richedit: Test to see if wrapping happens with redraw disabled.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
41
42 /* Extension detection */
43 static const struct {
44     const char *extension_string;
45     GL_SupportedExt extension;
46     DWORD version;
47 } EXTENSION_MAP[] = {
48     /* APPLE */
49     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
50     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
51     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
52     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
53     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
54
55     /* ATI */
56     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
57     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
58     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
59     {"GL_ATI_envmap_bumpmap",               ATI_ENVMAP_BUMPMAP,             0                           },
60     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
61     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
62
63     /* ARB */
64     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
65     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
66     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
67     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
68     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
69     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
70     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
71     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
72     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
73     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
74     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
75     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
76     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
77     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
78     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
79     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
80     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
81     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
82     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
83     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
84     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
85     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
86     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
87     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
88     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
89     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
90     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
91
92     /* EXT */
93     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
94     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
95     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
96     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
97     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
98     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
99     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
100     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
101     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
102     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
103     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
104     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
105     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
106     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
107     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
108     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
109     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
110     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
111     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
112     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
113     {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
114     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
115     {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
116     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
117
118     /* NV */
119     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
120     {"GL_NV_fence",                         NV_FENCE,                       0                           },
121     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
122     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
123     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
124     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
125     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
126     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
127     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
128     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
129     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
130     {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
131     {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
132     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
133     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
134     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
135     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
136     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
137     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
138
139     /* SGI */
140     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
141 };
142
143 /**********************************************************
144  * Utility functions follow
145  **********************************************************/
146
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
150
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
155
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
160
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166     {GL_NEAREST, GL_NEAREST, GL_NEAREST},
167 };
168
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171     GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
172 };
173
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180 glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
181
182 /**
183  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
184  * i.e., there is no GL Context - Get a default rendering context to enable the
185  * function query some info from GL.
186  */
187
188 static int             wined3d_fake_gl_context_ref = 0;
189 static BOOL            wined3d_fake_gl_context_foreign;
190 static BOOL            wined3d_fake_gl_context_available = FALSE;
191 static HDC             wined3d_fake_gl_context_hdc = NULL;
192 static HWND            wined3d_fake_gl_context_hwnd = NULL;
193
194 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
195 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
196 {
197     0, 0, &wined3d_fake_gl_context_cs,
198     { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
199       &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
200     0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
201 };
202 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
203
204 static void WineD3D_ReleaseFakeGLContext(void) {
205     HGLRC glCtx;
206
207     EnterCriticalSection(&wined3d_fake_gl_context_cs);
208
209     if(!wined3d_fake_gl_context_available) {
210         TRACE_(d3d_caps)("context not available\n");
211         LeaveCriticalSection(&wined3d_fake_gl_context_cs);
212         return;
213     }
214
215     glCtx = pwglGetCurrentContext();
216
217     TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
218     if (0 == (--wined3d_fake_gl_context_ref) ) {
219         if(!wined3d_fake_gl_context_foreign && glCtx) {
220             TRACE_(d3d_caps)("destroying fake GL context\n");
221             pwglMakeCurrent(NULL, NULL);
222             pwglDeleteContext(glCtx);
223         }
224         if(wined3d_fake_gl_context_hdc)
225             ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
226         wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
227         if(wined3d_fake_gl_context_hwnd)
228             DestroyWindow(wined3d_fake_gl_context_hwnd);
229         wined3d_fake_gl_context_hwnd = NULL;
230         wined3d_fake_gl_context_available = FALSE;
231     }
232     assert(wined3d_fake_gl_context_ref >= 0);
233
234     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
235 }
236
237 static BOOL WineD3D_CreateFakeGLContext(void) {
238     HGLRC glCtx = NULL;
239
240     EnterCriticalSection(&wined3d_fake_gl_context_cs);
241
242     TRACE("getting context...\n");
243     if(wined3d_fake_gl_context_ref > 0) goto ret;
244     assert(0 == wined3d_fake_gl_context_ref);
245
246     wined3d_fake_gl_context_foreign = TRUE;
247
248     glCtx = pwglGetCurrentContext();
249     if (!glCtx) {
250         PIXELFORMATDESCRIPTOR pfd;
251         int iPixelFormat;
252
253         wined3d_fake_gl_context_foreign = FALSE;
254
255         /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
256         wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW,        10, 10, 10, 10, NULL, NULL, NULL, NULL);
257         if(!wined3d_fake_gl_context_hwnd) {
258             ERR("HWND creation failed!\n");
259             goto fail;
260         }
261         wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
262         if(!wined3d_fake_gl_context_hdc) {
263             ERR("GetDC failed!\n");
264             goto fail;
265         }
266
267         /* PixelFormat selection */
268         ZeroMemory(&pfd, sizeof(pfd));
269         pfd.nSize      = sizeof(pfd);
270         pfd.nVersion   = 1;
271         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
272         pfd.iPixelType = PFD_TYPE_RGBA;
273         pfd.cColorBits = 32;
274         pfd.iLayerType = PFD_MAIN_PLANE;
275
276         iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
277         if(!iPixelFormat) {
278             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
279             ERR("Can't find a suitable iPixelFormat\n");
280             goto fail;
281         }
282         DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
283         SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
284
285         /* Create a GL context */
286         glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
287         if (!glCtx) {
288             WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
289             goto fail;
290         }
291
292         /* Make it the current GL context */
293         if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
294             WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
295             goto fail;
296         }
297     }
298
299   ret:
300     TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
301     wined3d_fake_gl_context_ref++;
302     wined3d_fake_gl_context_available = TRUE;
303     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
304     return TRUE;
305   fail:
306     if(wined3d_fake_gl_context_hdc)
307         ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
308     wined3d_fake_gl_context_hdc = NULL;
309     if(wined3d_fake_gl_context_hwnd)
310         DestroyWindow(wined3d_fake_gl_context_hwnd);
311     wined3d_fake_gl_context_hwnd = NULL;
312     if(glCtx) pwglDeleteContext(glCtx);
313     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
314     return FALSE;
315 }
316
317 /* Adjust the amount of used texture memory */
318 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
319     UINT Adapter = D3DDevice->adapterNo;
320
321     Adapters[Adapter].UsedTextureRam += glram;
322     TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
323     return Adapters[Adapter].UsedTextureRam;
324 }
325
326 /**********************************************************
327  * IUnknown parts follows
328  **********************************************************/
329
330 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
331 {
332     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
333
334     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
335     if (IsEqualGUID(riid, &IID_IUnknown)
336         || IsEqualGUID(riid, &IID_IWineD3DBase)
337         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
338         IUnknown_AddRef(iface);
339         *ppobj = This;
340         return S_OK;
341     }
342     *ppobj = NULL;
343     return E_NOINTERFACE;
344 }
345
346 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
347     IWineD3DImpl *This = (IWineD3DImpl *)iface;
348     ULONG refCount = InterlockedIncrement(&This->ref);
349
350     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
351     return refCount;
352 }
353
354 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
355     IWineD3DImpl *This = (IWineD3DImpl *)iface;
356     ULONG ref;
357     TRACE("(%p) : Releasing from %d\n", This, This->ref);
358     ref = InterlockedDecrement(&This->ref);
359     if (ref == 0) {
360         HeapFree(GetProcessHeap(), 0, This);
361     }
362
363     return ref;
364 }
365
366 /* Set the shader type for this device, depending on the given capabilities,
367  * the device type, and the user preferences in wined3d_settings */
368
369 void select_shader_mode(
370     WineD3D_GL_Info *gl_info,
371     WINED3DDEVTYPE DeviceType,
372     int* ps_selected,
373     int* vs_selected) {
374
375     if (wined3d_settings.vs_mode == VS_NONE) {
376         *vs_selected = SHADER_NONE;
377     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
378         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
379          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
380          * shaders only on this card. */
381         if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
382             *vs_selected = SHADER_ARB;
383         else
384             *vs_selected = SHADER_GLSL;
385     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
386         *vs_selected = SHADER_ARB;
387     } else {
388         *vs_selected = SHADER_NONE;
389     }
390
391     if (wined3d_settings.ps_mode == PS_NONE) {
392         *ps_selected = SHADER_NONE;
393     } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
394         *ps_selected = SHADER_GLSL;
395     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
396         *ps_selected = SHADER_ARB;
397     } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
398         *ps_selected = SHADER_ATI;
399     } else {
400         *ps_selected = SHADER_NONE;
401     }
402 }
403
404 /** Select the number of report maximum shader constants based on the selected shader modes */
405 static void select_shader_max_constants(
406     int ps_selected_mode,
407     int vs_selected_mode,
408     WineD3D_GL_Info *gl_info) {
409
410     switch (vs_selected_mode) {
411         case SHADER_GLSL:
412             /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
413             gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
414             break;
415         case SHADER_ARB:
416             /* We have to subtract any other PARAMs that we might use in our shader programs.
417              * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
418              * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
419             gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
420             break;
421         default:
422             gl_info->max_vshader_constantsF = 0;
423             break;
424     }
425
426     switch (ps_selected_mode) {
427         case SHADER_GLSL:
428             /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
429              * In theory the texbem instruction may need one more shader constant too. But lets assume
430              * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
431              * and lets not take away a uniform needlessly from all other shaders.
432              */
433             gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
434             break;
435         case SHADER_ARB:
436             /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
437              * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
438              */
439             gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
440             break;
441         default:
442             gl_info->max_pshader_constantsF = 0;
443             break;
444     }
445 }
446
447 /**********************************************************
448  * IWineD3D parts follows
449  **********************************************************/
450
451 #define GLINFO_LOCATION (*gl_info)
452 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
453     GLuint prog;
454     BOOL ret = FALSE;
455     const char *testcode =
456         "!!ARBvp1.0\n"
457         "PARAM C[66] = { program.env[0..65] };\n"
458         "ADDRESS A0;"
459         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
460         "ARL A0.x, zero.x;\n"
461         "MOV result.position, C[A0.x + 65];\n"
462         "END\n";
463
464     while(glGetError());
465     GL_EXTCALL(glGenProgramsARB(1, &prog));
466     if(!prog) {
467         ERR("Failed to create an ARB offset limit test program\n");
468     }
469     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
470     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
471                                   strlen(testcode), testcode));
472     if(glGetError() != 0) {
473         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
474         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
475         ret = TRUE;
476     } else TRACE("OpenGL implementation allows offsets > 63\n");
477
478     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
479     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
480     checkGLcall("ARB vp offset limit test cleanup\n");
481
482     return ret;
483 }
484
485 static DWORD ver_for_ext(GL_SupportedExt ext)
486 {
487     unsigned int i;
488     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
489         if(EXTENSION_MAP[i].extension == ext) {
490             return EXTENSION_MAP[i].version;
491         }
492     }
493     return 0;
494 }
495
496 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
497     const char *GL_Extensions    = NULL;
498     const char *WGL_Extensions   = NULL;
499     const char *gl_string        = NULL;
500     const char *gl_string_cursor = NULL;
501     GLint       gl_max;
502     GLfloat     gl_floatv[2];
503     int         major = 1, minor = 0;
504     BOOL        return_value = TRUE;
505     unsigned    i;
506     HDC         hdc;
507     unsigned int vidmem=0;
508
509     TRACE_(d3d_caps)("(%p)\n", gl_info);
510
511     ENTER_GL();
512
513     gl_string = (const char *) glGetString(GL_RENDERER);
514     if (NULL == gl_string)
515         gl_string = "None";
516     strcpy(gl_info->gl_renderer, gl_string);
517
518     gl_string = (const char *) glGetString(GL_VENDOR);
519     TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
520     if (gl_string != NULL) {
521         /* Fill in the GL vendor */
522         if (strstr(gl_string, "NVIDIA")) {
523             gl_info->gl_vendor = VENDOR_NVIDIA;
524         } else if (strstr(gl_string, "ATI")) {
525             gl_info->gl_vendor = VENDOR_ATI;
526         } else if (strstr(gl_string, "Intel(R)") ||
527                    strstr(gl_info->gl_renderer, "Intel(R)") ||
528                    strstr(gl_string, "Intel Inc.")) {
529             gl_info->gl_vendor = VENDOR_INTEL;
530         } else if (strstr(gl_string, "Mesa")) {
531             gl_info->gl_vendor = VENDOR_MESA;
532         } else {
533             gl_info->gl_vendor = VENDOR_WINE;
534         }
535     } else {
536         gl_info->gl_vendor = VENDOR_WINE;
537     }
538
539
540     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
541
542     /* Parse the GL_VERSION field into major and minor information */
543     gl_string = (const char *) glGetString(GL_VERSION);
544     if (gl_string != NULL) {
545
546         /* First, parse the generic opengl version. This is supposed not to be convoluted with
547          * driver specific information
548          */
549         gl_string_cursor = gl_string;
550         major = atoi(gl_string_cursor);
551         if(major <= 0) {
552             ERR("Invalid opengl major version: %d\n", major);
553         }
554         while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
555             ++gl_string_cursor;
556         }
557         if (*gl_string_cursor++ != '.') {
558             ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
559         }
560         minor = atoi(gl_string_cursor);
561         TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
562         gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
563
564         /* Now parse the driver specific string which we'll report to the app */
565         switch (gl_info->gl_vendor) {
566         case VENDOR_NVIDIA:
567             gl_string_cursor = strstr(gl_string, "NVIDIA");
568             if (!gl_string_cursor) {
569                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
570                 break;
571             }
572
573             gl_string_cursor = strstr(gl_string_cursor, " ");
574             if (!gl_string_cursor) {
575                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
576                 break;
577             }
578
579             while (*gl_string_cursor == ' ') {
580                 ++gl_string_cursor;
581             }
582
583             if (!*gl_string_cursor) {
584                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
585                 break;
586             }
587
588             major = atoi(gl_string_cursor);
589             while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
590                 ++gl_string_cursor;
591             }
592
593             if (*gl_string_cursor++ != '.') {
594                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
595                 break;
596             }
597
598             minor = atoi(gl_string_cursor);
599             minor = major*100+minor;
600             major = 10;
601
602             break;
603
604         case VENDOR_ATI:
605             major = minor = 0;
606             gl_string_cursor = strchr(gl_string, '-');
607             if (gl_string_cursor) {
608                 int error = 0;
609                 gl_string_cursor++;
610
611                 /* Check if version number is of the form x.y.z */
612                 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
613                     error = 1;
614                 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
615                     error = 1;
616                 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
617                     error = 1;
618                 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
619                     error = 1;
620
621                 /* Mark version number as malformed */
622                 if (error)
623                     gl_string_cursor = 0;
624             }
625
626             if (!gl_string_cursor)
627                 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
628             else {
629                 major = *gl_string_cursor - '0';
630                 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
631             }
632             break;
633
634         case VENDOR_INTEL:
635             /* Apple and Mesa version strings look differently, but both provide intel drivers */
636             if(strstr(gl_string, "APPLE")) {
637                 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
638                  * We only need the first part, and use the APPLE as identification
639                  * "1.2 APPLE-1.4.56"
640                  */
641                 gl_string_cursor = gl_string;
642                 major = atoi(gl_string_cursor);
643                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
644                     ++gl_string_cursor;
645                 }
646
647                 if (*gl_string_cursor++ != '.') {
648                     ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
649                     break;
650                 }
651
652                 minor = atoi(gl_string_cursor);
653                 break;
654             }
655
656         case VENDOR_MESA:
657             gl_string_cursor = strstr(gl_string, "Mesa");
658             gl_string_cursor = strstr(gl_string_cursor, " ");
659             while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
660             if (*gl_string_cursor) {
661                 char tmp[16];
662                 int cursor = 0;
663
664                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
665                     tmp[cursor++] = *gl_string_cursor;
666                     ++gl_string_cursor;
667                 }
668                 tmp[cursor] = 0;
669                 major = atoi(tmp);
670
671                 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
672                 ++gl_string_cursor;
673
674                 cursor = 0;
675                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
676                     tmp[cursor++] = *gl_string_cursor;
677                     ++gl_string_cursor;
678                 }
679                 tmp[cursor] = 0;
680                 minor = atoi(tmp);
681             }
682             break;
683
684         default:
685             major = 0;
686             minor = 9;
687         }
688         gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
689         TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
690         /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
691         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
692     } else {
693         FIXME("OpenGL driver did not return version information\n");
694         gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
695         gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
696     }
697
698     TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
699
700     /*
701      * Initialize openGL extension related variables
702      *  with Default values
703      */
704     memset(gl_info->supported, 0, sizeof(gl_info->supported));
705     gl_info->max_buffers        = 1;
706     gl_info->max_textures       = 1;
707     gl_info->max_texture_stages = 1;
708     gl_info->max_fragment_samplers = 1;
709     gl_info->max_vertex_samplers = 0;
710     gl_info->max_combined_samplers = 0;
711     gl_info->max_sampler_stages = 1;
712     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
713     gl_info->ps_arb_max_temps = 0;
714     gl_info->ps_arb_max_instructions = 0;
715     gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
716     gl_info->vs_arb_max_temps = 0;
717     gl_info->vs_arb_max_instructions = 0;
718     gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
719     gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
720     gl_info->vs_glsl_constantsF = 0;
721     gl_info->ps_glsl_constantsF = 0;
722     gl_info->vs_arb_constantsF = 0;
723     gl_info->ps_arb_constantsF = 0;
724
725     /* Retrieve opengl defaults */
726     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
727     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
728     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
729
730     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
731     gl_info->max_lights = gl_max;
732     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
733
734     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
735     gl_info->max_texture_size = gl_max;
736     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
737
738     glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
739     gl_info->max_pointsizemin = gl_floatv[0];
740     gl_info->max_pointsize = gl_floatv[1];
741     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
742
743     /* Parse the gl supported features, in theory enabling parts of our code appropriately */
744     GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
745     TRACE_(d3d_caps)("GL_Extensions reported:\n");
746
747     if (NULL == GL_Extensions) {
748         ERR("   GL_Extensions returns NULL\n");
749     } else {
750         while (*GL_Extensions != 0x00) {
751             const char *Start;
752             char        ThisExtn[256];
753             size_t      len;
754
755             while (isspace(*GL_Extensions)) GL_Extensions++;
756             Start = GL_Extensions;
757             while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
758                 GL_Extensions++;
759             }
760
761             len = GL_Extensions - Start;
762             if (len == 0 || len >= sizeof(ThisExtn))
763                 continue;
764
765             memcpy(ThisExtn, Start, len);
766             ThisExtn[len] = '\0';
767             TRACE_(d3d_caps)("- %s\n", ThisExtn);
768
769             for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
770                 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
771                     TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
772                     gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
773                     break;
774                 }
775             }
776         }
777
778         LEAVE_GL();
779
780         /* Now work out what GL support this card really has */
781 #define USE_GL_FUNC(type, pfn, ext, replace) { \
782             DWORD ver = ver_for_ext(ext); \
783             if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
784             else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
785             else gl_info->pfn = NULL; \
786         }
787         GL_EXT_FUNCS_GEN;
788 #undef USE_GL_FUNC
