.\n");
1083         driver_os_version = 6;
1084     }
1085     else
1086     {
1087         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1088         switch (os_version.dwMajorVersion)
1089         {
1090             case 4:
1091                 driver_os_version = 4;
1092                 break;
1093
1094             case 5:
1095                 driver_os_version = 6;
1096                 break;
1097
1098             case 6:
1099                 if (os_version.dwMinorVersion == 0)
1100                 {
1101                     driver_os_version = 7;
1102                 }
1103                 else
1104                 {
1105                     if (os_version.dwMinorVersion > 1)
1106                     {
1107                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1108                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1109                     }
1110                     driver_os_version = 8;
1111                 }
1112                 break;
1113
1114             default:
1115                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1116                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1117                 driver_os_version = 6;
1118                 break;
1119         }
1120     }
1121
1122     driver_info->description = "Direct3D HAL";
1123     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1124     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1125
1126     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1127     {
1128         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1129         {
1130             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1131
1132             driver_info->description = driver_version_table[i].description;
1133             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1134             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1135                     driver_version_table[i].lopart_lo);
1136             break;
1137         }
1138     }
1139
1140     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1141             driver_info->version_high, driver_info->version_low);
1142 }
1143
1144 /* Context activation is done by the caller. */
1145 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1146         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1147 {
1148     unsigned int i;
1149
1150     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1151     {
1152         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1153         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1154         quirk_table[i].apply(gl_info);
1155     }
1156
1157     /* Find out if PBOs work as they are supposed to. */
1158     test_pbo_functionality(gl_info);
1159 }
1160
1161 static DWORD wined3d_parse_gl_version(const char *gl_version)
1162 {
1163     const char *ptr = gl_version;
1164     int major, minor;
1165
1166     major = atoi(ptr);
1167     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1168
1169     while (isdigit(*ptr)) ++ptr;
1170     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1171
1172     minor = atoi(ptr);
1173
1174     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1175
1176     return MAKEDWORD_VERSION(major, minor);
1177 }
1178
1179 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1180 {
1181
1182     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1183      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1184      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1185      *
1186      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1187      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1188      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1189      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1190      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1191      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1192      * DirectDraw, not OpenGL. */
1193     if (gl_info->supported[APPLE_FENCE]
1194             && gl_info->supported[APPLE_CLIENT_STORAGE]
1195             && gl_info->supported[APPLE_FLUSH_RENDER]
1196             && gl_info->supported[APPLE_YCBCR_422])
1197         return GL_VENDOR_APPLE;
1198
1199     if (strstr(gl_vendor_string, "NVIDIA"))
1200         return GL_VENDOR_NVIDIA;
1201
1202     if (strstr(gl_vendor_string, "ATI"))
1203         return GL_VENDOR_FGLRX;
1204
1205     if (strstr(gl_vendor_string, "Intel(R)")
1206             || strstr(gl_renderer, "Intel(R)")
1207             || strstr(gl_vendor_string, "Intel Inc."))
1208         return GL_VENDOR_INTEL;
1209
1210     if (strstr(gl_vendor_string, "Mesa")
1211             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1212             || strstr(gl_vendor_string, "DRI R300 Project")
1213             || strstr(gl_vendor_string, "X.Org R300 Project")
1214             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1215             || strstr(gl_vendor_string, "VMware, Inc.")
1216             || strstr(gl_renderer, "Mesa")
1217             || strstr(gl_renderer, "Gallium"))
1218         return GL_VENDOR_MESA;
1219
1220     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1221             debugstr_a(gl_vendor_string));
1222
1223     return GL_VENDOR_UNKNOWN;
1224 }
1225
1226 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1227 {
1228     if (strstr(gl_vendor_string, "NVIDIA"))
1229         return HW_VENDOR_NVIDIA;
1230
1231     if (strstr(gl_vendor_string, "ATI")
1232             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1233             || strstr(gl_vendor_string, "X.Org R300 Project")
1234             || strstr(gl_vendor_string, "DRI R300 Project"))
1235         return HW_VENDOR_ATI;
1236
1237     if (strstr(gl_vendor_string, "Intel(R)")
1238             || strstr(gl_renderer, "Intel(R)")
1239             || strstr(gl_vendor_string, "Intel Inc."))
1240         return HW_VENDOR_INTEL;
1241
1242     if (strstr(gl_vendor_string, "Mesa")
1243             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1244             || strstr(gl_vendor_string, "VMware, Inc."))
1245         return HW_VENDOR_SOFTWARE;
1246
1247     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1248
1249     return HW_VENDOR_NVIDIA;
1250 }
1251
1252
1253
1254 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1255         const char *gl_renderer, unsigned int *vidmem)
1256 {
1257     if (WINE_D3D10_CAPABLE(gl_info))
1258     {
1259         /* Geforce 200 - highend */
1260         if (strstr(gl_renderer, "GTX 280")
1261                 || strstr(gl_renderer, "GTX 285")
1262                 || strstr(gl_renderer, "GTX 295"))
1263         {
1264             *vidmem = 1024;
1265             return CARD_NVIDIA_GEFORCE_GTX280;
1266         }
1267
1268         /* Geforce 200 - midend high */
1269         if (strstr(gl_renderer, "GTX 275"))
1270         {
1271             *vidmem = 896;
1272             return CARD_NVIDIA_GEFORCE_GTX275;
1273         }
1274
1275         /* Geforce 200 - midend */
1276         if (strstr(gl_renderer, "GTX 260"))
1277         {
1278             *vidmem = 1024;
1279             return CARD_NVIDIA_GEFORCE_GTX260;
1280         }
1281         /* Geforce 200 - midend */
1282         if (strstr(gl_renderer, "GT 240"))
1283         {
1284            *vidmem = 512;
1285            return CARD_NVIDIA_GEFORCE_GT240;
1286         }
1287
1288         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1289         if (strstr(gl_renderer, "9800")
1290                 || strstr(gl_renderer, "GTS 150")
1291                 || strstr(gl_renderer, "GTS 250"))
1292         {
1293             *vidmem = 512;
1294             return CARD_NVIDIA_GEFORCE_9800GT;
1295         }
1296
1297         /* Geforce9 - midend */
1298         if (strstr(gl_renderer, "9600"))
1299         {
1300             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1301             return CARD_NVIDIA_GEFORCE_9600GT;
1302         }
1303
1304         /* Geforce9 - midend low / Geforce 200 - low */
1305         if (strstr(gl_renderer, "9500")
1306                 || strstr(gl_renderer, "GT 120")
1307                 || strstr(gl_renderer, "GT 130"))
1308         {
1309             *vidmem = 256; /* The 9500GT has 256-1024MB */
1310             return CARD_NVIDIA_GEFORCE_9500GT;
1311         }
1312
1313         /* Geforce9 - lowend */
1314         if (strstr(gl_renderer, "9400"))
1315         {
1316             *vidmem = 256; /* The 9400GT has 256-1024MB */
1317             return CARD_NVIDIA_GEFORCE_9400GT;
1318         }
1319
1320         /* Geforce9 - lowend low */
1321         if (strstr(gl_renderer, "9100")
1322                 || strstr(gl_renderer, "9200")
1323                 || strstr(gl_renderer, "9300")
1324                 || strstr(gl_renderer, "G 100"))
1325         {
1326             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1327             return CARD_NVIDIA_GEFORCE_9200;
1328         }
1329
1330         /* Geforce8 - highend */
1331         if (strstr(gl_renderer, "8800"))
1332         {
1333             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1334             return CARD_NVIDIA_GEFORCE_8800GTS;
1335         }
1336
1337         /* Geforce8 - midend mobile */
1338         if (strstr(gl_renderer, "8600 M"))
1339         {
1340             *vidmem = 512;
1341             return CARD_NVIDIA_GEFORCE_8600MGT;
1342         }
1343
1344         /* Geforce8 - midend */
1345         if (strstr(gl_renderer, "8600")
1346                 || strstr(gl_renderer, "8700"))
1347         {
1348             *vidmem = 256;
1349             return CARD_NVIDIA_GEFORCE_8600GT;
1350         }
1351
1352         /* Geforce8 - lowend */
1353         if (strstr(gl_renderer, "8100")
1354                 || strstr(gl_renderer, "8200")
1355                 || strstr(gl_renderer, "8300")
1356                 || strstr(gl_renderer, "8400")
1357                 || strstr(gl_renderer, "8500"))
1358         {
1359             *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1360             return CARD_NVIDIA_GEFORCE_8300GS;
1361         }
1362
1363         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1364         *vidmem = 128;
1365         return CARD_NVIDIA_GEFORCE_8300GS;
1366     }
1367
1368     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1369      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1370      */
1371     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1372     {
1373         /* Geforce7 - highend */
1374         if (strstr(gl_renderer, "7800")
1375                 || strstr(gl_renderer, "7900")
1376                 || strstr(gl_renderer, "7950")
1377                 || strstr(gl_renderer, "Quadro FX 4")
1378                 || strstr(gl_renderer, "Quadro FX 5"))
1379         {
1380             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1381             return CARD_NVIDIA_GEFORCE_7800GT;
1382         }
1383
1384         /* Geforce7 midend */
1385         if (strstr(gl_renderer, "7600")
1386                 || strstr(gl_renderer, "7700"))
1387         {
1388             *vidmem = 256; /* The 7600 uses 256-512MB */
1389             return CARD_NVIDIA_GEFORCE_7600;
1390         }
1391
1392         /* Geforce7 lower medium */
1393         if (strstr(gl_renderer, "7400"))
1394         {
1395             *vidmem = 256; /* The 7400 uses 256-512MB */
1396             return CARD_NVIDIA_GEFORCE_7400;
1397         }
1398
1399         /* Geforce7 lowend */
1400         if (strstr(gl_renderer, "7300"))
1401         {
1402             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1403             return CARD_NVIDIA_GEFORCE_7300;
1404         }
1405
1406         /* Geforce6 highend */
1407         if (strstr(gl_renderer, "6800"))
1408         {
1409             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1410             return CARD_NVIDIA_GEFORCE_6800;
1411         }
1412
1413         /* Geforce6 - midend */
1414         if (strstr(gl_renderer, "6600")
1415                 || strstr(gl_renderer, "6610")
1416                 || strstr(gl_renderer, "6700"))
1417         {
1418             *vidmem = 128; /* A 6600GT has 128-256MB */
1419             return CARD_NVIDIA_GEFORCE_6600GT;
1420         }
1421
1422         /* Geforce6/7 lowend */
1423         *vidmem = 64; /* */
1424         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1425     }
1426
1427     if (WINE_D3D9_CAPABLE(gl_info))
1428     {
1429         /* GeforceFX - highend */
1430         if (strstr(gl_renderer, "5800")
1431                 || strstr(gl_renderer, "5900")
1432                 || strstr(gl_renderer, "5950")
1433                 || strstr(gl_renderer, "Quadro FX"))
1434         {
1435             *vidmem = 256; /* 5800-5900 cards use 256MB */
1436             return CARD_NVIDIA_GEFORCEFX_5800;
1437         }
1438
1439         /* GeforceFX - midend */
1440         if (strstr(gl_renderer, "5600")
1441                 || strstr(gl_renderer, "5650")
1442                 || strstr(gl_renderer, "5700")
1443                 || strstr(gl_renderer, "5750"))
1444         {
1445             *vidmem = 128; /* A 5600 uses 128-256MB */
1446             return CARD_NVIDIA_GEFORCEFX_5600;
1447         }
1448
1449         /* GeforceFX - lowend */
1450         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1451         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1452     }
1453
1454     if (WINE_D3D8_CAPABLE(gl_info))
1455     {
1456         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1457         {
1458             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1459             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1460         }
1461
1462         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1463         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1464     }
1465
1466     if (WINE_D3D7_CAPABLE(gl_info))
1467     {
1468         if (strstr(gl_renderer, "GeForce4 MX"))
1469         {
1470             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1471              * early models had 32MB but most have 64MB or even 128MB. */
1472             *vidmem = 64;
1473             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1474         }
1475
1476         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1477         {
1478             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1479             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1480         }
1481
1482         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1483         {
1484             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1485             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1486         }
1487
1488         /* Most Geforce1 cards have 32MB, there are also some rare 16
1489          * and 64MB (Dell) models. */
1490         *vidmem = 32;
1491         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1492     }
1493
1494     if (strstr(gl_renderer, "TNT2"))
1495     {
1496         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1497         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1498     }
1499
1500     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1501     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1502
1503 }
1504
1505 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1506         const char *gl_renderer, unsigned int *vidmem)
1507 {
1508     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1509      *
1510      * Beware: renderer string do not match exact card model,
1511      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1512     if (WINE_D3D10_CAPABLE(gl_info))
1513     {
1514         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1515         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1516                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1517                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1518         {
1519             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1520             return CARD_ATI_RADEON_HD5800;
1521         }
1522
1523         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1524         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1525                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1526                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1527         {
1528             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1529             return CARD_ATI_RADEON_HD5700;
1530         }
1531
1532         /* Radeon R7xx HD4800 - highend */
1533         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1534                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1535                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1536                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1537                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1538         {
1539             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1540             return CARD_ATI_RADEON_HD4800;
1541         }
1542
1543         /* Radeon R740 HD4700 - midend */
1544         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1545                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1546         {
1547             *vidmem = 512;
1548             return CARD_ATI_RADEON_HD4700;
1549         }
1550
1551         /* Radeon R730 HD4600 - midend */
1552         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1553                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1554                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1555         {
1556             *vidmem = 512;
1557             return CARD_ATI_RADEON_HD4600;
1558         }
1559
1560         /* Radeon R710 HD4500/HD4350 - lowend */
1561         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1562                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1563         {
