wined3d: Get rid of some IWineD3D* references.
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct {
76     const char *extension_string;
77     GL_SupportedExt extension;
78     DWORD version;
79 } EXTENSION_MAP[] = {
80     /* APPLE */
81     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
82     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
83     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
84     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
85     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
86     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
87
88     /* ARB */
89     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
90     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
91     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
92     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
93     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
94     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
95     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
96     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
97     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
98     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
99     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
100     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
101     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
102     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
103     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
104     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
105     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
106     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
107     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
108     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
109     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
110     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
111     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
112     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
113     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
114     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
115     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
116     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
117     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
118     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
119     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
120     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
121     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
122     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
123     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
124     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
125     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
126     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
127     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
128     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
129     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
130     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
131
132     /* ATI */
133     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
134     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
135     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
136     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
137     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
138
139     /* EXT */
140     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
141     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
142     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
143     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
144     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
145     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
146     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
147     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
148     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
149     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
150     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
151     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
152     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
153     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
154     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
155     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
156     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
157     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
158     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
159     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
160     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
161     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
162     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
163     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
164     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
165     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
166     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
167     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
168     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
169     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
170     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
171
172     /* NV */
173     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
174     {"GL_NV_fence",                         NV_FENCE,                       0                           },
175     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
176     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
177     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
178     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
179     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
180     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
181     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
182     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
183     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
184     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
185     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
186     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
187     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
188     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
189     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
190     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
191     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
192     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
193
194     /* SGI */
195     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
196 };
197
198 /**********************************************************
199  * Utility functions follow
200  **********************************************************/
201
202 const struct min_lookup minMipLookup[] =
203 {
204     /* NONE         POINT                       LINEAR */
205     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
206     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
207     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
208 };
209
210 const struct min_lookup minMipLookup_noFilter[] =
211 {
212     /* NONE         POINT                       LINEAR */
213     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
214     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
215     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
216 };
217
218 const struct min_lookup minMipLookup_noMip[] =
219 {
220     /* NONE         POINT                       LINEAR */
221     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
222     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
223     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
224 };
225
226 const GLenum magLookup[] =
227 {
228     /* NONE     POINT       LINEAR */
229     GL_NEAREST, GL_NEAREST, GL_LINEAR,
230 };
231
232 const GLenum magLookup_noFilter[] =
233 {
234     /* NONE     POINT       LINEAR */
235     GL_NEAREST, GL_NEAREST, GL_NEAREST,
236 };
237
238 /* drawStridedSlow attributes */
239 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
240 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
241 glAttribFunc specular_func_3ubv;
242 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
244 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
245
246 /**
247  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
248  * i.e., there is no GL Context - Get a default rendering context to enable the
249  * function query some info from GL.
250  */
251
252 struct wined3d_fake_gl_ctx
253 {
254     HDC dc;
255     HWND wnd;
256     HGLRC gl_ctx;
257     HDC restore_dc;
258     HGLRC restore_gl_ctx;
259 };
260
261 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
262 {
263     TRACE_(d3d_caps)("Destroying fake GL context.\n");
264
265     if (!pwglMakeCurrent(NULL, NULL))
266     {
267         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
268     }
269
270     if (!pwglDeleteContext(ctx->gl_ctx))
271     {
272         DWORD err = GetLastError();
273         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
274     }
275
276     ReleaseDC(ctx->wnd, ctx->dc);
277     DestroyWindow(ctx->wnd);
278
279     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
280     {
281         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
282     }
283 }
284
285 /* Do not call while under the GL lock. */
286 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
287 {
288     PIXELFORMATDESCRIPTOR pfd;
289     int iPixelFormat;
290
291     TRACE("getting context...\n");
292
293     ctx->restore_dc = pwglGetCurrentDC();
294     ctx->restore_gl_ctx = pwglGetCurrentContext();
295
296     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
297     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
298             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
299     if (!ctx->wnd)
300     {
301         ERR_(d3d_caps)("Failed to create a window.\n");
302         goto fail;
303     }
304
305     ctx->dc = GetDC(ctx->wnd);
306     if (!ctx->dc)
307     {
308         ERR_(d3d_caps)("Failed to get a DC.\n");
309         goto fail;
310     }
311
312     /* PixelFormat selection */
313     ZeroMemory(&pfd, sizeof(pfd));
314     pfd.nSize = sizeof(pfd);
315     pfd.nVersion = 1;
316     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
317     pfd.iPixelType = PFD_TYPE_RGBA;
318     pfd.cColorBits = 32;
319     pfd.iLayerType = PFD_MAIN_PLANE;
320
321     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
322     if (!iPixelFormat)
323     {
324         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
325         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
326         goto fail;
327     }
328     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
329     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
330
331     /* Create a GL context. */
332     ctx->gl_ctx = pwglCreateContext(ctx->dc);
333     if (!ctx->gl_ctx)
334     {
335         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
336         goto fail;
337     }
338
339     /* Make it the current GL context. */
340     if (!context_set_current(NULL))
341     {
342         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
343     }
344
345     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
346     {
347         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
348         goto fail;
349     }
350
351     return TRUE;
352
353 fail:
354     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
355     ctx->gl_ctx = NULL;
356     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
357     ctx->dc = NULL;
358     if (ctx->wnd) DestroyWindow(ctx->wnd);
359     ctx->wnd = NULL;
360     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
361     {
362         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
363     }
364
365     return FALSE;
366 }
367
368 /* Adjust the amount of used texture memory */
369 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
370 {
371     struct wined3d_adapter *adapter = device->adapter;
372
373     adapter->UsedTextureRam += glram;
374     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
375     return adapter->UsedTextureRam;
376 }
377
378 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
379 {
380     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
381     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
382 }
383
384 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
385 {
386     ULONG refcount = InterlockedIncrement(&wined3d->ref);
387
388     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
389
390     return refcount;
391 }
392
393 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
394 {
395     ULONG refcount = InterlockedDecrement(&wined3d->ref);
396
397     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
398
399     if (!refcount)
400     {
401         unsigned int i;
402
403         for (i = 0; i < wined3d->adapter_count; ++i)
404         {
405             wined3d_adapter_cleanup(&wined3d->adapters[i]);
406         }
407         HeapFree(GetProcessHeap(), 0, wined3d);
408     }
409
410     return refcount;
411 }
412
413 /* GL locking is done by the caller */
414 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
415 {
416     GLuint prog;
417     BOOL ret = FALSE;
418     const char *testcode =
419         "!!ARBvp1.0\n"
420         "PARAM C[66] = { program.env[0..65] };\n"
421         "ADDRESS A0;"
422         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
423         "ARL A0.x, zero.x;\n"
424         "MOV result.position, C[A0.x + 65];\n"
425         "END\n";
426
427     while(glGetError());
428     GL_EXTCALL(glGenProgramsARB(1, &prog));
429     if(!prog) {
430         ERR("Failed to create an ARB offset limit test program\n");
431     }
432     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
433     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
434                                   strlen(testcode), testcode));
435     if (glGetError())
436     {
437         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
438         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
439         ret = TRUE;
440     } else TRACE("OpenGL implementation allows offsets > 63\n");
441
442     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
443     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
444     checkGLcall("ARB vp offset limit test cleanup");
445
446     return ret;
447 }
448
449 static DWORD ver_for_ext(GL_SupportedExt ext)
450 {
451     unsigned int i;
452     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
453         if(EXTENSION_MAP[i].extension == ext) {
454             return EXTENSION_MAP[i].version;
455         }
456     }
457     return 0;
458 }
459
460 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
461         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
462 {
463     if (card_vendor != HW_VENDOR_AMD) return FALSE;
464     if (device == CARD_AMD_RADEON_9500) return TRUE;
465     if (device == CARD_AMD_RADEON_X700) return TRUE;
466     if (device == CARD_AMD_RADEON_X1600) return TRUE;
467     return FALSE;
468 }
469
470 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     if (card_vendor == HW_VENDOR_NVIDIA)
474     {
475         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
476             device == CARD_NVIDIA_GEFORCEFX_5600 ||
477             device == CARD_NVIDIA_GEFORCEFX_5800)
478         {
479             return TRUE;
480         }
481     }
482     return FALSE;
483 }
484
485 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
486         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
487 {
488     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
489      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
490      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
491      *
492      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
493      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
494      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
495      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
496      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
497      * the chance that other implementations support them is rather small since Win32 QuickTime uses
498      * DirectDraw, not OpenGL.
499      *
500      * This test has been moved into wined3d_guess_gl_vendor()
501      */
502     if (gl_vendor == GL_VENDOR_APPLE)
503     {
504         return TRUE;
505     }
506     return FALSE;
507 }
508
509 /* Context activation is done by the caller. */
510 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
511 {
512     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
513      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
514      * all the texture. This function detects this bug by its symptom and disables PBOs
515      * if the test fails.
516      *
517      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
518      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
519      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
520      * read back is compared to the original. If they are equal PBOs are assumed to work,
521      * otherwise the PBO extension is disabled. */
522     GLuint texture, pbo;
523     static const unsigned int pattern[] =
524     {
525         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
526         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
527         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
528         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
529     };
530     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
531
532     /* No PBO -> No point in testing them. */
533     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
534
535     ENTER_GL();
536
537     while (glGetError());
538     glGenTextures(1, &texture);
539     glBindTexture(GL_TEXTURE_2D, texture);
540
541     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
542     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
543     checkGLcall("Specifying the PBO test texture");
544
545     GL_EXTCALL(glGenBuffersARB(1, &pbo));
546     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
547     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
548     checkGLcall("Specifying the PBO test pbo");
549
550     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
551     checkGLcall("Loading the PBO test texture");
552
553     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
554     LEAVE_GL();
555
556     wglFinish(); /* just to be sure */
557
558     memset(check, 0, sizeof(check));
559     ENTER_GL();
560     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
561     checkGLcall("Reading back the PBO test texture");
562
563     glDeleteTextures(1, &texture);
564     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
565     checkGLcall("PBO test cleanup");
566
567     LEAVE_GL();
568
569     if (memcmp(check, pattern, sizeof(check)))
570     {
571         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
572         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
573         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
574     }
575     else
576     {
577         TRACE_(d3d_caps)("PBO test successful.\n");
578     }
579 }
580
581 static BOOL match_apple_intel(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     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
585 }
586
587 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
589 {
590     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
591     if (card_vendor != HW_VENDOR_AMD) return FALSE;
592     if (device == CARD_AMD_RADEON_X1600) return FALSE;
593     return TRUE;
594 }
595
596 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
597         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
598 {
599     return gl_vendor == GL_VENDOR_FGLRX;
600
601 }
602
603 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
604         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
605 {
606     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
607      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
608      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
609      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
610      * hardcoded
611      *
612      * dx10 cards usually have 64 varyings */
613     return gl_info->limits.glsl_varyings > 44;
614 }
615
616 /* A GL context is provided by the caller */
617 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
618         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
619 {
620     GLenum error;
621     DWORD data[16];
622
623     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
624
625     ENTER_GL();
626     while(glGetError());
627     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
628     error = glGetError();
629     LEAVE_GL();
630
631     if(error == GL_NO_ERROR)
632     {
633         TRACE("GL Implementation accepts 4 component specular color pointers\n");
634         return TRUE;
635     }
636     else
637     {
638         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
639               debug_glerror(error));
640         return FALSE;
641     }
642 }
643
644 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
645         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
646 {
647     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
648     return gl_info->supported[NV_TEXTURE_SHADER];
649 }
650
651 /* A GL context is provided by the caller */
652 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
653         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
654 {
655     GLuint prog;
656     BOOL ret = FALSE;
657     GLint pos;
658     const char *testcode =
659         "!!ARBvp1.0\n"
660         "OPTION NV_vertex_program2;\n"
661         "MOV result.clip[0], 0.0;\n"
662         "MOV result.position, 0.0;\n"
663         "END\n";
664
665     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
666
667     ENTER_GL();
668     while(glGetError());
669
670     GL_EXTCALL(glGenProgramsARB(1, &prog));
671     if(!prog)
672     {
673         ERR("Failed to create the NVvp clip test program\n");
674         LEAVE_GL();
675         return FALSE;
676     }
677     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
678     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
679                                   strlen(testcode), testcode));
680     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
681     if(pos != -1)
682     {
683         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
684         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
685         ret = TRUE;
686         while(glGetError());
687     }
688     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
689
690     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
691     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
692     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
693
694     LEAVE_GL();
695     return ret;
696 }
697
698 /* Context activation is done by the caller. */
699 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
700         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
701 {
702     char data[4 * 4 * 4];
703     GLuint tex, fbo;
704     GLenum status;
705
706     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
707
708     memset(data, 0xcc, sizeof(data));
709
710     ENTER_GL();
711
712     glGenTextures(1, &tex);
713     glBindTexture(GL_TEXTURE_2D, tex);
714     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
715     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
716     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
717     checkGLcall("glTexImage2D");
718
719     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
720     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
721     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
722     checkGLcall("glFramebufferTexture2D");
723
724     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
725     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
726     checkGLcall("glCheckFramebufferStatus");
727
728     memset(data, 0x11, sizeof(data));
729     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
730     checkGLcall("glTexSubImage2D");
731
732     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
733     glClear(GL_COLOR_BUFFER_BIT);
734     checkGLcall("glClear");
735
736     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
737     checkGLcall("glGetTexImage");
738
739     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
740     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
741     glBindTexture(GL_TEXTURE_2D, 0);
742     checkGLcall("glBindTexture");
743
744     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
745     glDeleteTextures(1, &tex);
746     checkGLcall("glDeleteTextures");
747
748     LEAVE_GL();
749
750     return *(DWORD *)data == 0x11111111;
751 }
752
753 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
754 {
755     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
756     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
757     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
758     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
759 }
760
761 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
762 {
763     quirk_arb_constants(gl_info);
764     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
765      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
766      * allow 48 different offsets or other helper immediate values. */
767     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
768     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
769 }
770
771 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
772  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
773  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
774  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
775  * most games, but avoids the crash
776  *
777  * A more sophisticated way would be to find all units that need texture coordinates and enable
778  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
779  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
780  *
781  * Note that disabling the extension entirely does not gain predictability because there is no point
782  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
783 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
784 {
785     if (gl_info->supported[ARB_POINT_SPRITE])
786     {
787         TRACE("Limiting point sprites to one texture unit.\n");
788         gl_info->limits.point_sprite_units = 1;
789     }
790 }
791
792 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
793 {
794     quirk_arb_constants(gl_info);
795
796     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
797      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
798      * If real NP2 textures are used, the driver falls back to software. We could just remove the
799      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
800      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
801      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
802      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
803      *
804      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
805      * has this extension promoted to core. The extension loading code sets this extension supported
806      * due to that, so this code works on fglrx as well. */
807     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
808     {
809         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
810         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
811         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
812     }
813
814     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
815      * it is generally more efficient. Reserve just 8 constants. */
816     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
817     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
818 }
819
820 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
821 {
822     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
823      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
824      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
825      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
826      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
827      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
828      *
829      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
830      *  triggering the software fallback. There is not much we can do here apart from disabling the
831      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
832      *  in wined3d_adapter_init_gl_caps).
833      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
834      *  post-processing effects in the game "Max Payne 2").
835      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
836     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
837     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
838     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
839 }
840
841 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
842 {
843     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
844      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
845      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
846      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
847      * according to the spec.
848      *
849      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
850      * makes the shader slower and eats instruction slots which should be available to the d3d app.
851      *
852      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
853      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
854      * this workaround is activated on cards that do not need it, it won't break things, just affect
855      * performance negatively. */
856     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
857     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
858 }
859
860 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
861 {
862     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
863 }
864
865 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
866 {
867     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
868 }
869
870 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
871 {
872     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
873     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
874 }
875
876 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
877 {
878     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
879 }
880
881 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
882 {
883     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
884 }
885
886 struct driver_quirk
887 {
888     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
889             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
890     void (*apply)(struct wined3d_gl_info *gl_info);
891     const char *description;
892 };
893
894 static const struct driver_quirk quirk_table[] =
895 {
896     {
897         match_amd_r300_to_500,
898         quirk_amd_dx9,
899         "AMD GLSL constant and normalized texrect quirk"
900     },
901     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
902      * used it falls back to software. While the compiler can detect if the shader uses all declared
903      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
904      * using relative addressing falls back to software.