789
790 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
791         WGL_EXT_FUNCS_GEN;
792 #undef USE_GL_FUNC
793
794         ENTER_GL();
795         /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
796          * loading the functions, otherwise the code above will load the extension entry points instead of the
797          * core functions, which may not work
798          */
799         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
800             if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
801                 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
802                 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
803                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
804             }
805         }
806
807         if (gl_info->supported[APPLE_FENCE]) {
808             /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
809              * The apple extension interacts with some other apple exts. Disable the NV
810              * extension if the apple one is support to prevent confusion in other parts
811              * of the code
812              */
813             gl_info->supported[NV_FENCE] = FALSE;
814         }
815         if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
816             /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
817              *
818              * The enums are the same:
819              * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
820              * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
821              * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
822              * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
823              * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         =  0x140B
824              */
825             if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
826                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
827                 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
828             }
829             if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
830                 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
831                 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
832             }
833         }
834         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
835             TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
836             gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
837         }
838         if (gl_info->supported[NV_TEXTURE_SHADER2]) {
839             /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
840              * Won't occur in any real world situation though
841              */
842             gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
843             if(gl_info->supported[NV_REGISTER_COMBINERS]) {
844                 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
845                  * are supported. The nv extensions provide the same functionality as the
846                  * ATI one, and a bit more(signed pixelformats)
847                  */
848                 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
849             }
850         }
851         if (gl_info->supported[ARB_DRAW_BUFFERS]) {
852             glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
853             gl_info->max_buffers = gl_max;
854             TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
855         }
856         if (gl_info->supported[ARB_MULTITEXTURE]) {
857             glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
858             gl_info->max_textures = min(MAX_TEXTURES, gl_max);
859             TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
860
861             if (gl_info->supported[NV_REGISTER_COMBINERS]) {
862                 GLint tmp;
863                 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
864                 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
865             } else {
866                 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
867             }
868             TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
869
870             if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
871                 GLint tmp;
872                 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
873                 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
874             } else {
875                 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
876             }
877             TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
878
879             if (gl_info->supported[ARB_VERTEX_SHADER]) {
880                 GLint tmp;
881                 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
882                 gl_info->max_vertex_samplers = tmp;
883                 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
884                 gl_info->max_combined_samplers = tmp;
885
886                 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
887                  * is known at shader link time. In a vertex shader + pixel shader combination this isn't
888                  * an issue because then the sampler setup only depends on the two shaders. If a pixel
889                  * shader is used with fixed function vertex processing we're fine too because fixed function
890                  * vertex processing doesn't use any samplers. If fixed function fragment processing is
891                  * used we have to make sure that all vertex sampler setups are valid together with all
892                  * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
893                  * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
894                  * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
895                  * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
896                  * a fixed function pipeline anymore.
897                  *
898                  * So this is just a check to check that our assumption holds true. If not, write a warning
899                  * and reduce the number of vertex samplers or probably disable vertex texture fetch.
900                  */
901                 if(gl_info->max_vertex_samplers &&
902                    MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
903                     FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
904                           gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
905                     FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
906                     if( gl_info->max_combined_samplers > MAX_TEXTURES )
907                         gl_info->max_vertex_samplers =
908                             gl_info->max_combined_samplers - MAX_TEXTURES;
909                     else
910                         gl_info->max_vertex_samplers = 0;
911                 }
912             } else {
913                 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
914             }
915             TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
916             TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
917         }
918         if (gl_info->supported[ARB_VERTEX_BLEND]) {
919             glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
920             gl_info->max_blends = gl_max;
921             TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
922         }
923         if (gl_info->supported[EXT_TEXTURE3D]) {
924             glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
925             gl_info->max_texture3d_size = gl_max;
926             TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
927         }
928         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
929             glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
930             gl_info->max_anisotropy = gl_max;
931             TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
932         }
933         if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
934             gl_info->ps_arb_version = PS_VERSION_11;
935             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
936             gl_info->ps_arb_constantsF = gl_max;
937             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
938             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
939             gl_info->ps_arb_max_temps = gl_max;
940             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
941             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
942             gl_info->ps_arb_max_instructions = gl_max;
943             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
944         }
945         if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
946             gl_info->vs_arb_version = VS_VERSION_11;
947             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
948             gl_info->vs_arb_constantsF = gl_max;
949             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
950             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
951             gl_info->vs_arb_max_temps = gl_max;
952             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
953             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
954             gl_info->vs_arb_max_instructions = gl_max;
955             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
956
957             gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
958         }
959         if (gl_info->supported[ARB_VERTEX_SHADER]) {
960             glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
961             gl_info->vs_glsl_constantsF = gl_max / 4;
962             TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
963         }
964         if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
965             glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
966             gl_info->ps_glsl_constantsF = gl_max / 4;
967             TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
968             glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
969             gl_info->max_glsl_varyings = gl_max;
970             TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
971         }
972         if (gl_info->supported[EXT_VERTEX_SHADER]) {
973             gl_info->vs_ati_version = VS_VERSION_11;
974         }
975         if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
976             gl_info->vs_nv_version = VS_VERSION_30;
977         } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
978             gl_info->vs_nv_version = VS_VERSION_20;
979         } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
980             gl_info->vs_nv_version = VS_VERSION_11;
981         } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
982             gl_info->vs_nv_version = VS_VERSION_10;
983         }
984         if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
985             gl_info->ps_nv_version = PS_VERSION_30;
986         } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
987             gl_info->ps_nv_version = PS_VERSION_20;
988         }
989         if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
990             glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
991         } else {
992             gl_info->max_shininess = 128.0;
993         }
994         if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
995             /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
996              * This saves a few redundant glDisable calls
997              */
998             gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
999         }
1000         if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1001             /* Disable NV_register_combiners and fragment shader if this is supported.
1002              * generally the NV extensions are preferred over the ATI ones, and this
1003              * extension is disabled if register_combiners and texture_shader2 are both
1004              * supported. So we reach this place only if we have incomplete NV dxlevel 8
1005              * fragment processing support
1006              */
1007             gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1008             gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1009             gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1010             gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1011             gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1012         }
1013
1014     }
1015     checkGLcall("extension detection\n");
1016
1017     /* In some cases the number of texture stages can be larger than the number
1018      * of samplers. The GF4 for example can use only 2 samplers (no fragment
1019      * shaders), but 8 texture stages (register combiners). */
1020     gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1021
1022     /* We can only use ORM_FBO when the hardware supports it. */
1023     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1024         WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1025         wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1026     }
1027
1028     /* MRTs are currently only supported when FBOs are used. */
1029     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1030         gl_info->max_buffers = 1;
1031     }
1032
1033     /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1034      * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1035      * in case of the latest videocards in the number of pixel/vertex pipelines.
1036      *
1037      * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1038      * rendering. Various games use this information to get a rough estimation of the features of the card
1039      * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1040      * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1041      * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1042      * not the PCI id.
1043      *
1044      * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1045      * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1046      * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1047      * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1048      * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1049      * is used for rendering which is not always the case). This would work but it is not very portable. Second
1050      * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1051      * is limited.
1052      *
1053      * As said most games only use the PCI id to get an indication of the capabilities of the card.
1054      * It doesn't really matter if the given id is the correct one if we return the id of a card with
1055      * similar 3d features.
1056      *
1057      * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1058      * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1059      * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1060      * won't pass we return a default card. This way is better than maintaining a full card database as even
1061      * without a full database we can return a card with similar features. Second the size of the database
1062      * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1063      * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1064      * to distinguishes between different models from that family.
1065      *
1066      * The code also selects a default amount of video memory which we will use for an estimation of the amount
1067      * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1068      * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1069      * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1070      * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1071      * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1072      * memory behind our backs if really needed.
1073      * Note that the amount of video memory can be overruled using a registry setting.
1074      */
1075     switch (gl_info->gl_vendor) {
1076         case VENDOR_NVIDIA:
1077             /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1078              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1079              */
1080             if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1081                 /* Geforce9 - highend */
1082                 if(strstr(gl_info->gl_renderer, "9800")) {
1083                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1084                     vidmem = 512;
1085                 }
1086                 /* Geforce9 - midend */
1087                 else if(strstr(gl_info->gl_renderer, "9600")) {
1088                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1089                     vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1090                 }
1091                 /* Geforce8 - highend */
1092                 else if (strstr(gl_info->gl_renderer, "8800")) {
1093                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1094                     vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1095                 }
1096                 /* Geforce8 - midend mobile */
1097                 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1098                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1099                     vidmem = 512;
1100                 }
1101                 /* Geforce8 - midend */
1102                 else if(strstr(gl_info->gl_renderer, "8600") ||
1103                         strstr(gl_info->gl_renderer, "8700"))
1104                 {
1105                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1106                     vidmem = 256;
1107                 }
1108                 /* Geforce8 - lowend */
1109                 else if(strstr(gl_info->gl_renderer, "8300") ||
1110                         strstr(gl_info->gl_renderer, "8400") ||
1111                         strstr(gl_info->gl_renderer, "8500"))
1112                 {
1113                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1114                     vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1115                 }
1116                 /* Geforce7 - highend */
1117                 else if(strstr(gl_info->gl_renderer, "7800") ||
1118                         strstr(gl_info->gl_renderer, "7900") ||
1119                         strstr(gl_info->gl_renderer, "7950") ||
1120                         strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1121                         strstr(gl_info->gl_renderer, "Quadro FX 5"))
1122                 {
1123                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1124                     vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1125                 }
1126                 /* Geforce7 midend */
1127                 else if(strstr(gl_info->gl_renderer, "7600") ||
1128                         strstr(gl_info->gl_renderer, "7700")) {
1129                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1130                     vidmem = 256; /* The 7600 uses 256-512MB */
1131                 /* Geforce7 lower medium */
1132                 } else if(strstr(gl_info->gl_renderer, "7400")) {
1133                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1134                     vidmem = 256; /* The 7400 uses 256-512MB */
1135                 }
1136                 /* Geforce7 lowend */
1137                 else if(strstr(gl_info->gl_renderer, "7300")) {
1138                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1139                     vidmem = 256; /* Mac Pros with this card have 256 MB */
1140                 }
1141                 /* Geforce6 highend */
1142                 else if(strstr(gl_info->gl_renderer, "6800"))
1143                 {
1144                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1145                     vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1146                 }
1147                 /* Geforce6 - midend */
1148                 else if(strstr(gl_info->gl_renderer, "6600") ||
1149                         strstr(gl_info->gl_renderer, "6610") ||
1150                         strstr(gl_info->gl_renderer, "6700"))
1151                 {
1152                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1153                     vidmem = 128; /* A 6600GT has 128-256MB */
1154                 }
1155                 /* Geforce6/7 lowend */
1156                 else {
1157                     gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1158                     vidmem = 64; /* */
1159                 }
1160             } else if(WINE_D3D9_CAPABLE(gl_info)) {
1161                 /* GeforceFX - highend */
1162                 if (strstr(gl_info->gl_renderer, "5800") ||
1163                     strstr(gl_info->gl_renderer, "5900") ||
1164                     strstr(gl_info->gl_renderer, "5950") ||
1165                     strstr(gl_info->gl_renderer, "Quadro FX"))
1166                 {
1167                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1168                     vidmem = 256; /* 5800-5900 cards use 256MB */
1169                 }
1170                 /* GeforceFX - midend */
1171                 else if(strstr(gl_info->gl_renderer, "5600") ||
1172                         strstr(gl_info->gl_renderer, "5650") ||
1173                         strstr(gl_info->gl_renderer, "5700") ||
1174                         strstr(gl_info->gl_renderer, "5750"))
1175                 {
1176                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1177                     vidmem = 128; /* A 5600 uses 128-256MB */
1178                 }
1179                 /* GeforceFX - lowend */
1180                 else {
1181                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1182                     vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1183                 }
1184             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1185                 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1186                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1187                     vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1188                 }
1189                 else {
1190                     gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1191                     vidmem = 64; /* Geforce3 cards have 64-128MB */
1192                 }
1193             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1194                 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1195                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1196                     vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1197                 }
1198                 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1199                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1200                     vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1201                 }
1202                 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1203                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1204                     vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1205                 }
1206                 else {
1207                     gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1208                     vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1209                 }
1210             } else {
1211                 if (strstr(gl_info->gl_renderer, "TNT2")) {
1212                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1213                     vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1214                 }
1215                 else {
1216                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1217                     vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1218                 }
1219             }
1220             break;
1221         case VENDOR_ATI:
1222             if(WINE_D3D9_CAPABLE(gl_info)) {
1223                 /* Radeon R6xx HD2900/HD3800 - highend */
1224                 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1225                     strstr(gl_info->gl_renderer, "HD 3870") ||
1226                     strstr(gl_info->gl_renderer, "HD 3850"))
1227                 {
1228                     gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1229                     vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1230                 }
1231                 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1232                 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1233                          strstr(gl_info->gl_renderer, "HD 3830") ||
1234                          strstr(gl_info->gl_renderer, "HD 3690") ||
1235                          strstr(gl_info->gl_renderer, "HD 3650"))
1236                 {
1237                     gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1238                     vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1239                 }
1240                 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1241                 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1242                          strstr(gl_info->gl_renderer, "HD 2400") ||
1243                          strstr(gl_info->gl_renderer, "HD 3470") ||
1244                          strstr(gl_info->gl_renderer, "HD 3450") ||
1245                          strstr(gl_info->gl_renderer, "HD 3430"))
1246                 {
1247                     gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1248                     vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1249                 }
1250                 /* Radeon R6xx/R7xx integrated */
1251                 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1252                          strstr(gl_info->gl_renderer, "HD 3200") ||
1253                          strstr(gl_info->gl_renderer, "HD 3300"))
1254                 {
1255                     gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1256                     vidmem = 128; /* 128MB */
1257                 }
1258                 /* Radeon R5xx */
1259                 else if (strstr(gl_info->gl_renderer, "X1600") ||
1260                          strstr(gl_info->gl_renderer, "X1650") ||
1261                          strstr(gl_info->gl_renderer, "X1800") ||
1262                          strstr(gl_info->gl_renderer, "X1900") ||
1263                          strstr(gl_info->gl_renderer, "X1950"))
1264                 {
1265                     gl_info->gl_card = CARD_ATI_RADEON_X1600;
1266                     vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1267                 }
1268                 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1269                 else if(strstr(gl_info->gl_renderer, "X700") ||
1270                         strstr(gl_info->gl_renderer, "X800") ||
1271                         strstr(gl_info->gl_renderer, "X850") ||
1272                         strstr(gl_info->gl_renderer, "X1300") ||
1273                         strstr(gl_info->gl_renderer, "X1400") ||
1274                         strstr(gl_info->gl_renderer, "X1450") ||
1275                         strstr(gl_info->gl_renderer, "X1550"))
1276                 {
1277                     gl_info->gl_card = CARD_ATI_RADEON_X700;
1278                     vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1279                 }
1280                 /* Radeon R3xx */ 
1281                 else {
1282                     gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1283                     vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1284                 }
1285             } else if(WINE_D3D8_CAPABLE(gl_info)) {
1286                 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1287                 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1288             } else if(WINE_D3D7_CAPABLE(gl_info)) {
1289                 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1290                 vidmem = 32; /* There are models with up to 64MB */
1291             } else {
1292                 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1293                 vidmem = 16; /* There are 16-32MB models */
1294             }
1295             break;
1296         case VENDOR_INTEL:
1297             if (strstr(gl_info->gl_renderer, "GMA 950")) {
1298                 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1299                 gl_info->gl_card = CARD_INTEL_I945GM;
1300                 vidmem = 64;
1301             } else if (strstr(gl_info->gl_renderer, "915GM")) {
1302                 gl_info->gl_card = CARD_INTEL_I915GM;
1303             } else if (strstr(gl_info->gl_renderer, "915G")) {
1304                 gl_info->gl_card = CARD_INTEL_I915G;
1305             } else if (strstr(gl_info->gl_renderer, "865G")) {
1306                 gl_info->gl_card = CARD_INTEL_I865G;
1307             } else if (strstr(gl_info->gl_renderer, "855G")) {
1308                 gl_info->gl_card = CARD_INTEL_I855G;
1309             } else if (strstr(gl_info->gl_renderer, "830G")) {
1310                 gl_info->gl_card = CARD_INTEL_I830G;
1311             } else {
1312                 gl_info->gl_card = CARD_INTEL_I915G;
1313             }
1314             break;
1315         case VENDOR_MESA:
1316         case VENDOR_WINE:
1317         default:
1318             /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice 
1319              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1320              * them a good generic choice.