1564             *vidmem = 256;
1565             return CARD_ATI_RADEON_HD4350;
1566         }
1567
1568         /* Radeon R6xx HD2900/HD3800 - highend */
1569         if (strstr(gl_renderer, "HD 2900")
1570                 || strstr(gl_renderer, "HD 3870")
1571                 || strstr(gl_renderer, "HD 3850"))
1572         {
1573             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1574             return CARD_ATI_RADEON_HD2900;
1575         }
1576
1577         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1578         if (strstr(gl_renderer, "HD 2600")
1579                 || strstr(gl_renderer, "HD 3830")
1580                 || strstr(gl_renderer, "HD 3690")
1581                 || strstr(gl_renderer, "HD 3650"))
1582         {
1583             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1584             return CARD_ATI_RADEON_HD2600;
1585         }
1586
1587         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1588          * Note HD2300=DX9, HD2350=DX10 */
1589         if (strstr(gl_renderer, "HD 2350")
1590                 || strstr(gl_renderer, "HD 2400")
1591                 || strstr(gl_renderer, "HD 3470")
1592                 || strstr(gl_renderer, "HD 3450")
1593                 || strstr(gl_renderer, "HD 3430")
1594                 || strstr(gl_renderer, "HD 3400"))
1595         {
1596             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1597             return CARD_ATI_RADEON_HD2350;
1598         }
1599
1600         /* Radeon R6xx/R7xx integrated */
1601         if (strstr(gl_renderer, "HD 3100")
1602                 || strstr(gl_renderer, "HD 3200")
1603                 || strstr(gl_renderer, "HD 3300"))
1604         {
1605             *vidmem = 128; /* 128MB */
1606             return CARD_ATI_RADEON_HD3200;
1607         }
1608
1609         /* Default for when no GPU has been found */
1610         *vidmem = 128; /* 128MB */
1611         return CARD_ATI_RADEON_HD3200;
1612     }
1613
1614     if (WINE_D3D8_CAPABLE(gl_info))
1615     {
1616         /* Radeon R5xx */
1617         if (strstr(gl_renderer, "X1600")
1618                 || strstr(gl_renderer, "X1650")
1619                 || strstr(gl_renderer, "X1800")
1620                 || strstr(gl_renderer, "X1900")
1621                 || strstr(gl_renderer, "X1950"))
1622         {
1623             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1624             return CARD_ATI_RADEON_X1600;
1625         }
1626
1627         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1628          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1629         if (strstr(gl_renderer, "X700")
1630                 || strstr(gl_renderer, "X800")
1631                 || strstr(gl_renderer, "X850")
1632                 || strstr(gl_renderer, "X1300")
1633                 || strstr(gl_renderer, "X1400")
1634                 || strstr(gl_renderer, "X1450")
1635                 || strstr(gl_renderer, "X1550")
1636                 || strstr(gl_renderer, "X2300")
1637                 || strstr(gl_renderer, "X2500")
1638                 || strstr(gl_renderer, "HD 2300")
1639                 )
1640         {
1641             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1642             return CARD_ATI_RADEON_X700;
1643         }
1644
1645         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1646         if (strstr(gl_renderer, "Radeon Xpress"))
1647         {
1648             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1649             return CARD_ATI_RADEON_XPRESS_200M;
1650         }
1651
1652         /* Radeon R3xx */
1653         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1654         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1655     }
1656
1657     if (WINE_D3D8_CAPABLE(gl_info))
1658     {
1659         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1660         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1661     }
1662
1663     if (WINE_D3D7_CAPABLE(gl_info))
1664     {
1665         *vidmem = 32; /* There are models with up to 64MB */
1666         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1667     }
1668
1669     *vidmem = 16; /* There are 16-32MB models */
1670     return CARD_ATI_RAGE_128PRO;
1671
1672 }
1673
1674 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1675         const char *gl_renderer, unsigned int *vidmem)
1676 {
1677     if (strstr(gl_renderer, "X3100"))
1678     {
1679         /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1680         *vidmem = 128;
1681         return CARD_INTEL_X3100;
1682     }
1683
1684     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1685     {
1686         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1687         *vidmem = 64;
1688         return CARD_INTEL_I945GM;
1689     }
1690
1691     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1692     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1693     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1694     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1695     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1696     return CARD_INTEL_I915G;
1697
1698 }
1699
1700 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1701         const char *gl_renderer, unsigned int *vidmem)
1702 {
1703     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1704      *
1705      * Beware: renderer string do not match exact card model,
1706      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1707     if (strstr(gl_renderer, "Gallium"))
1708     {
1709         /* Radeon R7xx HD4800 - highend */
1710         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1711                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1712                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1713         {
1714             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1715             return CARD_ATI_RADEON_HD4800;
1716         }
1717
1718         /* Radeon R740 HD4700 - midend */
1719         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1720         {
1721             *vidmem = 512;
1722             return CARD_ATI_RADEON_HD4700;
1723         }
1724
1725         /* Radeon R730 HD4600 - midend */
1726         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1727         {
1728             *vidmem = 512;
1729             return CARD_ATI_RADEON_HD4600;
1730         }
1731
1732         /* Radeon R710 HD4500/HD4350 - lowend */
1733         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1734         {
1735             *vidmem = 256;
1736             return CARD_ATI_RADEON_HD4350;
1737         }
1738
1739         /* Radeon R6xx HD2900/HD3800 - highend */
1740         if (strstr(gl_renderer, "R600")
1741                 || strstr(gl_renderer, "RV670")
1742                 || strstr(gl_renderer, "R680"))
1743         {
1744             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1745             return CARD_ATI_RADEON_HD2900;
1746         }
1747
1748         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1749         if (strstr(gl_renderer, "RV630")
1750                 || strstr(gl_renderer, "RV635"))
1751         {
1752             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1753             return CARD_ATI_RADEON_HD2600;
1754         }
1755
1756         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1757         if (strstr(gl_renderer, "RV610")
1758                 || strstr(gl_renderer, "RV620"))
1759         {
1760             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1761             return CARD_ATI_RADEON_HD2350;
1762         }
1763
1764         /* Radeon R6xx/R7xx integrated */
1765         if (strstr(gl_renderer, "RS780")
1766                 || strstr(gl_renderer, "RS880"))
1767         {
1768             *vidmem = 128; /* 128MB */
1769             return CARD_ATI_RADEON_HD3200;
1770         }
1771
1772         /* Radeon R5xx */
1773         if (strstr(gl_renderer, "RV530")
1774                 || strstr(gl_renderer, "RV535")
1775                 || strstr(gl_renderer, "RV560")
1776                 || strstr(gl_renderer, "R520")
1777                 || strstr(gl_renderer, "RV570")
1778                 || strstr(gl_renderer, "R580"))
1779         {
1780             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1781             return CARD_ATI_RADEON_X1600;
1782         }
1783
1784         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1785         if (strstr(gl_renderer, "R410")
1786                 || strstr(gl_renderer, "R420")
1787                 || strstr(gl_renderer, "R423")
1788                 || strstr(gl_renderer, "R430")
1789                 || strstr(gl_renderer, "R480")
1790                 || strstr(gl_renderer, "R481")
1791                 || strstr(gl_renderer, "RV410")
1792                 || strstr(gl_renderer, "RV515")
1793                 || strstr(gl_renderer, "RV516"))
1794         {
1795             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1796             return CARD_ATI_RADEON_X700;
1797         }
1798
1799         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1800         if (strstr(gl_renderer, "RS400")
1801                 || strstr(gl_renderer, "RS480")
1802                 || strstr(gl_renderer, "RS482")
1803                 || strstr(gl_renderer, "RS485")
1804                 || strstr(gl_renderer, "RS600")
1805                 || strstr(gl_renderer, "RS690")
1806                 || strstr(gl_renderer, "RS740"))
1807         {
1808             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1809             return CARD_ATI_RADEON_XPRESS_200M;
1810         }
1811
1812         /* Radeon R3xx */
1813         if (strstr(gl_renderer, "R300")
1814                 || strstr(gl_renderer, "RV350")
1815                 || strstr(gl_renderer, "RV351")
1816                 || strstr(gl_renderer, "RV360")
1817                 || strstr(gl_renderer, "RV370")
1818                 || strstr(gl_renderer, "R350")
1819                 || strstr(gl_renderer, "R360"))
1820         {
1821             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1822             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1823         }
1824     }
1825
1826     if (WINE_D3D9_CAPABLE(gl_info))
1827     {
1828         /* Radeon R7xx HD4800 - highend */
1829         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1830                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1831                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1832         {
1833             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1834             return CARD_ATI_RADEON_HD4800;
1835         }
1836
1837         /* Radeon R740 HD4700 - midend */
1838         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1839         {
1840             *vidmem = 512;
1841             return CARD_ATI_RADEON_HD4700;
1842         }
1843
1844         /* Radeon R730 HD4600 - midend */
1845         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1846         {
1847             *vidmem = 512;
1848             return CARD_ATI_RADEON_HD4600;
1849         }
1850
1851         /* Radeon R710 HD4500/HD4350 - lowend */
1852         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1853         {
1854             *vidmem = 256;
1855             return CARD_ATI_RADEON_HD4350;
1856         }
1857
1858         /* Radeon R6xx HD2900/HD3800 - highend */
1859         if (strstr(gl_renderer, "(R600")
1860                 || strstr(gl_renderer, "(RV670")
1861                 || strstr(gl_renderer, "(R680"))
1862         {
1863             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1864             return CARD_ATI_RADEON_HD2900;
1865         }
1866
1867         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1868         if (strstr(gl_renderer, "(RV630")
1869                 || strstr(gl_renderer, "(RV635"))
1870         {
1871             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1872             return CARD_ATI_RADEON_HD2600;
1873         }
1874
1875         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1876         if (strstr(gl_renderer, "(RV610")
1877                 || strstr(gl_renderer, "(RV620"))
1878         {
1879             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1880             return CARD_ATI_RADEON_HD2350;
1881         }
1882
1883         /* Radeon R6xx/R7xx integrated */
1884         if (strstr(gl_renderer, "(RS780")
1885                 || strstr(gl_renderer, "(RS880"))
1886         {
1887             *vidmem = 128; /* 128MB */
1888             return CARD_ATI_RADEON_HD3200;
1889         }
1890     }
1891
1892     if (WINE_D3D8_CAPABLE(gl_info))
1893     {
1894         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1895         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1896     }
1897
1898     if (WINE_D3D7_CAPABLE(gl_info))
1899     {
1900         *vidmem = 32; /* There are models with up to 64MB */
1901         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1902     }
1903
1904     *vidmem = 16; /* There are 16-32MB models */
1905     return CARD_ATI_RAGE_128PRO;
1906
1907 }
1908
1909 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1910         const char *gl_renderer, unsigned int *vidmem)
1911 {
1912     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1913     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1914     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1915     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1916     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1917     return CARD_NVIDIA_RIVA_128;
1918 }
1919
1920 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1921         const char *gl_renderer, unsigned int *vidmem)
1922 {
1923     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1924     return CARD_INTEL_I915G;
1925 }
1926
1927
1928 struct vendor_card_selection
1929 {
1930     enum wined3d_gl_vendor gl_vendor;
1931     enum wined3d_pci_vendor card_vendor;
1932     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1933     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1934             unsigned int *vidmem );
1935 };
1936
1937 static const struct vendor_card_selection vendor_card_select_table[] =
1938 {
1939     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1940     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1941     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1942     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
1943     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1944     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1945     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1946     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
1947 };
1948
1949
1950 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1951         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1952 {
1953     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1954      * different GPUs with roughly the same features. In most cases GPUs from a
1955      * certain family differ in clockspeeds, the amount of video memory and the
1956      * number of shader pipelines.
1957      *
1958      * A Direct3D device object contains the PCI id (vendor + device) of the
1959      * videocard which is used for rendering. Various applications use this
1960      * information to get a rough estimation of the features of the card and
1961      * some might use it for enabling 3d effects only on certain types of
1962      * videocards. In some cases games might even use it to work around bugs
1963      * which happen on certain videocards/driver combinations. The problem is
1964      * that OpenGL only exposes a rendering string containing the name of the
1965      * videocard and not the PCI id.
1966      *
1967      * Various games depend on the PCI id, so somehow we need to provide one.
1968      * A simple option is to parse the renderer string and translate this to
1969      * the right PCI id. This is a lot of work because there are more than 200
1970      * GPUs just for Nvidia. Various cards share the same renderer string, so
1971      * the amount of code might be 'small' but there are quite a number of
1972      * exceptions which would make this a pain to maintain. Another way would
1973      * be to query the PCI id from the operating system (assuming this is the
1974      * videocard which is used for rendering which is not always the case).
1975      * This would work but it is not very portable. Second it would not work
1976      * well in, let's say, a remote X situation in which the amount of 3d
1977      * features which can be used is limited.
1978      *
1979      * As said most games only use the PCI id to get an indication of the
1980      * capabilities of the card. It doesn't really matter if the given id is
1981      * the correct one if we return the id of a card with similar 3d features.
1982      *
1983      * The code below checks the OpenGL capabilities of a videocard and matches
1984      * that to a certain level of Direct3D functionality. Once a card passes
1985      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1986      * least a GeforceFX. To give a better estimate we do a basic check on the
1987      * renderer string but if that won't pass we return a default card. This
1988      * way is better than maintaining a full card database as even without a
1989      * full database we can return a card with similar features. Second the
1990      * size of the database can be made quite small because when you know what
1991      * type of 3d functionality a card has, you know to which GPU family the
1992      * GPU must belong. Because of this you only have to check a small part of
1993      * the renderer string to distinguishes between different models from that
1994      * family.