905      *
906      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
907     {
908         match_apple,
909         quirk_apple_glsl_constants,
910         "Apple GLSL uniform override"
911     },
912     {
913         match_geforce5,
914         quirk_no_np2,
915         "Geforce 5 NP2 disable"
916     },
917     {
918         match_apple_intel,
919         quirk_texcoord_w,
920         "Init texcoord .w for Apple Intel GPU driver"
921     },
922     {
923         match_apple_nonr500ati,
924         quirk_texcoord_w,
925         "Init texcoord .w for Apple ATI >= r600 GPU driver"
926     },
927     {
928         match_fglrx,
929         quirk_one_point_sprite,
930         "Fglrx point sprite crash workaround"
931     },
932     {
933         match_dx10_capable,
934         quirk_clip_varying,
935         "Reserved varying for gl_ClipPos"
936     },
937     {
938         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
939          * GL implementations accept it. The Mac GL is the only implementation known to
940          * reject it.
941          *
942          * If we can pass 4 component specular colors, do it, because (a) we don't have
943          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
944          * passes specular alpha to the pixel shader if any is used. Otherwise the
945          * specular alpha is used to pass the fog coordinate, which we pass to opengl
946          * via GL_EXT_fog_coord.
947          */
948         match_allows_spec_alpha,
949         quirk_allows_specular_alpha,
950         "Allow specular alpha quirk"
951     },
952     {
953         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
954          * (rdar://5682521).
955          */
956         match_apple_nvts,
957         quirk_apple_nvts,
958         "Apple NV_texture_shader disable"
959     },
960     {
961         match_broken_nv_clip,
962         quirk_disable_nvvp_clip,
963         "Apple NV_vertex_program clip bug quirk"
964     },
965     {
966         match_fbo_tex_update,
967         quirk_fbo_tex_update,
968         "FBO rebind for attachment updates"
969     },
970 };
971
972 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
973  * reporting a driver version is moot because we are not the Windows driver, and we have different
974  * bugs, features, etc.
975  *
976  * The driver version has the form "x.y.z.w".
977  *
978  * "x" is the Windows version the driver is meant for:
979  * 4 -> 95/98/NT4
980  * 5 -> 2000
981  * 6 -> 2000/XP
982  * 7 -> Vista
983  * 8 -> Win 7
984  *
985  * "y" is the maximum Direct3D version the driver supports.
986  * y  -> d3d version mapping:
987  * 11 -> d3d6
988  * 12 -> d3d7
989  * 13 -> d3d8
990  * 14 -> d3d9
991  * 15 -> d3d10
992  * 16 -> d3d10.1
993  * 17 -> d3d11
994  *
995  * "z" is the subversion number.
996  *
997  * "w" is the vendor specific driver build number.
998  */
999
1000 struct driver_version_information
1001 {
1002     enum wined3d_display_driver driver;
1003     enum wined3d_driver_model driver_model;
1004     const char *driver_name;            /* name of Windows driver */
1005     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1006     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1007     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1008 };
1009
1010 /* The driver version table contains driver information for different devices on several OS versions. */
1011 static const struct driver_version_information driver_version_table[] =
1012 {
1013     /* AMD
1014      * - Radeon HD2x00 (R600) and up supported by current drivers.
1015      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1016      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1017      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1018     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1019     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1020     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1021     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1022     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1023     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1024
1025     /* Intel
1026      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1027      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1028      * igxprd32.dll but the GMA800 driver was never updated. */
1029     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1030     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1031     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1032     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1033     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1034     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1035
1036     /* Nvidia
1037      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1038      * - GeforceFX support is up to 173.x on <= XP
1039      * - Geforce2MX/3/4 up to 96.x on <= XP
1040      * - TNT/Geforce1/2 up to 71.x on <= XP
1041      * All version numbers used below are from the Linux nvidia drivers. */
1042     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1043     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1044     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1045     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1046     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1047 };
1048
1049 struct gpu_description
1050 {
1051     WORD vendor;                    /* reported PCI card vendor ID  */
1052     WORD card;                      /* reported PCI card device ID  */
1053     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1054     enum wined3d_display_driver driver;
1055     unsigned int vidmem;
1056 };
1057
1058 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1059  * found on a board containing a specific GPU. */
1060 static const struct gpu_description gpu_description_table[] =
1061 {
1062     /* Nvidia cards */
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1091     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1092     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1093     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1094     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1095     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1096     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1097     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1098     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1099     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1100     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1101     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1102     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1103     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1104     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1105     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 TI",        DRIVER_NVIDIA_GEFORCE6,  1024},
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1113
1114     /* AMD cards */
1115     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1116     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1117     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1118     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1119     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1120     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1121     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1122     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1123     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1124     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1125     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1126     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1127     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1128     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1129     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1130     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1131     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1132     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1133     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1134     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1135     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6310,         "AMD Radeon HD 6310 Graphics",      DRIVER_AMD_R600,         1024},
1136     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1137     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1138     /* Intel cards */
1139     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1140     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1141     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1142     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1143     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1144     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1145     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1146     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1147 };
1148
1149 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1150         enum wined3d_driver_model driver_model)
1151 {
1152     unsigned int i;
1153
1154     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1155     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1156     {
1157         const struct driver_version_information *entry = &driver_version_table[i];
1158
1159         if (entry->driver == driver && entry->driver_model == driver_model)
1160         {
1161             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1162                 entry->driver_name, entry->version, entry->subversion, entry->build);
1163
1164             return entry;
1165         }
1166     }
1167     return NULL;
1168 }
1169
1170 static void init_driver_info(struct wined3d_driver_info *driver_info,
1171         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1172 {
1173     OSVERSIONINFOW os_version;
1174     WORD driver_os_version;
1175     unsigned int i;
1176     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1177     enum wined3d_driver_model driver_model;
1178     const struct driver_version_information *version_info;
1179
1180     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1181     {
1182         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1183         vendor = wined3d_settings.pci_vendor_id;
1184     }
1185     driver_info->vendor = vendor;
1186
1187     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1188     {
1189         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1190         device = wined3d_settings.pci_device_id;
1191     }
1192     driver_info->device = device;
1193
1194     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1195      * overrides the pci ids to a card which is not in our database. */
1196     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1197
1198     memset(&os_version, 0, sizeof(os_version));
1199     os_version.dwOSVersionInfoSize = sizeof(os_version);
1200     if (!GetVersionExW(&os_version))
1201     {
1202         ERR("Failed to get OS version, reporting 2000/XP.\n");
1203         driver_os_version = 6;
1204         driver_model = DRIVER_MODEL_NT5X;
1205     }
1206     else
1207     {
1208         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1209         switch (os_version.dwMajorVersion)
1210         {
1211             case 4:
1212                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1213                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1214                  */
1215                 driver_os_version = 4;
1216                 driver_model = DRIVER_MODEL_WIN9X;
1217                 break;
1218
1219             case 5:
1220                 driver_os_version = 6;
1221                 driver_model = DRIVER_MODEL_NT5X;
1222                 break;
1223
1224             case 6:
1225                 if (os_version.dwMinorVersion == 0)
1226                 {
1227                     driver_os_version = 7;
1228                     driver_model = DRIVER_MODEL_NT6X;
1229                 }
1230                 else
1231                 {
1232                     if (os_version.dwMinorVersion > 1)
1233                     {
1234                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1235                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1236                     }
1237                     driver_os_version = 8;
1238                     driver_model = DRIVER_MODEL_NT6X;
1239                 }
1240                 break;
1241
1242             default:
1243                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1244                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1245                 driver_os_version = 6;
1246                 driver_model = DRIVER_MODEL_NT5X;
1247                 break;
1248         }
1249     }
1250
1251     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1252      * This means that unless the ids are overriden, we will always find a GPU description. */
1253     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1254     {
1255         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1256         {
1257             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1258
1259             driver_info->description = gpu_description_table[i].description;
1260             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1261             driver = gpu_description_table[i].driver;
1262             break;
1263         }
1264     }
1265
1266     if (wined3d_settings.emulated_textureram)
1267     {
1268         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1269         driver_info->vidmem = wined3d_settings.emulated_textureram;
1270     }
1271
1272     /* Try to obtain driver version information for the current Windows version. This fails in
1273      * some cases:
1274      * - the gpu is not available on the currently selected OS version:
1275      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1276      *     version information for the current Windows version is returned instead of faked info.
1277      *     We do the same and assume the default Windows version to emulate is WinXP.
1278      *
1279      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1280      *     For now return the XP driver info. Perhaps later on we should return VESA.
1281      *
1282      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1283      *   This could be an indication that our database is not up to date, so this should be fixed.
1284      */
1285     version_info = get_driver_version_info(driver, driver_model);
1286     if (version_info)
1287     {
1288         driver_info->name = version_info->driver_name;
1289         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1290         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1291     }
1292     else
1293     {
1294         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1295         if (version_info)
1296         {
1297             driver_info->name = version_info->driver_name;
1298             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1299             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1300         }
1301         else
1302         {
1303             driver_info->description = "Direct3D HAL";
1304             driver_info->name = "Display";
1305             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1306             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1307
1308             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1309                     vendor, device, driver_model);
1310         }
1311     }
1312
1313     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1314             driver_info->version_high, driver_info->version_low);
1315 }
1316
1317 /* Context activation is done by the caller. */
1318 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1319         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1320 {
1321     unsigned int i;
1322
1323     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1324     {
1325         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1326         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1327         quirk_table[i].apply(gl_info);
1328     }
1329
1330     /* Find out if PBOs work as they are supposed to. */
1331     test_pbo_functionality(gl_info);
1332 }
1333
1334 static DWORD wined3d_parse_gl_version(const char *gl_version)
1335 {
1336     const char *ptr = gl_version;
1337     int major, minor;
1338
1339     major = atoi(ptr);
1340     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1341
1342     while (isdigit(*ptr)) ++ptr;
1343     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1344
1345     minor = atoi(ptr);
1346
1347     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1348
1349     return MAKEDWORD_VERSION(major, minor);
1350 }
1351
1352 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1353 {
1354
1355     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1356      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1357      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1358      *
1359      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1360      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1361      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1362      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1363      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1364      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1365      * DirectDraw, not OpenGL. */
1366     if (gl_info->supported[APPLE_FENCE]
1367             && gl_info->supported[APPLE_CLIENT_STORAGE]
1368             && gl_info->supported[APPLE_FLUSH_RENDER]
1369             && gl_info->supported[APPLE_YCBCR_422])
1370         return GL_VENDOR_APPLE;
1371
1372     if (strstr(gl_vendor_string, "NVIDIA"))
1373         return GL_VENDOR_NVIDIA;
1374
1375     if (strstr(gl_vendor_string, "ATI"))
1376         return GL_VENDOR_FGLRX;
1377
1378     if (strstr(gl_vendor_string, "Intel(R)")
1379             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1380             || strstr(gl_renderer, "Intel")
1381             || strstr(gl_vendor_string, "Intel Inc."))
1382         return GL_VENDOR_INTEL;
1383
1384     if (strstr(gl_vendor_string, "Mesa")
1385             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1386             || strstr(gl_vendor_string, "DRI R300 Project")
1387             || strstr(gl_vendor_string, "X.Org R300 Project")
1388             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1389             || strstr(gl_vendor_string, "VMware, Inc.")
1390             || strstr(gl_renderer, "Mesa")
1391             || strstr(gl_renderer, "Gallium"))
1392         return GL_VENDOR_MESA;
1393
1394     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1395             debugstr_a(gl_vendor_string));
1396
1397     return GL_VENDOR_UNKNOWN;
1398 }
1399
1400 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1401 {
1402     if (strstr(gl_vendor_string, "NVIDIA")
1403             || strstr(gl_vendor_string, "nouveau"))
1404         return HW_VENDOR_NVIDIA;
1405
1406     if (strstr(gl_vendor_string, "ATI")
1407             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1408             || strstr(gl_vendor_string, "X.Org R300 Project")
1409             || strstr(gl_renderer, "AMD")
1410             || strstr(gl_renderer, "R100")
1411             || strstr(gl_renderer, "R200")
1412             || strstr(gl_renderer, "R300")
1413             || strstr(gl_renderer, "R600")
1414             || strstr(gl_renderer, "R700"))
1415         return HW_VENDOR_AMD;
1416
1417     if (strstr(gl_vendor_string, "Intel(R)")
1418             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1419             || strstr(gl_renderer, "Intel")
1420             || strstr(gl_vendor_string, "Intel Inc."))
1421         return HW_VENDOR_INTEL;
1422
1423     if (strstr(gl_vendor_string, "Mesa")
1424             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1425             || strstr(gl_vendor_string, "VMware, Inc."))