1321              */
1322             gl_info->gl_vendor = VENDOR_NVIDIA;
1323             if(WINE_D3D9_CAPABLE(gl_info))
1324                 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1325             else if(WINE_D3D8_CAPABLE(gl_info))
1326                 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1327             else if(WINE_D3D7_CAPABLE(gl_info))
1328                 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1329             else if(WINE_D3D6_CAPABLE(gl_info))
1330                 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1331             else
1332                 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1333     }
1334     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1335
1336     /* If we have an estimate use it, else default to 64MB;  */
1337     if(vidmem)
1338         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1339     else
1340         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1341
1342     /* Load all the lookup tables
1343     TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1344     minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1345     maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1346
1347     for (i = 0; i < MAX_LOOKUPS; i++) {
1348         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1349     }
1350
1351     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1352     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1353     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1354              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1355     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1356              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1357     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1358              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1359     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1360              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1361
1362     magLookup[WINED3DTEXF_NONE        - WINED3DTEXF_NONE]  = GL_NEAREST;
1363     magLookup[WINED3DTEXF_POINT       - WINED3DTEXF_NONE] = GL_NEAREST;
1364     magLookup[WINED3DTEXF_LINEAR      - WINED3DTEXF_NONE] = GL_LINEAR;
1365     magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1366              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1367
1368
1369     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE]     = GL_LINEAR;
1370     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT]    = GL_LINEAR;
1371     minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR]   = GL_LINEAR;
1372     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE]    = GL_NEAREST;
1373     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
1374     minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
1375     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE]   = GL_LINEAR;
1376     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
1377     minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1378     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE]   = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1379     GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1380     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT]  = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1381     minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1382
1383 /* TODO: config lookups */
1384
1385     /* Make sure there's an active HDC else the WGL extensions will fail */
1386     hdc = pwglGetCurrentDC();
1387     if (hdc) {
1388         WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1389         TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1390
1391         if (NULL == WGL_Extensions) {
1392             ERR("   WGL_Extensions returns NULL\n");
1393         } else {
1394             while (*WGL_Extensions != 0x00) {
1395                 const char *Start;
1396                 char ThisExtn[256];
1397                 size_t len;
1398
1399                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1400                 Start = WGL_Extensions;
1401                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1402                     WGL_Extensions++;
1403                 }
1404
1405                 len = WGL_Extensions - Start;
1406                 if (len == 0 || len >= sizeof(ThisExtn))
1407                     continue;
1408
1409                 memcpy(ThisExtn, Start, len);
1410                 ThisExtn[len] = '\0';
1411                 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1412
1413                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1414                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1415                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1416                 }
1417                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1418                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1419                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1420                 }
1421             }
1422         }
1423     }
1424     LEAVE_GL();
1425
1426     return return_value;
1427 }
1428 #undef GLINFO_LOCATION
1429
1430 /**********************************************************
1431  * IWineD3D implementation follows
1432  **********************************************************/
1433
1434 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1435     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1436
1437     TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1438     return numAdapters;
1439 }
1440
1441 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1442     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1443     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1444     return WINED3D_OK;
1445 }
1446
1447 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1448     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1449
1450     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451
1452     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1453         return NULL;
1454     }
1455
1456     return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1457 }
1458
1459 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1460      of the same bpp but different resolutions                                  */
1461
1462 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1463 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1464     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1465     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1466
1467     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1468         return 0;
1469     }
1470
1471     /* TODO: Store modes per adapter and read it from the adapter structure */
1472     if (Adapter == 0) { /* Display */
1473         int i = 0;
1474         int j = 0;
1475
1476         if (!DEBUG_SINGLE_MODE) {
1477             DEVMODEW DevModeW;
1478
1479             ZeroMemory(&DevModeW, sizeof(DevModeW));
1480             DevModeW.dmSize = sizeof(DevModeW);
1481             while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1482                 j++;
1483                 switch (Format)
1484                 {
1485                     case WINED3DFMT_UNKNOWN:
1486                         /* This is for D3D8, do not enumerate P8 here */
1487                         if (DevModeW.dmBitsPerPel == 32 ||
1488                             DevModeW.dmBitsPerPel == 16) i++;
1489                         break;
1490                     case WINED3DFMT_X8R8G8B8:
1491                         if (DevModeW.dmBitsPerPel == 32) i++;
1492                         break;
1493                     case WINED3DFMT_R5G6B5:
1494                         if (DevModeW.dmBitsPerPel == 16) i++;
1495                         break;
1496                     case WINED3DFMT_P8:
1497                         if (DevModeW.dmBitsPerPel == 8) i++;
1498                         break;
1499                     default:
1500                         /* Skip other modes as they do not match the requested format */
1501                         break;
1502                 }
1503             }
1504         } else {
1505             i = 1;
1506             j = 1;
1507         }
1508
1509         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1510         return i;
1511     } else {
1512         FIXME_(d3d_caps)("Adapter not primary display\n");
1513     }
1514     return 0;
1515 }
1516
1517 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1518 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1519     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1520     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1521
1522     /* Validate the parameters as much as possible */
1523     if (NULL == pMode ||
1524         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1525         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1526         return WINED3DERR_INVALIDCALL;
1527     }
1528
1529     /* TODO: Store modes per adapter and read it from the adapter structure */
1530     if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1531         DEVMODEW DevModeW;
1532         int ModeIdx = 0;
1533         int i = 0;
1534         int j = 0;
1535
1536         ZeroMemory(&DevModeW, sizeof(DevModeW));
1537         DevModeW.dmSize = sizeof(DevModeW);
1538
1539         /* If we are filtering to a specific format (D3D9), then need to skip
1540            all unrelated modes, but if mode is irrelevant (D3D8), then we can
1541            just count through the ones with valid bit depths */
1542         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1543             switch (Format)
1544             {
1545                 case WINED3DFMT_UNKNOWN:
1546                     /* This is D3D8. Do not enumerate P8 here */
1547                     if (DevModeW.dmBitsPerPel == 32 ||
1548                         DevModeW.dmBitsPerPel == 16) i++;
1549                     break;
1550                 case WINED3DFMT_X8R8G8B8:
1551                     if (DevModeW.dmBitsPerPel == 32) i++;
1552                     break;
1553                 case WINED3DFMT_R5G6B5:
1554                     if (DevModeW.dmBitsPerPel == 16) i++;
1555                     break;
1556                 case WINED3DFMT_P8:
1557                     if (DevModeW.dmBitsPerPel == 8) i++;
1558                     break;
1559                 default:
1560                     /* Modes that don't match what we support can get an early-out */
1561                     TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1562                     return WINED3DERR_INVALIDCALL;
1563             }
1564         }
1565
1566         if (i == 0) {
1567             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1568             return WINED3DERR_INVALIDCALL;
1569         }
1570         ModeIdx = j - 1;
1571
1572         /* Now get the display mode via the calculated index */
1573         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1574             pMode->Width        = DevModeW.dmPelsWidth;
1575             pMode->Height       = DevModeW.dmPelsHeight;
1576             pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1577             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1578                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1579
1580             if (Format == WINED3DFMT_UNKNOWN) {
1581                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1582             } else {
1583                 pMode->Format = Format;
1584             }
1585         } else {
1586             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1587             return WINED3DERR_INVALIDCALL;
1588         }
1589
1590         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1591                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1592                 DevModeW.dmBitsPerPel);
1593
1594     } else if (DEBUG_SINGLE_MODE) {
1595         /* Return one setting of the format requested */
1596         if (Mode > 0) return WINED3DERR_INVALIDCALL;
1597         pMode->Width        = 800;
1598         pMode->Height       = 600;
1599         pMode->RefreshRate  = 60;
1600         pMode->Format       = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1601     } else {
1602         FIXME_(d3d_caps)("Adapter not primary display\n");
1603     }
1604
1605     return WINED3D_OK;
1606 }
1607
1608 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1609     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1610     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1611
1612     if (NULL == pMode ||
1613         Adapter >= IWineD3D_GetAdapterCount(iface)) {
1614         return WINED3DERR_INVALIDCALL;
1615     }
1616
1617     if (Adapter == 0) { /* Display */
1618         int bpp = 0;
1619         DEVMODEW DevModeW;
1620
1621         ZeroMemory(&DevModeW, sizeof(DevModeW));
1622         DevModeW.dmSize = sizeof(DevModeW);
1623
1624         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1625         pMode->Width        = DevModeW.dmPelsWidth;
1626         pMode->Height       = DevModeW.dmPelsHeight;
1627         bpp                 = DevModeW.dmBitsPerPel;
1628         pMode->RefreshRate  = WINED3DADAPTER_DEFAULT;
1629         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1630         {
1631             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1632         }
1633
1634         pMode->Format = pixelformat_for_depth(bpp);
1635     } else {
1636         FIXME_(d3d_caps)("Adapter not primary display\n");
1637     }
1638
1639     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1640           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1641     return WINED3D_OK;
1642 }
1643
1644 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1645    and fields being inserted in the middle, a new structure is used in place    */
1646 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1647                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1648     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1649
1650     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1651
1652     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1653         return WINED3DERR_INVALIDCALL;
1654     }
1655
1656     /* Return the information requested */
1657     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1658     strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1659     strcpy(pIdentifier->Description, Adapters[Adapter].description);
1660
1661     /* Note dx8 doesn't supply a DeviceName */
1662     if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1663     pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1664     pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1665     *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1666     *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1667     *(pIdentifier->SubSysId) = 0;
1668     *(pIdentifier->Revision) = 0;
1669     *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1670
1671     if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1672         *(pIdentifier->WHQLLevel) = 0;
1673     } else {
1674         *(pIdentifier->WHQLLevel) = 1;
1675     }
1676
1677     return WINED3D_OK;
1678 }
1679
1680 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1681     short redSize, greenSize, blueSize, alphaSize, colorBits;
1682
1683     if(!cfg)
1684         return FALSE;
1685
1686     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1687         if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1688             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1689             return FALSE;
1690         }
1691
1692         if(cfg->redSize < redSize)
1693             return FALSE;
1694
1695         if(cfg->greenSize < greenSize)
1696             return FALSE;
1697
1698         if(cfg->blueSize < blueSize)
1699             return FALSE;
1700
1701         if(cfg->alphaSize < alphaSize)
1702             return FALSE;
1703
1704         return TRUE;
1705     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1706         if(Format == WINED3DFMT_R16F)
1707             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1708         if(Format == WINED3DFMT_G16R16F)
1709             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1710         if(Format == WINED3DFMT_A16B16G16R16F)
1711             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1712         if(Format == WINED3DFMT_R32F)
1713             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1714         if(Format == WINED3DFMT_G32R32F)
1715             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1716         if(Format == WINED3DFMT_A32B32G32R32F)
1717             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1718     } else {
1719         /* Probably a color index mode */
1720         return FALSE;
1721     }
1722
1723     return FALSE;
1724 }
1725
1726 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1727     short depthSize, stencilSize;
1728     BOOL lockable = FALSE;
1729
1730     if(!cfg)
1731         return FALSE;
1732
1733     if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1734         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1735         return FALSE;
1736     }
1737
1738     if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1739         lockable = TRUE;
1740
1741     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1742      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1743      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1744     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1745         return FALSE;
1746
1747     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1748      * allow more stencil bits than requested. */
1749     if(cfg->stencilSize < stencilSize)
1750         return FALSE;
1751
1752     return TRUE;
1753 }
1754
1755 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1756                                                    WINED3DFORMAT AdapterFormat,
1757                                                    WINED3DFORMAT RenderTargetFormat,
1758                                                    WINED3DFORMAT DepthStencilFormat) {
1759     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1760     int nCfgs;
1761     WineD3D_PixelFormat *cfgs;
1762     int it;
1763
1764     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1765            This, Adapter,
1766            DeviceType, debug_d3ddevicetype(DeviceType),
1767            AdapterFormat, debug_d3dformat(AdapterFormat),
1768            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1769            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1770
1771     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1772         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1773         return WINED3DERR_INVALIDCALL;
1774     }
1775
1776     cfgs = Adapters[Adapter].cfgs;
1777     nCfgs = Adapters[Adapter].nCfgs;
1778     for (it = 0; it < nCfgs; ++it) {
1779         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1780             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1781                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1782                 return WINED3D_OK;
1783             }
1784         }
1785     }
1786     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1787
1788     return WINED3DERR_NOTAVAILABLE;
1789 }
1790
1791 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
1792                                                        WINED3DFORMAT SurfaceFormat,
1793                                                        BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
1794
1795     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1796     const GlPixelFormatDesc *glDesc;
1797     const StaticPixelFormatDesc *desc;
1798
1799     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1800           This,
1801           Adapter,
1802           DeviceType, debug_d3ddevicetype(DeviceType),
1803           SurfaceFormat, debug_d3dformat(SurfaceFormat),
1804           Windowed,
1805           MultiSampleType,
1806           pQualityLevels);
1807
1808     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1809         return WINED3DERR_INVALIDCALL;
1810     }
1811
1812     /* TODO: handle Windowed, add more quality levels */
1813
1814     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1815
1816     /* By default multisampling is disabled right now as it causes issues
1817      * on some Nvidia driver versions and it doesn't work well in combination
1818      * with FBOs yet. */
1819     if(!wined3d_settings.allow_multisampling)
1820         return WINED3DERR_NOTAVAILABLE;
1821
1822     desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1823     if(!desc || !glDesc) {
1824         return WINED3DERR_INVALIDCALL;
1825     }
1826
1827     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1828         int i, nCfgs;
1829         WineD3D_PixelFormat *cfgs;
1830
1831         cfgs = Adapters[Adapter].cfgs;
1832         nCfgs = Adapters[Adapter].nCfgs;
1833         for(i=0; i<nCfgs; i++) {
1834             if(cfgs[i].numSamples != MultiSampleType)
1835                 continue;
1836
1837             if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1838                 continue;
1839
1840             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1841
1842             if(pQualityLevels)
1843                 *pQualityLevels = 1; /* Guess at a value! */
1844             return WINED3D_OK;
1845         }
1846     }
1847     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1848         short redSize, greenSize, blueSize, alphaSize, colorBits;
1849         int i, nCfgs;
1850         WineD3D_PixelFormat *cfgs;
1851
1852         if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1853             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1854             return WINED3DERR_NOTAVAILABLE;
1855         }
1856
1857         cfgs = Adapters[Adapter].cfgs;
1858         nCfgs = Adapters[Adapter].nCfgs;
1859         for(i=0; i<nCfgs; i++) {
1860             if(cfgs[i].numSamples != MultiSampleType)
1861                 continue;
1862             if(cfgs[i].redSize != redSize)
1863                 continue;
1864             if(cfgs[i].greenSize != greenSize)
1865                 continue;
1866             if(cfgs[i].blueSize != blueSize)
1867                 continue;
1868             if(cfgs[i].alphaSize != alphaSize)
1869                 continue;
1870
1871             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1872
1873             if(pQualityLevels)
1874                 *pQualityLevels = 1; /* Guess at a value! */
1875             return WINED3D_OK;
1876         }
1877     }
1878     return WINED3DERR_NOTAVAILABLE;
1879 }
1880
1881 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1882                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1883
1884     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1885     HRESULT hr = WINED3DERR_NOTAVAILABLE;
1886     UINT nmodes;
1887
1888     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1889           This,
1890           Adapter,
1891           DeviceType, debug_d3ddevicetype(DeviceType),
1892           DisplayFormat, debug_d3dformat(DisplayFormat),
1893           BackBufferFormat, debug_d3dformat(BackBufferFormat),
1894           Windowed);
1895
1896     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1897         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1898         return WINED3DERR_INVALIDCALL;
1899     }
1900
1901     /* The task of this function is to check whether a certain display / backbuffer format
1902      * combination is available on the given adapter. In fullscreen mode microsoft specified
1903      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1904      * and display format should match exactly.