1995      *
1996      * The code also selects a default amount of video memory which we will
1997      * use for an estimation of the amount of free texture memory. In case of
1998      * real D3D the amount of texture memory includes video memory and system
1999      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2000      * HyperMemory). We don't know how much system memory can be addressed by
2001      * the system but we can make a reasonable estimation about the amount of
2002      * video memory. If the value is slightly wrong it doesn't matter as we
2003      * didn't include AGP-like memory which makes the amount of addressable
2004      * memory higher and second OpenGL isn't that critical it moves to system
2005      * memory behind our backs if really needed. Note that the amount of video
2006      * memory can be overruled using a registry setting. */
2007
2008     int i;
2009
2010     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2011     {
2012         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2013             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2014                 continue;
2015         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2016         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2017     }
2018
2019     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2020                      *gl_vendor, *card_vendor);
2021
2022     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2023      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2024      * them a good generic choice. */
2025     *card_vendor = HW_VENDOR_NVIDIA;
2026     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2027     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2028     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2029     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2030     return CARD_NVIDIA_RIVA_128;
2031 }
2032
2033 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2034 {
2035     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2036     int vs_selected_mode, ps_selected_mode;
2037
2038     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2039     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2040             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2041     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2042     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2043             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2044     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2045     else return &ffp_fragment_pipeline;
2046 }
2047
2048 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2049 {
2050     int vs_selected_mode, ps_selected_mode;
2051
2052     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2053     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2054     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2055     return &none_shader_backend;
2056 }
2057
2058 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2059 {
2060     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2061     int vs_selected_mode, ps_selected_mode;
2062
2063     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2064     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2065             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2066     else return &ffp_blit;
2067 }
2068
2069 /* Context activation is done by the caller. */
2070 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2071 {
2072     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2073     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2074     const char *GL_Extensions    = NULL;
2075     const char *WGL_Extensions   = NULL;
2076     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2077     struct fragment_caps fragment_caps;
2078     enum wined3d_gl_vendor gl_vendor;
2079     enum wined3d_pci_vendor card_vendor;
2080     enum wined3d_pci_device device;
2081     GLint       gl_max;
2082     GLfloat     gl_floatv[2];
2083     unsigned    i;
2084     HDC         hdc;
2085     unsigned int vidmem=0;
2086     DWORD gl_version;
2087     size_t len;
2088
2089     TRACE_(d3d_caps)("(%p)\n", gl_info);
2090
2091     ENTER_GL();
2092
2093     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2094     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2095     if (!gl_renderer_str)
2096     {
2097         LEAVE_GL();
2098         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2099         return FALSE;
2100     }
2101
2102     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2103     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2104     if (!gl_vendor_str)
2105     {
2106         LEAVE_GL();
2107         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2108         return FALSE;
2109     }
2110
2111     /* Parse the GL_VERSION field into major and minor information */
2112     gl_version_str = (const char *)glGetString(GL_VERSION);
2113     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2114     if (!gl_version_str)
2115     {
2116         LEAVE_GL();
2117         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2118         return FALSE;
2119     }
2120     gl_version = wined3d_parse_gl_version(gl_version_str);
2121
2122     /*
2123      * Initialize openGL extension related variables
2124      *  with Default values
2125      */
2126     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2127     gl_info->limits.blends = 1;
2128     gl_info->limits.buffers = 1;
2129     gl_info->limits.textures = 1;
2130     gl_info->limits.fragment_samplers = 1;
2131     gl_info->limits.vertex_samplers = 0;
2132     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2133     gl_info->limits.sampler_stages = 1;
2134     gl_info->limits.glsl_vs_float_constants = 0;
2135     gl_info->limits.glsl_ps_float_constants = 0;
2136     gl_info->limits.arb_vs_float_constants = 0;
2137     gl_info->limits.arb_vs_native_constants = 0;
2138     gl_info->limits.arb_vs_instructions = 0;
2139     gl_info->limits.arb_vs_temps = 0;
2140     gl_info->limits.arb_ps_float_constants = 0;
2141     gl_info->limits.arb_ps_local_constants = 0;
2142     gl_info->limits.arb_ps_instructions = 0;
2143     gl_info->limits.arb_ps_temps = 0;
2144
2145     /* Retrieve opengl defaults */
2146     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2147     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2148     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2149
2150     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2151     gl_info->limits.lights = gl_max;
2152     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2153
2154     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2155     gl_info->limits.texture_size = gl_max;
2156     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2157
2158     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2159     gl_info->limits.pointsize_min = gl_floatv[0];
2160     gl_info->limits.pointsize_max = gl_floatv[1];
2161     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2162
2163     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2164     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2165     if (!GL_Extensions)
2166     {
2167         LEAVE_GL();
2168         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2169         return FALSE;
2170     }
2171
2172     LEAVE_GL();
2173
2174     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2175
2176     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2177
2178     while (*GL_Extensions)
2179     {
2180         const char *start;
2181         char current_ext[256];
2182
2183         while (isspace(*GL_Extensions)) ++GL_Extensions;
2184         start = GL_Extensions;
2185         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2186
2187         len = GL_Extensions - start;
2188         if (!len || len >= sizeof(current_ext)) continue;
2189
2190         memcpy(current_ext, start, len);
2191         current_ext[len] = '\0';
2192         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2193
2194         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2195         {
2196             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2197             {
2198                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2199                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2200                 break;
2201             }
2202         }
2203     }
2204
2205     /* Now work out what GL support this card really has */
2206 #define USE_GL_FUNC(type, pfn, ext, replace) \
2207 { \
2208     DWORD ver = ver_for_ext(ext); \
2209     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2210     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2211     else gl_info->pfn = NULL; \
2212 }
2213     GL_EXT_FUNCS_GEN;
2214 #undef USE_GL_FUNC
2215
2216 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2217     WGL_EXT_FUNCS_GEN;
2218 #undef USE_GL_FUNC
2219
2220     ENTER_GL();
2221
2222     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2223      * loading the functions, otherwise the code above will load the extension entry points instead of the
2224      * core functions, which may not work. */
2225     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2226     {
2227         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2228                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2229         {
2230             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2231             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2232         }
2233     }
2234
2235     if (gl_info->supported[APPLE_FENCE])
2236     {
2237         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2238          * The apple extension interacts with some other apple exts. Disable the NV
2239          * extension if the apple one is support to prevent confusion in other parts
2240          * of the code. */
2241         gl_info->supported[NV_FENCE] = FALSE;
2242     }
2243     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2244     {
2245         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2246          *
2247          * The enums are the same:
2248          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2249          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2250          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2251          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2252          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2253          */
2254         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2255         {
2256             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2257             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2258         }
2259         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2260         {
2261             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2262             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2263         }
2264     }
2265     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2266     {
2267         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2268          * functionality. Prefer the ARB extension */
2269         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2270     }
2271     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2272     {
2273         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2274         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2275     }
2276     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2277     {
2278         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2279         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2280     }
2281     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2282     {
2283         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2284         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2285     }
2286     if (gl_info->supported[NV_TEXTURE_SHADER2])
2287     {
2288         if (gl_info->supported[NV_REGISTER_COMBINERS])
2289         {
2290             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2291              * are supported. The nv extensions provide the same functionality as the
2292              * ATI one, and a bit more(signed pixelformats). */
2293             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2294         }
2295     }
2296
2297     if (gl_info->supported[NV_REGISTER_COMBINERS])
2298     {
2299         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2300         gl_info->limits.general_combiners = gl_max;
2301         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2302     }
2303     if (gl_info->supported[ARB_DRAW_BUFFERS])
2304     {
2305         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2306         gl_info->limits.buffers = gl_max;
2307         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2308     }
2309     if (gl_info->supported[ARB_MULTITEXTURE])
2310     {
2311         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2312         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2313         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2314
2315         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2316         {
2317             GLint tmp;
2318             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2319             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2320         }
2321         else
2322         {
2323             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2324         }
2325         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2326
2327         if (gl_info->supported[ARB_VERTEX_SHADER])
2328         {
2329             GLint tmp;
2330             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2331             gl_info->limits.vertex_samplers = tmp;
2332             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2333             gl_info->limits.combined_samplers = tmp;
2334
2335             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2336              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2337              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2338              * shader is used with fixed function vertex processing we're fine too because fixed function
2339              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2340              * used we have to make sure that all vertex sampler setups are valid together with all
2341              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2342              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2343              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2344              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2345              * a fixed function pipeline anymore.
2346              *
2347              * So this is just a check to check that our assumption holds true. If not, write a warning
2348              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2349             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2350                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2351             {
2352                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2353                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2354                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2355                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2356                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2357                 else
2358                     gl_info->limits.vertex_samplers = 0;
2359             }
2360         }
2361         else
2362         {
2363             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2364         }
2365         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2366         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2367     }
2368     if (gl_info->supported[ARB_VERTEX_BLEND])
2369     {
2370         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2371         gl_info->limits.blends = gl_max;
2372         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2373     }
2374     if (gl_info->supported[EXT_TEXTURE3D])
2375     {
2376         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2377         gl_info->limits.texture3d_size = gl_max;
2378         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2379     }
2380     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2381     {
2382         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2383         gl_info->limits.anisotropy = gl_max;
2384         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2385     }
2386     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2387     {
2388         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2389         gl_info->limits.arb_ps_float_constants = gl_max;
2390         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2391         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2392         gl_info->limits.arb_ps_native_constants = gl_max;
2393         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2394                 gl_info->limits.arb_ps_native_constants);
2395         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2396         gl_info->limits.arb_ps_temps = gl_max;
2397         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2398         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2399         gl_info->limits.arb_ps_instructions = gl_max;
2400         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2401         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2402         gl_info->limits.arb_ps_local_constants = gl_max;
2403         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2404     }
2405     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2406     {
2407         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2408         gl_info->limits.arb_vs_float_constants = gl_max;
2409         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2410         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2411         gl_info->limits.arb_vs_native_constants = gl_max;
2412         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2413                 gl_info->limits.arb_vs_native_constants);
2414         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2415         gl_info->limits.arb_vs_temps = gl_max;
2416         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2417         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2418         gl_info->limits.arb_vs_instructions = gl_max;
2419         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2420
2421         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2422     }
2423     if (gl_info->supported[ARB_VERTEX_SHADER])
2424     {
2425         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2426         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2427         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2428     }
2429     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2430     {
2431         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2432         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2433         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2434         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2435         gl_info->limits.glsl_varyings = gl_max;
2436         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2437     }
2438     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2439     {
2440         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2441         unsigned int major, minor;
2442
2443         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2444
2445         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2446         sscanf(str, "%u.%u", &major, &minor);
2447         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2448     }
2449     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2450     {
2451         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2452     }
2453     else
2454     {
2455         gl_info->limits.shininess = 128.0f;
2456     }
2457     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2458     {
2459         /* If we have full NP2 texture support, disable
2460          * GL_ARB_texture_rectangle because we will never use it.
2461          * This saves a few redundant glDisable calls. */
2462         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2463     }
2464     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2465     {
2466         /* Disable NV_register_combiners and fragment shader if this is supported.