1426         return HW_VENDOR_SOFTWARE;
1427
1428     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1429
1430     return HW_VENDOR_NVIDIA;
1431 }
1432
1433 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1434 {
1435     UINT level = 0;
1436
1437     if (gl_info->supported[ARB_MULTITEXTURE])
1438         level = 6;
1439     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1440             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1441             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1442         level = 7;
1443     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1444             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1445         level = 8;
1446     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1447             && gl_info->supported[ARB_VERTEX_SHADER])
1448         level = 9;
1449     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1450         level = 10;
1451
1452     return level;
1453 }
1454
1455 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1456         const char *gl_renderer)
1457 {
1458     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1459     unsigned int i;
1460
1461     if (d3d_level >= 10)
1462     {
1463         static const struct
1464         {
1465             const char *renderer;
1466             enum wined3d_pci_device id;
1467         }
1468         cards[] =
1469         {
1470             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1471             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1472             {"GTX 560 TI",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1473             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1474             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1475             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1476             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1477             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1478             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1479             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1480             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1481             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1482             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1483             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1484             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1485             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1486             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1487             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1488             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1489             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1490             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1491             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1492             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1493             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1494             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1495             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1496             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1497             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1498             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1499             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1500             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1501             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1502             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1503             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1504             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1505             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1506             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1507             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1508             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1509             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1510             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1511             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1512             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1513             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1514             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1515             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1516             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1517             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1518             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1519             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1520             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1521         };
1522
1523         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1524         {
1525             if (strstr(gl_renderer, cards[i].renderer))
1526                 return cards[i].id;
1527         }
1528
1529         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1530         return CARD_NVIDIA_GEFORCE_8300GS;
1531     }
1532
1533     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1534      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1535      */
1536     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1537     {
1538         static const struct
1539         {
1540             const char *renderer;
1541             enum wined3d_pci_device id;
1542         }
1543         cards[] =
1544         {
1545             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1546             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1547             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1548             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1549             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1550             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1551             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1552             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1553             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1554             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1555             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1556             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1557             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1558         };
1559
1560         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1561         {
1562             if (strstr(gl_renderer, cards[i].renderer))
1563                 return cards[i].id;
1564         }
1565
1566         /* Geforce 6/7 - lowend */
1567         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1568     }
1569
1570     if (d3d_level >= 9)
1571     {
1572         /* GeforceFX - highend */
1573         if (strstr(gl_renderer, "5800")
1574                 || strstr(gl_renderer, "5900")
1575                 || strstr(gl_renderer, "5950")
1576                 || strstr(gl_renderer, "Quadro FX"))
1577         {
1578             return CARD_NVIDIA_GEFORCEFX_5800;
1579         }
1580
1581         /* GeforceFX - midend */
1582         if (strstr(gl_renderer, "5600")
1583                 || strstr(gl_renderer, "5650")
1584                 || strstr(gl_renderer, "5700")
1585                 || strstr(gl_renderer, "5750"))
1586         {
1587             return CARD_NVIDIA_GEFORCEFX_5600;
1588         }
1589
1590         /* GeforceFX - lowend */
1591         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1592     }
1593
1594     if (d3d_level >= 8)
1595     {
1596         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1597         {
1598             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1599         }
1600
1601         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1602     }
1603
1604     if (d3d_level >= 7)
1605     {
1606         if (strstr(gl_renderer, "GeForce4 MX"))
1607         {
1608             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1609         }
1610
1611         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1612         {
1613             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1614         }
1615
1616         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1617         {
1618             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1619         }
1620
1621         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1622     }
1623
1624     if (strstr(gl_renderer, "TNT2"))
1625     {
1626         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1627     }
1628
1629     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1630 }
1631
1632 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1633         const char *gl_renderer)
1634 {
1635     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1636
1637     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1638      *
1639      * Beware: renderer string do not match exact card model,
1640      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1641     if (d3d_level >= 10)
1642     {
1643         unsigned int i;
1644
1645         static const struct
1646         {
1647             const char *renderer;
1648             enum wined3d_pci_device id;
1649         }
1650         cards[] =
1651         {
1652             /* Evergreen */
1653             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1654             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1655             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1656             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1657             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1658             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1659             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1660             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1661             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1662             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1663             /* R700 */
1664             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1665             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1666             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1667             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1668             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1669             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1670             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1671             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1672             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1673             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1674             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1675             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1676             /* R600/R700 integrated */
1677             {"HD 3300", CARD_AMD_RADEON_HD3200},
1678             {"HD 3200", CARD_AMD_RADEON_HD3200},
1679             {"HD 3100", CARD_AMD_RADEON_HD3200},
1680             /* R600 */
1681             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1682             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1683             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1684             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1685             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1686             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1687             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1688             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1689             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1690             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1691             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1692             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1693             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1694         };
1695
1696         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1697         {
1698             if (strstr(gl_renderer, cards[i].renderer))
1699                 return cards[i].id;
1700         }
1701
1702         /* Default for when no GPU has been found */
1703         return CARD_AMD_RADEON_HD3200;
1704     }
1705
1706     if (d3d_level >= 9)
1707     {
1708         /* Radeon R5xx */
1709         if (strstr(gl_renderer, "X1600")
1710                 || strstr(gl_renderer, "X1650")
1711                 || strstr(gl_renderer, "X1800")
1712                 || strstr(gl_renderer, "X1900")
1713                 || strstr(gl_renderer, "X1950"))
1714         {
1715             return CARD_AMD_RADEON_X1600;
1716         }
1717
1718         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1719          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1720         if (strstr(gl_renderer, "X700")
1721                 || strstr(gl_renderer, "X800")
1722                 || strstr(gl_renderer, "X850")
1723                 || strstr(gl_renderer, "X1300")
1724                 || strstr(gl_renderer, "X1400")
1725                 || strstr(gl_renderer, "X1450")
1726                 || strstr(gl_renderer, "X1550")
1727                 || strstr(gl_renderer, "X2300")
1728                 || strstr(gl_renderer, "X2500")
1729                 || strstr(gl_renderer, "HD 2300")
1730                 )
1731         {
1732             return CARD_AMD_RADEON_X700;
1733         }
1734
1735         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1736         if (strstr(gl_renderer, "Radeon Xpress"))
1737         {
1738             return CARD_AMD_RADEON_XPRESS_200M;
1739         }
1740
1741         /* Radeon R3xx */
1742         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1743     }
1744
1745     if (d3d_level >= 8)
1746         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1747
1748     if (d3d_level >= 7)
1749         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1750
1751     return CARD_AMD_RAGE_128PRO;
1752 }
1753
1754 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1755         const char *gl_renderer)
1756 {
1757     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1758     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1759     {
1760         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1761         return CARD_INTEL_X3100;
1762     }
1763
1764     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1765     {
1766         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1767         return CARD_INTEL_I945GM;
1768     }
1769
1770     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1771     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1772     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1773     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1774     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1775     return CARD_INTEL_I915G;
1776
1777 }
1778
1779 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1780         const char *gl_renderer)
1781 {
1782     UINT d3d_level;
1783     unsigned int i;
1784
1785     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1786      *
1787      * Beware: renderer string do not match exact card model,
1788      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1789     if (strstr(gl_renderer, "Gallium"))
1790     {
1791         /* 20101109 - These are never returned by current Gallium radeon
1792          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1793          *
1794          * These are returned but not handled: RC410, RV380. */
1795         static const struct
1796         {
1797             const char *renderer;
1798             enum wined3d_pci_device id;
1799         }
1800         cards[] =
1801         {
1802             /* Northern Islands */
1803             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1804             {"BARTS",   CARD_AMD_RADEON_HD6800},
1805             {"PALM",    CARD_AMD_RADEON_HD6310},
1806             /* Evergreen */
1807             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1808             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1809             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1810             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1811             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1812             /* R700 */
1813             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1814             {"RV790",   CARD_AMD_RADEON_HD4800},
1815             {"RV770",   CARD_AMD_RADEON_HD4800},
1816             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1817             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1818             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1819             /* R600/R700 integrated */
1820             {"RS880",   CARD_AMD_RADEON_HD3200},
1821             {"RS780",   CARD_AMD_RADEON_HD3200},
1822             /* R600 */
1823             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1824             {"R600",    CARD_AMD_RADEON_HD2900},
1825             {"RV670",   CARD_AMD_RADEON_HD2900},
1826             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1827             {"RV630",   CARD_AMD_RADEON_HD2600},
1828             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1829             {"RV610",   CARD_AMD_RADEON_HD2350},
1830             /* R500 */
1831             {"R580",    CARD_AMD_RADEON_X1600},
1832             {"R520",    CARD_AMD_RADEON_X1600},
1833             {"RV570",   CARD_AMD_RADEON_X1600},
1834             {"RV560",   CARD_AMD_RADEON_X1600},
1835             {"RV535",   CARD_AMD_RADEON_X1600},
1836             {"RV530",   CARD_AMD_RADEON_X1600},
1837             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1838             {"RV515",   CARD_AMD_RADEON_X700},
1839             /* R400 */
1840             {"R481",    CARD_AMD_RADEON_X700},
1841             {"R480",    CARD_AMD_RADEON_X700},
1842             {"R430",    CARD_AMD_RADEON_X700},
1843             {"R423",    CARD_AMD_RADEON_X700},
1844             {"R420",    CARD_AMD_RADEON_X700},
1845             {"R410",    CARD_AMD_RADEON_X700},
1846             {"RV410",   CARD_AMD_RADEON_X700},
1847             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1848             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1849             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1850             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1851             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1852             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1853             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1854             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1855             /* R300 */
1856             {"R360",    CARD_AMD_RADEON_9500},
1857             {"R350",    CARD_AMD_RADEON_9500},
1858             {"R300",    CARD_AMD_RADEON_9500},
1859             {"RV370",   CARD_AMD_RADEON_9500},
1860             {"RV360",   CARD_AMD_RADEON_9500},
1861             {"RV351",   CARD_AMD_RADEON_9500},
1862             {"RV350",   CARD_AMD_RADEON_9500},
1863         };
1864
1865         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1866         {
1867             if (strstr(gl_renderer, cards[i].renderer))
1868                 return cards[i].id;
1869         }
1870     }
1871
1872     d3d_level = d3d_level_from_gl_info(gl_info);
1873     if (d3d_level >= 9)
1874     {
1875         static const struct
1876         {
1877             const char *renderer;
1878             enum wined3d_pci_device id;
1879         }
1880         cards[] =
1881         {
1882             /* R700 */
1883             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1884             {"(RV790",  CARD_AMD_RADEON_HD4800},
1885             {"(RV770",  CARD_AMD_RADEON_HD4800},
1886             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1887             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1888             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1889             /* R600/R700 integrated */
1890             {"RS880",   CARD_AMD_RADEON_HD3200},
1891             {"RS780",   CARD_AMD_RADEON_HD3200},
1892             /* R600 */
1893             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1894             {"(R600",   CARD_AMD_RADEON_HD2900},
1895             {"(RV670",  CARD_AMD_RADEON_HD2900},
1896             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1897             {"(RV630",  CARD_AMD_RADEON_HD2600},
1898             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1899             {"(RV610",  CARD_AMD_RADEON_HD2350},
1900         };
1901
1902         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1903         {
1904             if (strstr(gl_renderer, cards[i].renderer))
1905                 return cards[i].id;
1906         }
1907     }
1908
1909     if (d3d_level >= 8)
1910         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1911
1912     if (d3d_level >= 7)
1913         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1914
1915     return CARD_AMD_RAGE_128PRO;
1916 }
1917
1918 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1919         const char *gl_renderer)
1920 {
1921     UINT d3d_level;
1922
1923     if (strstr(gl_renderer, "Gallium"))
1924     {
1925         unsigned int i;
1926
1927         static const struct
1928         {
1929             const char *renderer;
1930             enum wined3d_pci_device id;
1931         }
1932         cards[] =
1933         {
1934             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1935             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1936             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1937             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1938             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1939             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1940             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1941             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1942             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1943             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1944             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1945             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1946             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1947             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1948             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1949             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1950             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1951             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1952             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1953             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1954             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1955             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1956             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1957             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1958             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1959             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1960             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1961             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1962             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1963             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1964             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1965             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1966             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1967             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1968             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1969             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1970             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1971             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1972             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1973             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1974             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1975             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1976             {"NV20",    CARD_NVIDIA_GEFORCE3},
1977             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1978             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1979             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1980             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1981             {"NV16",    CARD_NVIDIA_GEFORCE2},
1982             {"NV15",    CARD_NVIDIA_GEFORCE2},
1983             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
1984             {"NV10",    CARD_NVIDIA_GEFORCE},
1985             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
1986             {"NV04",    CARD_NVIDIA_RIVA_TNT},
1987             {"NV03",    CARD_NVIDIA_RIVA_128},
1988         };
1989
1990         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1991         {
1992             if (strstr(gl_renderer, cards[i].renderer))
1993                 return cards[i].id;
1994         }
1995     }
1996
1997     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
1998
1999     d3d_level = d3d_level_from_gl_info(gl_info);
2000     if (d3d_level >= 9)
2001         return CARD_NVIDIA_GEFORCEFX_5600;
2002     if (d3d_level >= 8)
2003         return CARD_NVIDIA_GEFORCE3;
2004     if (d3d_level >= 7)
2005         return CARD_NVIDIA_GEFORCE;
2006     if (d3d_level >= 6)
2007         return CARD_NVIDIA_RIVA_TNT;
2008     return CARD_NVIDIA_RIVA_128;
2009 }
2010
2011
2012 struct vendor_card_selection
2013 {
2014     enum wined3d_gl_vendor gl_vendor;
2015     enum wined3d_pci_vendor card_vendor;
2016     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2017     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2018 };
2019
2020 static const struct vendor_card_selection vendor_card_select_table[] =
2021 {
2022     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2023     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2024     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2025     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2026     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2027     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2028     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2029     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2030     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2031 };
2032
2033
2034 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2035         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2036 {
2037     UINT d3d_level;
2038
2039     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2040      * different GPUs with roughly the same features. In most cases GPUs from a
2041      * certain family differ in clockspeeds, the amount of video memory and the
2042      * number of shader pipelines.
2043      *
2044      * A Direct3D device object contains the PCI id (vendor + device) of the
2045      * videocard which is used for rendering. Various applications use this
2046      * information to get a rough estimation of the features of the card and
2047      * some might use it for enabling 3d effects only on certain types of
2048      * videocards. In some cases games might even use it to work around bugs
2049      * which happen on certain videocards/driver combinations. The problem is
2050      * that OpenGL only exposes a rendering string containing the name of the
2051      * videocard and not the PCI id.
2052      *
2053      * Various games depend on the PCI id, so somehow we need to provide one.
2054      * A simple option is to parse the renderer string and translate this to
2055      * the right PCI id. This is a lot of work because there are more than 200
2056      * GPUs just for Nvidia. Various cards share the same renderer string, so
2057      * the amount of code might be 'small' but there are quite a number of
2058      * exceptions which would make this a pain to maintain. Another way would
2059      * be to query the PCI id from the operating system (assuming this is the
2060      * videocard which is used for rendering which is not always the case).
2061      * This would work but it is not very portable. Second it would not work
2062      * well in, let's say, a remote X situation in which the amount of 3d
2063      * features which can be used is limited.
2064      *
2065      * As said most games only use the PCI id to get an indication of the
2066      * capabilities of the card. It doesn't really matter if the given id is
2067      * the correct one if we return the id of a card with similar 3d features.
2068      *
2069      * The code below checks the OpenGL capabilities of a videocard and matches
2070      * that to a certain level of Direct3D functionality. Once a card passes
2071      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2072      * least a GeforceFX. To give a better estimate we do a basic check on the
2073      * renderer string but if that won't pass we return a default card. This
2074      * way is better than maintaining a full card database as even without a
2075      * full database we can return a card with similar features. Second the
2076      * size of the database can be made quite small because when you know what
2077      * type of 3d functionality a card has, you know to which GPU family the
2078      * GPU must belong. Because of this you only have to check a small part of
2079      * the renderer string to distinguishes between different models from that
2080      * family.