1905      * In windowed mode format conversion can occur and this depends on the driver. When format
1906      * conversion is done, this function should nevertheless fail and applications need to use
1907      * CheckDeviceFormatConversion.
1908      * At the moment we assume that fullscreen and windowed have the same capabilities */
1909
1910     /* There are only 4 display formats */
1911     if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1912          (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1913          (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1914          (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1915     {
1916         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1917         return WINED3DERR_NOTAVAILABLE;
1918     }
1919
1920     /* If the requested DisplayFormat is not available, don't continue */
1921     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1922     if(!nmodes) {
1923         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1924         return WINED3DERR_NOTAVAILABLE;
1925     }
1926
1927     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1928     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1929         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1930         return WINED3DERR_NOTAVAILABLE;
1931     }
1932
1933     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1934     if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1935         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1936         return WINED3DERR_NOTAVAILABLE;
1937     }
1938
1939     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1940     if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1941         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1942         return WINED3DERR_NOTAVAILABLE;
1943     }
1944
1945     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1946     if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1947         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1948         return WINED3DERR_NOTAVAILABLE;
1949     }
1950
1951     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1952     if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1953         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1954         return WINED3DERR_NOTAVAILABLE;
1955     }
1956
1957     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1958     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1959     if(FAILED(hr))
1960         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1961
1962     return hr;
1963 }
1964
1965
1966 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1967 /* Check if we support bumpmapping for a format */
1968 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1969 {
1970     const struct fragment_pipeline *fp;
1971     const GlPixelFormatDesc *glDesc;
1972
1973     switch(CheckFormat) {
1974         case WINED3DFMT_V8U8:
1975         case WINED3DFMT_V16U16:
1976         case WINED3DFMT_L6V5U5:
1977         case WINED3DFMT_X8L8V8U8:
1978         case WINED3DFMT_Q8W8V8U8:
1979             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1980             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1981                 /* We have a GL extension giving native support */
1982                 TRACE_(d3d_caps)("[OK]\n");
1983                 return TRUE;
1984             }
1985
1986             /* No native support: Ask the fixed function pipeline implementation if it
1987              * can deal with the conversion
1988              */
1989             fp = select_fragment_implementation(Adapter, DeviceType);
1990             if(fp->conv_supported(CheckFormat)) {
1991                 TRACE_(d3d_caps)("[OK]\n");
1992                 return TRUE;
1993             } else {
1994                 TRACE_(d3d_caps)("[FAILED]\n");
1995                 return FALSE;
1996             }
1997
1998         default:
1999             TRACE_(d3d_caps)("[FAILED]\n");
2000             return FALSE;
2001     }
2002 }
2003
2004 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2005 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2006 {
2007     int it=0;
2008     const GlPixelFormatDesc *glDesc;
2009     const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2010
2011     /* Fail if we weren't able to get a description of the format */
2012     if(!desc || !glDesc)
2013         return FALSE;
2014
2015     /* Only allow depth/stencil formats */
2016     if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2017         return FALSE;
2018
2019     /* Walk through all WGL pixel formats to find a match */
2020     for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2021         WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2022         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2023             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2024                 return TRUE;
2025             }
2026         }
2027     }
2028
2029     return FALSE;
2030 }
2031
2032 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2033 {
2034     const GlPixelFormatDesc *glDesc;
2035     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2036
2037     /* Fail if we weren't able to get a description of the format */
2038     if(!desc || !glDesc)
2039         return FALSE;
2040
2041     /* The flags entry of a format contains the filtering capability */
2042     if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2043         return TRUE;
2044
2045     return FALSE;
2046 }
2047
2048 /* Check the render target capabilities of a format */
2049 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2050 {
2051     UINT Adapter = 0;
2052     const GlPixelFormatDesc *glDesc;
2053     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2054
2055     /* Fail if we weren't able to get a description of the format */
2056     if(!desc || !glDesc)
2057         return FALSE;
2058
2059     /* Filter out non-RT formats */
2060     if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2061         return FALSE;
2062
2063     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2064         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2065         int it;
2066         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2067         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2068
2069         getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2070         getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2071
2072         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2073          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2074         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2075             TRACE_(d3d_caps)("[FAILED]\n");
2076             return FALSE;
2077         }
2078
2079         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2080          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2081         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2084                 return TRUE;
2085             }
2086         }
2087     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2088         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2089         WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2090         int it;
2091
2092         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2093         for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2096                 return TRUE;
2097             }
2098         }
2099     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2100         /* For now return TRUE for FBOs until we have some proper checks.
2101          * Note that this function will only be called when the format is around for texturing. */
2102         return TRUE;
2103     }
2104     return FALSE;
2105 }
2106
2107 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2108 {
2109     /* Check for supported sRGB formats (Texture loading and framebuffer) */
2110     if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2111         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2112         return FALSE;
2113     }
2114
2115     switch (CheckFormat) {
2116         case WINED3DFMT_A8R8G8B8:
2117         case WINED3DFMT_X8R8G8B8:
2118         case WINED3DFMT_A4R4G4B4:
2119         case WINED3DFMT_L8:
2120         case WINED3DFMT_A8L8:
2121         case WINED3DFMT_DXT1:
2122         case WINED3DFMT_DXT2:
2123         case WINED3DFMT_DXT3:
2124         case WINED3DFMT_DXT4:
2125         case WINED3DFMT_DXT5:
2126             TRACE_(d3d_caps)("[OK]\n");
2127             return TRUE;
2128
2129         default:
2130             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2131             return FALSE;
2132     }
2133     return FALSE;
2134 }
2135
2136 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2137 {
2138     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2139      * doing the color fixup in shaders.
2140      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2141     if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2142         int vs_selected_mode;
2143         int ps_selected_mode;
2144         select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2145
2146         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2147             TRACE_(d3d_caps)("[OK]\n");
2148             return TRUE;
2149         }
2150     }
2151
2152     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2153     return FALSE;
2154 }
2155
2156 /* Check if a format support blending in combination with pixel shaders */
2157 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2158 {
2159     const GlPixelFormatDesc *glDesc;
2160     const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2161
2162     /* Fail if we weren't able to get a description of the format */
2163     if(!desc || !glDesc)
2164         return FALSE;
2165
2166     /* The flags entry of a format contains the post pixel shader blending capability */
2167     if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2168         return TRUE;
2169
2170     return FALSE;
2171 }
2172
2173 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2174     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2175      * but we have to report mipmapping so we cannot reject this flag. Tests show that
2176      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2177      * that wrapping is supported. The lack of filtering will sort out the mipmapping
2178      * capability anyway.
2179      *
2180      * For now lets report this on all formats, but in the future we may want to
2181      * restrict it to some should games need that
2182      */
2183     return TRUE;
2184 }
2185
2186 /* Check if a texture format is supported on the given adapter */
2187 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2188 {
2189     const shader_backend_t *shader_backend;
2190     const struct fragment_pipeline *fp;
2191     const GlPixelFormatDesc *glDesc;
2192
2193     switch (CheckFormat) {
2194
2195         /*****
2196          *  supported: RGB(A) formats
2197          */
2198         case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2199         case WINED3DFMT_A8R8G8B8:
2200         case WINED3DFMT_X8R8G8B8:
2201         case WINED3DFMT_R5G6B5:
2202         case WINED3DFMT_X1R5G5B5:
2203         case WINED3DFMT_A1R5G5B5:
2204         case WINED3DFMT_A4R4G4B4:
2205         case WINED3DFMT_A8:
2206         case WINED3DFMT_X4R4G4B4:
2207         case WINED3DFMT_A8B8G8R8:
2208         case WINED3DFMT_X8B8G8R8:
2209         case WINED3DFMT_A2R10G10B10:
2210         case WINED3DFMT_A2B10G10R10:
2211         case WINED3DFMT_G16R16:
2212             TRACE_(d3d_caps)("[OK]\n");
2213             return TRUE;
2214
2215         case WINED3DFMT_R3G3B2:
2216             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2217             return FALSE;
2218
2219         /*****
2220          *  supported: Palettized
2221          */
2222         case WINED3DFMT_P8:
2223             TRACE_(d3d_caps)("[OK]\n");
2224             return TRUE;
2225         /* No Windows driver offers A8P8, so don't offer it either */
2226         case WINED3DFMT_A8P8:
2227             return FALSE;
2228
2229         /*****
2230          *  Supported: (Alpha)-Luminance
2231          */
2232         case WINED3DFMT_L8:
2233         case WINED3DFMT_A8L8:
2234         case WINED3DFMT_L16:
2235             TRACE_(d3d_caps)("[OK]\n");
2236             return TRUE;
2237
2238         /* Not supported on Windows, thus disabled */
2239         case WINED3DFMT_A4L4:
2240             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2241             return FALSE;
2242
2243         /*****
2244          *  Supported: Depth/Stencil formats
2245          */
2246         case WINED3DFMT_D16_LOCKABLE:
2247         case WINED3DFMT_D16:
2248         case WINED3DFMT_D15S1:
2249         case WINED3DFMT_D24X8:
2250         case WINED3DFMT_D24X4S4:
2251         case WINED3DFMT_D24S8:
2252         case WINED3DFMT_D24FS8:
2253         case WINED3DFMT_D32:
2254         case WINED3DFMT_D32F_LOCKABLE:
2255             return TRUE;
2256
2257         /*****
2258          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2259          *  GL_NV_texture_shader). Emulated by shaders
2260          */
2261         case WINED3DFMT_V8U8:
2262         case WINED3DFMT_X8L8V8U8:
2263         case WINED3DFMT_L6V5U5:
2264         case WINED3DFMT_Q8W8V8U8:
2265         case WINED3DFMT_V16U16:
2266         case WINED3DFMT_W11V11U10:
2267             getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2268             if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2269                 /* We have a GL extension giving native support */
2270                 TRACE_(d3d_caps)("[OK]\n");
2271                 return TRUE;
2272             }
2273
2274             /* No native support: Ask the fixed function pipeline implementation if it
2275              * can deal with the conversion
2276              */
2277             shader_backend = select_shader_backend(Adapter, DeviceType);
2278             if(shader_backend->shader_conv_supported(CheckFormat)) {
2279                 TRACE_(d3d_caps)("[OK]\n");
2280                 return TRUE;
2281             } else {
2282                 TRACE_(d3d_caps)("[FAILED]\n");
2283                 return FALSE;
2284             }
2285
2286         case WINED3DFMT_DXT1:
2287         case WINED3DFMT_DXT2:
2288         case WINED3DFMT_DXT3:
2289         case WINED3DFMT_DXT4:
2290         case WINED3DFMT_DXT5:
2291             if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2292                 TRACE_(d3d_caps)("[OK]\n");
2293                 return TRUE;
2294             }
2295             TRACE_(d3d_caps)("[FAILED]\n");
2296             return FALSE;
2297
2298
2299         /*****
2300          *  Odd formats - not supported
2301          */
2302         case WINED3DFMT_VERTEXDATA:
2303         case WINED3DFMT_INDEX16:
2304         case WINED3DFMT_INDEX32:
2305         case WINED3DFMT_Q16W16V16U16:
2306         case WINED3DFMT_A2W10V10U10:
2307             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2308             return FALSE;
2309
2310         /*****
2311          *  WINED3DFMT_CxV8U8: Not supported right now
2312          */
2313         case WINED3DFMT_CxV8U8:
2314             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2315             return FALSE;
2316
2317         /* YUV formats */
2318         case WINED3DFMT_UYVY:
2319         case WINED3DFMT_YUY2:
2320             if(GL_SUPPORT(APPLE_YCBCR_422)) {
2321                 TRACE_(d3d_caps)("[OK]\n");
2322                 return TRUE;
2323             }
2324             TRACE_(d3d_caps)("[FAILED]\n");
2325             return FALSE;
2326         case WINED3DFMT_YV12:
2327             TRACE_(d3d_caps)("[FAILED]\n");
2328             return FALSE;
2329
2330             /* Not supported */
2331         case WINED3DFMT_A16B16G16R16:
2332         case WINED3DFMT_A8R3G3B2:
2333             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2334             return FALSE;
2335
2336             /* Floating point formats */
2337         case WINED3DFMT_R16F:
2338         case WINED3DFMT_A16B16G16R16F:
2339             if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2340                 TRACE_(d3d_caps)("[OK]\n");
2341                 return TRUE;
2342             }
2343             TRACE_(d3d_caps)("[FAILED]\n");
2344             return FALSE;
2345
2346         case WINED3DFMT_R32F:
2347         case WINED3DFMT_A32B32G32R32F:
2348             if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2349                 TRACE_(d3d_caps)("[OK]\n");
2350                 return TRUE;
2351             }
2352             TRACE_(d3d_caps)("[FAILED]\n");
2353             return FALSE;
2354
2355         case WINED3DFMT_G16R16F:
2356         case WINED3DFMT_G32R32F:
2357             TRACE_(d3d_caps)("[FAILED]\n");
2358             return FALSE;
2359
2360         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2361          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2362          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2363          * We can do instancing with all shader versions, but we need vertex shaders.
2364          *
2365          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2366          * to enable instancing. WineD3D doesn't need that and just ignores it.