2467          * generally the NV extensions are preferred over the ATI ones, and this
2468          * extension is disabled if register_combiners and texture_shader2 are both
2469          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2470          * fragment processing support. */
2471         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2472         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2473         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2474         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2475     }
2476     if (gl_info->supported[NV_HALF_FLOAT])
2477     {
2478         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2479         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2480     }
2481     if (gl_info->supported[ARB_POINT_SPRITE])
2482     {
2483         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2484     }
2485     else
2486     {
2487         gl_info->limits.point_sprite_units = 0;
2488     }
2489     checkGLcall("extension detection");
2490
2491     LEAVE_GL();
2492
2493     adapter->fragment_pipe = select_fragment_implementation(adapter);
2494     adapter->shader_backend = select_shader_backend(adapter);
2495     adapter->blitter = select_blit_implementation(adapter);
2496
2497     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2498     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2499     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2500
2501     /* In some cases the number of texture stages can be larger than the number
2502      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2503      * shaders), but 8 texture stages (register combiners). */
2504     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2505
2506     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2507     {
2508         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2509         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2510         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2511         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2512         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2513         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2514         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2515         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2516         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2517         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2518         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2519         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2520         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2521         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2522         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2523         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2524         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2525         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2526         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2527     }
2528     else
2529     {
2530         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2531         {
2532             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2533             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2534             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2535             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2536             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2537             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2538             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2539             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2540             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2541             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2542             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2543             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2544             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2545             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2546             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2547             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2548             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2549         }
2550         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2551         {
2552             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2553             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2554         }
2555         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2556         {
2557             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2558         }
2559         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2560         {
2561             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2562         }
2563     }
2564
2565     /* MRTs are currently only supported when FBOs are used. */
2566     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2567     {
2568         gl_info->limits.buffers = 1;
2569     }
2570
2571     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2572     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2573     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2574
2575     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2576     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2577
2578     /* If we have an estimate use it, else default to 64MB;  */
2579     if(vidmem)
2580         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2581     else
2582         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2583
2584     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2585     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2586             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2587     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2588     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2589             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2590     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2591             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2592
2593     /* Make sure there's an active HDC else the WGL extensions will fail */
2594     hdc = pwglGetCurrentDC();
2595     if (hdc) {
2596         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2597         if(GL_EXTCALL(wglGetExtensionsStringARB))
2598             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2599
2600         if (NULL == WGL_Extensions) {
2601             ERR("   WGL_Extensions returns NULL\n");
2602         } else {
2603             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2604             while (*WGL_Extensions != 0x00) {
2605                 const char *Start;
2606                 char ThisExtn[256];
2607
2608                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2609                 Start = WGL_Extensions;
2610                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2611                     WGL_Extensions++;
2612                 }
2613
2614                 len = WGL_Extensions - Start;
2615                 if (len == 0 || len >= sizeof(ThisExtn))
2616                     continue;
2617
2618                 memcpy(ThisExtn, Start, len);
2619                 ThisExtn[len] = '\0';
2620                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2621
2622                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2623                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2624                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2625                 }
2626                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2627                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2628                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2629                 }
2630             }
2631         }
2632     }
2633
2634     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2635     init_driver_info(driver_info, card_vendor, device);
2636     add_gl_compat_wrappers(gl_info);
2637
2638     return TRUE;
2639 }
2640
2641 /**********************************************************
2642  * IWineD3D implementation follows
2643  **********************************************************/
2644
2645 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2646     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2647
2648     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2649
2650     return This->adapter_count;
2651 }
2652
2653 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2654 {
2655     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2656
2657     return WINED3D_OK;
2658 }
2659
2660 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2661     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2662
2663     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2664
2665     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2666         return NULL;
2667     }
2668
2669     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2670 }
2671
2672 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2673      of the same bpp but different resolutions                                  */
2674
2675 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2676 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2677     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2678     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2679
2680     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2681         return 0;
2682     }
2683
2684     /* TODO: Store modes per adapter and read it from the adapter structure */
2685     if (Adapter == 0) { /* Display */
2686         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2687         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2688         unsigned int i = 0;
2689         unsigned int j = 0;
2690         DEVMODEW mode;
2691
2692         memset(&mode, 0, sizeof(mode));
2693         mode.dmSize = sizeof(mode);
2694
2695         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2696         {
2697             ++j;
2698
2699             if (Format == WINED3DFMT_UNKNOWN)
2700             {
2701                 /* This is for D3D8, do not enumerate P8 here */
2702                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2703             }
2704             else if (mode.dmBitsPerPel == format_bits)
2705             {
2706                 ++i;
2707             }
2708         }
2709
2710         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2711         return i;
2712     } else {
2713         FIXME_(d3d_caps)("Adapter not primary display\n");
2714     }
2715     return 0;
2716 }
2717
2718 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2719 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2720     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2721     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2722
2723     /* Validate the parameters as much as possible */
2724     if (NULL == pMode ||
2725         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2726         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2727         return WINED3DERR_INVALIDCALL;
2728     }
2729
2730     /* TODO: Store modes per adapter and read it from the adapter structure */
2731     if (Adapter == 0)
2732     {
2733         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2734         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2735         DEVMODEW DevModeW;
2736         int ModeIdx = 0;
2737         UINT i = 0;
2738         int j = 0;
2739
2740         ZeroMemory(&DevModeW, sizeof(DevModeW));
2741         DevModeW.dmSize = sizeof(DevModeW);
2742
2743         /* If we are filtering to a specific format (D3D9), then need to skip
2744            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2745            just count through the ones with valid bit depths */
2746         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2747         {
2748             if (Format == WINED3DFMT_UNKNOWN)
2749             {
2750                 /* This is for D3D8, do not enumerate P8 here */
2751                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2752             }
2753             else if (DevModeW.dmBitsPerPel == format_bits)
2754             {
2755                 ++i;
2756             }
2757         }
2758
2759         if (i == 0) {
2760             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2761             return WINED3DERR_INVALIDCALL;
2762         }
2763         ModeIdx = j - 1;
2764
2765         /* Now get the display mode via the calculated index */
2766         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2767             pMode->Width        = DevModeW.dmPelsWidth;
2768             pMode->Height       = DevModeW.dmPelsHeight;
2769             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2770             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2771                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2772
2773             if (Format == WINED3DFMT_UNKNOWN) {
2774                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2775             } else {
2776                 pMode->Format = Format;
2777             }
2778         } else {
2779             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2780             return WINED3DERR_INVALIDCALL;
2781         }
2782
2783         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2784                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2785                 DevModeW.dmBitsPerPel);
2786
2787     }
2788     else
2789     {
2790         FIXME_(d3d_caps)("Adapter not primary display\n");
2791     }
2792
2793     return WINED3D_OK;
2794 }
2795
2796 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2797 {
2798     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2799
2800     if (NULL == pMode ||
2801         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2802         return WINED3DERR_INVALIDCALL;
2803     }
2804
2805     if (Adapter == 0) { /* Display */
2806         int bpp = 0;
2807         DEVMODEW DevModeW;
2808
2809         ZeroMemory(&DevModeW, sizeof(DevModeW));
2810         DevModeW.dmSize = sizeof(DevModeW);
2811
2812         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2813         pMode->Width        = DevModeW.dmPelsWidth;
2814         pMode->Height       = DevModeW.dmPelsHeight;
2815         bpp                 = DevModeW.dmBitsPerPel;
2816         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2817         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2818         {
2819             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2820         }
2821
2822         pMode->Format = pixelformat_for_depth(bpp);
2823     } else {
2824         FIXME_(d3d_caps)("Adapter not primary display\n");
2825     }
2826
2827     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2828           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2829     return WINED3D_OK;
2830 }
2831
2832 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2833    and fields being inserted in the middle, a new structure is used in place    */
2834 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2835                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2836     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2837     struct wined3d_adapter *adapter;
2838     size_t len;
2839
2840     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2841
2842     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2843         return WINED3DERR_INVALIDCALL;
2844     }
2845
2846     adapter = &This->adapters[Adapter];
2847
2848     /* Return the information requested */
2849     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2850
2851     if (pIdentifier->driver_size)
2852     {
2853         const char *name = adapter->driver_info.name;
2854         len = min(strlen(name), pIdentifier->driver_size - 1);
2855         memcpy(pIdentifier->driver, name, len);
2856         pIdentifier->driver[len] = '\0';
2857     }
2858
2859     if (pIdentifier->description_size)
2860     {
2861         const char *description = adapter->driver_info.description;
2862         len = min(strlen(description), pIdentifier->description_size - 1);
2863         memcpy(pIdentifier->description, description, len);
2864         pIdentifier->description[len] = '\0';
2865     }
2866
2867     /* Note that d3d8 doesn't supply a device name. */
2868     if (pIdentifier->device_name_size)
2869     {
2870         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2871
2872         len = strlen(device_name);
2873         if (len >= pIdentifier->device_name_size)
2874         {
2875             ERR("Device name size too small.\n");
2876             return WINED3DERR_INVALIDCALL;
2877         }
2878
2879         memcpy(pIdentifier->device_name, device_name, len);
2880         pIdentifier->device_name[len] = '\0';
2881     }
2882
2883     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2884     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2885     pIdentifier->vendor_id = adapter->driver_info.vendor;
2886     pIdentifier->device_id = adapter->driver_info.device;
2887     pIdentifier->subsystem_id = 0;
2888     pIdentifier->revision = 0;
2889     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2890     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2891     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2892     pIdentifier->video_memory = adapter->TextureRam;
2893
2894     return WINED3D_OK;
2895 }
2896
2897 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2898         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2899 {
2900     short redSize, greenSize, blueSize, alphaSize, colorBits;
2901
2902     if(!cfg)
2903         return FALSE;
2904
2905     /* Float formats need FBOs. If FBOs are used this function isn't called */
2906     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2907
2908     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2909         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2910         {
2911             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2912             return FALSE;
2913         }
2914
2915         if(cfg->redSize < redSize)
2916             return FALSE;
2917
2918         if(cfg->greenSize < greenSize)
2919             return FALSE;
2920
2921         if(cfg->blueSize < blueSize)
2922             return FALSE;
2923
2924         if(cfg->alphaSize < alphaSize)
2925             return FALSE;
2926
2927         return TRUE;
2928     }
2929
2930     /* Probably a RGBA_float or color index mode */
2931     return FALSE;
2932 }
2933
2934 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2935         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2936 {
2937     short depthSize, stencilSize;
2938     BOOL lockable = FALSE;
2939
2940     if(!cfg)
2941         return FALSE;
2942
2943     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2944     {
2945         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2946         return FALSE;
2947     }
2948
2949     /* Float formats need FBOs. If FBOs are used this function isn't called */
2950     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2951
2952     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2953         lockable = TRUE;
2954
2955     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2956      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2957      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2958     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2959         return FALSE;
2960
2961     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2962      * allow more stencil bits than requested. */
2963     if(cfg->stencilSize < stencilSize)
2964         return FALSE;
2965
2966     return TRUE;
2967 }
2968
2969 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2970                                                    WINED3DFORMAT AdapterFormat,
2971                                                    WINED3DFORMAT RenderTargetFormat,
2972                                                    WINED3DFORMAT DepthStencilFormat) {
2973     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2974     int nCfgs;
2975     const WineD3D_PixelFormat *cfgs;
2976     const struct wined3d_adapter *adapter;
2977     const struct wined3d_format_desc *rt_format_desc;
2978     const struct wined3d_format_desc *ds_format_desc;
2979     int it;
2980
2981     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2982            This, Adapter,
2983            DeviceType, debug_d3ddevicetype(DeviceType),
2984            AdapterFormat, debug_d3dformat(AdapterFormat),
2985            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2986            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2987
2988     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2989         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2990         return WINED3DERR_INVALIDCALL;
2991     }
2992
2993     adapter = &This->adapters[Adapter];
2994     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2995     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2996     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2997     {
2998         if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2999             (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3000             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3001             return WINED3D_OK;
3002         }
3003     }
3004     else
3005     {
3006         cfgs = adapter->cfgs;
3007         nCfgs = adapter->nCfgs;
3008         for (it = 0; it < nCfgs; ++it) {
3009             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3010             {
3011                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3012                 {
3013                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3014                     return WINED3D_OK;
3015                 }
3016             }
3017         }
3018     }
3019     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3020
3021     return WINED3DERR_NOTAVAILABLE;
3022 }
3023
3024 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3025         WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3026 {
3027     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3028     const struct wined3d_format_desc *glDesc;
3029     const struct wined3d_adapter *adapter;
3030
3031     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3032           This,
3033           Adapter,
3034           DeviceType, debug_d3ddevicetype(DeviceType),
3035           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3036           Windowed,
3037           MultiSampleType,
3038           pQualityLevels);
3039
3040     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3041         return WINED3DERR_INVALIDCALL;
3042     }
3043
3044     /* TODO: handle Windowed, add more quality levels */
3045
3046     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3047         if(pQualityLevels) *pQualityLevels = 1;
3048         return WINED3D_OK;
3049     }
3050
3051     /* By default multisampling is disabled right now as it causes issues
3052      * on some Nvidia driver versions and it doesn't work well in combination
3053      * with FBOs yet. */
3054     if(!wined3d_settings.allow_multisampling)
3055         return WINED3DERR_NOTAVAILABLE;
3056
3057     adapter = &This->adapters[Adapter];
3058     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3059     if (!glDesc) return WINED3DERR_INVALIDCALL;
3060
3061     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3062         int i, nCfgs;
3063         const WineD3D_PixelFormat *cfgs;
3064
3065         cfgs = adapter->cfgs;
3066         nCfgs = adapter->nCfgs;
3067         for(i=0; i<nCfgs; i++) {
3068             if(cfgs[i].numSamples != MultiSampleType)
3069                 continue;
3070
3071             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3072                 continue;
3073
3074             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3075
3076             if(pQualityLevels)
3077                 *pQualityLevels = 1; /* Guess at a value! */
3078             return WINED3D_OK;
3079         }
3080     }
3081     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3082         short redSize, greenSize, blueSize, alphaSize, colorBits;
3083         int i, nCfgs;
3084         const WineD3D_PixelFormat *cfgs;
3085
3086         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3087         {
3088             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3089             return WINED3DERR_NOTAVAILABLE;
3090         }
3091
3092         cfgs = adapter->cfgs;
3093         nCfgs = adapter->nCfgs;
3094         for(i=0; i<nCfgs; i++) {
3095             if(cfgs[i].numSamples != MultiSampleType)
3096                 continue;
3097             if(cfgs[i].redSize != redSize)
3098                 continue;
3099             if(cfgs[i].greenSize != greenSize)
3100                 continue;
3101             if(cfgs[i].blueSize != blueSize)
3102                 continue;
3103             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3104             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3105                 continue;
3106             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3107                 continue;
3108
3109             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3110
3111             if(pQualityLevels)
3112                 *pQualityLevels = 1; /* Guess at a value! */
3113             return WINED3D_OK;
3114         }
3115     }
3116     return WINED3DERR_NOTAVAILABLE;
3117 }
3118
3119 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3120         WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3121 {
3122     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3123     UINT nmodes;
3124
3125     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3126             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3127             debug_d3dformat(BackBufferFormat), Windowed);
3128
3129     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3130         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3131         return WINED3DERR_INVALIDCALL;
3132     }
3133
3134     /* The task of this function is to check whether a certain display / backbuffer format
3135      * combination is available on the given adapter. In fullscreen mode microsoft specified
3136      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3137      * and display format should match exactly.
3138      * In windowed mode format conversion can occur and this depends on the driver. When format
3139      * conversion is done, this function should nevertheless fail and applications need to use
3140      * CheckDeviceFormatConversion.
3141      * At the moment we assume that fullscreen and windowed have the same capabilities */
3142
3143     /* There are only 4 display formats */
3144     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3145             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3146             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3147             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3148     {
3149         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3150         return WINED3DERR_NOTAVAILABLE;
3151     }
3152
3153     /* If the requested DisplayFormat is not available, don't continue */
3154     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3155     if(!nmodes) {
3156         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3157         return WINED3DERR_NOTAVAILABLE;
3158     }
3159
3160     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3161     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3162         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3163         return WINED3DERR_NOTAVAILABLE;
3164     }
3165
3166     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3167     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3168     {
3169         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3170         return WINED3DERR_NOTAVAILABLE;
3171     }
3172
3173     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3174     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3175             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3176     {
3177         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3178         return WINED3DERR_NOTAVAILABLE;
3179     }
3180
3181     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3182     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3183             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3184     {
3185         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3186         return WINED3DERR_NOTAVAILABLE;
3187     }
3188
3189     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3190     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3191             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3192     {
3193         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3194         return WINED3DERR_NOTAVAILABLE;
3195     }
3196
3197     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3198     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3199     if(FAILED(hr))
3200         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3201
3202     return hr;
3203 }
3204
3205
3206 /* Check if we support bumpmapping for a format */
3207 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3208 {
3209     /* Ask the fixed function pipeline implementation if it can deal
3210      * with the conversion. If we've got a GL extension giving native
3211      * support this will be an identity conversion. */
3212     return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3213             && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3214 }
3215
3216 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3217 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3218         const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3219 {
3220     int it=0;
3221
3222     /* Only allow depth/stencil formats */
3223     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3224
3225     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3226     {
3227         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3228         if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3229     }
3230     else
3231     {
3232         /* Walk through all WGL pixel formats to find a match */
3233         for (it = 0; it < adapter->nCfgs; ++it)
3234         {
3235             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3236             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3237             {
3238                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3239                 {
3240                     return TRUE;
3241                 }
3242             }
3243         }
3244     }
3245
3246     return FALSE;
3247 }
3248
3249 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3250 {
3251     /* The flags entry of a format contains the filtering capability */
3252     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3253
3254     return FALSE;
3255 }
3256
3257 /* Check the render target capabilities of a format */
3258 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3259         const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3260 {
3261     /* Filter out non-RT formats */
3262     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3263     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3264         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3265         int it;
3266         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3267         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3268
3269         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3270         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3271
3272         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3273          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3274         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3275             TRACE_(d3d_caps)("[FAILED]\n");
3276             return FALSE;
3277         }
3278
3279         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3280          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3281         for (it = 0; it < adapter->nCfgs; ++it)
3282         {
3283             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3284                     &cfgs[it], check_format_desc))
3285             {
3286                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3287                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3288                 return TRUE;
3289             }
3290         }
3291     }
3292     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3293     {
3294         /* For now return TRUE for FBOs until we have some proper checks.