2081      *
2082      * The code also selects a default amount of video memory which we will
2083      * use for an estimation of the amount of free texture memory. In case of
2084      * real D3D the amount of texture memory includes video memory and system
2085      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2086      * HyperMemory). We don't know how much system memory can be addressed by
2087      * the system but we can make a reasonable estimation about the amount of
2088      * video memory. If the value is slightly wrong it doesn't matter as we
2089      * didn't include AGP-like memory which makes the amount of addressable
2090      * memory higher and second OpenGL isn't that critical it moves to system
2091      * memory behind our backs if really needed. Note that the amount of video
2092      * memory can be overruled using a registry setting. */
2093
2094     int i;
2095
2096     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2097     {
2098         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2099             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2100                 continue;
2101         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2102         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2103     }
2104
2105     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2106                      *gl_vendor, *card_vendor);
2107
2108     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2109      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2110      * them a good generic choice. */
2111     *card_vendor = HW_VENDOR_NVIDIA;
2112     d3d_level = d3d_level_from_gl_info(gl_info);
2113     if (d3d_level >= 9)
2114         return CARD_NVIDIA_GEFORCEFX_5600;
2115     if (d3d_level >= 8)
2116         return CARD_NVIDIA_GEFORCE3;
2117     if (d3d_level >= 7)
2118         return CARD_NVIDIA_GEFORCE;
2119     if (d3d_level >= 6)
2120         return CARD_NVIDIA_RIVA_TNT;
2121     return CARD_NVIDIA_RIVA_128;
2122 }
2123
2124 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2125 {
2126     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2127     int vs_selected_mode, ps_selected_mode;
2128
2129     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2130     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2131             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2132     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2133     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2134             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2135     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2136     else return &ffp_fragment_pipeline;
2137 }
2138
2139 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2140 {
2141     int vs_selected_mode, ps_selected_mode;
2142
2143     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2144     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2145     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2146     return &none_shader_backend;
2147 }
2148
2149 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2150 {
2151     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2152     int vs_selected_mode, ps_selected_mode;
2153
2154     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2155     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2156             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2157     else return &ffp_blit;
2158 }
2159
2160 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2161 {
2162     DWORD ver;
2163
2164 #define USE_GL_FUNC(type, pfn, ext, replace) \
2165     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2166     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2167     else gl_info->pfn = NULL;
2168
2169     GL_EXT_FUNCS_GEN;
2170 #undef USE_GL_FUNC
2171
2172 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2173     WGL_EXT_FUNCS_GEN;
2174 #undef USE_GL_FUNC
2175 }
2176
2177 /* Context activation is done by the caller. */
2178 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2179 {
2180     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2181     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2182     const char *GL_Extensions    = NULL;
2183     const char *WGL_Extensions   = NULL;
2184     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2185     struct fragment_caps fragment_caps;
2186     enum wined3d_gl_vendor gl_vendor;
2187     enum wined3d_pci_vendor card_vendor;
2188     enum wined3d_pci_device device;
2189     GLint       gl_max;
2190     GLfloat     gl_floatv[2];
2191     unsigned    i;
2192     HDC         hdc;
2193     DWORD gl_version;
2194     size_t len;
2195
2196     TRACE_(d3d_caps)("(%p)\n", gl_info);
2197
2198     ENTER_GL();
2199
2200     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2201     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2202     if (!gl_renderer_str)
2203     {
2204         LEAVE_GL();
2205         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2206         return FALSE;
2207     }
2208
2209     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2210     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2211     if (!gl_vendor_str)
2212     {
2213         LEAVE_GL();
2214         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2215         return FALSE;
2216     }
2217
2218     /* Parse the GL_VERSION field into major and minor information */
2219     gl_version_str = (const char *)glGetString(GL_VERSION);
2220     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2221     if (!gl_version_str)
2222     {
2223         LEAVE_GL();
2224         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2225         return FALSE;
2226     }
2227     gl_version = wined3d_parse_gl_version(gl_version_str);
2228
2229     /*
2230      * Initialize openGL extension related variables
2231      *  with Default values
2232      */
2233     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2234     gl_info->limits.blends = 1;
2235     gl_info->limits.buffers = 1;
2236     gl_info->limits.textures = 1;
2237     gl_info->limits.fragment_samplers = 1;
2238     gl_info->limits.vertex_samplers = 0;
2239     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2240     gl_info->limits.sampler_stages = 1;
2241     gl_info->limits.glsl_vs_float_constants = 0;
2242     gl_info->limits.glsl_ps_float_constants = 0;
2243     gl_info->limits.arb_vs_float_constants = 0;
2244     gl_info->limits.arb_vs_native_constants = 0;
2245     gl_info->limits.arb_vs_instructions = 0;
2246     gl_info->limits.arb_vs_temps = 0;
2247     gl_info->limits.arb_ps_float_constants = 0;
2248     gl_info->limits.arb_ps_local_constants = 0;
2249     gl_info->limits.arb_ps_instructions = 0;
2250     gl_info->limits.arb_ps_temps = 0;
2251
2252     /* Retrieve opengl defaults */
2253     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2254     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2255     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2256
2257     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2258     gl_info->limits.lights = gl_max;
2259     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2260
2261     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2262     gl_info->limits.texture_size = gl_max;
2263     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2264
2265     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2266     gl_info->limits.pointsize_min = gl_floatv[0];
2267     gl_info->limits.pointsize_max = gl_floatv[1];
2268     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2269
2270     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2271     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2272     if (!GL_Extensions)
2273     {
2274         LEAVE_GL();
2275         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2276         return FALSE;
2277     }
2278
2279     LEAVE_GL();
2280
2281     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2282
2283     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2284
2285     while (*GL_Extensions)
2286     {
2287         const char *start;
2288
2289         while (isspace(*GL_Extensions)) ++GL_Extensions;
2290         start = GL_Extensions;
2291         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2292
2293         len = GL_Extensions - start;
2294         if (!len) continue;
2295
2296         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2297
2298         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2299         {
2300             if (len == strlen(EXTENSION_MAP[i].extension_string)
2301                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2302             {
2303                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2304                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2305                 break;
2306             }
2307         }
2308     }
2309
2310     /* Now work out what GL support this card really has */
2311     load_gl_funcs( gl_info, gl_version );
2312
2313     ENTER_GL();
2314
2315     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2316      * loading the functions, otherwise the code above will load the extension entry points instead of the
2317      * core functions, which may not work. */
2318     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2319     {
2320         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2321                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2322         {
2323             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2324             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2325         }
2326     }
2327
2328     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2329
2330     if (gl_info->supported[APPLE_FENCE])
2331     {
2332         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2333          * The apple extension interacts with some other apple exts. Disable the NV
2334          * extension if the apple one is support to prevent confusion in other parts
2335          * of the code. */
2336         gl_info->supported[NV_FENCE] = FALSE;
2337     }
2338     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2339     {
2340         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2341          *
2342          * The enums are the same:
2343          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2344          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2345          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2346          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2347          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2348          */
2349         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2350         {
2351             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2352             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2353         }
2354         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2355         {
2356             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2357             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2358         }
2359     }
2360     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2361     {
2362         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2363          * functionality. Prefer the ARB extension */
2364         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2365     }
2366     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2367     {
2368         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2369         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2370     }
2371     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2372     {
2373         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2374         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2375     }
2376     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2377     {
2378         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2379         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2380     }
2381     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2382     {
2383         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2384         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2385     }
2386     if (gl_info->supported[NV_TEXTURE_SHADER2])
2387     {
2388         if (gl_info->supported[NV_REGISTER_COMBINERS])
2389         {
2390             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2391              * are supported. The nv extensions provide the same functionality as the
2392              * ATI one, and a bit more(signed pixelformats). */
2393             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2394         }
2395     }
2396
2397     if (gl_info->supported[NV_REGISTER_COMBINERS])
2398     {
2399         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2400         gl_info->limits.general_combiners = gl_max;
2401         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2402     }
2403     if (gl_info->supported[ARB_DRAW_BUFFERS])
2404     {
2405         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2406         gl_info->limits.buffers = gl_max;
2407         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2408     }
2409     if (gl_info->supported[ARB_MULTITEXTURE])
2410     {
2411         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2412         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2413         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2414
2415         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2416         {
2417             GLint tmp;
2418             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2419             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2420         }
2421         else
2422         {
2423             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2424         }
2425         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2426
2427         if (gl_info->supported[ARB_VERTEX_SHADER])
2428         {
2429             GLint tmp;
2430             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2431             gl_info->limits.vertex_samplers = tmp;
2432             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2433             gl_info->limits.combined_samplers = tmp;
2434
2435             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2436              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2437              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2438              * shader is used with fixed function vertex processing we're fine too because fixed function
2439              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2440              * used we have to make sure that all vertex sampler setups are valid together with all
2441              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2442              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2443              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2444              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2445              * a fixed function pipeline anymore.
2446              *
2447              * So this is just a check to check that our assumption holds true. If not, write a warning
2448              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2449             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2450                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2451             {
2452                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2453                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2454                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2455                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2456                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2457                 else
2458                     gl_info->limits.vertex_samplers = 0;
2459             }
2460         }
2461         else
2462         {
2463             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2464         }
2465         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2466         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2467     }
2468     if (gl_info->supported[ARB_VERTEX_BLEND])
2469     {
2470         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2471         gl_info->limits.blends = gl_max;
2472         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2473     }
2474     if (gl_info->supported[EXT_TEXTURE3D])
2475     {
2476         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2477         gl_info->limits.texture3d_size = gl_max;
2478         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2479     }
2480     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2481     {
2482         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2483         gl_info->limits.anisotropy = gl_max;
2484         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2485     }
2486     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2487     {
2488         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2489         gl_info->limits.arb_ps_float_constants = gl_max;
2490         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2491         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2492         gl_info->limits.arb_ps_native_constants = gl_max;
2493         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2494                 gl_info->limits.arb_ps_native_constants);
2495         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2496         gl_info->limits.arb_ps_temps = gl_max;
2497         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2498         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2499         gl_info->limits.arb_ps_instructions = gl_max;
2500         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2501         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2502         gl_info->limits.arb_ps_local_constants = gl_max;
2503         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2504     }
2505     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2506     {
2507         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2508         gl_info->limits.arb_vs_float_constants = gl_max;
2509         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2510         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2511         gl_info->limits.arb_vs_native_constants = gl_max;
2512         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2513                 gl_info->limits.arb_vs_native_constants);
2514         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2515         gl_info->limits.arb_vs_temps = gl_max;
2516         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2517         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2518         gl_info->limits.arb_vs_instructions = gl_max;
2519         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2520
2521         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2522     }
2523     if (gl_info->supported[ARB_VERTEX_SHADER])
2524     {
2525         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2526         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2527         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2528     }
2529     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2530     {
2531         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2532         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2533         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2534         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2535         gl_info->limits.glsl_varyings = gl_max;
2536         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2537     }
2538     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2539     {
2540         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2541         unsigned int major, minor;
2542
2543         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2544
2545         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2546         sscanf(str, "%u.%u", &major, &minor);
2547         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2548     }
2549     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2550     {
2551         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2552     }
2553     else
2554     {
2555         gl_info->limits.shininess = 128.0f;
2556     }
2557     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2558     {
2559         /* If we have full NP2 texture support, disable
2560          * GL_ARB_texture_rectangle because we will never use it.
2561          * This saves a few redundant glDisable calls. */
2562         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2563     }
2564     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2565     {
2566         /* Disable NV_register_combiners and fragment shader if this is supported.
2567          * generally the NV extensions are preferred over the ATI ones, and this
2568          * extension is disabled if register_combiners and texture_shader2 are both
2569          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2570          * fragment processing support. */
2571         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2572         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2573         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2574         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2575     }
2576     if (gl_info->supported[NV_HALF_FLOAT])
2577     {
2578         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2579         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2580     }
2581     if (gl_info->supported[ARB_POINT_SPRITE])
2582     {
2583         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2584     }
2585     else
2586     {
2587         gl_info->limits.point_sprite_units = 0;
2588     }
2589     checkGLcall("extension detection");
2590
2591     LEAVE_GL();
2592
2593     adapter->fragment_pipe = select_fragment_implementation(adapter);
2594     adapter->shader_backend = select_shader_backend(adapter);
2595     adapter->blitter = select_blit_implementation(adapter);
2596
2597     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2598     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2599     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2600
2601     /* In some cases the number of texture stages can be larger than the number
2602      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2603      * shaders), but 8 texture stages (register combiners). */
2604     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2605
2606     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2607     {
2608         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2609         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2610         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2611         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2612         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2613         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2614         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2615         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2616         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2617         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2618         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2619         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2620         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2621         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2622         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2623         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2624         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2625         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2626         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2627     }
2628     else
2629     {
2630         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2631         {
2632             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2633             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2634             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2635             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2636             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2637             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2638             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2639             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2640             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2641             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2642             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2643             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2644             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2645             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2646             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2647             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2648             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2649         }
2650         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2651         {
2652             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2653             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2654         }
2655         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2656         {
2657             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2658         }
2659         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2660         {
2661             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2662         }
2663     }
2664
2665     /* MRTs are currently only supported when FBOs are used. */
2666     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2667     {
2668         gl_info->limits.buffers = 1;
2669     }
2670
2671     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2672     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2673     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2674
2675     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2676     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2677
2678     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2679     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2680             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2681     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2682     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2683             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2684     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2685             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2686
2687     /* Make sure there's an active HDC else the WGL extensions will fail */
2688     hdc = pwglGetCurrentDC();
2689     if (hdc) {
2690         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2691         if(GL_EXTCALL(wglGetExtensionsStringARB))
2692             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2693
2694         if (!WGL_Extensions)
2695         {
2696             ERR("   WGL_Extensions returns NULL\n");
2697         }
2698         else
2699         {
2700             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2701             while (*WGL_Extensions)
2702             {
2703                 const char *Start;
2704                 char ThisExtn[256];
2705
2706                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2707                 Start = WGL_Extensions;
2708                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2709
2710                 len = WGL_Extensions - Start;
2711                 if (!len || len >= sizeof(ThisExtn))
2712                     continue;
2713
2714                 memcpy(ThisExtn, Start, len);
2715                 ThisExtn[len] = '\0';
2716                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2717
2718                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2719                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2720                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2721                 }
2722                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2723                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2724                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2725                 }
2726                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2727                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2728                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2729                 }
2730             }
2731         }
2732     }
2733
2734     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2735     init_driver_info(driver_info, card_vendor, device);
2736     add_gl_compat_wrappers(gl_info);
2737
2738     return TRUE;
2739 }
2740
2741 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2742 {
2743     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2744             wined3d, wined3d->adapter_count);
2745
2746     return wined3d->adapter_count;
2747 }
2748
2749 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2750 {
2751     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2752
2753     return WINED3D_OK;
2754 }
2755
2756 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2757 {
2758     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2759
2760     if (adapter_idx >= wined3d->adapter_count)
2761         return NULL;
2762
2763     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2764 }
2765
2766 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2767      of the same bpp but different resolutions                                  */
2768
2769 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2770 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2771         enum wined3d_format_id format_id)
2772 {