2367          *
2368          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2369          */
2370         case WINEMAKEFOURCC('I','N','S','T'):
2371             TRACE("ATI Instancing check hack\n");
2372             if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2373                 TRACE_(d3d_caps)("[OK]\n");
2374                 return TRUE;
2375             }
2376             TRACE_(d3d_caps)("[FAILED]\n");
2377             return FALSE;
2378
2379         /* Some weird FOURCC formats */
2380         case WINED3DFMT_R8G8_B8G8:
2381         case WINED3DFMT_G8R8_G8B8:
2382         case WINED3DFMT_MULTI2_ARGB8:
2383             TRACE_(d3d_caps)("[FAILED]\n");
2384             return FALSE;
2385
2386         /* Vendor specific formats */
2387         case WINED3DFMT_ATI2N:
2388             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2389                 shader_backend = select_shader_backend(Adapter, DeviceType);
2390                 fp = select_fragment_implementation(Adapter, DeviceType);
2391                 if(shader_backend->shader_conv_supported(CheckFormat) &&
2392                    fp->conv_supported(CheckFormat)) {
2393                     TRACE_(d3d_caps)("[OK]\n");
2394                     return TRUE;
2395                 }
2396
2397                 TRACE_(d3d_caps)("[OK]\n");
2398                 return TRUE;
2399             }
2400             TRACE_(d3d_caps)("[FAILED]\n");
2401             return FALSE;
2402
2403         case WINED3DFMT_NVHU:
2404         case WINED3DFMT_NVHS:
2405             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2406              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2407              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2408              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2409              * Applications have to deal with not having NVHS and NVHU.
2410              */
2411             TRACE_(d3d_caps)("[FAILED]\n");
2412             return FALSE;
2413
2414         case WINED3DFMT_UNKNOWN:
2415             return FALSE;
2416
2417         default:
2418             ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2419             break;
2420     }
2421     return FALSE;
2422 }
2423
2424 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2425     const struct blit_shader *blitter;
2426
2427     if(SurfaceType == SURFACE_GDI) {
2428         switch(CheckFormat) {
2429             case WINED3DFMT_R8G8B8:
2430             case WINED3DFMT_A8R8G8B8:
2431             case WINED3DFMT_X8R8G8B8:
2432             case WINED3DFMT_R5G6B5:
2433             case WINED3DFMT_X1R5G5B5:
2434             case WINED3DFMT_A1R5G5B5:
2435             case WINED3DFMT_A4R4G4B4:
2436             case WINED3DFMT_R3G3B2:
2437             case WINED3DFMT_A8:
2438             case WINED3DFMT_A8R3G3B2:
2439             case WINED3DFMT_X4R4G4B4:
2440             case WINED3DFMT_A2B10G10R10:
2441             case WINED3DFMT_A8B8G8R8:
2442             case WINED3DFMT_X8B8G8R8:
2443             case WINED3DFMT_G16R16:
2444             case WINED3DFMT_A2R10G10B10:
2445             case WINED3DFMT_A16B16G16R16:
2446             case WINED3DFMT_P8:
2447                 TRACE_(d3d_caps)("[OK]\n");
2448                 return TRUE;
2449             default:
2450                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2451                 return FALSE;
2452         }
2453     }
2454
2455     /* All format that are supported for textures are supported for surfaces as well */
2456     if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2457     /* All depth stencil formats are supported on surfaces */
2458     if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2459
2460     /* If opengl can't process the format natively, the blitter may be able to convert it */
2461     blitter = select_blit_implementation(Adapter, DeviceType);
2462     if(blitter->conv_supported(CheckFormat)) {
2463         TRACE_(d3d_caps)("[OK]\n");
2464         return TRUE;
2465     }
2466
2467     /* Reject other formats */
2468     TRACE_(d3d_caps)("[FAILED]\n");
2469     return FALSE;
2470 }
2471
2472 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2473 {
2474     if (!GL_LIMITS(vertex_samplers)) {
2475         TRACE_(d3d_caps)("[FAILED]\n");
2476         return FALSE;
2477     }
2478
2479     switch (CheckFormat) {
2480         case WINED3DFMT_A32B32G32R32F:
2481             if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2482                 TRACE_(d3d_caps)("[FAILED]\n");
2483                 return FALSE;
2484             }
2485             TRACE_(d3d_caps)("[OK]\n");
2486             return TRUE;
2487
2488         default:
2489             TRACE_(d3d_caps)("[FAILED]\n");
2490             return FALSE;
2491     }
2492     return FALSE;
2493 }
2494
2495 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
2496         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2497         WINED3DSURFTYPE SurfaceType) {
2498     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2499     DWORD UsageCaps = 0;
2500
2501     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2502           This,
2503           Adapter,
2504           DeviceType, debug_d3ddevicetype(DeviceType),
2505           AdapterFormat, debug_d3dformat(AdapterFormat),
2506           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2507           RType, debug_d3dresourcetype(RType),
2508           CheckFormat, debug_d3dformat(CheckFormat));
2509
2510     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2511         return WINED3DERR_INVALIDCALL;
2512     }
2513
2514     if(RType == WINED3DRTYPE_CUBETEXTURE) {
2515
2516         if(SurfaceType != SURFACE_OPENGL) {
2517             TRACE("[FAILED]\n");
2518             return WINED3DERR_NOTAVAILABLE;
2519         }
2520
2521         /* Cubetexture allows:
2522          *                    - D3DUSAGE_AUTOGENMIPMAP
2523          *                    - D3DUSAGE_DEPTHSTENCIL
2524          *                    - D3DUSAGE_DYNAMIC
2525          *                    - D3DUSAGE_NONSECURE (d3d9ex)
2526          *                    - D3DUSAGE_RENDERTARGET
2527          *                    - D3DUSAGE_SOFTWAREPROCESSING
2528          *                    - D3DUSAGE_QUERY_WRAPANDMIP
2529          */
2530         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2531             /* Check if the texture format is around */
2532             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2533                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2534                     /* Check for automatic mipmap generation support */
2535                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2536                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2537                     } else {
2538                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2539                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2540                     }
2541                 }
2542
2543                 /* Always report dynamic locking */
2544                 if(Usage & WINED3DUSAGE_DYNAMIC)
2545                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
2546
2547                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2548                     if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2549                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2550                     } else {
2551                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2552                         return WINED3DERR_NOTAVAILABLE;
2553                     }
2554                 }
2555
2556                 /* Always report software processing */
2557                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2558                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2559
2560                 /* Check QUERY_FILTER support */
2561                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2562                     if(CheckFilterCapability(Adapter, CheckFormat)) {
2563                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2564                     } else {
2565                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2566                         return WINED3DERR_NOTAVAILABLE;
2567                     }
2568                 }
2569
2570                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2571                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2572                     if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2573                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2574                     } else {
2575                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2576                         return WINED3DERR_NOTAVAILABLE;
2577                     }
2578                 }
2579
2580                 /* Check QUERY_SRGBREAD support */
2581                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2582                     if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2583                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2584                     } else {
2585                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2586                         return WINED3DERR_NOTAVAILABLE;
2587                     }
2588                 }
2589
2590                 /* Check QUERY_SRGBWRITE support */
2591                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2592                     if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2593                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2594                     } else {
2595                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2596                         return WINED3DERR_NOTAVAILABLE;
2597                     }
2598                 }
2599
2600                 /* Check QUERY_VERTEXTEXTURE support */
2601                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2602                     if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2603                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2604                     } else {
2605                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2606                         return WINED3DERR_NOTAVAILABLE;
2607                     }
2608                 }
2609
2610                 /* Check QUERY_WRAPANDMIP support */
2611                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2612                     if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2613                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2614                     } else {
2615                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2616                         return WINED3DERR_NOTAVAILABLE;
2617                     }
2618                 }
2619             } else {
2620                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2621                 return WINED3DERR_NOTAVAILABLE;
2622             }
2623         } else {
2624             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2625             return WINED3DERR_NOTAVAILABLE;
2626         }
2627     } else if(RType == WINED3DRTYPE_SURFACE) {
2628         /* Surface allows:
2629          *                - D3DUSAGE_DEPTHSTENCIL
2630          *                - D3DUSAGE_NONSECURE (d3d9ex)
2631          *                - D3DUSAGE_RENDERTARGET
2632          */
2633
2634         if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2635             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2636                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2637                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2638                 } else {
2639                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2640                     return WINED3DERR_NOTAVAILABLE;
2641                 }
2642             }
2643
2644             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2645                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2646                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2647                 } else {
2648                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2649                     return WINED3DERR_NOTAVAILABLE;
2650                 }
2651             }
2652
2653             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2654             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2655                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2656                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2657                 } else {
2658                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2659                     return WINED3DERR_NOTAVAILABLE;
2660                 }
2661             }
2662         } else {
2663             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2664             return WINED3DERR_NOTAVAILABLE;
2665         }
2666
2667     } else if(RType == WINED3DRTYPE_TEXTURE) {
2668         /* Texture allows:
2669          *                - D3DUSAGE_AUTOGENMIPMAP
2670          *                - D3DUSAGE_DEPTHSTENCIL
2671          *                - D3DUSAGE_DMAP
2672          *                - D3DUSAGE_DYNAMIC
2673          *                - D3DUSAGE_NONSECURE (d3d9ex)
2674          *                - D3DUSAGE_RENDERTARGET
2675          *                - D3DUSAGE_SOFTWAREPROCESSING
2676          *                - D3DUSAGE_TEXTAPI (d3d9ex)
2677          *                - D3DUSAGE_QUERY_WRAPANDMIP
2678          */
2679
2680         if(SurfaceType != SURFACE_OPENGL) {
2681             TRACE("[FAILED]\n");
2682             return WINED3DERR_NOTAVAILABLE;
2683         }
2684
2685         /* Check if the texture format is around */
2686         if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2687             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2688                 /* Check for automatic mipmap generation support */
2689                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2690                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2691                 } else {
2692                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2693                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2694                 }
2695             }
2696
2697             /* Always report dynamic locking */
2698             if(Usage & WINED3DUSAGE_DYNAMIC)
2699                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2700
2701             if(Usage & WINED3DUSAGE_RENDERTARGET) {
2702                 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2703                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2704                 } else {
2705                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2706                      return WINED3DERR_NOTAVAILABLE;
2707                  }
2708             }
2709
2710             /* Always report software processing */
2711             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2712                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2713
2714             /* Check QUERY_FILTER support */
2715             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2716                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2717                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2718                 } else {
2719                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2720                     return WINED3DERR_NOTAVAILABLE;
2721                 }
2722             }
2723
2724             /* Check QUERY_LEGACYBUMPMAP support */
2725             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2726                 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2727                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2728                 } else {
2729                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2730                     return WINED3DERR_NOTAVAILABLE;
2731                 }
2732             }
2733
2734             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2735             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2736                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2737                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2738                 } else {
2739                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2740                     return WINED3DERR_NOTAVAILABLE;
2741                 }
2742             }
2743
2744             /* Check QUERY_SRGBREAD support */
2745             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2746                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2747                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2748                 } else {
2749                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2750                     return WINED3DERR_NOTAVAILABLE;
2751                 }
2752             }
2753
2754             /* Check QUERY_SRGBWRITE support */
2755             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2756                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2757                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2758                 } else {
2759                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2760                     return WINED3DERR_NOTAVAILABLE;
2761                 }
2762             }
2763
2764             /* Check QUERY_VERTEXTEXTURE support */
2765             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2766                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2767                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2768                 } else {
2769                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2770                     return WINED3DERR_NOTAVAILABLE;
2771                 }
2772             }
2773
2774             /* Check QUERY_WRAPANDMIP support */
2775             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2776                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2777                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2778                 } else {
2779                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2780                     return WINED3DERR_NOTAVAILABLE;
2781                 }
2782             }
2783
2784             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2785                 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2786                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2787                 } else {
2788                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2789                     return WINED3DERR_NOTAVAILABLE;
2790                 }
2791             }
2792         } else {
2793             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2794             return WINED3DERR_NOTAVAILABLE;
2795         }
2796     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2797         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2798          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2799          *
2800          * Volumetexture allows:
2801          *                      - D3DUSAGE_DYNAMIC
2802          *                      - D3DUSAGE_NONSECURE (d3d9ex)
2803          *                      - D3DUSAGE_SOFTWAREPROCESSING
2804          *                      - D3DUSAGE_QUERY_WRAPANDMIP
2805          */
2806
2807         if(SurfaceType != SURFACE_OPENGL) {
2808             TRACE("[FAILED]\n");
2809             return WINED3DERR_NOTAVAILABLE;
2810         }
2811
2812         /* Check volume texture and volume usage caps */
2813         if(GL_SUPPORT(EXT_TEXTURE3D)) {
2814             if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2815                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2816                 return WINED3DERR_NOTAVAILABLE;
2817             }
2818
2819             /* Always report dynamic locking */
2820             if(Usage & WINED3DUSAGE_DYNAMIC)
2821                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2822
2823             /* Always report software processing */
2824             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2825                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2826
2827             /* Check QUERY_FILTER support */
2828             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2829                 if(CheckFilterCapability(Adapter, CheckFormat)) {
2830                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2831                 } else {
2832                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2833                     return WINED3DERR_NOTAVAILABLE;
2834                 }
2835             }
2836
2837             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2838             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2839                 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2840                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2841                 } else {
2842                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2843                     return WINED3DERR_NOTAVAILABLE;
2844                 }
2845             }
2846
2847             /* Check QUERY_SRGBREAD support */
2848             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2849                 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2850                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2851                 } else {
2852                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2853                     return WINED3DERR_NOTAVAILABLE;
2854                 }
2855             }
2856
2857             /* Check QUERY_SRGBWRITE support */
2858             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2859                 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2860                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2861                 } else {
2862                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2863                     return WINED3DERR_NOTAVAILABLE;
2864                 }
2865             }
2866
2867             /* Check QUERY_VERTEXTEXTURE support */
2868             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2869                 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2870                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2871                 } else {
2872                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2873                     return WINED3DERR_NOTAVAILABLE;
2874                 }
2875             }
2876
2877             /* Check QUERY_WRAPANDMIP support */
2878             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2879                 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2880                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2881                 } else {
2882                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2883                     return WINED3DERR_NOTAVAILABLE;
2884                 }
2885             }
2886         } else {
2887             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2888             return WINED3DERR_NOTAVAILABLE;
2889         }
2890
2891         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2892          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2893          * app needing one of those formats, don't advertize them to avoid leading apps into
2894          * temptation. The windows drivers don't support most of those formats on volumes anyway,
2895          * except of R32F.
2896          */
2897         switch(CheckFormat) {
2898             case WINED3DFMT_P8:
2899             case WINED3DFMT_A4L4:
2900             case WINED3DFMT_R32F:
2901             case WINED3DFMT_R16F:
2902             case WINED3DFMT_X8L8V8U8:
2903             case WINED3DFMT_L6V5U5:
2904             case WINED3DFMT_G16R16:
2905                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2906                 return WINED3DERR_NOTAVAILABLE;
2907
2908             case WINED3DFMT_Q8W8V8U8:
2909             case WINED3DFMT_V16U16:
2910             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2911                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2912                 return WINED3DERR_NOTAVAILABLE;
2913             }
2914             break;
2915
2916             case WINED3DFMT_V8U8:
2917             if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2918                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2919                 return WINED3DERR_NOTAVAILABLE;
2920             }
2921             break;
2922
2923             case WINED3DFMT_DXT1:
2924             case WINED3DFMT_DXT2:
2925             case WINED3DFMT_DXT3:
2926             case WINED3DFMT_DXT4:
2927             case WINED3DFMT_DXT5:
2928                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2929                  * compressed texture results in an error. While the D3D refrast does
2930                  * support s3tc volumes, at least the nvidia windows driver does not, so
2931                  * we're free not to support this format.
2932                  */
2933                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2934                 return WINED3DERR_NOTAVAILABLE;
2935
2936             default:
2937                 /* Do nothing, continue with checking the format below */
2938                 break;
2939         }
2940     } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2941         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2942         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2943         return WINED3DERR_NOTAVAILABLE;
2944     }
2945
2946     /* This format is nothing special and it is supported perfectly.
2947      * However, ati and nvidia driver on windows do not mark this format as
2948      * supported (tested with the dxCapsViewer) and pretending to
2949      * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2950      * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2951      * Enable it on dx7. It will need additional checking on dx10 when we support it.