3295          * Note that this function will only be called when the format is around for texturing. */
3296         return TRUE;
3297     }
3298     return FALSE;
3299 }
3300
3301 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3302 {
3303     return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3304             && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3305 }
3306
3307 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3308 {
3309     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3310      * doing the color fixup in shaders.
3311      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3312     if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3313     {
3314         int vs_selected_mode;
3315         int ps_selected_mode;
3316         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3317
3318         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3319             TRACE_(d3d_caps)("[OK]\n");
3320             return TRUE;
3321         }
3322     }
3323
3324     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3325     return FALSE;
3326 }
3327
3328 /* Check if a format support blending in combination with pixel shaders */
3329 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3330         const struct wined3d_format_desc *format_desc)
3331 {
3332     /* The flags entry of a format contains the post pixel shader blending capability */
3333     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3334
3335     return FALSE;
3336 }
3337
3338 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3339 {
3340     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3341      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3342      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3343      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3344      * capability anyway.
3345      *
3346      * For now lets report this on all formats, but in the future we may want to
3347      * restrict it to some should games need that
3348      */
3349     return TRUE;
3350 }
3351
3352 /* Check if a texture format is supported on the given adapter */
3353 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3354 {
3355     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3356
3357     switch (format_desc->format)
3358     {
3359         /*****
3360          *  supported: RGB(A) formats
3361          */
3362         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3363         case WINED3DFMT_B8G8R8A8_UNORM:
3364         case WINED3DFMT_B8G8R8X8_UNORM:
3365         case WINED3DFMT_B5G6R5_UNORM:
3366         case WINED3DFMT_B5G5R5X1_UNORM:
3367         case WINED3DFMT_B5G5R5A1_UNORM:
3368         case WINED3DFMT_B4G4R4A4_UNORM:
3369         case WINED3DFMT_A8_UNORM:
3370         case WINED3DFMT_B4G4R4X4_UNORM:
3371         case WINED3DFMT_R8G8B8A8_UNORM:
3372         case WINED3DFMT_R8G8B8X8_UNORM:
3373         case WINED3DFMT_B10G10R10A2_UNORM:
3374         case WINED3DFMT_R10G10B10A2_UNORM:
3375         case WINED3DFMT_R16G16_UNORM:
3376             TRACE_(d3d_caps)("[OK]\n");
3377             return TRUE;
3378
3379         case WINED3DFMT_B2G3R3_UNORM:
3380             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3381             return FALSE;
3382
3383         /*****
3384          *  Not supported: Palettized
3385          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3386          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3387          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3388          */
3389         case WINED3DFMT_P8_UINT:
3390         case WINED3DFMT_P8_UINT_A8_UNORM:
3391             return FALSE;
3392
3393         /*****
3394          *  Supported: (Alpha)-Luminance
3395          */
3396         case WINED3DFMT_L8_UNORM:
3397         case WINED3DFMT_L8A8_UNORM:
3398         case WINED3DFMT_L16_UNORM:
3399             TRACE_(d3d_caps)("[OK]\n");
3400             return TRUE;
3401
3402         /* Not supported on Windows, thus disabled */
3403         case WINED3DFMT_L4A4_UNORM:
3404             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3405             return FALSE;
3406
3407         /*****
3408          *  Supported: Depth/Stencil formats
3409          */
3410         case WINED3DFMT_D16_LOCKABLE:
3411         case WINED3DFMT_D16_UNORM:
3412         case WINED3DFMT_S1_UINT_D15_UNORM:
3413         case WINED3DFMT_X8D24_UNORM:
3414         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3415         case WINED3DFMT_D24_UNORM_S8_UINT:
3416         case WINED3DFMT_S8_UINT_D24_FLOAT:
3417         case WINED3DFMT_D32_UNORM:
3418         case WINED3DFMT_D32_FLOAT:
3419             return TRUE;
3420
3421         /*****
3422          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3423          *  GL_NV_texture_shader). Emulated by shaders
3424          */
3425         case WINED3DFMT_R8G8_SNORM:
3426         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3427         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3428         case WINED3DFMT_R8G8B8A8_SNORM:
3429         case WINED3DFMT_R16G16_SNORM:
3430             /* Ask the shader backend if it can deal with the conversion. If
3431              * we've got a GL extension giving native support this will be an
3432              * identity conversion. */
3433             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3434             {
3435                 TRACE_(d3d_caps)("[OK]\n");
3436                 return TRUE;
3437             }
3438             TRACE_(d3d_caps)("[FAILED]\n");
3439             return FALSE;
3440
3441         case WINED3DFMT_DXT1:
3442         case WINED3DFMT_DXT2:
3443         case WINED3DFMT_DXT3:
3444         case WINED3DFMT_DXT4:
3445         case WINED3DFMT_DXT5:
3446             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3447             {
3448                 TRACE_(d3d_caps)("[OK]\n");
3449                 return TRUE;
3450             }
3451             TRACE_(d3d_caps)("[FAILED]\n");
3452             return FALSE;
3453
3454
3455         /*****
3456          *  Odd formats - not supported
3457          */
3458         case WINED3DFMT_VERTEXDATA:
3459         case WINED3DFMT_R16_UINT:
3460         case WINED3DFMT_R32_UINT:
3461         case WINED3DFMT_R16G16B16A16_SNORM:
3462         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3463         case WINED3DFMT_R10G11B11_SNORM:
3464             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3465             return FALSE;
3466
3467         /*****
3468          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3469          */
3470         case WINED3DFMT_R8G8_SNORM_Cx:
3471             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3472             return FALSE;
3473
3474         /* YUV formats */
3475         case WINED3DFMT_UYVY:
3476         case WINED3DFMT_YUY2:
3477             if (gl_info->supported[APPLE_YCBCR_422])
3478             {
3479                 TRACE_(d3d_caps)("[OK]\n");
3480                 return TRUE;
3481             }
3482             TRACE_(d3d_caps)("[FAILED]\n");
3483             return FALSE;
3484         case WINED3DFMT_YV12:
3485             TRACE_(d3d_caps)("[FAILED]\n");
3486             return FALSE;
3487
3488             /* Not supported */
3489         case WINED3DFMT_R16G16B16A16_UNORM:
3490         case WINED3DFMT_B2G3R3A8_UNORM:
3491             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3492             return FALSE;
3493
3494             /* Floating point formats */
3495         case WINED3DFMT_R16_FLOAT:
3496         case WINED3DFMT_R16G16_FLOAT:
3497         case WINED3DFMT_R16G16B16A16_FLOAT:
3498             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3499             {
3500                 TRACE_(d3d_caps)("[OK]\n");
3501                 return TRUE;
3502             }
3503             TRACE_(d3d_caps)("[FAILED]\n");
3504             return FALSE;
3505
3506         case WINED3DFMT_R32_FLOAT:
3507         case WINED3DFMT_R32G32_FLOAT:
3508         case WINED3DFMT_R32G32B32A32_FLOAT:
3509             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3510             {
3511                 TRACE_(d3d_caps)("[OK]\n");
3512                 return TRUE;
3513             }
3514             TRACE_(d3d_caps)("[FAILED]\n");
3515             return FALSE;
3516
3517         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3518          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3519          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3520          * We can do instancing with all shader versions, but we need vertex shaders.
3521          *
3522          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3523          * to enable instancing. WineD3D doesn't need that and just ignores it.
3524          *
3525          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3526          */
3527         case WINED3DFMT_INST:
3528             TRACE("ATI Instancing check hack\n");
3529             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3530             {
3531                 TRACE_(d3d_caps)("[OK]\n");
3532                 return TRUE;
3533             }
3534             TRACE_(d3d_caps)("[FAILED]\n");
3535             return FALSE;
3536
3537         /* Some weird FOURCC formats */
3538         case WINED3DFMT_R8G8_B8G8:
3539         case WINED3DFMT_G8R8_G8B8:
3540         case WINED3DFMT_MULTI2_ARGB8:
3541             TRACE_(d3d_caps)("[FAILED]\n");
3542             return FALSE;
3543
3544         /* Vendor specific formats */
3545         case WINED3DFMT_ATI2N:
3546             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3547                     || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3548             {
3549                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3550                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3551                 {
3552                     TRACE_(d3d_caps)("[OK]\n");
3553                     return TRUE;
3554                 }
3555
3556                 TRACE_(d3d_caps)("[OK]\n");
3557                 return TRUE;
3558             }
3559             TRACE_(d3d_caps)("[FAILED]\n");
3560             return FALSE;
3561
3562         case WINED3DFMT_NVHU:
3563         case WINED3DFMT_NVHS:
3564             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3565              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3566              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3567              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3568              * Applications have to deal with not having NVHS and NVHU.