2773     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2774
2775     if (adapter_idx >= wined3d->adapter_count)
2776         return 0;
2777
2778     /* TODO: Store modes per adapter and read it from the adapter structure */
2779     if (!adapter_idx)
2780     {
2781         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2782         UINT format_bits = format->byte_count * CHAR_BIT;
2783         unsigned int i = 0;
2784         unsigned int j = 0;
2785         DEVMODEW mode;
2786
2787         memset(&mode, 0, sizeof(mode));
2788         mode.dmSize = sizeof(mode);
2789
2790         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2791         {
2792             ++j;
2793
2794             if (format_id == WINED3DFMT_UNKNOWN)
2795             {
2796                 /* This is for D3D8, do not enumerate P8 here */
2797                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2798             }
2799             else if (mode.dmBitsPerPel == format_bits)
2800             {
2801                 ++i;
2802             }
2803         }
2804
2805         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2806
2807         return i;
2808     }
2809     else
2810     {
2811         FIXME_(d3d_caps)("Adapter not primary display.\n");
2812     }
2813
2814     return 0;
2815 }
2816
2817 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2818 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2819         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2820 {
2821     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2822             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2823
2824     /* Validate the parameters as much as possible */
2825     if (!mode || adapter_idx >= wined3d->adapter_count
2826             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2827     {
2828         return WINED3DERR_INVALIDCALL;
2829     }
2830
2831     /* TODO: Store modes per adapter and read it from the adapter structure */
2832     if (!adapter_idx)
2833     {
2834         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2835         UINT format_bits = format->byte_count * CHAR_BIT;
2836         DEVMODEW DevModeW;
2837         int ModeIdx = 0;
2838         UINT i = 0;
2839         int j = 0;
2840
2841         ZeroMemory(&DevModeW, sizeof(DevModeW));
2842         DevModeW.dmSize = sizeof(DevModeW);
2843
2844         /* If we are filtering to a specific format (D3D9), then need to skip
2845            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2846            just count through the ones with valid bit depths */
2847         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2848         {
2849             if (format_id == WINED3DFMT_UNKNOWN)
2850             {
2851                 /* This is for D3D8, do not enumerate P8 here */
2852                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2853             }
2854             else if (DevModeW.dmBitsPerPel == format_bits)
2855             {
2856                 ++i;
2857             }
2858         }
2859
2860         if (!i)
2861         {
2862             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2863             return WINED3DERR_INVALIDCALL;
2864         }
2865         ModeIdx = j - 1;
2866
2867         /* Now get the display mode via the calculated index */
2868         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2869         {
2870             mode->Width = DevModeW.dmPelsWidth;
2871             mode->Height = DevModeW.dmPelsHeight;
2872             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2873             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2874                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2875
2876             if (format_id == WINED3DFMT_UNKNOWN)
2877                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2878             else
2879                 mode->Format = format_id;
2880         }
2881         else
2882         {
2883             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2884             return WINED3DERR_INVALIDCALL;
2885         }
2886
2887         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2888                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2889                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2890     }
2891     else
2892     {
2893         FIXME_(d3d_caps)("Adapter not primary display\n");
2894     }
2895
2896     return WINED3D_OK;
2897 }
2898
2899 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2900         WINED3DDISPLAYMODE *mode)
2901 {
2902     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2903
2904     if (!mode || adapter_idx >= wined3d->adapter_count)
2905         return WINED3DERR_INVALIDCALL;
2906
2907     if (!adapter_idx)
2908     {
2909         DEVMODEW DevModeW;
2910         unsigned int bpp;
2911
2912         ZeroMemory(&DevModeW, sizeof(DevModeW));
2913         DevModeW.dmSize = sizeof(DevModeW);
2914
2915         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2916         mode->Width = DevModeW.dmPelsWidth;
2917         mode->Height = DevModeW.dmPelsHeight;
2918         bpp = DevModeW.dmBitsPerPel;
2919         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2920         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2921             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2922         mode->Format = pixelformat_for_depth(bpp);
2923     }
2924     else
2925     {
2926         FIXME_(d3d_caps)("Adapter not primary display\n");
2927     }
2928
2929     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2930           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2931     return WINED3D_OK;
2932 }
2933
2934 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2935    and fields being inserted in the middle, a new structure is used in place    */
2936 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2937         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2938 {
2939     const struct wined3d_adapter *adapter;
2940     size_t len;
2941
2942     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2943             wined3d, adapter_idx, flags, identifier);
2944
2945     if (adapter_idx >= wined3d->adapter_count)
2946         return WINED3DERR_INVALIDCALL;
2947
2948     adapter = &wined3d->adapters[adapter_idx];
2949
2950     /* Return the information requested */
2951     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2952
2953     if (identifier->driver_size)
2954     {
2955         const char *name = adapter->driver_info.name;
2956         len = min(strlen(name), identifier->driver_size - 1);
2957         memcpy(identifier->driver, name, len);
2958         identifier->driver[len] = '\0';
2959     }
2960
2961     if (identifier->description_size)
2962     {
2963         const char *description = adapter->driver_info.description;
2964         len = min(strlen(description), identifier->description_size - 1);
2965         memcpy(identifier->description, description, len);
2966         identifier->description[len] = '\0';
2967     }
2968
2969     /* Note that d3d8 doesn't supply a device name. */
2970     if (identifier->device_name_size)
2971     {
2972         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2973
2974         len = strlen(device_name);
2975         if (len >= identifier->device_name_size)
2976         {
2977             ERR("Device name size too small.\n");
2978             return WINED3DERR_INVALIDCALL;
2979         }
2980
2981         memcpy(identifier->device_name, device_name, len);
2982         identifier->device_name[len] = '\0';
2983     }
2984
2985     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2986     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2987     identifier->vendor_id = adapter->driver_info.vendor;
2988     identifier->device_id = adapter->driver_info.device;
2989     identifier->subsystem_id = 0;
2990     identifier->revision = 0;
2991     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2992     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2993     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2994     identifier->video_memory = adapter->TextureRam;
2995
2996     return WINED3D_OK;
2997 }
2998
2999 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3000         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3001 {
3002     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3003
3004     /* Float formats need FBOs. If FBOs are used this function isn't called */
3005     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3006
3007     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3008         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3009         {
3010             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3011             return FALSE;
3012         }
3013
3014         if(cfg->redSize < redSize)
3015             return FALSE;
3016
3017         if(cfg->greenSize < greenSize)
3018             return FALSE;
3019
3020         if(cfg->blueSize < blueSize)
3021             return FALSE;
3022
3023         if(cfg->alphaSize < alphaSize)
3024             return FALSE;
3025
3026         return TRUE;
3027     }
3028
3029     /* Probably a RGBA_float or color index mode */
3030     return FALSE;
3031 }
3032
3033 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3034         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3035 {
3036     BYTE depthSize, stencilSize;
3037     BOOL lockable = FALSE;
3038
3039     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3040     {
3041         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3042         return FALSE;
3043     }
3044
3045     /* Float formats need FBOs. If FBOs are used this function isn't called */
3046     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3047
3048     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3049         lockable = TRUE;
3050
3051     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3052      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3053      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3054     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3055         return FALSE;
3056
3057     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3058      * allow more stencil bits than requested. */
3059     if(cfg->stencilSize < stencilSize)
3060         return FALSE;
3061
3062     return TRUE;
3063 }
3064
3065 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3066         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3067         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3068 {
3069     const struct wined3d_format *rt_format;
3070     const struct wined3d_format *ds_format;
3071     const struct wined3d_adapter *adapter;
3072
3073     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3074             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3075             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3076             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3077
3078     if (adapter_idx >= wined3d->adapter_count)
3079         return WINED3DERR_INVALIDCALL;
3080
3081     adapter = &wined3d->adapters[adapter_idx];
3082     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3083     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3084     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3085     {
3086         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3087                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3088         {
3089             TRACE_(d3d_caps)("Formats match.\n");
3090             return WINED3D_OK;
3091         }
3092     }
3093     else
3094     {
3095         const struct wined3d_pixel_format *cfgs;
3096         unsigned int cfg_count;
3097         unsigned int i;
3098
3099         cfgs = adapter->cfgs;
3100         cfg_count = adapter->nCfgs;
3101         for (i = 0; i < cfg_count; ++i)
3102         {
3103             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3104                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3105             {
3106                 TRACE_(d3d_caps)("Formats match.\n");
3107                 return WINED3D_OK;
3108             }
3109         }
3110     }
3111
3112     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3113             debug_d3dformat(render_target_format_id),
3114             debug_d3dformat(depth_stencil_format_id));
3115
3116     return WINED3DERR_NOTAVAILABLE;
3117 }
3118
3119 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3120         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3121         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3122 {
3123     const struct wined3d_adapter *adapter;
3124     const struct wined3d_format *format;
3125
3126     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3127             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3128             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3129             windowed, multisample_type, quality_levels);
3130
3131     if (adapter_idx >= wined3d->adapter_count)
3132         return WINED3DERR_INVALIDCALL;
3133
3134     /* TODO: Handle windowed, add more quality levels. */
3135
3136     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3137     {
3138         if (quality_levels) *quality_levels = 1;
3139         return WINED3D_OK;
3140     }
3141
3142     /* By default multisampling is disabled right now as it causes issues
3143      * on some Nvidia driver versions and it doesn't work well in combination
3144      * with FBOs yet. */
3145     if (!wined3d_settings.allow_multisampling)
3146         return WINED3DERR_NOTAVAILABLE;
3147
3148     adapter = &wined3d->adapters[adapter_idx];
3149     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3150     if (!format) return WINED3DERR_INVALIDCALL;
3151
3152     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3153     {
3154         const struct wined3d_pixel_format *cfgs;
3155         unsigned int i, cfg_count;
3156
3157         cfgs = adapter->cfgs;
3158         cfg_count = adapter->nCfgs;
3159         for (i = 0; i < cfg_count; ++i)
3160         {
3161             if(cfgs[i].numSamples != multisample_type)
3162                 continue;
3163
3164             if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3165                 continue;
3166
3167             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3168                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3169
3170             if (quality_levels) *quality_levels = 1;
3171
3172             return WINED3D_OK;
3173         }
3174     }
3175     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3176     {
3177         BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3178         const struct wined3d_pixel_format *cfgs;
3179         unsigned int i, cfg_count;
3180
3181         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3182         {
3183             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3184                     debug_d3dformat(surface_format_id));
3185             return WINED3DERR_NOTAVAILABLE;
3186         }
3187
3188         cfgs = adapter->cfgs;
3189         cfg_count = adapter->nCfgs;
3190         for (i = 0; i < cfg_count; ++i)
3191         {
3192             if(cfgs[i].numSamples != multisample_type)
3193                 continue;
3194             if(cfgs[i].redSize != redSize)
3195                 continue;
3196             if(cfgs[i].greenSize != greenSize)
3197                 continue;
3198             if(cfgs[i].blueSize != blueSize)
3199                 continue;
3200             /* Not all drivers report alpha-less formats since they use 32-bit
3201              * anyway, so accept alpha even if we didn't ask for it. */
3202             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3203                 continue;
3204             if (cfgs[i].colorSize != (format->byte_count << 3))
3205                 continue;
3206
3207             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3208                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3209
3210             if (quality_levels) *quality_levels = 1;
3211
3212             return WINED3D_OK;
3213         }
3214     }
3215     return WINED3DERR_NOTAVAILABLE;
3216 }
3217
3218 /* Check if we support bumpmapping for a format */
3219 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3220 {
3221     /* Ask the fixed function pipeline implementation if it can deal
3222      * with the conversion. If we've got a GL extension giving native
3223      * support this will be an identity conversion. */
3224     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3225             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3226 }
3227
3228 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3229 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3230         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3231 {
3232     int it=0;
3233
3234     /* Only allow depth/stencil formats */
3235     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3236
3237     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3238     {
3239         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3240         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3241     }
3242     else
3243     {
3244         /* Walk through all WGL pixel formats to find a match */
3245         for (it = 0; it < adapter->nCfgs; ++it)
3246         {
3247             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3248             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3249                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3250                 return TRUE;
3251         }
3252     }
3253
3254     return FALSE;
3255 }
3256
3257 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3258 {
3259     /* The flags entry of a format contains the filtering capability */
3260     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3261
3262     return FALSE;
3263 }
3264
3265 /* Check the render target capabilities of a format */
3266 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3267         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3268 {
3269     /* Filter out non-RT formats */
3270     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3271     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3272     {
3273         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3274         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3275         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3276         int it;
3277
3278         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3279         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3280
3281         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3282          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3283         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3284             TRACE_(d3d_caps)("[FAILED]\n");
3285             return FALSE;
3286         }
3287
3288         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3289          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3290         for (it = 0; it < adapter->nCfgs; ++it)
3291         {
3292             if (cfgs[it].windowDrawable
3293                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3294             {
3295                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3296                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3297                 return TRUE;
3298             }
3299         }
3300     }
3301     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3302     {
3303         /* For now return TRUE for FBOs until we have some proper checks.
3304          * Note that this function will only be called when the format is around for texturing. */
3305         return TRUE;
3306     }
3307     return FALSE;
3308 }
3309
3310 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3311 {
3312     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3313 }
3314
3315 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3316 {
3317     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3318      * doing the color fixup in shaders.
3319      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3320     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3321     {
3322         int vs_selected_mode;
3323         int ps_selected_mode;
3324         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3325
3326         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3327             TRACE_(d3d_caps)("[OK]\n");
3328             return TRUE;
3329         }
3330     }
3331
3332     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3333     return FALSE;
3334 }
3335
3336 /* Check if a format support blending in combination with pixel shaders */
3337 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3338         const struct wined3d_format *format)
3339 {
3340     /* The flags entry of a format contains the post pixel shader blending capability */
3341     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3342
3343     return FALSE;
3344 }
3345
3346 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3347 {
3348     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3349      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3350      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3351      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3352      * capability anyway.
3353      *
3354      * For now lets report this on all formats, but in the future we may want to
3355      * restrict it to some should games need that
3356      */
3357     return TRUE;
3358 }
3359
3360 /* Check if a texture format is supported on the given adapter */
3361 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3362 {
3363     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3364
3365     switch (format->id)
3366     {
3367         /*****
3368          *  supported: RGB(A) formats
3369          */
3370         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3371         case WINED3DFMT_B8G8R8A8_UNORM:
3372         case WINED3DFMT_B8G8R8X8_UNORM:
3373         case WINED3DFMT_B5G6R5_UNORM:
3374         case WINED3DFMT_B5G5R5X1_UNORM:
3375         case WINED3DFMT_B5G5R5A1_UNORM:
3376         case WINED3DFMT_B4G4R4A4_UNORM:
3377         case WINED3DFMT_A8_UNORM:
3378         case WINED3DFMT_B4G4R4X4_UNORM:
3379         case WINED3DFMT_R8G8B8A8_UNORM:
3380         case WINED3DFMT_R8G8B8X8_UNORM:
3381         case WINED3DFMT_B10G10R10A2_UNORM:
3382         case WINED3DFMT_R10G10B10A2_UNORM:
3383         case WINED3DFMT_R16G16_UNORM:
3384             TRACE_(d3d_caps)("[OK]\n");
3385             return TRUE;
3386
3387         case WINED3DFMT_B2G3R3_UNORM:
3388             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3389             return FALSE;
3390
3391         /*****
3392          *  Not supported: Palettized
3393          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3394          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3395          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3396          */
3397         case WINED3DFMT_P8_UINT:
3398         case WINED3DFMT_P8_UINT_A8_UNORM:
3399             return FALSE;
3400
3401         /*****
3402          *  Supported: (Alpha)-Luminance
3403          */
3404         case WINED3DFMT_L8_UNORM:
3405         case WINED3DFMT_L8A8_UNORM:
3406         case WINED3DFMT_L16_UNORM:
3407             TRACE_(d3d_caps)("[OK]\n");
3408             return TRUE;
3409
3410         /* Not supported on Windows, thus disabled */
3411         case WINED3DFMT_L4A4_UNORM:
3412             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3413             return FALSE;
3414
3415         /*****
3416          *  Supported: Depth/Stencil formats
3417          */
3418         case WINED3DFMT_D16_LOCKABLE:
3419         case WINED3DFMT_D16_UNORM:
3420         case WINED3DFMT_S1_UINT_D15_UNORM:
3421         case WINED3DFMT_X8D24_UNORM:
3422         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3423         case WINED3DFMT_D24_UNORM_S8_UINT:
3424         case WINED3DFMT_S8_UINT_D24_FLOAT:
3425         case WINED3DFMT_D32_UNORM:
3426         case WINED3DFMT_D32_FLOAT:
3427             return TRUE;
3428
3429         case WINED3DFMT_INTZ:
3430             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3431                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3432                 return TRUE;
3433             return FALSE;
3434
3435         /*****
3436          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3437          *  GL_NV_texture_shader). Emulated by shaders
3438          */
3439         case WINED3DFMT_R8G8_SNORM:
3440         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3441         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3442         case WINED3DFMT_R8G8B8A8_SNORM:
3443         case WINED3DFMT_R16G16_SNORM:
3444             /* Ask the shader backend if it can deal with the conversion. If
3445              * we've got a GL extension giving native support this will be an
3446              * identity conversion. */
3447             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3448             {
3449                 TRACE_(d3d_caps)("[OK]\n");
3450                 return TRUE;
3451             }
3452             TRACE_(d3d_caps)("[FAILED]\n");
3453             return FALSE;
3454
3455         case WINED3DFMT_DXT1:
3456         case WINED3DFMT_DXT2:
3457         case WINED3DFMT_DXT3:
3458         case WINED3DFMT_DXT4:
3459         case WINED3DFMT_DXT5:
3460             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3461             {
3462                 TRACE_(d3d_caps)("[OK]\n");
3463                 return TRUE;
3464             }
3465             TRACE_(d3d_caps)("[FAILED]\n");
3466             return FALSE;
3467
3468
3469         /*****
3470          *  Odd formats - not supported
3471          */
3472         case WINED3DFMT_VERTEXDATA:
3473         case WINED3DFMT_R16_UINT:
3474         case WINED3DFMT_R32_UINT:
3475         case WINED3DFMT_R16G16B16A16_SNORM:
3476         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3477         case WINED3DFMT_R10G11B11_SNORM:
3478         case WINED3DFMT_R16:
3479         case WINED3DFMT_AL16:
3480             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3481             return FALSE;
3482
3483         /*****
3484          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3485          */
3486         case WINED3DFMT_R8G8_SNORM_Cx:
3487             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3488             return FALSE;
3489
3490         /* YUV formats */
3491         case WINED3DFMT_UYVY:
3492         case WINED3DFMT_YUY2:
3493             if (gl_info->supported[APPLE_YCBCR_422])
3494             {
3495                 TRACE_(d3d_caps)("[OK]\n");
3496                 return TRUE;
3497             }
3498             TRACE_(d3d_caps)("[FAILED]\n");
3499             return FALSE;
3500         case WINED3DFMT_YV12:
3501             TRACE_(d3d_caps)("[FAILED]\n");
3502             return FALSE;
3503
3504             /* Not supported */
3505         case WINED3DFMT_R16G16B16A16_UNORM:
3506         case WINED3DFMT_B2G3R3A8_UNORM:
3507             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3508             return FALSE;
3509
3510             /* Floating point formats */
3511         case WINED3DFMT_R16_FLOAT:
3512         case WINED3DFMT_R16G16_FLOAT:
3513         case WINED3DFMT_R16G16B16A16_FLOAT:
3514             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3515             {
3516                 TRACE_(d3d_caps)("[OK]\n");
3517                 return TRUE;
3518             }
3519             TRACE_(d3d_caps)("[FAILED]\n");
3520             return FALSE;
3521
3522         case WINED3DFMT_R32_FLOAT:
3523         case WINED3DFMT_R32G32_FLOAT:
3524         case WINED3DFMT_R32G32B32A32_FLOAT:
3525             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3526             {
3527                 TRACE_(d3d_caps)("[OK]\n");
3528                 return TRUE;
3529             }
3530             TRACE_(d3d_caps)("[FAILED]\n");
3531             return FALSE;
3532
3533         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3534          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3535          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3536          * We can do instancing with all shader versions, but we need vertex shaders.
3537          *
3538          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3539          * to enable instancing. WineD3D doesn't need that and just ignores it.
3540          *
3541          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3542          */
3543         case WINED3DFMT_INST:
3544             TRACE("ATI Instancing check hack\n");
3545             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3546             {
3547                 TRACE_(d3d_caps)("[OK]\n");
3548                 return TRUE;
3549             }
3550             TRACE_(d3d_caps)("[FAILED]\n");
3551             return FALSE;
3552
3553         /* Some weird FOURCC formats */
3554         case WINED3DFMT_R8G8_B8G8:
3555         case WINED3DFMT_G8R8_G8B8:
3556         case WINED3DFMT_MULTI2_ARGB8:
3557             TRACE_(d3d_caps)("[FAILED]\n");
3558             return FALSE;
3559
3560         /* Vendor specific formats */
3561         case WINED3DFMT_ATI2N:
3562             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3563                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3564             {
3565                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3566                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3567                 {
3568                     TRACE_(d3d_caps)("[OK]\n");
3569                     return TRUE;
3570                 }
3571
3572                 TRACE_(d3d_caps)("[OK]\n");
3573                 return TRUE;
3574             }
3575             TRACE_(d3d_caps)("[FAILED]\n");
3576             return FALSE;
3577
3578         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3579          * format MAKEFOURCC('N','V','D','B') is used.