2952      */
2953     if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2954         TRACE_(d3d_caps)("[FAILED]\n");
2955         return WINED3DERR_NOTAVAILABLE;
2956     }
2957
2958     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2959      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2960      * usage flags match. */
2961     if(UsageCaps == Usage) {
2962         return WINED3D_OK;
2963     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2964         return WINED3DOK_NOAUTOGEN;
2965     } else {
2966         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2967         return WINED3DERR_NOTAVAILABLE;
2968     }
2969 }
2970
2971 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2972                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2973     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2974
2975     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2976           This,
2977           Adapter,
2978           DeviceType, debug_d3ddevicetype(DeviceType),
2979           SourceFormat, debug_d3dformat(SourceFormat),
2980           TargetFormat, debug_d3dformat(TargetFormat));
2981     return WINED3D_OK;
2982 }
2983
2984 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2985     const shader_backend_t *ret;
2986     int vs_selected_mode;
2987     int ps_selected_mode;
2988
2989     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2990     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2991         ret = &glsl_shader_backend;
2992     } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2993         ret = &arb_program_shader_backend;
2994     } else {
2995         ret = &none_shader_backend;
2996     }
2997     return ret;
2998 }
2999
3000 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3001     int vs_selected_mode;
3002     int ps_selected_mode;
3003
3004     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3005     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3006         return &arbfp_fragment_pipeline;
3007     } else if(ps_selected_mode == SHADER_ATI) {
3008         return &atifs_fragment_pipeline;
3009     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3010         return &nvts_fragment_pipeline;
3011     } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3012         return &nvrc_fragment_pipeline;
3013     } else {
3014         return &ffp_fragment_pipeline;
3015     }
3016 }
3017
3018 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3019     int vs_selected_mode;
3020     int ps_selected_mode;
3021
3022     select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3023     if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3024         return &arbfp_blit;
3025     } else {
3026         return &ffp_blit;
3027     }
3028 }
3029
3030 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3031       subset of a D3DCAPS9 structure. However, it has to come via a void *
3032       as the d3d8 interface cannot import the d3d9 header                  */
3033 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3034
3035     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
3036     int vs_selected_mode;
3037     int ps_selected_mode;
3038     struct shader_caps shader_caps;
3039     struct fragment_caps fragment_caps;
3040     const shader_backend_t *shader_backend;
3041     const struct fragment_pipeline *frag_pipeline = NULL;
3042     DWORD ckey_caps, blit_caps, fx_caps;
3043
3044     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3045
3046     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3047         return WINED3DERR_INVALIDCALL;
3048     }
3049
3050     select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3051
3052     /* This function should *not* be modifying GL caps
3053      * TODO: move the functionality where it belongs */
3054     select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3055
3056     /* ------------------------------------------------
3057        The following fields apply to both d3d8 and d3d9
3058        ------------------------------------------------ */
3059     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
3060     pCaps->AdapterOrdinal          = Adapter;
3061
3062     pCaps->Caps                    = 0;
3063     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
3064                                      WINED3DCAPS2_FULLSCREENGAMMA |
3065                                      WINED3DCAPS2_DYNAMICTEXTURES;
3066     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3067         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3068     }
3069     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3070     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
3071                                      WINED3DPRESENT_INTERVAL_ONE;
3072
3073     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
3074                                      WINED3DCURSORCAPS_LOWRES;
3075
3076     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
3077                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3078                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3079                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3080                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
3081                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3082                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
3083                                      WINED3DDEVCAPS_PUREDEVICE          |
3084                                      WINED3DDEVCAPS_HWRASTERIZATION     |
3085                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
3086                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3087                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
3088                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
3089                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
3090                                      WINED3DDEVCAPS_RTPATCHES;
3091
3092     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
3093                                      WINED3DPMISCCAPS_CULLCCW               |
3094                                      WINED3DPMISCCAPS_CULLCW                |
3095                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
3096                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
3097                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3098                                      WINED3DPMISCCAPS_MASKZ                 |
3099                                      WINED3DPMISCCAPS_BLENDOP               |
3100                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3101                                     /* TODO:
3102                                         WINED3DPMISCCAPS_NULLREFERENCE
3103                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3104                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3105                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3106                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3107
3108     if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3109         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3110
3111     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
3112                                      WINED3DPRASTERCAPS_PAT       |
3113                                      WINED3DPRASTERCAPS_WFOG      |
3114                                      WINED3DPRASTERCAPS_ZFOG      |
3115                                      WINED3DPRASTERCAPS_FOGVERTEX |
3116                                      WINED3DPRASTERCAPS_FOGTABLE  |
3117                                      WINED3DPRASTERCAPS_STIPPLE   |
3118                                      WINED3DPRASTERCAPS_SUBPIXEL  |
3119                                      WINED3DPRASTERCAPS_ZTEST     |
3120                                      WINED3DPRASTERCAPS_SCISSORTEST   |
3121                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3122                                      WINED3DPRASTERCAPS_DEPTHBIAS;
3123
3124     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3125         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
3126                              WINED3DPRASTERCAPS_ZBIAS         |
3127                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3128     }
3129     if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3130         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
3131     }
3132                         /* FIXME Add:
3133                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
3134                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3135                            WINED3DPRASTERCAPS_ANTIALIASEDGES
3136                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3137                            WINED3DPRASTERCAPS_WBUFFER */
3138
3139     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3140                       WINED3DPCMPCAPS_EQUAL        |
3141                       WINED3DPCMPCAPS_GREATER      |
3142                       WINED3DPCMPCAPS_GREATEREQUAL |
3143                       WINED3DPCMPCAPS_LESS         |
3144                       WINED3DPCMPCAPS_LESSEQUAL    |
3145                       WINED3DPCMPCAPS_NEVER        |
3146                       WINED3DPCMPCAPS_NOTEQUAL;
3147
3148     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3149                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
3150                            WINED3DPBLENDCAPS_DESTALPHA       |
3151                            WINED3DPBLENDCAPS_DESTCOLOR       |
3152                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3153                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3154                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3155                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3156                            WINED3DPBLENDCAPS_ONE             |
3157                            WINED3DPBLENDCAPS_SRCALPHA        |
3158                            WINED3DPBLENDCAPS_SRCALPHASAT     |
3159                            WINED3DPBLENDCAPS_SRCCOLOR        |
3160                            WINED3DPBLENDCAPS_ZERO;
3161
3162     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
3163                            WINED3DPBLENDCAPS_DESTCOLOR       |
3164                            WINED3DPBLENDCAPS_INVDESTALPHA    |
3165                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
3166                            WINED3DPBLENDCAPS_INVSRCALPHA     |
3167                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
3168                            WINED3DPBLENDCAPS_ONE             |
3169                            WINED3DPBLENDCAPS_SRCALPHA        |
3170                            WINED3DPBLENDCAPS_SRCCOLOR        |
3171                            WINED3DPBLENDCAPS_ZERO;
3172     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3173      * according to the glBlendFunc manpage
3174      *
3175      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3176      * legacy settings for srcblend only
3177      */
3178
3179     if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3180         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3181         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3182     }
3183
3184
3185     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
3186                           WINED3DPCMPCAPS_EQUAL        |
3187                           WINED3DPCMPCAPS_GREATER      |
3188                           WINED3DPCMPCAPS_GREATEREQUAL |
3189                           WINED3DPCMPCAPS_LESS         |
3190                           WINED3DPCMPCAPS_LESSEQUAL    |
3191                           WINED3DPCMPCAPS_NEVER        |
3192                           WINED3DPCMPCAPS_NOTEQUAL;
3193
3194     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3195                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
3196                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
3197                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
3198                            WINED3DPSHADECAPS_COLORFLATRGB       |
3199                            WINED3DPSHADECAPS_FOGFLAT            |
3200                            WINED3DPSHADECAPS_FOGGOURAUD         |
3201                            WINED3DPSHADECAPS_SPECULARFLATRGB;
3202
3203     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
3204                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
3205                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
3206                           WINED3DPTEXTURECAPS_BORDER             |
3207                           WINED3DPTEXTURECAPS_MIPMAP             |
3208                           WINED3DPTEXTURECAPS_PROJECTED          |
3209                           WINED3DPTEXTURECAPS_PERSPECTIVE;
3210
3211     if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3212         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3213                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3214     }
3215
3216     if( GL_SUPPORT(EXT_TEXTURE3D)) {
3217         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
3218                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
3219                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3220     }
3221
3222     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3223         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
3224                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
3225                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3226
3227     }
3228
3229     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3230                                WINED3DPTFILTERCAPS_MAGFPOINT        |
3231                                WINED3DPTFILTERCAPS_MINFLINEAR       |
3232                                WINED3DPTFILTERCAPS_MINFPOINT        |
3233                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
3234                                WINED3DPTFILTERCAPS_MIPFPOINT        |
3235                                WINED3DPTFILTERCAPS_LINEAR           |
3236                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3237                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3238                                WINED3DPTFILTERCAPS_MIPLINEAR        |
3239                                WINED3DPTFILTERCAPS_MIPNEAREST       |
3240                                WINED3DPTFILTERCAPS_NEAREST;
3241
3242     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3243         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3244                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3245     }
3246
3247     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3248         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3249                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
3250                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
3251                                        WINED3DPTFILTERCAPS_MINFPOINT        |
3252                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
3253                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
3254                                        WINED3DPTFILTERCAPS_LINEAR           |
3255                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3256                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3257                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
3258                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
3259                                        WINED3DPTFILTERCAPS_NEAREST;
3260
3261         if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3262             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3263                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3264         }
3265     } else
3266         pCaps->CubeTextureFilterCaps = 0;
3267
3268     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3269         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
3270                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
3271                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
3272                                          WINED3DPTFILTERCAPS_MINFPOINT        |
3273                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
3274                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
3275                                          WINED3DPTFILTERCAPS_LINEAR           |
3276                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
3277                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3278                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
3279                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
3280                                          WINED3DPTFILTERCAPS_NEAREST;
3281     } else
3282         pCaps->VolumeTextureFilterCaps = 0;
3283
3284     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3285                                  WINED3DPTADDRESSCAPS_CLAMP  |
3286                                  WINED3DPTADDRESSCAPS_WRAP;
3287
3288     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3289         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3290     }
3291     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3292         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3293     }
3294     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3295         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3296     }
3297
3298     if (GL_SUPPORT(EXT_TEXTURE3D)) {
3299         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3300                                            WINED3DPTADDRESSCAPS_CLAMP  |
3301                                            WINED3DPTADDRESSCAPS_WRAP;
3302         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3303             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3304         }
3305         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3306             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3307         }
3308         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3309             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3310         }
3311     } else
3312         pCaps->VolumeTextureAddressCaps = 0;
3313
3314     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
3315                       WINED3DLINECAPS_ZTEST         |
3316                       WINED3DLINECAPS_BLEND         |
3317                       WINED3DLINECAPS_ALPHACMP      |
3318                       WINED3DLINECAPS_FOG;
3319     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3320      * idea how generating the smoothing alpha values works; the result is different
3321      */
3322
3323     pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
3324     pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3325
3326     if(GL_SUPPORT(EXT_TEXTURE3D))
3327         pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3328     else
3329         pCaps->MaxVolumeExtent = 0;
3330
3331     pCaps->MaxTextureRepeat = 32768;
3332     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3333     pCaps->MaxVertexW = 1.0;
3334
3335     pCaps->GuardBandLeft = 0;
3336     pCaps->GuardBandTop = 0;
3337     pCaps->GuardBandRight = 0;
3338     pCaps->GuardBandBottom = 0;
3339
3340     pCaps->ExtentsAdjust = 0;
3341
3342     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
3343                           WINED3DSTENCILCAPS_INCRSAT |
3344                           WINED3DSTENCILCAPS_INVERT  |
3345                           WINED3DSTENCILCAPS_KEEP    |
3346                           WINED3DSTENCILCAPS_REPLACE |
3347                           WINED3DSTENCILCAPS_ZERO;
3348     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3349         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
3350                               WINED3DSTENCILCAPS_INCR;
3351     }
3352     if ( This->dxVersion > 8 &&
3353         ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3354             GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3355         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3356     }
3357
3358     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3359
3360     pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
3361     pCaps->MaxActiveLights         = GL_LIMITS(lights);
3362
3363     pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
3364     pCaps->MaxVertexBlendMatrixIndex   = 0;
3365
3366     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
3367     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
3368
3369
3370     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3371                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
3372                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
3373                                   WINED3DVTXPCAPS_LOCALVIEWER       |
3374                                   WINED3DVTXPCAPS_VERTEXFOG         |
3375                                   WINED3DVTXPCAPS_TEXGEN;
3376                                   /* FIXME: Add 
3377                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3378
3379     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3380     pCaps->MaxVertexIndex      = 0xFFFFF;
3381     pCaps->MaxStreams          = MAX_STREAMS;
3382     pCaps->MaxStreamStride     = 1024;
3383
3384     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3385     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
3386                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3387     pCaps->MaxNpatchTessellationLevel        = 0;
3388     pCaps->MasterAdapterOrdinal              = 0;
3389     pCaps->AdapterOrdinalInGroup             = 0;
3390     pCaps->NumberOfAdaptersInGroup           = 1;
3391
3392     pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3393
3394     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
3395                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
3396                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
3397                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
3398     pCaps->VertexTextureFilterCaps           = 0;
3399
3400     memset(&shader_caps, 0, sizeof(shader_caps));
3401     shader_backend = select_shader_backend(Adapter, DeviceType);
3402     shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3403
3404     memset(&fragment_caps, 0, sizeof(fragment_caps));
3405     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3406     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3407
3408     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3409     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3410
3411     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3412      * Ignore shader model capabilities if disabled in config
3413      */
3414     if(vs_selected_mode == SHADER_NONE) {
3415         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3416         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
3417         pCaps->MaxVertexShaderConst         = 0;
3418     } else {
3419         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
3420         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
3421     }
3422
3423     if(ps_selected_mode == SHADER_NONE) {
3424         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3425         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
3426         pCaps->PixelShader1xMaxValue        = 0.0;
3427     } else {
3428         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
3429         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
3430     }
3431
3432     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
3433     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
3434     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
3435
3436     pCaps->VS20Caps                         = shader_caps.VS20Caps;
3437     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
3438     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3439     pCaps->PS20Caps                         = shader_caps.PS20Caps;
3440     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
3441     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3442
3443     /* The following caps are shader specific, but they are things we cannot detect, or which
3444      * are the same among all shader models. So to avoid code duplication set the shader version
3445      * specific, but otherwise constant caps here
3446      */
3447     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3448         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3449         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3450         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
3451         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3452         pCaps->VS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3453         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3454
3455         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3456         pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3457     } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3458         pCaps->VS20Caps.Caps                     = 0;
3459         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3460         pCaps->VS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3461         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
3462
3463         pCaps->MaxVShaderInstructionsExecuted    = 65535;
3464         pCaps->MaxVertexShader30InstructionSlots = 0;
3465     } else { /* VS 1.x */
3466         pCaps->VS20Caps.Caps                     = 0;
3467         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
3468         pCaps->VS20Caps.NumTemps                 = 0;
3469         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
3470
3471         pCaps->MaxVShaderInstructionsExecuted    = 0;
3472         pCaps->MaxVertexShader30InstructionSlots = 0;
3473     }
3474
3475     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3476         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3477         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3478
3479         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
3480         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
3481                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3482                 WINED3DPS20CAPS_PREDICATION          |
3483                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3484                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3485         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3486         pCaps->PS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3487         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3488         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3489
3490         pCaps->MaxPShaderInstructionsExecuted    = 65535;
3491         pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3492     } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3493         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3494         pCaps->PS20Caps.Caps                     = 0;
3495         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3496         pCaps->PS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3497         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3498         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3499
3500         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
3501         pCaps->MaxPixelShader30InstructionSlots  = 0;
3502     } else { /* PS 1.x */
3503         pCaps->PS20Caps.Caps                     = 0;
3504         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
3505         pCaps->PS20Caps.NumTemps                 = 0;
3506         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
3507         pCaps->PS20Caps.NumInstructionSlots      = 0;
3508
3509         pCaps->MaxPShaderInstructionsExecuted    = 0;
3510         pCaps->MaxPixelShader30InstructionSlots  = 0;
3511     }
3512
3513     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3514         /* OpenGL supports all the formats below, perhaps not always
3515          * without conversion, but it supports them.
3516          * Further GLSL doesn't seem to have an official unsigned type so
3517          * don't advertise it yet as I'm not sure how we handle it.
3518          * We might need to add some clamping in the shader engine to
3519          * support it.