3569              */
3570             TRACE_(d3d_caps)("[FAILED]\n");
3571             return FALSE;
3572
3573         case WINED3DFMT_UNKNOWN:
3574             return FALSE;
3575
3576         default:
3577             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3578             break;
3579     }
3580     return FALSE;
3581 }
3582
3583 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3584         const struct wined3d_format_desc *adapter_format_desc,
3585         const struct wined3d_format_desc *check_format_desc,
3586         WINED3DSURFTYPE SurfaceType)
3587 {
3588     if(SurfaceType == SURFACE_GDI) {
3589         switch(check_format_desc->format)
3590         {
3591             case WINED3DFMT_B8G8R8_UNORM:
3592             case WINED3DFMT_B8G8R8A8_UNORM:
3593             case WINED3DFMT_B8G8R8X8_UNORM:
3594             case WINED3DFMT_B5G6R5_UNORM:
3595             case WINED3DFMT_B5G5R5X1_UNORM:
3596             case WINED3DFMT_B5G5R5A1_UNORM:
3597             case WINED3DFMT_B4G4R4A4_UNORM:
3598             case WINED3DFMT_B2G3R3_UNORM:
3599             case WINED3DFMT_A8_UNORM:
3600             case WINED3DFMT_B2G3R3A8_UNORM:
3601             case WINED3DFMT_B4G4R4X4_UNORM:
3602             case WINED3DFMT_R10G10B10A2_UNORM:
3603             case WINED3DFMT_R8G8B8A8_UNORM:
3604             case WINED3DFMT_R8G8B8X8_UNORM:
3605             case WINED3DFMT_R16G16_UNORM:
3606             case WINED3DFMT_B10G10R10A2_UNORM:
3607             case WINED3DFMT_R16G16B16A16_UNORM:
3608             case WINED3DFMT_P8_UINT:
3609                 TRACE_(d3d_caps)("[OK]\n");
3610                 return TRUE;
3611             default:
3612                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3613                 return FALSE;
3614         }
3615     }
3616
3617     /* All format that are supported for textures are supported for surfaces as well */
3618     if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3619     /* All depth stencil formats are supported on surfaces */
3620     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3621
3622     /* If opengl can't process the format natively, the blitter may be able to convert it */
3623     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3624                                          NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3625                                          NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3626     {
3627         TRACE_(d3d_caps)("[OK]\n");
3628         return TRUE;
3629     }
3630
3631     /* Reject other formats */
3632     TRACE_(d3d_caps)("[FAILED]\n");
3633     return FALSE;
3634 }
3635
3636 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3637         const struct wined3d_format_desc *format_desc)
3638 {
3639     return adapter->gl_info.limits.vertex_samplers
3640             && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3641 }
3642
3643 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3644         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3645         WINED3DSURFTYPE SurfaceType)
3646 {
3647     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3648     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3649     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3650     const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3651     const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3652     DWORD UsageCaps = 0;
3653
3654     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3655           This,
3656           Adapter,
3657           DeviceType, debug_d3ddevicetype(DeviceType),
3658           AdapterFormat, debug_d3dformat(AdapterFormat),
3659           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3660           RType, debug_d3dresourcetype(RType),
3661           CheckFormat, debug_d3dformat(CheckFormat));
3662
3663     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3664         return WINED3DERR_INVALIDCALL;
3665     }
3666
3667     switch (RType)
3668     {
3669         case WINED3DRTYPE_CUBETEXTURE:
3670             /* Cubetexture allows:
3671              *      - WINED3DUSAGE_AUTOGENMIPMAP
3672              *      - WINED3DUSAGE_DEPTHSTENCIL
3673              *      - WINED3DUSAGE_DYNAMIC
3674              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3675              *      - WINED3DUSAGE_RENDERTARGET
3676              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3677              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3678              */
3679             if (SurfaceType != SURFACE_OPENGL)
3680             {
3681                 TRACE_(d3d_caps)("[FAILED]\n");
3682                 return WINED3DERR_NOTAVAILABLE;
3683             }
3684
3685             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3686             {
3687                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3688                 return WINED3DERR_NOTAVAILABLE;
3689             }
3690
3691             if (!CheckTextureCapability(adapter, format_desc))
3692             {
3693                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3694                 return WINED3DERR_NOTAVAILABLE;
3695             }
3696
3697             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3698             {
3699                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3700                     /* When autogenmipmap isn't around continue and return
3701                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3702                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3703                 else
3704                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3705             }
3706
3707             /* Always report dynamic locking. */
3708             if (Usage & WINED3DUSAGE_DYNAMIC)
3709                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3710
3711             if (Usage & WINED3DUSAGE_RENDERTARGET)
3712             {
3713                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3714                 {
3715                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3716                     return WINED3DERR_NOTAVAILABLE;
3717                 }
3718                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3719             }
3720
3721             /* Always report software processing. */
3722             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3723                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3724
3725             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3726             {
3727                 if (!CheckFilterCapability(adapter, format_desc))
3728                 {
3729                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3730                     return WINED3DERR_NOTAVAILABLE;
3731                 }
3732                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3733             }
3734
3735             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3736             {
3737                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3738                 {
3739                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3740                     return WINED3DERR_NOTAVAILABLE;
3741                 }
3742                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3743             }
3744
3745             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3746             {
3747                 if (!CheckSrgbReadCapability(adapter, format_desc))
3748                 {
3749                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3750                     return WINED3DERR_NOTAVAILABLE;
3751                 }
3752                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3753             }
3754
3755             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3756             {
3757                 if (!CheckSrgbWriteCapability(adapter, format_desc))
3758                 {
3759                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3760                     return WINED3DERR_NOTAVAILABLE;
3761                 }
3762                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3763             }
3764
3765             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3766             {
3767                 if (!CheckVertexTextureCapability(adapter, format_desc))
3768                 {
3769                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3770                     return WINED3DERR_NOTAVAILABLE;
3771                 }
3772                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3773             }
3774
3775             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3776             {
3777                 if (!CheckWrapAndMipCapability(adapter, format_desc))
3778                 {
3779                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3780                     return WINED3DERR_NOTAVAILABLE;
3781                 }
3782                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3783             }
3784             break;
3785
3786         case WINED3DRTYPE_SURFACE:
3787             /* Surface allows:
3788              *      - WINED3DUSAGE_DEPTHSTENCIL
3789              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3790              *      - WINED3DUSAGE_RENDERTARGET
3791              */
3792             if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3793             {
3794                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3795                 return WINED3DERR_NOTAVAILABLE;
3796             }
3797
3798             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3799             {
3800                 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3801                 {
3802                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3803                     return WINED3DERR_NOTAVAILABLE;
3804                 }
3805                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3806             }
3807
3808             if (Usage & WINED3DUSAGE_RENDERTARGET)
3809             {
3810                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3811                 {
3812                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3813                     return WINED3DERR_NOTAVAILABLE;
3814                 }
3815                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3816             }
3817
3818             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3819             {
3820                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3821                 {
3822                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3823                     return WINED3DERR_NOTAVAILABLE;
3824                 }
3825                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3826             }
3827             break;
3828
3829         case WINED3DRTYPE_TEXTURE:
3830             /* Texture allows:
3831              *      - WINED3DUSAGE_AUTOGENMIPMAP
3832              *      - WINED3DUSAGE_DEPTHSTENCIL
3833              *      - WINED3DUSAGE_DMAP
3834              *      - WINED3DUSAGE_DYNAMIC
3835              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3836              *      - WINED3DUSAGE_RENDERTARGET
3837              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3838              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3839              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3840              */
3841             if (SurfaceType != SURFACE_OPENGL)
3842             {
3843                 TRACE_(d3d_caps)("[FAILED]\n");
3844                 return WINED3DERR_NOTAVAILABLE;
3845             }
3846
3847             if (!CheckTextureCapability(adapter, format_desc))
3848             {
3849                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3850                 return WINED3DERR_NOTAVAILABLE;
3851             }
3852
3853             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3854             {
3855                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3856                     /* When autogenmipmap isn't around continue and return
3857                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3858                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3859                 else
3860                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3861             }
3862
3863             /* Always report dynamic locking. */
3864             if (Usage & WINED3DUSAGE_DYNAMIC)
3865                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3866
3867             if (Usage & WINED3DUSAGE_RENDERTARGET)
3868             {
3869                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3870                 {
3871                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3872                     return WINED3DERR_NOTAVAILABLE;
3873                 }
3874                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3875             }
3876
3877             /* Always report software processing. */
3878             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3879                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3880
3881             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3882             {
3883                 if (!CheckFilterCapability(adapter, format_desc))
3884                 {
3885                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3886                     return WINED3DERR_NOTAVAILABLE;
3887                 }
3888                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3889             }
3890
3891             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3892             {
3893                 if (!CheckBumpMapCapability(adapter, format_desc))
3894                 {
3895                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3896                     return WINED3DERR_NOTAVAILABLE;
3897                 }
3898                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3899             }
3900
3901             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3902             {
3903                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3904                 {
3905                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3906                     return WINED3DERR_NOTAVAILABLE;
3907                 }
3908                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3909             }
3910
3911             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3912             {
3913                 if (!CheckSrgbReadCapability(adapter, format_desc))
3914                 {
3915                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3916                     return WINED3DERR_NOTAVAILABLE;
3917                 }
3918                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3919             }
3920
3921             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3922             {
3923                 if (!CheckSrgbWriteCapability(adapter, format_desc))
3924                 {
3925                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3926                     return WINED3DERR_NOTAVAILABLE;
3927                 }
3928                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3929             }
3930
3931             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3932             {
3933                 if (!CheckVertexTextureCapability(adapter, format_desc))
3934                 {
3935                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3936                     return WINED3DERR_NOTAVAILABLE;
3937                 }
3938                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3939             }
3940
3941             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3942             {
3943                 if (!CheckWrapAndMipCapability(adapter, format_desc))
3944                 {
3945                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3946                     return WINED3DERR_NOTAVAILABLE;
3947                 }
3948                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3949             }
3950
3951             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3952             {
3953                 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3954                 {
3955                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3956                     return WINED3DERR_NOTAVAILABLE;
3957                 }
3958                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3959             }
3960             break;
3961
3962         case WINED3DRTYPE_VOLUMETEXTURE:
3963         case WINED3DRTYPE_VOLUME:
3964             /* Volume is to VolumeTexture what Surface is to Texture, but its
3965              * usage caps are not documented. Most driver seem to offer
3966              * (nearly) the same on Volume and VolumeTexture, so do that too.
3967              *
3968              * Volumetexture allows:
3969              *      - D3DUSAGE_DYNAMIC
3970              *      - D3DUSAGE_NONSECURE (d3d9ex)
3971              *      - D3DUSAGE_SOFTWAREPROCESSING
3972              *      - D3DUSAGE_QUERY_WRAPANDMIP
3973              */
3974             if (SurfaceType != SURFACE_OPENGL)
3975             {
3976                 TRACE_(d3d_caps)("[FAILED]\n");
3977                 return WINED3DERR_NOTAVAILABLE;
3978             }
3979
3980             if (!gl_info->supported[EXT_TEXTURE3D])
3981             {
3982                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3983                 return WINED3DERR_NOTAVAILABLE;
3984             }
3985
3986             if (!CheckTextureCapability(adapter, format_desc))
3987             {
3988                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3989                 return WINED3DERR_NOTAVAILABLE;
3990             }
3991
3992             /* Filter formats that need conversion; For one part, this
3993              * conversion is unimplemented, and volume textures are huge, so
3994              * it would be a big performance hit. Unless we hit an application
3995              * needing one of those formats, don't advertize them to avoid
3996              * leading applications into temptation. The windows drivers don't
3997              * support most of those formats on volumes anyway, except for
3998              * WINED3DFMT_R32_FLOAT. */
3999             switch (CheckFormat)
4000             {
4001                 case WINED3DFMT_P8_UINT:
4002                 case WINED3DFMT_L4A4_UNORM:
4003                 case WINED3DFMT_R32_FLOAT:
4004                 case WINED3DFMT_R16_FLOAT:
4005                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4006                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4007                 case WINED3DFMT_R16G16_UNORM:
4008                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4009                     return WINED3DERR_NOTAVAILABLE;
4010
4011                 case WINED3DFMT_R8G8B8A8_SNORM:
4012                 case WINED3DFMT_R16G16_SNORM:
4013                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4014                     {
4015                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4016                         return WINED3DERR_NOTAVAILABLE;
4017                     }
4018                     break;
4019
4020                 case WINED3DFMT_R8G8_SNORM:
4021                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4022                     {
4023                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4024                         return WINED3DERR_NOTAVAILABLE;
4025                     }
4026                     break;
4027
4028                 case WINED3DFMT_DXT1:
4029                 case WINED3DFMT_DXT2:
4030                 case WINED3DFMT_DXT3:
4031                 case WINED3DFMT_DXT4:
4032                 case WINED3DFMT_DXT5:
4033                     /* The GL_EXT_texture_compression_s3tc spec requires that
4034                      * loading an s3tc compressed texture results in an error.
4035                      * While the D3D refrast does support s3tc volumes, at
4036                      * least the nvidia windows driver does not, so we're free
4037                      * not to support this format. */
4038                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4039                     return WINED3DERR_NOTAVAILABLE;
4040
4041                 default:
4042                     /* Do nothing, continue with checking the format below */
4043                     break;
4044             }
4045
4046             /* Always report dynamic locking. */
4047             if (Usage & WINED3DUSAGE_DYNAMIC)
4048                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4049
4050             /* Always report software processing. */
4051             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4052                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4053
4054             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4055             {
4056                 if (!CheckFilterCapability(adapter, format_desc))
4057                 {
4058                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4059                     return WINED3DERR_NOTAVAILABLE;
4060                 }
4061                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4062             }
4063
4064             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4065             {
4066                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4067                 {
4068                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4069                     return WINED3DERR_NOTAVAILABLE;
4070                 }
4071                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4072             }
4073
4074             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4075             {
4076                 if (!CheckSrgbReadCapability(adapter, format_desc))
4077                 {
4078                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4079                     return WINED3DERR_NOTAVAILABLE;
4080                 }
4081                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4082             }
4083
4084             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4085             {
4086                 if (!CheckSrgbWriteCapability(adapter, format_desc))
4087                 {
4088                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4089                     return WINED3DERR_NOTAVAILABLE;
4090                 }
4091                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4092             }
4093
4094             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4095             {
4096                 if (!CheckVertexTextureCapability(adapter, format_desc))
4097                 {
4098                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4099                     return WINED3DERR_NOTAVAILABLE;
4100                 }
4101                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4102             }
4103
4104             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4105             {
4106                 if (!CheckWrapAndMipCapability(adapter, format_desc))
4107                 {
4108                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4109                     return WINED3DERR_NOTAVAILABLE;
4110                 }
4111                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4112             }
4113             break;
4114
4115         default:
4116             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4117             return WINED3DERR_NOTAVAILABLE;
4118     }
4119
4120     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4121      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4122      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4123     if (UsageCaps == Usage)
4124         return WINED3D_OK;
4125     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4126         return WINED3DOK_NOAUTOGEN;
4127
4128     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4129             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4130
4131     return WINED3DERR_NOTAVAILABLE;
4132 }
4133
4134 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4135         WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4136 {
4137     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4138             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4139             debug_d3dformat(dst_format));
4140
4141     return WINED3D_OK;
4142 }
4143
4144 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4145       subset of a D3DCAPS9 structure. However, it has to come via a void *
4146       as the d3d8 interface cannot import the d3d9 header                  */