3580          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3581          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3582          * to test value.
3583          */
3584         case WINED3DFMT_NVDB:
3585             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3586             {
3587                 TRACE_(d3d_caps)("[OK]\n");
3588                 return TRUE;
3589             }
3590             TRACE_(d3d_caps)("[FAILED]\n");
3591             return FALSE;
3592
3593         case WINED3DFMT_NVHU:
3594         case WINED3DFMT_NVHS:
3595             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3596              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3597              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3598              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3599              * Applications have to deal with not having NVHS and NVHU.
3600              */
3601             TRACE_(d3d_caps)("[FAILED]\n");
3602             return FALSE;
3603
3604         case WINED3DFMT_NULL:
3605             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3606                 return TRUE;
3607             return FALSE;
3608
3609         case WINED3DFMT_UNKNOWN:
3610             return FALSE;
3611
3612         default:
3613             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3614             break;
3615     }
3616     return FALSE;
3617 }
3618
3619 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3620         const struct wined3d_format *adapter_format,
3621         const struct wined3d_format *check_format,
3622         WINED3DSURFTYPE SurfaceType)
3623 {
3624     if (SurfaceType == SURFACE_GDI)
3625     {
3626         switch (check_format->id)
3627         {
3628             case WINED3DFMT_B8G8R8_UNORM:
3629             case WINED3DFMT_B8G8R8A8_UNORM:
3630             case WINED3DFMT_B8G8R8X8_UNORM:
3631             case WINED3DFMT_B5G6R5_UNORM:
3632             case WINED3DFMT_B5G5R5X1_UNORM:
3633             case WINED3DFMT_B5G5R5A1_UNORM:
3634             case WINED3DFMT_B4G4R4A4_UNORM:
3635             case WINED3DFMT_B2G3R3_UNORM:
3636             case WINED3DFMT_A8_UNORM:
3637             case WINED3DFMT_B2G3R3A8_UNORM:
3638             case WINED3DFMT_B4G4R4X4_UNORM:
3639             case WINED3DFMT_R10G10B10A2_UNORM:
3640             case WINED3DFMT_R8G8B8A8_UNORM:
3641             case WINED3DFMT_R8G8B8X8_UNORM:
3642             case WINED3DFMT_R16G16_UNORM:
3643             case WINED3DFMT_B10G10R10A2_UNORM:
3644             case WINED3DFMT_R16G16B16A16_UNORM:
3645             case WINED3DFMT_P8_UINT:
3646                 TRACE_(d3d_caps)("[OK]\n");
3647                 return TRUE;
3648             default:
3649                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3650                 return FALSE;
3651         }
3652     }
3653
3654     /* All format that are supported for textures are supported for surfaces as well */
3655     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3656     /* All depth stencil formats are supported on surfaces */
3657     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3658
3659     /* If opengl can't process the format natively, the blitter may be able to convert it */
3660     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3661             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3662             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3663     {
3664         TRACE_(d3d_caps)("[OK]\n");
3665         return TRUE;
3666     }
3667
3668     /* Reject other formats */
3669     TRACE_(d3d_caps)("[FAILED]\n");
3670     return FALSE;
3671 }
3672
3673 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3674         const struct wined3d_format *format)
3675 {
3676     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3677 }
3678
3679 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3680         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3681         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3682 {
3683     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3684     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3685     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3686     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3687     DWORD usage_caps = 0;
3688
3689     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3690             "resource_type %s, check_format %s, surface_type %#x.\n",
3691             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3692             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3693             debug_d3dformat(check_format_id), surface_type);
3694
3695     if (adapter_idx >= wined3d->adapter_count)
3696         return WINED3DERR_INVALIDCALL;
3697
3698     switch (resource_type)
3699     {
3700         case WINED3DRTYPE_CUBETEXTURE:
3701             /* Cubetexture allows:
3702              *      - WINED3DUSAGE_AUTOGENMIPMAP
3703              *      - WINED3DUSAGE_DEPTHSTENCIL
3704              *      - WINED3DUSAGE_DYNAMIC
3705              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3706              *      - WINED3DUSAGE_RENDERTARGET
3707              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3708              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3709              */
3710             if (surface_type != SURFACE_OPENGL)
3711             {
3712                 TRACE_(d3d_caps)("[FAILED]\n");
3713                 return WINED3DERR_NOTAVAILABLE;
3714             }
3715
3716             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3717             {
3718                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3719                 return WINED3DERR_NOTAVAILABLE;
3720             }
3721
3722             if (!CheckTextureCapability(adapter, format))
3723             {
3724                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3725                 return WINED3DERR_NOTAVAILABLE;
3726             }
3727
3728             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3729             {
3730                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3731                     /* When autogenmipmap isn't around continue and return
3732                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3733                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3734                 else
3735                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3736             }
3737
3738             /* Always report dynamic locking. */
3739             if (usage & WINED3DUSAGE_DYNAMIC)
3740                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3741
3742             if (usage & WINED3DUSAGE_RENDERTARGET)
3743             {
3744                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3745                 {
3746                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3747                     return WINED3DERR_NOTAVAILABLE;
3748                 }
3749                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3750             }
3751
3752             /* Always report software processing. */
3753             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3754                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3755
3756             if (usage & WINED3DUSAGE_QUERY_FILTER)
3757             {
3758                 if (!CheckFilterCapability(adapter, format))
3759                 {
3760                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3761                     return WINED3DERR_NOTAVAILABLE;
3762                 }
3763                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3764             }
3765
3766             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3767             {
3768                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3769                 {
3770                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3771                     return WINED3DERR_NOTAVAILABLE;
3772                 }
3773                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3774             }
3775
3776             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3777             {
3778                 if (!CheckSrgbReadCapability(adapter, format))
3779                 {
3780                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3781                     return WINED3DERR_NOTAVAILABLE;
3782                 }
3783                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3784             }
3785
3786             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3787             {
3788                 if (!CheckSrgbWriteCapability(adapter, format))
3789                 {
3790                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3791                     return WINED3DERR_NOTAVAILABLE;
3792                 }
3793                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3794             }
3795
3796             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3797             {
3798                 if (!CheckVertexTextureCapability(adapter, format))
3799                 {
3800                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3801                     return WINED3DERR_NOTAVAILABLE;
3802                 }
3803                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3804             }
3805
3806             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3807             {
3808                 if (!CheckWrapAndMipCapability(adapter, format))
3809                 {
3810                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3811                     return WINED3DERR_NOTAVAILABLE;
3812                 }
3813                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3814             }
3815             break;
3816
3817         case WINED3DRTYPE_SURFACE:
3818             /* Surface allows:
3819              *      - WINED3DUSAGE_DEPTHSTENCIL
3820              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3821              *      - WINED3DUSAGE_RENDERTARGET
3822              */
3823             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3824             {
3825                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3826                 return WINED3DERR_NOTAVAILABLE;
3827             }
3828
3829             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3830             {
3831                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3832                 {
3833                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3834                     return WINED3DERR_NOTAVAILABLE;
3835                 }
3836                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3837             }
3838
3839             if (usage & WINED3DUSAGE_RENDERTARGET)
3840             {
3841                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3842                 {
3843                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3844                     return WINED3DERR_NOTAVAILABLE;
3845                 }
3846                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3847             }
3848
3849             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3850             {
3851                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3852                 {
3853                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3854                     return WINED3DERR_NOTAVAILABLE;
3855                 }
3856                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3857             }
3858             break;
3859
3860         case WINED3DRTYPE_TEXTURE:
3861             /* Texture allows:
3862              *      - WINED3DUSAGE_AUTOGENMIPMAP
3863              *      - WINED3DUSAGE_DEPTHSTENCIL
3864              *      - WINED3DUSAGE_DMAP
3865              *      - WINED3DUSAGE_DYNAMIC
3866              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3867              *      - WINED3DUSAGE_RENDERTARGET
3868              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3869              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3870              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3871              */
3872             if (surface_type != SURFACE_OPENGL)
3873             {
3874                 TRACE_(d3d_caps)("[FAILED]\n");
3875                 return WINED3DERR_NOTAVAILABLE;
3876             }
3877
3878             if (!CheckTextureCapability(adapter, format))
3879             {
3880                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3881                 return WINED3DERR_NOTAVAILABLE;
3882             }
3883
3884             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3885             {
3886                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3887                     /* When autogenmipmap isn't around continue and return
3888                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3889                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3890                 else
3891                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3892             }
3893
3894             /* Always report dynamic locking. */
3895             if (usage & WINED3DUSAGE_DYNAMIC)
3896                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3897
3898             if (usage & WINED3DUSAGE_RENDERTARGET)
3899             {
3900                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3901                 {
3902                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3903                     return WINED3DERR_NOTAVAILABLE;
3904                 }
3905                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3906             }
3907
3908             /* Always report software processing. */
3909             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3910                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3911
3912             if (usage & WINED3DUSAGE_QUERY_FILTER)
3913             {
3914                 if (!CheckFilterCapability(adapter, format))
3915                 {
3916                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3917                     return WINED3DERR_NOTAVAILABLE;
3918                 }
3919                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3920             }
3921
3922             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3923             {
3924                 if (!CheckBumpMapCapability(adapter, format))
3925                 {
3926                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3927                     return WINED3DERR_NOTAVAILABLE;
3928                 }
3929                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3930             }
3931
3932             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3933             {
3934                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3935                 {
3936                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3937                     return WINED3DERR_NOTAVAILABLE;
3938                 }
3939                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3940             }
3941
3942             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3943             {
3944                 if (!CheckSrgbReadCapability(adapter, format))
3945                 {
3946                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3947                     return WINED3DERR_NOTAVAILABLE;
3948                 }
3949                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3950             }
3951
3952             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3953             {
3954                 if (!CheckSrgbWriteCapability(adapter, format))
3955                 {
3956                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3957                     return WINED3DERR_NOTAVAILABLE;
3958                 }
3959                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3960             }
3961
3962             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3963             {
3964                 if (!CheckVertexTextureCapability(adapter, format))
3965                 {
3966                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3967                     return WINED3DERR_NOTAVAILABLE;
3968                 }
3969                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3970             }
3971
3972             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3973             {
3974                 if (!CheckWrapAndMipCapability(adapter, format))
3975                 {
3976                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3977                     return WINED3DERR_NOTAVAILABLE;
3978                 }
3979                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3980             }
3981
3982             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3983             {
3984                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3985                 {
3986                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3987                     return WINED3DERR_NOTAVAILABLE;
3988                 }
3989                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3990                 {
3991                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3992                     return WINED3DERR_NOTAVAILABLE;
3993                 }
3994                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3995             }
3996             break;
3997
3998         case WINED3DRTYPE_VOLUMETEXTURE:
3999         case WINED3DRTYPE_VOLUME:
4000             /* Volume is to VolumeTexture what Surface is to Texture, but its
4001              * usage caps are not documented. Most driver seem to offer
4002              * (nearly) the same on Volume and VolumeTexture, so do that too.
4003              *
4004              * Volumetexture allows:
4005              *      - D3DUSAGE_DYNAMIC
4006              *      - D3DUSAGE_NONSECURE (d3d9ex)
4007              *      - D3DUSAGE_SOFTWAREPROCESSING
4008              *      - D3DUSAGE_QUERY_WRAPANDMIP
4009              */
4010             if (surface_type != SURFACE_OPENGL)
4011             {
4012                 TRACE_(d3d_caps)("[FAILED]\n");
4013                 return WINED3DERR_NOTAVAILABLE;
4014             }
4015
4016             if (!gl_info->supported[EXT_TEXTURE3D])
4017             {
4018                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4019                 return WINED3DERR_NOTAVAILABLE;
4020             }
4021
4022             if (!CheckTextureCapability(adapter, format))
4023             {
4024                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4025                 return WINED3DERR_NOTAVAILABLE;
4026             }
4027
4028             /* Filter formats that need conversion; For one part, this
4029              * conversion is unimplemented, and volume textures are huge, so
4030              * it would be a big performance hit. Unless we hit an application
4031              * needing one of those formats, don't advertize them to avoid
4032              * leading applications into temptation. The windows drivers don't
4033              * support most of those formats on volumes anyway, except for
4034              * WINED3DFMT_R32_FLOAT. */
4035             switch (check_format_id)
4036             {
4037                 case WINED3DFMT_P8_UINT:
4038                 case WINED3DFMT_L4A4_UNORM:
4039                 case WINED3DFMT_R32_FLOAT:
4040                 case WINED3DFMT_R16_FLOAT:
4041                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4042                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4043                 case WINED3DFMT_R16G16_UNORM:
4044                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4045                     return WINED3DERR_NOTAVAILABLE;
4046
4047                 case WINED3DFMT_R8G8B8A8_SNORM:
4048                 case WINED3DFMT_R16G16_SNORM:
4049                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4050                     {
4051                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4052                         return WINED3DERR_NOTAVAILABLE;
4053                     }
4054                     break;
4055
4056                 case WINED3DFMT_R8G8_SNORM:
4057                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4058                     {
4059                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4060                         return WINED3DERR_NOTAVAILABLE;
4061                     }
4062                     break;
4063
4064                 case WINED3DFMT_DXT1:
4065                 case WINED3DFMT_DXT2:
4066                 case WINED3DFMT_DXT3:
4067                 case WINED3DFMT_DXT4:
4068                 case WINED3DFMT_DXT5:
4069                     /* The GL_EXT_texture_compression_s3tc spec requires that
4070                      * loading an s3tc compressed texture results in an error.
4071                      * While the D3D refrast does support s3tc volumes, at
4072                      * least the nvidia windows driver does not, so we're free
4073                      * not to support this format. */
4074                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4075                     return WINED3DERR_NOTAVAILABLE;
4076
4077                 default:
4078                     /* Do nothing, continue with checking the format below */
4079                     break;
4080             }
4081
4082             /* Always report dynamic locking. */
4083             if (usage & WINED3DUSAGE_DYNAMIC)
4084                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4085
4086             /* Always report software processing. */
4087             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4088                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4089
4090             if (usage & WINED3DUSAGE_QUERY_FILTER)
4091             {
4092                 if (!CheckFilterCapability(adapter, format))
4093                 {
4094                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4095                     return WINED3DERR_NOTAVAILABLE;
4096                 }
4097                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4098             }
4099
4100             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4101             {
4102                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4103                 {
4104                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4105                     return WINED3DERR_NOTAVAILABLE;
4106                 }
4107                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4108             }
4109
4110             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4111             {
4112                 if (!CheckSrgbReadCapability(adapter, format))
4113                 {
4114                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4115                     return WINED3DERR_NOTAVAILABLE;
4116                 }
4117                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4118             }
4119
4120             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4121             {
4122                 if (!CheckSrgbWriteCapability(adapter, format))
4123                 {
4124                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4125                     return WINED3DERR_NOTAVAILABLE;
4126                 }
4127                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4128             }
4129
4130             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4131             {
4132                 if (!CheckVertexTextureCapability(adapter, format))
4133                 {
4134                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4135                     return WINED3DERR_NOTAVAILABLE;
4136                 }
4137                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4138             }
4139
4140             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4141             {
4142                 if (!CheckWrapAndMipCapability(adapter, format))
4143                 {
4144                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4145                     return WINED3DERR_NOTAVAILABLE;
4146                 }
4147                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4148             }
4149             break;
4150
4151         default:
4152             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4153             return WINED3DERR_NOTAVAILABLE;
4154     }
4155
4156     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4157      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4158      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4159     if (usage_caps == usage)
4160         return WINED3D_OK;
4161     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4162         return WINED3DOK_NOAUTOGEN;
4163
4164     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4165             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4166
4167     return WINED3DERR_NOTAVAILABLE;
4168 }
4169
4170 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4171         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4172 {
4173     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4174             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4175             debug_d3dformat(dst_format));
4176
4177     return WINED3D_OK;
4178 }
4179
4180 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4181         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4182 {
4183     UINT mode_count;
4184     HRESULT hr;
4185
4186     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4187             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4188             debug_d3dformat(backbuffer_format), windowed);
4189
4190     if (adapter_idx >= wined3d->adapter_count)
4191         return WINED3DERR_INVALIDCALL;
4192
4193     /* The task of this function is to check whether a certain display / backbuffer format
4194      * combination is available on the given adapter. In fullscreen mode microsoft specified
4195      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4196      * and display format should match exactly.