3520          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3521         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
3522                            WINED3DDTCAPS_UBYTE4N   |
3523                            WINED3DDTCAPS_SHORT2N   |
3524                            WINED3DDTCAPS_SHORT4N;
3525         if (GL_SUPPORT(NV_HALF_FLOAT)) {
3526             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3527                                 WINED3DDTCAPS_FLOAT16_4;
3528         }
3529     } else
3530         pCaps->DeclTypes                         = 0;
3531
3532     /* Set DirectDraw helper Caps */
3533     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
3534                                         WINEDDCKEYCAPS_SRCBLT;
3535     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
3536                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
3537                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
3538                                         WINEDDFXCAPS_BLTROTATION90          |
3539                                         WINEDDFXCAPS_BLTSHRINKX             |
3540                                         WINEDDFXCAPS_BLTSHRINKXN            |
3541                                         WINEDDFXCAPS_BLTSHRINKY             |
3542                                         WINEDDFXCAPS_BLTSHRINKXN            |
3543                                         WINEDDFXCAPS_BLTSTRETCHX            |
3544                                         WINEDDFXCAPS_BLTSTRETCHXN           |
3545                                         WINEDDFXCAPS_BLTSTRETCHY            |
3546                                         WINEDDFXCAPS_BLTSTRETCHYN;
3547     blit_caps =                         WINEDDCAPS_BLT                      |
3548                                         WINEDDCAPS_BLTCOLORFILL             |
3549                                         WINEDDCAPS_BLTDEPTHFILL             |
3550                                         WINEDDCAPS_BLTSTRETCH               |
3551                                         WINEDDCAPS_CANBLTSYSMEM             |
3552                                         WINEDDCAPS_CANCLIP                  |
3553                                         WINEDDCAPS_CANCLIPSTRETCHED         |
3554                                         WINEDDCAPS_COLORKEY                 |
3555                                         WINEDDCAPS_COLORKEYHWASSIST         |
3556                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
3557
3558     /* Fill the ddraw caps structure */
3559     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
3560                                         WINEDDCAPS_PALETTE                  |
3561                                         blit_caps;
3562     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
3563                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
3564                                         WINEDDCAPS2_PRIMARYGAMMA             |
3565                                         WINEDDCAPS2_WIDESURFACES             |
3566                                         WINEDDCAPS2_CANRENDERWINDOWED;
3567     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
3568     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3569     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
3570     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
3571     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3572     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
3573     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
3574     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3575     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
3576
3577     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
3578                                         WINEDDSCAPS_BACKBUFFER              |
3579                                         WINEDDSCAPS_FLIP                    |
3580                                         WINEDDSCAPS_FRONTBUFFER             |
3581                                         WINEDDSCAPS_OFFSCREENPLAIN          |
3582                                         WINEDDSCAPS_PALETTE                 |
3583                                         WINEDDSCAPS_PRIMARYSURFACE          |
3584                                         WINEDDSCAPS_SYSTEMMEMORY            |
3585                                         WINEDDSCAPS_VIDEOMEMORY             |
3586                                         WINEDDSCAPS_VISIBLE;
3587     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3588
3589     /* Set D3D caps if OpenGL is available. */
3590     if(Adapters[Adapter].opengl) {
3591         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
3592                                         WINEDDSCAPS_MIPMAP                  |
3593                                         WINEDDSCAPS_TEXTURE                 |
3594                                         WINEDDSCAPS_ZBUFFER;
3595         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
3596     }
3597
3598     return WINED3D_OK;
3599 }
3600
3601 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3602    and fields being inserted in the middle, a new structure is used in place    */
3603 static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3604                                            DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3605                                            IUnknown *parent) {
3606
3607     IWineD3DDeviceImpl *object  = NULL;
3608     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
3609     WINED3DDISPLAYMODE  mode;
3610     const struct fragment_pipeline *frag_pipeline = NULL;
3611     int i;
3612     struct fragment_caps ffp_caps;
3613
3614     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3615      * number and create a device without a 3D adapter for 2D only operation.
3616      */
3617     if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3618         return WINED3DERR_INVALIDCALL;
3619     }
3620
3621     /* Create a WineD3DDevice object */
3622     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3623     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3624     TRACE("Created WineD3DDevice object @ %p\n", object);
3625     if (NULL == object) {
3626       return WINED3DERR_OUTOFVIDEOMEMORY;
3627     }
3628
3629     /* Set up initial COM information */
3630     object->lpVtbl  = &IWineD3DDevice_Vtbl;
3631     object->ref     = 1;
3632     object->wineD3D = iface;
3633     object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3634     IWineD3D_AddRef(object->wineD3D);
3635     object->parent  = parent;
3636     list_init(&object->resources);
3637     list_init(&object->shaders);
3638
3639     if(This->dxVersion == 7) {
3640         object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3641     } else {
3642         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3643     }
3644     object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3645
3646     /* Set the state up as invalid until the device is fully created */
3647     object->state   = WINED3DERR_DRIVERINTERNALERROR;
3648
3649     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3650           hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3651
3652     /* Save the creation parameters */
3653     object->createParms.AdapterOrdinal = Adapter;
3654     object->createParms.DeviceType     = DeviceType;
3655     object->createParms.hFocusWindow   = hFocusWindow;
3656     object->createParms.BehaviorFlags  = BehaviourFlags;
3657
3658     /* Initialize other useful values */
3659     object->adapterNo                    = Adapter;
3660     object->devType                      = DeviceType;
3661
3662     select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3663     object->shader_backend = select_shader_backend(Adapter, DeviceType);
3664
3665     memset(&ffp_caps, 0, sizeof(ffp_caps));
3666     frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3667     object->frag_pipe = frag_pipeline;
3668     frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3669     object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3670     object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3671     compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3672                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
3673
3674     object->blitter = select_blit_implementation(Adapter, DeviceType);
3675
3676     /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3677      * model can deal with that. It is essentially the same, just with adjusted
3678      * Set*ShaderConstantF implementations
3679      */
3680     if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3681         object->lpVtbl  = &IWineD3DDevice_DirtyConst_Vtbl;
3682     }
3683
3684     /* set the state of the device to valid */
3685     object->state = WINED3D_OK;
3686
3687     /* Get the initial screen setup for ddraw */
3688     IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3689
3690     object->ddraw_width = mode.Width;
3691     object->ddraw_height = mode.Height;
3692     object->ddraw_format = mode.Format;
3693
3694     for(i = 0; i < PATCHMAP_SIZE; i++) {
3695         list_init(&object->patches[i]);
3696     }
3697     return WINED3D_OK;
3698 }
3699 #undef GLINFO_LOCATION
3700
3701 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3702     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3703     IUnknown_AddRef(This->parent);
3704     *pParent = This->parent;
3705     return WINED3D_OK;
3706 }
3707
3708 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3709     IUnknown* surfaceParent;
3710     TRACE("(%p) call back\n", pSurface);
3711
3712     /* Now, release the parent, which will take care of cleaning up the surface for us */
3713     IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3714     IUnknown_Release(surfaceParent);
3715     return IUnknown_Release(surfaceParent);
3716 }
3717
3718 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3719     IUnknown* volumeParent;
3720     TRACE("(%p) call back\n", pVolume);
3721
3722     /* Now, release the parent, which will take care of cleaning up the volume for us */
3723     IWineD3DVolume_GetParent(pVolume, &volumeParent);
3724     IUnknown_Release(volumeParent);
3725     return IUnknown_Release(volumeParent);
3726 }
3727
3728 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3729     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3730      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3731      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3732      *
3733      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3734      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3735      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3736      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3737      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3738      * the chance that other implementations support them is rather small since Win32 QuickTime uses
3739      * DirectDraw, not OpenGL.
3740      */
3741     if(gl_info->supported[APPLE_FENCE] &&
3742        gl_info->supported[APPLE_CLIENT_STORAGE] &&
3743        gl_info->supported[APPLE_FLUSH_RENDER] &&
3744        gl_info->supported[APPLE_YCBCR_422]) {
3745         TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3746         TRACE_(d3d_caps)("Activating MacOS fixups\n");
3747         return TRUE;
3748     } else {
3749         TRACE_(d3d_caps)("Apple extensions are not supported\n");
3750         TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3751         return FALSE;
3752     }
3753 }
3754
3755 #define GLINFO_LOCATION (*gl_info)
3756 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3757     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3758      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3759      * all the texture. This function detects this bug by its symptom and disables PBOs
3760      * if the test fails.
3761      *
3762      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3763      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3764      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3765      * read back is compared to the original. If they are equal PBOs are assumed to work,
3766      * otherwise the PBO extension is disabled.
3767      */
3768     GLuint texture, pbo;
3769     static const unsigned int pattern[] = {
3770         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3771         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3772         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3773         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3774     };
3775     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3776
3777     if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3778         /* No PBO -> No point in testing them */
3779         return;
3780     }
3781
3782     while(glGetError());
3783     glGenTextures(1, &texture);
3784     glBindTexture(GL_TEXTURE_2D, texture);
3785     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3786     checkGLcall("Specifying the PBO test texture\n");
3787
3788     GL_EXTCALL(glGenBuffersARB(1, &pbo));
3789     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3790     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3791     checkGLcall("Specifying the PBO test pbo\n");
3792
3793     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3794     checkGLcall("Loading the PBO test texture\n");
3795
3796     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3797     glFinish(); /* just to be sure */
3798
3799     memset(check, 0, sizeof(check));
3800     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3801     checkGLcall("Reading back the PBO test texture\n");
3802
3803     glDeleteTextures(1, &texture);
3804     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3805     checkGLcall("PBO test cleanup\n");
3806
3807     if(memcmp(check, pattern, sizeof(check)) != 0) {
3808         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3809         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3810         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3811     } else {
3812         TRACE_(d3d_caps)("PBO test successful\n");
3813     }
3814 }
3815 #undef GLINFO_LOCATION
3816
3817 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3818  * reporting a driver version is moot because we are not the Windows driver, and we have different
3819  * bugs, features, etc.
3820  *
3821  * If a card is not found in this table, the gl driver version is reported
3822  */
3823 struct driver_version_information {
3824     WORD vendor;                        /* reported PCI card vendor ID  */
3825     WORD card;                          /* reported PCI card device ID  */
3826     WORD hipart_hi, hipart_lo;          /* driver hiword to report      */
3827     WORD lopart_hi, lopart_lo;          /* driver loword to report      */
3828 };
3829
3830 static const struct driver_version_information driver_version_table[] = {
3831     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3832     /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3833     /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3834     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     7,  15, 11, 7341   },
3835     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     7,  15, 11, 7341   },
3836     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     7,  15, 11, 7341   },
3837     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       7,  15, 11, 7341   },
3838     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     7,  15, 11, 7341   },
3839     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       7,  15, 11, 7341   },
3840     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       7,  15, 11, 7341   },
3841     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       7,  15, 11, 7341   },
3842     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       7,  15, 11, 7341   },
3843     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     7,  15, 11, 7341   },
3844     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     7,  15, 11, 7341   },
3845     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     7,  15, 11, 7341   },
3846     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    7,  15, 11, 7341   },
3847     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    7,  15, 11, 7341   },
3848     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     7,  15, 11, 7341    },
3849     {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     7,  15, 11, 7341    },
3850
3851     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3852     {VENDOR_ATI,        CARD_ATI_RADEON_9500,           6,  14, 10, 6764    },
3853     {VENDOR_ATI,        CARD_ATI_RADEON_X700,           6,  14, 10, 6764    },
3854     {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          6,  14, 10, 6764    },
3855     {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         6,  14, 10, 6764    },
3856     {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         6,  14, 10, 6764    },
3857     {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         6,  14, 10, 6764    },
3858
3859     /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3860 };
3861
3862 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3863     unsigned int i;
3864     BOOL apple = implementation_is_apple(gl_info);
3865
3866     if(apple) {
3867         /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3868          * used it falls back to software. While the compiler can detect if the shader uses all declared
3869          * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3870          * using relative addressing falls back to software.
3871          *
3872          * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3873          */
3874         if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3875             FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3876         } else {
3877             TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3878                   gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3879             gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3880         }
3881
3882         /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3883          * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3884          * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3885          * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3886          * according to the spec.
3887          *
3888          * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3889          * makes the shader slower and eats instruction slots which should be available to the d3d app.
3890          *
3891          * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3892          * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3893          * this workaround is activated on cards that do not need it, it won't break things, just affect
3894          * performance negatively.
3895          */
3896         if(gl_info->gl_vendor == VENDOR_INTEL ||
3897            (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3898             TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3899             gl_info->set_texcoord_w = TRUE;
3900         }
3901     }
3902
3903     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3904      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3905      * If real NP2 textures are used, the driver falls back to software. We could just remove the
3906      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3907      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3908      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3909      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3910      *
3911      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3912      * has this extension promoted to core. The extension loading code sets this extension supported
3913      * due to that, so this code works on fglrx as well.
3914      */
3915     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3916         if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3917             gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500  ||
3918             gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3919             TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3920             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3921             gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3922         }
3923     }
3924
3925     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3926      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3927      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3928      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3929      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3930      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
3931      *
3932      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3933      *  triggering the software fallback. There is not much we can do here apart from disabling the
3934      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3935      *  in IWineD3DImpl_FillGLCaps).
3936      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3937      *  post-processing effects in the game "Max Payne 2").
3938      *  The behaviour can be verified through a simple test app attached in bugreport #14724.