4147 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4148
4149     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4150     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4151     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4152     int vs_selected_mode;
4153     int ps_selected_mode;
4154     struct shader_caps shader_caps;
4155     struct fragment_caps fragment_caps;
4156     DWORD ckey_caps, blit_caps, fx_caps;
4157
4158     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4159
4160     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4161         return WINED3DERR_INVALIDCALL;
4162     }
4163
4164     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4165
4166     /* ------------------------------------------------
4167        The following fields apply to both d3d8 and d3d9
4168        ------------------------------------------------ */
4169     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4170     pCaps->AdapterOrdinal          = Adapter;
4171
4172     pCaps->Caps                    = 0;
4173     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4174                                      WINED3DCAPS2_FULLSCREENGAMMA |
4175                                      WINED3DCAPS2_DYNAMICTEXTURES;
4176     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4177     {
4178         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4179     }
4180
4181     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4182                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4183                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4184
4185     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4186                                      WINED3DPRESENT_INTERVAL_ONE;
4187
4188     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4189                                      WINED3DCURSORCAPS_LOWRES;
4190
4191     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4192                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4193                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4194                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4195                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4196                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4197                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4198                                      WINED3DDEVCAPS_PUREDEVICE          |
4199                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4200                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4201                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4202                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4203                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4204                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4205                                      WINED3DDEVCAPS_RTPATCHES;
4206
4207     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4208                                      WINED3DPMISCCAPS_CULLCCW               |
4209                                      WINED3DPMISCCAPS_CULLCW                |
4210                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4211                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4212                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4213                                      WINED3DPMISCCAPS_MASKZ                 |
4214                                      WINED3DPMISCCAPS_BLENDOP               |
4215                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4216                                     /* TODO:
4217                                         WINED3DPMISCCAPS_NULLREFERENCE
4218                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4219                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4220                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4221
4222     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4223         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4224     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4225         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4226
4227     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4228                                      WINED3DPRASTERCAPS_PAT       |
4229                                      WINED3DPRASTERCAPS_WFOG      |
4230                                      WINED3DPRASTERCAPS_ZFOG      |
4231                                      WINED3DPRASTERCAPS_FOGVERTEX |
4232                                      WINED3DPRASTERCAPS_FOGTABLE  |
4233                                      WINED3DPRASTERCAPS_STIPPLE   |
4234                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4235                                      WINED3DPRASTERCAPS_ZTEST     |
4236                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4237                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4238                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4239
4240     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4241     {
4242         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4243                              WINED3DPRASTERCAPS_ZBIAS         |
4244                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4245     }
4246     if (gl_info->supported[NV_FOG_DISTANCE])
4247     {
4248         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4249     }
4250                         /* FIXME Add:
4251                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4252                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4253                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4254                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4255                            WINED3DPRASTERCAPS_WBUFFER */
4256
4257     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4258                       WINED3DPCMPCAPS_EQUAL        |
4259                       WINED3DPCMPCAPS_GREATER      |
4260                       WINED3DPCMPCAPS_GREATEREQUAL |
4261                       WINED3DPCMPCAPS_LESS         |
4262                       WINED3DPCMPCAPS_LESSEQUAL    |
4263                       WINED3DPCMPCAPS_NEVER        |
4264                       WINED3DPCMPCAPS_NOTEQUAL;
4265
4266     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4267                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4268                            WINED3DPBLENDCAPS_DESTALPHA       |
4269                            WINED3DPBLENDCAPS_DESTCOLOR       |
4270                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4271                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4272                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4273                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4274                            WINED3DPBLENDCAPS_ONE             |
4275                            WINED3DPBLENDCAPS_SRCALPHA        |
4276                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4277                            WINED3DPBLENDCAPS_SRCCOLOR        |
4278                            WINED3DPBLENDCAPS_ZERO;
4279
4280     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4281                            WINED3DPBLENDCAPS_DESTCOLOR       |
4282                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4283                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4284                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4285                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4286                            WINED3DPBLENDCAPS_ONE             |
4287                            WINED3DPBLENDCAPS_SRCALPHA        |
4288                            WINED3DPBLENDCAPS_SRCCOLOR        |
4289                            WINED3DPBLENDCAPS_ZERO;
4290     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4291      * according to the glBlendFunc manpage
4292      *
4293      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4294      * legacy settings for srcblend only
4295      */
4296
4297     if (gl_info->supported[EXT_BLEND_COLOR])
4298     {
4299         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4300         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4301     }
4302
4303
4304     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4305                           WINED3DPCMPCAPS_EQUAL        |
4306                           WINED3DPCMPCAPS_GREATER      |
4307                           WINED3DPCMPCAPS_GREATEREQUAL |
4308                           WINED3DPCMPCAPS_LESS         |
4309                           WINED3DPCMPCAPS_LESSEQUAL    |
4310                           WINED3DPCMPCAPS_NEVER        |
4311                           WINED3DPCMPCAPS_NOTEQUAL;
4312
4313     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4314                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4315                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4316                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4317                            WINED3DPSHADECAPS_COLORFLATRGB       |
4318                            WINED3DPSHADECAPS_FOGFLAT            |
4319                            WINED3DPSHADECAPS_FOGGOURAUD         |
4320                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4321
4322     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4323                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4324                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4325                           WINED3DPTEXTURECAPS_BORDER             |
4326                           WINED3DPTEXTURECAPS_MIPMAP             |
4327                           WINED3DPTEXTURECAPS_PROJECTED          |
4328                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4329
4330     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4331     {
4332         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4333                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4334     }
4335
4336     if (gl_info->supported[EXT_TEXTURE3D])
4337     {
4338         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4339                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4340                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4341     }
4342
4343     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4344     {
4345         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4346                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4347                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4348
4349     }
4350
4351     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4352                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4353                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4354                                WINED3DPTFILTERCAPS_MINFPOINT        |
4355                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4356                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4357                                WINED3DPTFILTERCAPS_LINEAR           |
4358                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4359                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4360                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4361                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4362                                WINED3DPTFILTERCAPS_NEAREST;
4363
4364     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4365     {
4366         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4367                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4368     }
4369
4370     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4371     {
4372         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4373                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4374                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4375                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4376                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4377                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4378                                        WINED3DPTFILTERCAPS_LINEAR           |
4379                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4380                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4381                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4382                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4383                                        WINED3DPTFILTERCAPS_NEAREST;
4384
4385         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4386         {
4387             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4388                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4389         }
4390     } else
4391         pCaps->CubeTextureFilterCaps = 0;
4392
4393     if (gl_info->supported[EXT_TEXTURE3D])
4394     {
4395         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4396                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4397                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4398                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4399                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4400                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4401                                          WINED3DPTFILTERCAPS_LINEAR           |
4402                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4403                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4404                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4405                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4406                                          WINED3DPTFILTERCAPS_NEAREST;
4407     } else
4408         pCaps->VolumeTextureFilterCaps = 0;
4409
4410     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4411                                  WINED3DPTADDRESSCAPS_CLAMP  |
4412                                  WINED3DPTADDRESSCAPS_WRAP;
4413
4414     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4415     {
4416         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4417     }
4418     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4419     {
4420         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4421     }
4422     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4423     {
4424         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4425     }
4426
4427     if (gl_info->supported[EXT_TEXTURE3D])
4428     {
4429         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4430                                            WINED3DPTADDRESSCAPS_CLAMP  |
4431                                            WINED3DPTADDRESSCAPS_WRAP;
4432         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4433         {
4434             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4435         }
4436         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4437         {
4438             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4439         }
4440         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4441         {
4442             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4443         }
4444     } else
4445         pCaps->VolumeTextureAddressCaps = 0;
4446
4447     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4448                       WINED3DLINECAPS_ZTEST         |
4449                       WINED3DLINECAPS_BLEND         |
4450                       WINED3DLINECAPS_ALPHACMP      |
4451                       WINED3DLINECAPS_FOG;
4452     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4453      * idea how generating the smoothing alpha values works; the result is different
4454      */
4455
4456     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4457     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4458
4459     if (gl_info->supported[EXT_TEXTURE3D])
4460         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4461     else
4462         pCaps->MaxVolumeExtent = 0;
4463
4464     pCaps->MaxTextureRepeat = 32768;
4465     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4466     pCaps->MaxVertexW = 1.0f;
4467
4468     pCaps->GuardBandLeft = 0.0f;
4469     pCaps->GuardBandTop = 0.0f;
4470     pCaps->GuardBandRight = 0.0f;
4471     pCaps->GuardBandBottom = 0.0f;
4472
4473     pCaps->ExtentsAdjust = 0.0f;
4474
4475     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4476                           WINED3DSTENCILCAPS_INCRSAT |
4477                           WINED3DSTENCILCAPS_INVERT  |
4478                           WINED3DSTENCILCAPS_KEEP    |
4479                           WINED3DSTENCILCAPS_REPLACE |
4480                           WINED3DSTENCILCAPS_ZERO;
4481     if (gl_info->supported[EXT_STENCIL_WRAP])
4482     {
4483         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4484                               WINED3DSTENCILCAPS_INCR;
4485     }
4486     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4487     {
4488         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4489     }
4490
4491     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4492
4493     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4494     pCaps->MaxActiveLights = gl_info->limits.lights;
4495
4496     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4497     pCaps->MaxVertexBlendMatrixIndex   = 0;
4498
4499     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4500     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4501
4502
4503     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4504     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4505                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4506                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4507                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4508                                   WINED3DVTXPCAPS_VERTEXFOG         |
4509                                   WINED3DVTXPCAPS_TEXGEN;
4510
4511     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4512     pCaps->MaxVertexIndex      = 0xFFFFF;
4513     pCaps->MaxStreams          = MAX_STREAMS;
4514     pCaps->MaxStreamStride     = 1024;
4515
4516     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4517     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4518                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4519     pCaps->MaxNpatchTessellationLevel        = 0;
4520     pCaps->MasterAdapterOrdinal              = 0;
4521     pCaps->AdapterOrdinalInGroup             = 0;
4522     pCaps->NumberOfAdaptersInGroup           = 1;
4523
4524     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4525
4526     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4527                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4528                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4529                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4530     pCaps->VertexTextureFilterCaps           = 0;
4531
4532     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4533     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4534
4535     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4536     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4537
4538     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4539      * Ignore shader model capabilities if disabled in config
4540      */
4541     if(vs_selected_mode == SHADER_NONE) {
4542         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4543         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4544         pCaps->MaxVertexShaderConst         = 0;
4545     } else {
4546         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4547         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4548     }
4549
4550     if(ps_selected_mode == SHADER_NONE) {
4551         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4552         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4553         pCaps->PixelShader1xMaxValue        = 0.0f;
4554     } else {
4555         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4556         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4557     }
4558
4559     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4560     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4561     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4562
4563     /* The following caps are shader specific, but they are things we cannot detect, or which
4564      * are the same among all shader models. So to avoid code duplication set the shader version
4565      * specific, but otherwise constant caps here
4566      */
4567     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4568         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4569         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4570         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4571         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4572         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4573         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4574
4575         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4576         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4577     }
4578     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4579     {
4580         pCaps->VS20Caps.Caps                     = 0;
4581         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4582         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4583         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4584
4585         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4586         pCaps->MaxVertexShader30InstructionSlots = 0;
4587     } else { /* VS 1.x */
4588         pCaps->VS20Caps.Caps                     = 0;
4589         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4590         pCaps->VS20Caps.NumTemps                 = 0;
4591         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4592
4593         pCaps->MaxVShaderInstructionsExecuted    = 0;
4594         pCaps->MaxVertexShader30InstructionSlots = 0;
4595     }
4596
4597     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4598         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4599         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4600
4601         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4602         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4603                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4604                 WINED3DPS20CAPS_PREDICATION          |
4605                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4606                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4607         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4608         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4609         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4610         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4611
4612         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4613         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4614                 adapter->gl_info.limits.arb_ps_instructions);
4615     }
4616     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4617     {
4618         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4619         pCaps->PS20Caps.Caps                     = 0;
4620         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4621         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4622         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4623         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4624
4625         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4626         pCaps->MaxPixelShader30InstructionSlots  = 0;
4627     } else { /* PS 1.x */
4628         pCaps->PS20Caps.Caps                     = 0;
4629         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4630         pCaps->PS20Caps.NumTemps                 = 0;
4631         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4632         pCaps->PS20Caps.NumInstructionSlots      = 0;
4633
4634         pCaps->MaxPShaderInstructionsExecuted    = 0;
4635         pCaps->MaxPixelShader30InstructionSlots  = 0;
4636     }
4637
4638     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4639         /* OpenGL supports all the formats below, perhaps not always
4640          * without conversion, but it supports them.
4641          * Further GLSL doesn't seem to have an official unsigned type so
4642          * don't advertise it yet as I'm not sure how we handle it.
4643          * We might need to add some clamping in the shader engine to
4644          * support it.