4197      * In windowed mode format conversion can occur and this depends on the driver. When format
4198      * conversion is done, this function should nevertheless fail and applications need to use
4199      * CheckDeviceFormatConversion.
4200      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4201
4202     /* There are only 4 display formats. */
4203     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4204             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4205             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4206             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4207     {
4208         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4209         return WINED3DERR_NOTAVAILABLE;
4210     }
4211
4212     /* If the requested display format is not available, don't continue. */
4213     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4214     if (!mode_count)
4215     {
4216         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4217         return WINED3DERR_NOTAVAILABLE;
4218     }
4219
4220     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4221      * it means 'reuse' the display format for the backbuffer. */
4222     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4223     {
4224         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4225         return WINED3DERR_NOTAVAILABLE;
4226     }
4227
4228     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4229      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4230     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4231     {
4232         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4233                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4234         return WINED3DERR_NOTAVAILABLE;
4235     }
4236
4237     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4238      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4239      * WINED3DFMT_B5G5R5A1_UNORM. */
4240     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4241             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4242     {
4243         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4244                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4245         return WINED3DERR_NOTAVAILABLE;
4246     }
4247
4248     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4249      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4250      * WINED3DFMT_B8G8R8A8_UNORM. */
4251     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4252             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4253     {
4254         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4255                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4256         return WINED3DERR_NOTAVAILABLE;
4257     }
4258
4259     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4260      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4261     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4262             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4263     {
4264         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4265                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4266         return WINED3DERR_NOTAVAILABLE;
4267     }
4268
4269     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4270     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4271             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4272     if (FAILED(hr))
4273         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4274                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4275
4276     return hr;
4277 }
4278
4279 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4280       subset of a D3DCAPS9 structure. However, it has to come via a void *
4281       as the d3d8 interface cannot import the d3d9 header                  */
4282 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4283         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4284 {
4285     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4286     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4287     int vs_selected_mode;
4288     int ps_selected_mode;
4289     struct shader_caps shader_caps;
4290     struct fragment_caps fragment_caps;
4291     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4292
4293     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4294             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4295
4296     if (adapter_idx >= wined3d->adapter_count)
4297         return WINED3DERR_INVALIDCALL;
4298
4299     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4300
4301     /* ------------------------------------------------
4302        The following fields apply to both d3d8 and d3d9
4303        ------------------------------------------------ */
4304     /* Not quite true, but use h/w supported by opengl I suppose */
4305     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4306     caps->AdapterOrdinal           = adapter_idx;
4307
4308     caps->Caps                     = 0;
4309     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4310                                      WINED3DCAPS2_FULLSCREENGAMMA |
4311                                      WINED3DCAPS2_DYNAMICTEXTURES;
4312     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4313         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4314
4315     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4316                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4317                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4318
4319     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4320                                      WINED3DPRESENT_INTERVAL_ONE;
4321
4322     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4323                                      WINED3DCURSORCAPS_LOWRES;
4324
4325     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4326                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4327                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4328                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4329                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4330                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4331                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4332                                      WINED3DDEVCAPS_PUREDEVICE          |
4333                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4334                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4335                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4336                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4337                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4338                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4339                                      WINED3DDEVCAPS_RTPATCHES;
4340
4341     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4342                                      WINED3DPMISCCAPS_CULLCCW               |
4343                                      WINED3DPMISCCAPS_CULLCW                |
4344                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4345                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4346                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4347                                      WINED3DPMISCCAPS_MASKZ                 |
4348                                      WINED3DPMISCCAPS_BLENDOP               |
4349                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4350                                     /* TODO:
4351                                         WINED3DPMISCCAPS_NULLREFERENCE
4352                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4353                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4354                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4355
4356     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4357         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4358     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4359         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4360
4361     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4362                                      WINED3DPRASTERCAPS_PAT       |
4363                                      WINED3DPRASTERCAPS_WFOG      |
4364                                      WINED3DPRASTERCAPS_ZFOG      |
4365                                      WINED3DPRASTERCAPS_FOGVERTEX |
4366                                      WINED3DPRASTERCAPS_FOGTABLE  |
4367                                      WINED3DPRASTERCAPS_STIPPLE   |
4368                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4369                                      WINED3DPRASTERCAPS_ZTEST     |
4370                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4371                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4372                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4373
4374     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4375     {
4376         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4377                              WINED3DPRASTERCAPS_ZBIAS         |
4378                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4379     }
4380     if (gl_info->supported[NV_FOG_DISTANCE])
4381     {
4382         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4383     }
4384                         /* FIXME Add:
4385                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4386                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4387                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4388                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4389                            WINED3DPRASTERCAPS_WBUFFER */
4390
4391     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4392                       WINED3DPCMPCAPS_EQUAL        |
4393                       WINED3DPCMPCAPS_GREATER      |
4394                       WINED3DPCMPCAPS_GREATEREQUAL |
4395                       WINED3DPCMPCAPS_LESS         |
4396                       WINED3DPCMPCAPS_LESSEQUAL    |
4397                       WINED3DPCMPCAPS_NEVER        |
4398                       WINED3DPCMPCAPS_NOTEQUAL;
4399
4400     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4401                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4402                            WINED3DPBLENDCAPS_DESTALPHA       |
4403                            WINED3DPBLENDCAPS_DESTCOLOR       |
4404                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4405                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4406                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4407                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4408                            WINED3DPBLENDCAPS_ONE             |
4409                            WINED3DPBLENDCAPS_SRCALPHA        |
4410                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4411                            WINED3DPBLENDCAPS_SRCCOLOR        |
4412                            WINED3DPBLENDCAPS_ZERO;
4413
4414     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4415                            WINED3DPBLENDCAPS_DESTCOLOR       |
4416                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4417                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4418                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4419                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4420                            WINED3DPBLENDCAPS_ONE             |
4421                            WINED3DPBLENDCAPS_SRCALPHA        |
4422                            WINED3DPBLENDCAPS_SRCCOLOR        |
4423                            WINED3DPBLENDCAPS_ZERO;
4424     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4425      * according to the glBlendFunc manpage
4426      *
4427      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4428      * legacy settings for srcblend only
4429      */
4430
4431     if (gl_info->supported[EXT_BLEND_COLOR])
4432     {
4433         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4434         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4435     }
4436
4437
4438     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4439                           WINED3DPCMPCAPS_EQUAL        |
4440                           WINED3DPCMPCAPS_GREATER      |
4441                           WINED3DPCMPCAPS_GREATEREQUAL |
4442                           WINED3DPCMPCAPS_LESS         |
4443                           WINED3DPCMPCAPS_LESSEQUAL    |
4444                           WINED3DPCMPCAPS_NEVER        |
4445                           WINED3DPCMPCAPS_NOTEQUAL;
4446
4447     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4448                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4449                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4450                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4451                            WINED3DPSHADECAPS_COLORFLATRGB       |
4452                            WINED3DPSHADECAPS_FOGFLAT            |
4453                            WINED3DPSHADECAPS_FOGGOURAUD         |
4454                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4455
4456     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4457                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4458                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4459                           WINED3DPTEXTURECAPS_BORDER             |
4460                           WINED3DPTEXTURECAPS_MIPMAP             |
4461                           WINED3DPTEXTURECAPS_PROJECTED          |
4462                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4463
4464     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4465     {
4466         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4467                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4468     }
4469
4470     if (gl_info->supported[EXT_TEXTURE3D])
4471     {
4472         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4473                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4474         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4475         {
4476             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4477         }
4478     }
4479
4480     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4481     {
4482         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4483                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4484         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4485         {
4486             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4487         }
4488     }
4489
4490     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4491                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4492                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4493                                WINED3DPTFILTERCAPS_MINFPOINT        |
4494                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4495                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4496                                WINED3DPTFILTERCAPS_LINEAR           |
4497                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4498                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4499                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4500                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4501                                WINED3DPTFILTERCAPS_NEAREST;
4502
4503     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4504     {
4505         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4506                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4507     }
4508
4509     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4510     {
4511         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4512                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4513                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4514                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4515                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4516                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4517                                        WINED3DPTFILTERCAPS_LINEAR           |
4518                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4519                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4520                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4521                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4522                                        WINED3DPTFILTERCAPS_NEAREST;
4523
4524         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4525         {
4526             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4527                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4528         }
4529     }
4530     else
4531     {
4532         caps->CubeTextureFilterCaps = 0;
4533     }
4534
4535     if (gl_info->supported[EXT_TEXTURE3D])
4536     {
4537         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4538                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4539                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4540                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4541                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4542                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4543                                          WINED3DPTFILTERCAPS_LINEAR           |
4544                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4545                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4546                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4547                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4548                                          WINED3DPTFILTERCAPS_NEAREST;
4549     }
4550     else
4551     {
4552         caps->VolumeTextureFilterCaps = 0;
4553     }
4554
4555     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4556                                  WINED3DPTADDRESSCAPS_CLAMP  |
4557                                  WINED3DPTADDRESSCAPS_WRAP;
4558
4559     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4560     {
4561         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4562     }
4563     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4564     {
4565         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4566     }
4567     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4568     {
4569         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4570     }
4571
4572     if (gl_info->supported[EXT_TEXTURE3D])
4573     {
4574         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4575                                            WINED3DPTADDRESSCAPS_CLAMP  |
4576                                            WINED3DPTADDRESSCAPS_WRAP;
4577         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4578         {
4579             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4580         }
4581         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4582         {
4583             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4584         }
4585         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4586         {
4587             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4588         }
4589     }
4590     else
4591     {
4592         caps->VolumeTextureAddressCaps = 0;
4593     }
4594
4595     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4596                       WINED3DLINECAPS_ZTEST         |
4597                       WINED3DLINECAPS_BLEND         |
4598                       WINED3DLINECAPS_ALPHACMP      |
4599                       WINED3DLINECAPS_FOG;
4600     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4601      * idea how generating the smoothing alpha values works; the result is different
4602      */
4603
4604     caps->MaxTextureWidth = gl_info->limits.texture_size;
4605     caps->MaxTextureHeight = gl_info->limits.texture_size;
4606
4607     if (gl_info->supported[EXT_TEXTURE3D])
4608         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4609     else
4610         caps->MaxVolumeExtent = 0;
4611
4612     caps->MaxTextureRepeat = 32768;
4613     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4614     caps->MaxVertexW = 1.0f;
4615
4616     caps->GuardBandLeft = 0.0f;
4617     caps->GuardBandTop = 0.0f;
4618     caps->GuardBandRight = 0.0f;
4619     caps->GuardBandBottom = 0.0f;
4620
4621     caps->ExtentsAdjust = 0.0f;
4622
4623     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4624                           WINED3DSTENCILCAPS_INCRSAT |
4625                           WINED3DSTENCILCAPS_INVERT  |
4626                           WINED3DSTENCILCAPS_KEEP    |
4627                           WINED3DSTENCILCAPS_REPLACE |
4628                           WINED3DSTENCILCAPS_ZERO;
4629     if (gl_info->supported[EXT_STENCIL_WRAP])
4630     {
4631         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4632                               WINED3DSTENCILCAPS_INCR;
4633     }
4634     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4635     {
4636         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4637     }
4638
4639     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4640
4641     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4642     caps->MaxActiveLights = gl_info->limits.lights;
4643
4644     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4645     caps->MaxVertexBlendMatrixIndex   = 0;
4646
4647     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4648     caps->MaxPointSize = gl_info->limits.pointsize_max;
4649
4650
4651     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4652     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4653                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4654                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4655                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4656                                   WINED3DVTXPCAPS_VERTEXFOG         |
4657                                   WINED3DVTXPCAPS_TEXGEN;
4658
4659     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4660     caps->MaxVertexIndex      = 0xFFFFF;
4661     caps->MaxStreams          = MAX_STREAMS;
4662     caps->MaxStreamStride     = 1024;
4663
4664     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4665     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4666                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4667     caps->MaxNpatchTessellationLevel        = 0;
4668     caps->MasterAdapterOrdinal              = 0;
4669     caps->AdapterOrdinalInGroup             = 0;
4670     caps->NumberOfAdaptersInGroup           = 1;
4671
4672     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4673
4674     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4675                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4676                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4677                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4678     caps->VertexTextureFilterCaps             = 0;
4679
4680     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4681     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4682
4683     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4684     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4685
4686     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4687      * Ignore shader model capabilities if disabled in config
4688      */
4689     if (vs_selected_mode == SHADER_NONE)
4690     {
4691         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4692         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4693         caps->MaxVertexShaderConst         = 0;
4694     }
4695     else
4696     {
4697         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4698         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4699     }
4700
4701     if (ps_selected_mode == SHADER_NONE)
4702     {
4703         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4704         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4705         caps->PixelShader1xMaxValue        = 0.0f;
4706     } else {
4707         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4708         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4709     }
4710
4711     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4712     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4713     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4714
4715     /* The following caps are shader specific, but they are things we cannot detect, or which
4716      * are the same among all shader models. So to avoid code duplication set the shader version
4717      * specific, but otherwise constant caps here
4718      */
4719     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4720     {
4721         /* Where possible set the caps based on OpenGL extensions and if they
4722          * aren't set (in case of software rendering) use the VS 3.0 from
4723          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4724          * VS3.0 value. */
4725         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4726         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4727         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4728         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4729         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4730         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4731
4732         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4733         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4734     }
4735     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4736     {
4737         caps->VS20Caps.Caps                     = 0;
4738         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4739         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4740         caps->VS20Caps.StaticFlowControlDepth   = 1;
4741
4742         caps->MaxVShaderInstructionsExecuted    = 65535;
4743         caps->MaxVertexShader30InstructionSlots = 0;
4744     }
4745     else
4746     { /* VS 1.x */
4747         caps->VS20Caps.Caps                     = 0;
4748         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4749         caps->VS20Caps.NumTemps                 = 0;
4750         caps->VS20Caps.StaticFlowControlDepth   = 0;
4751
4752         caps->MaxVShaderInstructionsExecuted    = 0;
4753         caps->MaxVertexShader30InstructionSlots = 0;
4754     }
4755
4756     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4757     {
4758         /* Where possible set the caps based on OpenGL extensions and if they
4759          * aren't set (in case of software rendering) use the PS 3.0 from
4760          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4761          * PS 3.0 value. */
4762
4763         /* Caps is more or less undocumented on MSDN but it appears to be
4764          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4765          * cards from Windows */
4766         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4767                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4768                 WINED3DPS20CAPS_PREDICATION          |
4769                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4770                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4771         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4772         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4773         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4774         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4775         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4776         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4777         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4778
4779         caps->MaxPShaderInstructionsExecuted = 65535;
4780         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4781                 adapter->gl_info.limits.arb_ps_instructions);
4782     }
4783     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4784     {
4785         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4786         caps->PS20Caps.Caps                     = 0;
4787         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4788         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4789         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4790         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4791         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4792
4793         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4794         caps->MaxPixelShader30InstructionSlots  = 0;
4795     }
4796     else /* PS 1.x */
4797     {
4798         caps->PS20Caps.Caps                     = 0;
4799         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4800         caps->PS20Caps.NumTemps                 = 0;
4801         caps->PS20Caps.StaticFlowControlDepth   = 0;
4802         caps->PS20Caps.NumInstructionSlots      = 0;
4803
4804         caps->MaxPShaderInstructionsExecuted    = 0;
4805         caps->MaxPixelShader30InstructionSlots  = 0;
4806     }
4807
4808     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4809     {
4810         /* OpenGL supports all the formats below, perhaps not always
4811          * without conversion, but it supports them.
4812          * Further GLSL doesn't seem to have an official unsigned type so
4813          * don't advertise it yet as I'm not sure how we handle it.