3939      */
3940     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3941         if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3942             TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3943             gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3944             gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3945         }
3946     }
3947
3948     /* Find out if PBOs work as they are supposed to */
3949     test_pbo_functionality(gl_info);
3950
3951     /* Fixup the driver version */
3952     for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3953         if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3954            gl_info->gl_card   == driver_version_table[i].card) {
3955             TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3956
3957             gl_info->driver_version        = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3958                                                                driver_version_table[i].lopart_lo);
3959             gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3960                                                                driver_version_table[i].hipart_lo);
3961             break;
3962         }
3963     }
3964 }
3965
3966 static void WINE_GLAPI invalid_func(void *data) {
3967     ERR("Invalid vertex attribute function called\n");
3968     DebugBreak();
3969 }
3970
3971 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, void * data) {
3972     ERR("Invalid texcoord function called\n");
3973     DebugBreak();
3974 }
3975
3976 #define GLINFO_LOCATION (Adapters[0].gl_info)
3977
3978 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3979  * the extension detection and are used in drawStridedSlow
3980  */
3981 static void WINE_GLAPI position_d3dcolor(void *data) {
3982     DWORD pos = *((DWORD *) data);
3983
3984     FIXME("Add a test for fixed function position from d3dcolor type\n");
3985     glVertex4s(D3DCOLOR_B_R(pos),
3986                D3DCOLOR_B_G(pos),
3987                D3DCOLOR_B_B(pos),
3988                D3DCOLOR_B_A(pos));
3989 }
3990 static void WINE_GLAPI position_float4(void *data) {
3991     GLfloat *pos = (float *) data;
3992
3993     if (pos[3] < eps && pos[3] > -eps)
3994         glVertex3fv(pos);
3995     else {
3996         float w = 1.0 / pos[3];
3997
3998         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3999     }
4000 }
4001
4002 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
4003     DWORD diffuseColor = *((DWORD *) data);
4004
4005     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4006                D3DCOLOR_B_G(diffuseColor),
4007                D3DCOLOR_B_B(diffuseColor),
4008                D3DCOLOR_B_A(diffuseColor));
4009 }
4010
4011 static void WINE_GLAPI specular_d3dcolor(void *data) {
4012     DWORD specularColor = *((DWORD *) data);
4013
4014     GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4015                                        D3DCOLOR_B_G(specularColor),
4016                                        D3DCOLOR_B_B(specularColor));
4017 }
4018 static void WINE_GLAPI warn_no_specular_func(void *data) {
4019     WARN("GL_EXT_secondary_color not supported\n");
4020 }
4021
4022 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
4023     position_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
4024     position_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
4025     position_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glVertex3fv;
4026     position_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) position_float4;
4027     position_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) position_d3dcolor;
4028     position_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4029     position_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
4030     position_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glVertex2sv;
4031     position_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4032     position_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4033     position_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4034     position_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4035     position_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4036     position_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4037     position_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4038     position_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4039     position_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4040
4041     diffuse_funcs[WINED3DDECLTYPE_FLOAT1]       = (void *) invalid_func;
4042     diffuse_funcs[WINED3DDECLTYPE_FLOAT2]       = (void *) invalid_func;
4043     diffuse_funcs[WINED3DDECLTYPE_FLOAT3]       = (void *) glColor3fv;
4044     diffuse_funcs[WINED3DDECLTYPE_FLOAT4]       = (void *) glColor4fv;
4045     diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR]     = (void *) diffuse_d3dcolor;
4046     diffuse_funcs[WINED3DDECLTYPE_UBYTE4]       = (void *) invalid_func;
4047     diffuse_funcs[WINED3DDECLTYPE_SHORT2]       = (void *) invalid_func;
4048     diffuse_funcs[WINED3DDECLTYPE_SHORT4]       = (void *) invalid_func;
4049     diffuse_funcs[WINED3DDECLTYPE_UBYTE4N]      = (void *) glColor4ubv;
4050     diffuse_funcs[WINED3DDECLTYPE_SHORT2N]      = (void *) invalid_func;
4051     diffuse_funcs[WINED3DDECLTYPE_SHORT4N]      = (void *) glColor4sv;
4052     diffuse_funcs[WINED3DDECLTYPE_USHORT2N]     = (void *) invalid_func;
4053     diffuse_funcs[WINED3DDECLTYPE_USHORT4N]     = (void *) glColor4usv;
4054     diffuse_funcs[WINED3DDECLTYPE_UDEC3]        = (void *) invalid_func;
4055     diffuse_funcs[WINED3DDECLTYPE_DEC3N]        = (void *) invalid_func;
4056     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2]    = (void *) invalid_func;
4057     diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4]    = (void *) invalid_func;
4058
4059     /* No 4 component entry points here */
4060     specular_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) invalid_func;
4061     specular_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) invalid_func;
4062     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4063         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
4064     } else {
4065         specular_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) warn_no_specular_func;
4066     }
4067     specular_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) invalid_func;
4068     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4069         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) specular_d3dcolor;
4070     } else {
4071         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]      = (void *) warn_no_specular_func;
4072     }
4073     specular_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4074     specular_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) invalid_func;
4075     specular_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) invalid_func;
4076     specular_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4077     specular_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4078     specular_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4079     specular_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4080     specular_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4081     specular_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4082     specular_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4083     specular_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4084     specular_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4085
4086     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4087      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4088      */
4089     normal_funcs[WINED3DDECLTYPE_FLOAT1]         = (void *) invalid_func;
4090     normal_funcs[WINED3DDECLTYPE_FLOAT2]         = (void *) invalid_func;
4091     normal_funcs[WINED3DDECLTYPE_FLOAT3]         = (void *) glNormal3fv;
4092     normal_funcs[WINED3DDECLTYPE_FLOAT4]         = (void *) glNormal3fv; /* Just ignore the 4th value */
4093     normal_funcs[WINED3DDECLTYPE_D3DCOLOR]       = (void *) invalid_func;
4094     normal_funcs[WINED3DDECLTYPE_UBYTE4]         = (void *) invalid_func;
4095     normal_funcs[WINED3DDECLTYPE_SHORT2]         = (void *) invalid_func;
4096     normal_funcs[WINED3DDECLTYPE_SHORT4]         = (void *) invalid_func;
4097     normal_funcs[WINED3DDECLTYPE_UBYTE4N]        = (void *) invalid_func;
4098     normal_funcs[WINED3DDECLTYPE_SHORT2N]        = (void *) invalid_func;
4099     normal_funcs[WINED3DDECLTYPE_SHORT4N]        = (void *) invalid_func;
4100     normal_funcs[WINED3DDECLTYPE_USHORT2N]       = (void *) invalid_func;
4101     normal_funcs[WINED3DDECLTYPE_USHORT4N]       = (void *) invalid_func;
4102     normal_funcs[WINED3DDECLTYPE_UDEC3]          = (void *) invalid_func;
4103     normal_funcs[WINED3DDECLTYPE_DEC3N]          = (void *) invalid_func;
4104     normal_funcs[WINED3DDECLTYPE_FLOAT16_2]      = (void *) invalid_func;
4105     normal_funcs[WINED3DDECLTYPE_FLOAT16_4]      = (void *) invalid_func;
4106
4107     multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1]    = (void *) GL_EXTCALL(glMultiTexCoord1fvARB);
4108     multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2]    = (void *) GL_EXTCALL(glMultiTexCoord2fvARB);
4109     multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3]    = (void *) GL_EXTCALL(glMultiTexCoord3fvARB);
4110     multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4]    = (void *) GL_EXTCALL(glMultiTexCoord4fvARB);
4111     multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR]  = (void *) invalid_texcoord_func;
4112     multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4]    = (void *) invalid_texcoord_func;
4113     multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2]    = (void *) GL_EXTCALL(glMultiTexCoord2svARB);
4114     multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4]    = (void *) GL_EXTCALL(glMultiTexCoord4svARB);
4115     multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N]   = (void *) invalid_texcoord_func;
4116     multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N]   = (void *) invalid_texcoord_func;
4117     multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N]   = (void *) invalid_texcoord_func;
4118     multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N]  = (void *) invalid_texcoord_func;
4119     multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N]  = (void *) invalid_texcoord_func;
4120     multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3]     = (void *) invalid_texcoord_func;
4121     multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N]     = (void *) invalid_texcoord_func;
4122     if (GL_SUPPORT(NV_HALF_FLOAT))
4123     {
4124         multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV);
4125         multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV);
4126     } else {
4127         multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func;
4128         multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func;
4129     }
4130
4131     texcoord_funcs[WINED3DDECLTYPE_FLOAT1]      = (void *) glTexCoord1fv;
4132     texcoord_funcs[WINED3DDECLTYPE_FLOAT2]      = (void *) glTexCoord2fv;
4133     texcoord_funcs[WINED3DDECLTYPE_FLOAT3]      = (void *) glTexCoord3fv;
4134     texcoord_funcs[WINED3DDECLTYPE_FLOAT4]      = (void *) glTexCoord4fv;
4135     texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR]    = (void *) invalid_func;
4136     texcoord_funcs[WINED3DDECLTYPE_UBYTE4]      = (void *) invalid_func;
4137     texcoord_funcs[WINED3DDECLTYPE_SHORT2]      = (void *) glTexCoord2sv;
4138     texcoord_funcs[WINED3DDECLTYPE_SHORT4]      = (void *) glTexCoord4sv;
4139     texcoord_funcs[WINED3DDECLTYPE_UBYTE4N]     = (void *) invalid_func;
4140     texcoord_funcs[WINED3DDECLTYPE_SHORT2N]     = (void *) invalid_func;
4141     texcoord_funcs[WINED3DDECLTYPE_SHORT4N]     = (void *) invalid_func;
4142     texcoord_funcs[WINED3DDECLTYPE_USHORT2N]    = (void *) invalid_func;
4143     texcoord_funcs[WINED3DDECLTYPE_USHORT4N]    = (void *) invalid_func;
4144     texcoord_funcs[WINED3DDECLTYPE_UDEC3]       = (void *) invalid_func;
4145     texcoord_funcs[WINED3DDECLTYPE_DEC3N]       = (void *) invalid_func;
4146     if (GL_SUPPORT(NV_HALF_FLOAT))
4147     {
4148         texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) GL_EXTCALL(glTexCoord2hvNV);
4149         texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) GL_EXTCALL(glTexCoord4hvNV);
4150     } else {
4151         texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2]   = (void *) invalid_func;
4152         texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4]   = (void *) invalid_func;
4153     }
4154 }
4155
4156 #define PUSH1(att)        attribs[nAttribs++] = (att);
4157 BOOL InitAdapters(void) {
4158     static HMODULE mod_gl, mod_win32gl;
4159     BOOL ret;
4160     int ps_selected_mode, vs_selected_mode;
4161
4162     /* No need to hold any lock. The calling library makes sure only one thread calls
4163      * wined3d simultaneously
4164      */
4165     if(numAdapters > 0) return Adapters[0].opengl;
4166
4167     TRACE("Initializing adapters\n");
4168
4169     if(!mod_gl) {
4170 #ifdef USE_WIN32_OPENGL
4171 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4172         mod_gl = LoadLibraryA("opengl32.dll");
4173         if(!mod_gl) {
4174             ERR("Can't load opengl32.dll!\n");
4175             goto nogl_adapter;
4176         }
4177         mod_win32gl = mod_gl;
4178 #else
4179 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4180         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4181         mod_gl = GetModuleHandleA("gdi32.dll");
4182         mod_win32gl = LoadLibraryA("opengl32.dll");
4183         if(!mod_win32gl) {
4184             ERR("Can't load opengl32.dll!\n");
4185             goto nogl_adapter;
4186         }
4187 #endif
4188     }
4189
4190 /* Load WGL core functions from opengl32.dll */
4191 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4192     WGL_FUNCS_GEN;
4193 #undef USE_WGL_FUNC
4194
4195     if(!pwglGetProcAddress) {
4196         ERR("Unable to load wglGetProcAddress!\n");
4197         goto nogl_adapter;
4198     }
4199
4200 /* Dynamically load all GL core functions */
4201     GL_FUNCS_GEN;
4202 #undef USE_GL_FUNC
4203
4204     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4205      * otherwise because we have to use winex11.drv's override
4206      */
4207     glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4208     glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4209
4210     /* For now only one default adapter */
4211     {
4212         int iPixelFormat;
4213         int attribs[10];
4214         int values[10];
4215         int nAttribs = 0;
4216         int res;
4217         int i;
4218         WineD3D_PixelFormat *cfgs;
4219         int attribute;
4220         DISPLAY_DEVICEW DisplayDevice;
4221         HDC hdc;
4222
4223         TRACE("Initializing default adapter\n");
4224         Adapters[0].num = 0;
4225         Adapters[0].monitorPoint.x = -1;
4226         Adapters[0].monitorPoint.y = -1;
4227
4228         if (!WineD3D_CreateFakeGLContext()) {
4229             ERR("Failed to get a gl context for default adapter\n");
4230             WineD3D_ReleaseFakeGLContext();
4231             goto nogl_adapter;
4232         }
4233
4234         ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4235         if(!ret) {
4236             ERR("Failed to initialize gl caps for default adapter\n");
4237             WineD3D_ReleaseFakeGLContext();
4238             goto nogl_adapter;
4239         }
4240         ret = initPixelFormats(&Adapters[0].gl_info);
4241         if(!ret) {
4242             ERR("Failed to init gl formats\n");
4243             WineD3D_ReleaseFakeGLContext();
4244             goto nogl_adapter;
4245         }
4246
4247         hdc = pwglGetCurrentDC();
4248         if(!hdc) {
4249             ERR("Failed to get gl HDC\n");
4250             WineD3D_ReleaseFakeGLContext();
4251             goto nogl_adapter;
4252         }
4253
4254         Adapters[0].driver = "Display";
4255         Adapters[0].description = "Direct3D HAL";
4256
4257         /* Use the VideoRamSize registry setting when set */
4258         if(wined3d_settings.emulated_textureram)
4259             Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4260         else
4261             Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4262         Adapters[0].UsedTextureRam = 0;
4263         TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4264
4265         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4266         DisplayDevice.cb = sizeof(DisplayDevice);
4267         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4268         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4269         strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4270
4271         attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4272         GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4273
4274         Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4275         cfgs = Adapters[0].cfgs;
4276         PUSH1(WGL_RED_BITS_ARB)
4277         PUSH1(WGL_GREEN_BITS_ARB)
4278         PUSH1(WGL_BLUE_BITS_ARB)
4279         PUSH1(WGL_ALPHA_BITS_ARB)
4280         PUSH1(WGL_DEPTH_BITS_ARB)
4281         PUSH1(WGL_STENCIL_BITS_ARB)
4282         PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4283         PUSH1(WGL_PIXEL_TYPE_ARB)
4284         PUSH1(WGL_DOUBLE_BUFFER_ARB)
4285         PUSH1(WGL_AUX_BUFFERS_ARB)
4286
4287         for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4288             res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4289
4290             if(!res)
4291                 continue;
4292
4293             /* Cache the pixel format */
4294             cfgs->iPixelFormat = iPixelFormat;
4295             cfgs->redSize = values[0];
4296             cfgs->greenSize = values[1];
4297             cfgs->blueSize = values[2];
4298             cfgs->alphaSize = values[3];
4299             cfgs->depthSize = values[4];
4300             cfgs->stencilSize = values[5];
4301             cfgs->windowDrawable = values[6];
4302             cfgs->iPixelType = values[7];
4303             cfgs->doubleBuffer = values[8];
4304             cfgs->auxBuffers = values[9];
4305
4306             cfgs->pbufferDrawable = FALSE;
4307             /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4308             if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4309                 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4310                 int value;
4311                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4312                     cfgs->pbufferDrawable = value;
4313             }
4314
4315             cfgs->numSamples = 0;
4316             /* Check multisample support */
4317             if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4318                 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4319                 int value[2];
4320                 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4321                     /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4322                      * value[1] = number of multi sample buffers*/
4323                     if(value[0])
4324                         cfgs->numSamples = value[1];
4325                 }
4326             }
4327
4328             TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4329             cfgs++;
4330         }
4331
4332         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4333          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4334          * but just fake it using D24(X8?) which is fine. D3D also allows that.
4335          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4336          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4337          * driver is allowed to consume more bits EXCEPT for stencil bits.
4338          *
4339          * Mark an adapter with this broken stencil behavior.
4340          */
4341         Adapters[0].brokenStencil = TRUE;
4342         for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4343             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4344             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4345                 Adapters[0].brokenStencil = FALSE;
4346                 break;
4347             }
4348         }
4349
4350         fixup_extensions(&Adapters[0].gl_info);
4351
4352         WineD3D_ReleaseFakeGLContext();
4353
4354         select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4355         select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4356         fillGLAttribFuncs(&Adapters[0].gl_info);
4357         init_type_lookup(&Adapters[0].gl_info);
4358         Adapters[0].opengl = TRUE;
4359     }
4360     numAdapters = 1;
4361     TRACE("%d adapters successfully initialized\n", numAdapters);
4362
4363     return TRUE;
4364
4365 nogl_adapter:
4366     /* Initialize an adapter for ddraw-only memory counting */
4367     memset(Adapters, 0, sizeof(Adapters));
4368     Adapters[0].num = 0;
4369     Adapters[0].opengl = FALSE;
4370     Adapters[0].monitorPoint.x = -1;
4371     Adapters[0].monitorPoint.y = -1;
4372
4373     Adapters[0].driver = "Display";
4374     Adapters[0].description = "WineD3D DirectDraw Emulation";
4375     if(wined3d_settings.emulated_textureram) {
4376         Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4377     } else {
4378         Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4379     }
4380
4381     numAdapters = 1;
4382     return FALSE;
4383 }
4384 #undef PUSH1
4385 #undef GLINFO_LOCATION
4386
4387 /**********************************************************
4388  * IWineD3D VTbl follows
4389  **********************************************************/
4390
4391 const IWineD3DVtbl IWineD3D_Vtbl =
4392 {
4393     /* IUnknown */
4394     IWineD3DImpl_QueryInterface,
4395     IWineD3DImpl_AddRef,
4396     IWineD3DImpl_Release,
4397     /* IWineD3D */
4398     IWineD3DImpl_GetParent,
4399     IWineD3DImpl_GetAdapterCount,
4400     IWineD3DImpl_RegisterSoftwareDevice,
4401     IWineD3DImpl_GetAdapterMonitor,
4402     IWineD3DImpl_GetAdapterModeCount,
4403     IWineD3DImpl_EnumAdapterModes,
4404     IWineD3DImpl_GetAdapterDisplayMode,
4405     IWineD3DImpl_GetAdapterIdentifier,
4406     IWineD3DImpl_CheckDeviceMultiSampleType,
4407     IWineD3DImpl_CheckDepthStencilMatch,
4408     IWineD3DImpl_CheckDeviceType,
4409     IWineD3DImpl_CheckDeviceFormat,
4410     IWineD3DImpl_CheckDeviceFormatConversion,
4411     IWineD3DImpl_GetDeviceCaps,
4412     IWineD3DImpl_CreateDevice
4413 };