4645          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4646         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4647                            WINED3DDTCAPS_UBYTE4N   |
4648                            WINED3DDTCAPS_SHORT2N   |
4649                            WINED3DDTCAPS_SHORT4N;
4650         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4651         {
4652             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4653                                 WINED3DDTCAPS_FLOAT16_4;
4654         }
4655     } else
4656         pCaps->DeclTypes                         = 0;
4657
4658     /* Set DirectDraw helper Caps */
4659     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4660                                         WINEDDCKEYCAPS_SRCBLT;
4661     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4662                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4663                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4664                                         WINEDDFXCAPS_BLTROTATION90          |
4665                                         WINEDDFXCAPS_BLTSHRINKX             |
4666                                         WINEDDFXCAPS_BLTSHRINKXN            |
4667                                         WINEDDFXCAPS_BLTSHRINKY             |
4668                                         WINEDDFXCAPS_BLTSHRINKXN            |
4669                                         WINEDDFXCAPS_BLTSTRETCHX            |
4670                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4671                                         WINEDDFXCAPS_BLTSTRETCHY            |
4672                                         WINEDDFXCAPS_BLTSTRETCHYN;
4673     blit_caps =                         WINEDDCAPS_BLT                      |
4674                                         WINEDDCAPS_BLTCOLORFILL             |
4675                                         WINEDDCAPS_BLTDEPTHFILL             |
4676                                         WINEDDCAPS_BLTSTRETCH               |
4677                                         WINEDDCAPS_CANBLTSYSMEM             |
4678                                         WINEDDCAPS_CANCLIP                  |
4679                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4680                                         WINEDDCAPS_COLORKEY                 |
4681                                         WINEDDCAPS_COLORKEYHWASSIST         |
4682                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4683
4684     /* Fill the ddraw caps structure */
4685     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4686                                         WINEDDCAPS_PALETTE                  |
4687                                         blit_caps;
4688     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4689                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4690                                         WINEDDCAPS2_PRIMARYGAMMA             |
4691                                         WINEDDCAPS2_WIDESURFACES             |
4692                                         WINEDDCAPS2_CANRENDERWINDOWED;
4693     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4694     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4695     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4696     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4697     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4698     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4699     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4700     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4701     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4702
4703     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4704                                         WINEDDSCAPS_BACKBUFFER              |
4705                                         WINEDDSCAPS_FLIP                    |
4706                                         WINEDDSCAPS_FRONTBUFFER             |
4707                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4708                                         WINEDDSCAPS_PALETTE                 |
4709                                         WINEDDSCAPS_PRIMARYSURFACE          |
4710                                         WINEDDSCAPS_SYSTEMMEMORY            |
4711                                         WINEDDSCAPS_VIDEOMEMORY             |
4712                                         WINEDDSCAPS_VISIBLE;
4713     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4714
4715     /* Set D3D caps if OpenGL is available. */
4716     if (adapter->opengl)
4717     {
4718         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4719                                         WINEDDSCAPS_MIPMAP                  |
4720                                         WINEDDSCAPS_TEXTURE                 |
4721                                         WINEDDSCAPS_ZBUFFER;
4722         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4723     }
4724
4725     return WINED3D_OK;
4726 }
4727
4728 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4729         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4730         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4731 {
4732     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4733     IWineD3DDeviceImpl *object;
4734     HRESULT hr;
4735
4736     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4737             "parent %p, device_parent %p, device %p.\n",
4738             iface, adapter_idx, device_type, focus_window, flags,
4739             parent, device_parent, device);
4740
4741     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4742      * number and create a device without a 3D adapter for 2D only operation. */
4743     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4744     {
4745         return WINED3DERR_INVALIDCALL;
4746     }
4747
4748     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4749     if (!object)
4750     {
4751         ERR("Failed to allocate device memory.\n");
4752         return E_OUTOFMEMORY;
4753     }
4754
4755     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4756     if (FAILED(hr))
4757     {
4758         WARN("Failed to initialize device, hr %#x.\n", hr);
4759         HeapFree(GetProcessHeap(), 0, object);
4760         return hr;
4761     }
4762
4763     TRACE("Created device %p.\n", object);
4764     *device = (IWineD3DDevice *)object;
4765
4766     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4767
4768     return WINED3D_OK;
4769 }
4770
4771 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4772     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4773     IUnknown_AddRef(This->parent);
4774     *pParent = This->parent;
4775     return WINED3D_OK;
4776 }
4777
4778 static void WINE_GLAPI invalid_func(const void *data)
4779 {
4780     ERR("Invalid vertex attribute function called\n");
4781     DebugBreak();
4782 }
4783
4784 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4785 {
4786     ERR("Invalid texcoord function called\n");
4787     DebugBreak();
4788 }
4789
4790 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4791  * the extension detection and are used in drawStridedSlow
4792  */
4793 static void WINE_GLAPI position_d3dcolor(const void *data)
4794 {
4795     DWORD pos = *((const DWORD *)data);
4796
4797     FIXME("Add a test for fixed function position from d3dcolor type\n");
4798     glVertex4s(D3DCOLOR_B_R(pos),
4799                D3DCOLOR_B_G(pos),
4800                D3DCOLOR_B_B(pos),
4801                D3DCOLOR_B_A(pos));
4802 }
4803
4804 static void WINE_GLAPI position_float4(const void *data)
4805 {
4806     const GLfloat *pos = data;
4807
4808     if (pos[3] != 0.0f && pos[3] != 1.0f)
4809     {
4810         float w = 1.0f / pos[3];
4811
4812         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4813     }
4814     else
4815     {
4816         glVertex3fv(pos);
4817     }
4818 }
4819
4820 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4821 {
4822     DWORD diffuseColor = *((const DWORD *)data);
4823
4824     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4825                D3DCOLOR_B_G(diffuseColor),
4826                D3DCOLOR_B_B(diffuseColor),
4827                D3DCOLOR_B_A(diffuseColor));
4828 }
4829
4830 static void WINE_GLAPI specular_d3dcolor(const void *data)
4831 {
4832     DWORD specularColor = *((const DWORD *)data);
4833     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4834             D3DCOLOR_B_G(specularColor),
4835             D3DCOLOR_B_B(specularColor)};
4836
4837     specular_func_3ubv(d);
4838 }
4839
4840 static void WINE_GLAPI warn_no_specular_func(const void *data)
4841 {
4842     WARN("GL_EXT_secondary_color not supported\n");
4843 }
4844
4845 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4846 {
4847     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4848     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4849     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4850     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4851     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4852     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4853     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4854     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4855     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4856     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4857     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4858     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4859     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4860     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4861     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4862     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4863     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4864
4865     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4866     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4867     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4868     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4869     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4870     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4871     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4872     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4873     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4874     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4875     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4876     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4877     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4878     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4879     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4880     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4881     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4882
4883     /* No 4 component entry points here */
4884     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4885     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4886     if (gl_info->supported[EXT_SECONDARY_COLOR])
4887     {
4888         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4889     }
4890     else
4891     {
4892         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4893     }
4894     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4895     if (gl_info->supported[EXT_SECONDARY_COLOR])
4896     {
4897         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4898         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4899     }
4900     else
4901     {
4902         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4903     }
4904     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4905     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4906     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4907     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4908     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4909     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4910     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4911     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4912     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4913     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4914     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4915     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4916
4917     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4918      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4919      */
4920     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4921     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4922     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4923     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4924     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4925     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4926     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4927     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4928     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4929     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4930     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4931     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4932     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4933     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4934     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4935     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4936     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4937
4938     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4939     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4940     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4941     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4942     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4943     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4944     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4945     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4946     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4947     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4948     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4949     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4950     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4951     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4952     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4953     if (gl_info->supported[NV_HALF_FLOAT])
4954     {
4955         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4956         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4957         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4958     } else {
4959         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4960         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4961     }
4962 }
4963
4964 static BOOL InitAdapters(IWineD3DImpl *This)
4965 {
4966     static HMODULE mod_gl;
4967     BOOL ret;
4968     int ps_selected_mode, vs_selected_mode;
4969
4970     /* No need to hold any lock. The calling library makes sure only one thread calls
4971      * wined3d simultaneously
4972      */
4973
4974     TRACE("Initializing adapters\n");
4975
4976     if(!mod_gl) {
4977 #ifdef USE_WIN32_OPENGL
4978 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4979         mod_gl = LoadLibraryA("opengl32.dll");
4980         if(!mod_gl) {
4981             ERR("Can't load opengl32.dll!\n");
4982             goto nogl_adapter;
4983         }
4984 #else
4985 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4986         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4987         mod_gl = GetModuleHandleA("gdi32.dll");
4988 #endif
4989     }
4990
4991 /* Load WGL core functions from opengl32.dll */
4992 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4993     WGL_FUNCS_GEN;
4994 #undef USE_WGL_FUNC
4995
4996     if(!pwglGetProcAddress) {
4997         ERR("Unable to load wglGetProcAddress!\n");
4998         goto nogl_adapter;
4999     }
5000
5001 /* Dynamically load all GL core functions */
5002     GL_FUNCS_GEN;
5003 #undef USE_GL_FUNC
5004
5005     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5006      * otherwise because we have to use winex11.drv's override
5007      */
5008 #ifdef USE_WIN32_OPENGL
5009     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5010     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5011 #else
5012     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5013     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5014 #endif
5015
5016     glEnableWINE = glEnable;
5017     glDisableWINE = glDisable;
5018
5019     /* For now only one default adapter */
5020     {
5021         struct wined3d_adapter *adapter = &This->adapters[0];
5022         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5023         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5024         int iPixelFormat;
5025         int res;
5026         int i;
5027         WineD3D_PixelFormat *cfgs;
5028         DISPLAY_DEVICEW DisplayDevice;
5029         HDC hdc;
5030
5031         TRACE("Initializing default adapter\n");
5032         adapter->ordinal = 0;
5033         adapter->monitorPoint.x = -1;
5034         adapter->monitorPoint.y = -1;
5035
5036         if (!AllocateLocallyUniqueId(&adapter->luid))
5037         {
5038             DWORD err = GetLastError();
5039             ERR("Failed to set adapter LUID (%#x).\n", err);
5040             goto nogl_adapter;
5041         }
5042         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5043                 adapter->luid.HighPart, adapter->luid.LowPart);
5044
5045         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5046         {
5047             ERR("Failed to get a gl context for default adapter\n");
5048             goto nogl_adapter;
5049         }
5050
5051         ret = IWineD3DImpl_FillGLCaps(adapter);
5052         if(!ret) {
5053             ERR("Failed to initialize gl caps for default adapter\n");
5054             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5055             goto nogl_adapter;
5056         }
5057         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5058         if(!ret) {
5059             ERR("Failed to init gl formats\n");
5060             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5061             goto nogl_adapter;
5062         }
5063
5064         hdc = fake_gl_ctx.dc;
5065
5066         /* Use the VideoRamSize registry setting when set */
5067         if(wined3d_settings.emulated_textureram)
5068             adapter->TextureRam = wined3d_settings.emulated_textureram;
5069         else
5070             adapter->TextureRam = adapter->gl_info.vidmem;
5071         adapter->UsedTextureRam = 0;
5072         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5073
5074         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5075         DisplayDevice.cb = sizeof(DisplayDevice);
5076         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5077         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5078         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5079
5080         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5081         {
5082             int attribute;
5083             int attribs[11];
5084             int values[11];
5085             int nAttribs = 0;
5086
5087             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5088             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5089
5090             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5091             cfgs = adapter->cfgs;
5092             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5093             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5094             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5095             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5096             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5097             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5098             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5099             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5100             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5101             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5102             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5103
5104             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5105             {
5106                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5107
5108                 if(!res)
5109                     continue;
5110
5111                 /* Cache the pixel format */
5112                 cfgs->iPixelFormat = iPixelFormat;
5113                 cfgs->redSize = values[0];
5114                 cfgs->greenSize = values[1];
5115                 cfgs->blueSize = values[2];
5116                 cfgs->alphaSize = values[3];
5117                 cfgs->colorSize = values[4];
5118                 cfgs->depthSize = values[5];
5119                 cfgs->stencilSize = values[6];
5120                 cfgs->windowDrawable = values[7];
5121                 cfgs->iPixelType = values[8];
5122                 cfgs->doubleBuffer = values[9];
5123                 cfgs->auxBuffers = values[10];
5124
5125                 cfgs->numSamples = 0;
5126                 /* Check multisample support */
5127                 if (gl_info->supported[ARB_MULTISAMPLE])
5128                 {
5129                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5130                     int value[2];
5131                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5132                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5133                         * value[1] = number of multi sample buffers*/
5134                         if(value[0])
5135                             cfgs->numSamples = value[1];
5136                     }
5137                 }
5138
5139                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5140                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5141                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5142                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5143                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5144                 cfgs++;
5145             }
5146         }
5147         else
5148         {
5149             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5150             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5151             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5152
5153             cfgs = adapter->cfgs;
5154             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5155             {
5156                 PIXELFORMATDESCRIPTOR ppfd;
5157
5158                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5159                 if(!res)
5160                     continue;
5161
5162                 /* We only want HW acceleration using an OpenGL ICD driver.
5163                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5164                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5165                  */
5166                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5167                 {
5168                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5169                     continue;
5170                 }
5171
5172                 cfgs->iPixelFormat = iPixelFormat;
5173                 cfgs->redSize = ppfd.cRedBits;
5174                 cfgs->greenSize = ppfd.cGreenBits;
5175                 cfgs->blueSize = ppfd.cBlueBits;
5176                 cfgs->alphaSize = ppfd.cAlphaBits;
5177                 cfgs->colorSize = ppfd.cColorBits;
5178                 cfgs->depthSize = ppfd.cDepthBits;
5179                 cfgs->stencilSize = ppfd.cStencilBits;
5180                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5181                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5182                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5183                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5184                 cfgs->numSamples = 0;
5185
5186                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5187                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5188                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5189                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5190                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5191                 cfgs++;
5192                 adapter->nCfgs++;
5193             }
5194
5195             /* 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 */
5196             if(!adapter->nCfgs)
5197             {
5198                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5199
5200                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5201                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5202                 goto nogl_adapter;
5203             }
5204         }
5205
5206         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5207          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5208          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5209          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5210          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5211          * driver is allowed to consume more bits EXCEPT for stencil bits.
5212          *
5213          * Mark an adapter with this broken stencil behavior.
5214          */
5215         adapter->brokenStencil = TRUE;
5216         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5217         {
5218             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5219             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5220                 adapter->brokenStencil = FALSE;
5221                 break;
5222             }
5223         }
5224
5225         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5226
5227         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5228         fillGLAttribFuncs(&adapter->gl_info);
5229         adapter->opengl = TRUE;
5230     }
5231     This->adapter_count = 1;
5232     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5233
5234     return TRUE;
5235
5236 nogl_adapter:
5237     /* Initialize an adapter for ddraw-only memory counting */
5238     memset(This->adapters, 0, sizeof(This->adapters));
5239     This->adapters[0].ordinal = 0;
5240     This->adapters[0].opengl = FALSE;
5241     This->adapters[0].monitorPoint.x = -1;
5242     This->adapters[0].monitorPoint.y = -1;
5243
5244     This->adapters[0].driver_info.name = "Display";
5245     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5246     if(wined3d_settings.emulated_textureram) {
5247         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5248     } else {
5249         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5250     }
5251
5252     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5253
5254     This->adapter_count = 1;
5255     return FALSE;
5256 }
5257
5258 /**********************************************************
5259  * IWineD3D VTbl follows
5260  **********************************************************/
5261
5262 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5263 {
5264     /* IUnknown */
5265     IWineD3DImpl_QueryInterface,
5266     IWineD3DImpl_AddRef,
5267     IWineD3DImpl_Release,
5268     /* IWineD3D */
5269     IWineD3DImpl_GetParent,
5270     IWineD3DImpl_GetAdapterCount,
5271     IWineD3DImpl_RegisterSoftwareDevice,
5272     IWineD3DImpl_GetAdapterMonitor,
5273     IWineD3DImpl_GetAdapterModeCount,
5274     IWineD3DImpl_EnumAdapterModes,
5275     IWineD3DImpl_GetAdapterDisplayMode,
5276     IWineD3DImpl_GetAdapterIdentifier,
5277     IWineD3DImpl_CheckDeviceMultiSampleType,
5278     IWineD3DImpl_CheckDepthStencilMatch,
5279     IWineD3DImpl_CheckDeviceType,
5280     IWineD3DImpl_CheckDeviceFormat,
5281     IWineD3DImpl_CheckDeviceFormatConversion,
5282     IWineD3DImpl_GetDeviceCaps,
5283     IWineD3DImpl_CreateDevice
5284 };
5285
5286 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5287
5288 const struct wined3d_parent_ops wined3d_null_parent_ops =
5289 {
5290     wined3d_null_wined3d_object_destroyed,
5291 };
5292
5293 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5294 {
5295     wined3d->lpVtbl = &IWineD3D_Vtbl;
5296     wined3d->dxVersion = version;
5297     wined3d->ref = 1;
5298     wined3d->parent = parent;
5299
5300     if (!InitAdapters(wined3d))
5301     {
5302         WARN("Failed to initialize adapters.\n");
5303         if (version > 7)
5304         {
5305             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5306             return E_FAIL;
5307         }
5308     }
5309
5310     return WINED3D_OK;
5311 }