4814          * We might need to add some clamping in the shader engine to
4815          * support it.
4816          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4817         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4818                           WINED3DDTCAPS_UBYTE4N   |
4819                           WINED3DDTCAPS_SHORT2N   |
4820                           WINED3DDTCAPS_SHORT4N;
4821         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4822         {
4823             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4824                                WINED3DDTCAPS_FLOAT16_4;
4825         }
4826     }
4827     else
4828     {
4829         caps->DeclTypes = 0;
4830     }
4831
4832     /* Set DirectDraw helper Caps */
4833     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4834                                         WINEDDCKEYCAPS_SRCBLT;
4835     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4836                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4837                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4838                                         WINEDDFXCAPS_BLTROTATION90          |
4839                                         WINEDDFXCAPS_BLTSHRINKX             |
4840                                         WINEDDFXCAPS_BLTSHRINKXN            |
4841                                         WINEDDFXCAPS_BLTSHRINKY             |
4842                                         WINEDDFXCAPS_BLTSHRINKXN            |
4843                                         WINEDDFXCAPS_BLTSTRETCHX            |
4844                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4845                                         WINEDDFXCAPS_BLTSTRETCHY            |
4846                                         WINEDDFXCAPS_BLTSTRETCHYN;
4847     blit_caps =                         WINEDDCAPS_BLT                      |
4848                                         WINEDDCAPS_BLTCOLORFILL             |
4849                                         WINEDDCAPS_BLTDEPTHFILL             |
4850                                         WINEDDCAPS_BLTSTRETCH               |
4851                                         WINEDDCAPS_CANBLTSYSMEM             |
4852                                         WINEDDCAPS_CANCLIP                  |
4853                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4854                                         WINEDDCAPS_COLORKEY                 |
4855                                         WINEDDCAPS_COLORKEYHWASSIST         |
4856                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4857     pal_caps =                          WINEDDPCAPS_8BIT                    |
4858                                         WINEDDPCAPS_PRIMARYSURFACE;
4859
4860     /* Fill the ddraw caps structure */
4861     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4862                                         WINEDDCAPS_PALETTE                  |
4863                                         blit_caps;
4864     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4865                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4866                                         WINEDDCAPS2_PRIMARYGAMMA             |
4867                                         WINEDDCAPS2_WIDESURFACES             |
4868                                         WINEDDCAPS2_CANRENDERWINDOWED;
4869     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4870     caps->DirectDrawCaps.FXCaps =       fx_caps;
4871     caps->DirectDrawCaps.PalCaps =      pal_caps;
4872     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4873     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4874     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4875     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4876     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4877     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4878     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4879     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4880     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4881
4882     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4883                                         WINEDDSCAPS_BACKBUFFER              |
4884                                         WINEDDSCAPS_FLIP                    |
4885                                         WINEDDSCAPS_FRONTBUFFER             |
4886                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4887                                         WINEDDSCAPS_PALETTE                 |
4888                                         WINEDDSCAPS_PRIMARYSURFACE          |
4889                                         WINEDDSCAPS_SYSTEMMEMORY            |
4890                                         WINEDDSCAPS_VIDEOMEMORY             |
4891                                         WINEDDSCAPS_VISIBLE;
4892     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4893
4894     /* Set D3D caps if OpenGL is available. */
4895     if (adapter->opengl)
4896     {
4897         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4898                                         WINEDDSCAPS_MIPMAP                  |
4899                                         WINEDDSCAPS_TEXTURE                 |
4900                                         WINEDDSCAPS_ZBUFFER;
4901         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4902     }
4903
4904     return WINED3D_OK;
4905 }
4906
4907 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4908         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4909         struct wined3d_device **device)
4910 {
4911     struct wined3d_device *object;
4912     HRESULT hr;
4913
4914     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4915             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4916
4917     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4918      * number and create a device without a 3D adapter for 2D only operation. */
4919     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4920         return WINED3DERR_INVALIDCALL;
4921
4922     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4923     if (!object)
4924     {
4925         ERR("Failed to allocate device memory.\n");
4926         return E_OUTOFMEMORY;
4927     }
4928
4929     hr = device_init(object, wined3d, adapter_idx, device_type,
4930             focus_window, flags, surface_alignment, device_parent);
4931     if (FAILED(hr))
4932     {
4933         WARN("Failed to initialize device, hr %#x.\n", hr);
4934         HeapFree(GetProcessHeap(), 0, object);
4935         return hr;
4936     }
4937
4938     TRACE("Created device %p.\n", object);
4939     *device = object;
4940
4941     device_parent->ops->wined3d_device_created(device_parent, *device);
4942
4943     return WINED3D_OK;
4944 }
4945
4946 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4947 {
4948     TRACE("wined3d %p.\n", wined3d);
4949
4950     return wined3d->parent;
4951 }
4952
4953 static void WINE_GLAPI invalid_func(const void *data)
4954 {
4955     ERR("Invalid vertex attribute function called\n");
4956     DebugBreak();
4957 }
4958
4959 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4960 {
4961     ERR("Invalid texcoord function called\n");
4962     DebugBreak();
4963 }
4964
4965 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4966  * the extension detection and are used in drawStridedSlow
4967  */
4968 static void WINE_GLAPI position_d3dcolor(const void *data)
4969 {
4970     DWORD pos = *((const DWORD *)data);
4971
4972     FIXME("Add a test for fixed function position from d3dcolor type\n");
4973     glVertex4s(D3DCOLOR_B_R(pos),
4974                D3DCOLOR_B_G(pos),
4975                D3DCOLOR_B_B(pos),
4976                D3DCOLOR_B_A(pos));
4977 }
4978
4979 static void WINE_GLAPI position_float4(const void *data)
4980 {
4981     const GLfloat *pos = data;
4982
4983     if (pos[3] != 0.0f && pos[3] != 1.0f)
4984     {
4985         float w = 1.0f / pos[3];
4986
4987         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4988     }
4989     else
4990     {
4991         glVertex3fv(pos);
4992     }
4993 }
4994
4995 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4996 {
4997     DWORD diffuseColor = *((const DWORD *)data);
4998
4999     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5000                D3DCOLOR_B_G(diffuseColor),
5001                D3DCOLOR_B_B(diffuseColor),
5002                D3DCOLOR_B_A(diffuseColor));
5003 }
5004
5005 static void WINE_GLAPI specular_d3dcolor(const void *data)
5006 {
5007     DWORD specularColor = *((const DWORD *)data);
5008     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5009             D3DCOLOR_B_G(specularColor),
5010             D3DCOLOR_B_B(specularColor)};
5011
5012     specular_func_3ubv(d);
5013 }
5014
5015 static void WINE_GLAPI warn_no_specular_func(const void *data)
5016 {
5017     WARN("GL_EXT_secondary_color not supported\n");
5018 }
5019
5020 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5021 {
5022     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5023     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5024     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5025     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5026     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5027     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5028     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5029     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5030     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5031     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5032     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5033     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5034     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5035     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5036     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5037     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5038     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5039
5040     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5041     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5042     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5043     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5044     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5045     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5046     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5047     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5048     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5049     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5050     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5051     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5052     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5053     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5054     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5055     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5056     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5057
5058     /* No 4 component entry points here */
5059     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5060     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5061     if (gl_info->supported[EXT_SECONDARY_COLOR])
5062     {
5063         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5064     }
5065     else
5066     {
5067         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5068     }
5069     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5070     if (gl_info->supported[EXT_SECONDARY_COLOR])
5071     {
5072         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5073         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5074     }
5075     else
5076     {
5077         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5078     }
5079     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5080     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5081     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5082     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5083     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5084     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5085     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5086     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5087     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5088     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5089     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5090     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5091
5092     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5093      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5094      */
5095     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5096     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5097     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5098     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5099     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5100     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5101     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5102     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5103     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5104     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5105     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5106     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5107     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5108     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5109     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5110     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5111     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5112
5113     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5114     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5115     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5116     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5117     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5118     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5119     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5120     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5121     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5122     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5123     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5124     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5125     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5126     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5127     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5128     if (gl_info->supported[NV_HALF_FLOAT])
5129     {
5130         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5131         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5132         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5133     } else {
5134         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5135         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5136     }
5137 }
5138
5139 /* Do not call while under the GL lock. */
5140 static BOOL InitAdapters(struct wined3d *wined3d)
5141 {
5142     static HMODULE mod_gl;
5143     BOOL ret;
5144     int ps_selected_mode, vs_selected_mode;
5145
5146     /* No need to hold any lock. The calling library makes sure only one thread calls
5147      * wined3d simultaneously
5148      */
5149
5150     TRACE("Initializing adapters\n");
5151
5152     if(!mod_gl) {
5153 #ifdef USE_WIN32_OPENGL
5154 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5155         mod_gl = LoadLibraryA("opengl32.dll");
5156         if(!mod_gl) {
5157             ERR("Can't load opengl32.dll!\n");
5158             goto nogl_adapter;
5159         }
5160 #else
5161 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5162         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5163         mod_gl = GetModuleHandleA("gdi32.dll");
5164 #endif
5165     }
5166
5167 /* Load WGL core functions from opengl32.dll */
5168 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5169     WGL_FUNCS_GEN;
5170 #undef USE_WGL_FUNC
5171
5172     if(!pwglGetProcAddress) {
5173         ERR("Unable to load wglGetProcAddress!\n");
5174         goto nogl_adapter;
5175     }
5176
5177 /* Dynamically load all GL core functions */
5178     GL_FUNCS_GEN;
5179 #undef USE_GL_FUNC
5180
5181     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5182      * otherwise because we have to use winex11.drv's override
5183      */
5184 #ifdef USE_WIN32_OPENGL
5185     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5186     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5187 #else
5188     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5189     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5190 #endif
5191
5192     glEnableWINE = glEnable;
5193     glDisableWINE = glDisable;
5194
5195     /* For now only one default adapter */
5196     {
5197         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5198         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5199         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5200         struct wined3d_pixel_format *cfgs;
5201         int iPixelFormat;
5202         int res;
5203         int i;
5204         DISPLAY_DEVICEW DisplayDevice;
5205         HDC hdc;
5206
5207         TRACE("Initializing default adapter\n");
5208         adapter->ordinal = 0;
5209         adapter->monitorPoint.x = -1;
5210         adapter->monitorPoint.y = -1;
5211
5212         if (!AllocateLocallyUniqueId(&adapter->luid))
5213         {
5214             DWORD err = GetLastError();
5215             ERR("Failed to set adapter LUID (%#x).\n", err);
5216             goto nogl_adapter;
5217         }
5218         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5219                 adapter->luid.HighPart, adapter->luid.LowPart);
5220
5221         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5222         {
5223             ERR("Failed to get a gl context for default adapter\n");
5224             goto nogl_adapter;
5225         }
5226
5227         ret = wined3d_adapter_init_gl_caps(adapter);
5228         if(!ret) {
5229             ERR("Failed to initialize gl caps for default adapter\n");
5230             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5231             goto nogl_adapter;
5232         }
5233         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5234         if(!ret) {
5235             ERR("Failed to init gl formats\n");
5236             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5237             goto nogl_adapter;
5238         }
5239
5240         hdc = fake_gl_ctx.dc;
5241
5242         adapter->TextureRam = adapter->driver_info.vidmem;
5243         adapter->UsedTextureRam = 0;
5244         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5245
5246         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5247         DisplayDevice.cb = sizeof(DisplayDevice);
5248         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5249         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5250         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5251
5252         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5253         {
5254             int attribute;
5255             int attribs[11];
5256             int values[11];
5257             int nAttribs = 0;
5258
5259             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5260             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5261
5262             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5263             cfgs = adapter->cfgs;
5264             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5265             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5266             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5267             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5268             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5269             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5270             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5271             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5272             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5273             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5274             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5275
5276             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5277             {
5278                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5279
5280                 if(!res)
5281                     continue;
5282
5283                 /* Cache the pixel format */
5284                 cfgs->iPixelFormat = iPixelFormat;
5285                 cfgs->redSize = values[0];
5286                 cfgs->greenSize = values[1];
5287                 cfgs->blueSize = values[2];
5288                 cfgs->alphaSize = values[3];
5289                 cfgs->colorSize = values[4];
5290                 cfgs->depthSize = values[5];
5291                 cfgs->stencilSize = values[6];
5292                 cfgs->windowDrawable = values[7];
5293                 cfgs->iPixelType = values[8];
5294                 cfgs->doubleBuffer = values[9];
5295                 cfgs->auxBuffers = values[10];
5296
5297                 cfgs->numSamples = 0;
5298                 /* Check multisample support */
5299                 if (gl_info->supported[ARB_MULTISAMPLE])
5300                 {
5301                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5302                     int value[2];
5303                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5304                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5305                         * value[1] = number of multi sample buffers*/
5306                         if(value[0])
5307                             cfgs->numSamples = value[1];
5308                     }
5309                 }
5310
5311                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5312                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5313                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5314                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5315                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5316                 cfgs++;
5317             }
5318         }
5319         else
5320         {
5321             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5322             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5323             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5324
5325             cfgs = adapter->cfgs;
5326             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5327             {
5328                 PIXELFORMATDESCRIPTOR ppfd;
5329
5330                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5331                 if(!res)
5332                     continue;
5333
5334                 /* We only want HW acceleration using an OpenGL ICD driver.
5335                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5336                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5337                  */
5338                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5339                 {
5340                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5341                     continue;
5342                 }
5343
5344                 cfgs->iPixelFormat = iPixelFormat;
5345                 cfgs->redSize = ppfd.cRedBits;
5346                 cfgs->greenSize = ppfd.cGreenBits;
5347                 cfgs->blueSize = ppfd.cBlueBits;
5348                 cfgs->alphaSize = ppfd.cAlphaBits;
5349                 cfgs->colorSize = ppfd.cColorBits;
5350                 cfgs->depthSize = ppfd.cDepthBits;
5351                 cfgs->stencilSize = ppfd.cStencilBits;
5352                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5353                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5354                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5355                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5356                 cfgs->numSamples = 0;
5357
5358                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5359                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5360                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5361                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5362                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5363                 cfgs++;
5364                 adapter->nCfgs++;
5365             }
5366
5367             /* 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 */
5368             if(!adapter->nCfgs)
5369             {
5370                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5371
5372                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5373                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5374                 goto nogl_adapter;
5375             }
5376         }
5377
5378         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5379          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5380          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5381          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5382          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5383          * driver is allowed to consume more bits EXCEPT for stencil bits.
5384          *
5385          * Mark an adapter with this broken stencil behavior.
5386          */
5387         adapter->brokenStencil = TRUE;
5388         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5389         {
5390             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5391             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5392                 adapter->brokenStencil = FALSE;
5393                 break;
5394             }
5395         }
5396
5397         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5398
5399         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5400         fillGLAttribFuncs(&adapter->gl_info);
5401         adapter->opengl = TRUE;
5402     }
5403     wined3d->adapter_count = 1;
5404     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5405
5406     return TRUE;
5407
5408 nogl_adapter:
5409     /* Initialize an adapter for ddraw-only memory counting */
5410     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5411     wined3d->adapters[0].ordinal = 0;
5412     wined3d->adapters[0].opengl = FALSE;
5413     wined3d->adapters[0].monitorPoint.x = -1;
5414     wined3d->adapters[0].monitorPoint.y = -1;
5415
5416     wined3d->adapters[0].driver_info.name = "Display";
5417     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5418     if (wined3d_settings.emulated_textureram)
5419         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5420     else
5421         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5422
5423     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5424
5425     wined3d->adapter_count = 1;
5426     return FALSE;
5427 }
5428
5429 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5430
5431 const struct wined3d_parent_ops wined3d_null_parent_ops =
5432 {
5433     wined3d_null_wined3d_object_destroyed,
5434 };
5435
5436 /* Do not call while under the GL lock. */
5437 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5438 {
5439     wined3d->dxVersion = version;
5440     wined3d->ref = 1;
5441     wined3d->parent = parent;
5442     wined3d->flags = flags;
5443
5444     if (!InitAdapters(wined3d))
5445     {
5446         WARN("Failed to initialize adapters.\n");
5447         if (version > 7)
5448         {
5449             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5450             return E_FAIL;
5451         }
5452     }
5453
5454     return WINED3D_OK;
5455 }