wined3d: Store the VTF format capability in the format table.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38
39 /* Extension detection */
40 static const struct {
41     const char *extension_string;
42     GL_SupportedExt extension;
43     DWORD version;
44 } EXTENSION_MAP[] = {
45     /* APPLE */
46     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
47     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
48     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
49     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
50     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
51     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
52
53     /* ARB */
54     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
56     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
57     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
58     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
59     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
60     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
61     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
62     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
63     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
64     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
65     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
66     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
67     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
68     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
69     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
70     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
71     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
72     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
73     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
74     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
75     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
76     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
81     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
82     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
83     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
84     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
85     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
86     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
87     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
88     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
89     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
90     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
91     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
92     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
93     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
94
95     /* ATI */
96     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
97     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
98     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
99     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
100     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
101
102     /* EXT */
103     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
104     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
105     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
106     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
107     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
108     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
109     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
110     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
111     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
112     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
113     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
114     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
115     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
116     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
117     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
118     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
119     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
120     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
121     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
122     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
123     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
124     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
125     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
126     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
127     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
128     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
129     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
130     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
131
132     /* NV */
133     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
134     {"GL_NV_fence",                         NV_FENCE,                       0                           },
135     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
136     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
137     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
138     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
139     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
140     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
141     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
142     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
143     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
144     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
145     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
146     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
147     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
148     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
149     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
150     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
151     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
152
153     /* SGI */
154     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
155 };
156
157 /**********************************************************
158  * Utility functions follow
159  **********************************************************/
160
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
162
163 const struct min_lookup minMipLookup[] =
164 {
165     /* NONE         POINT                       LINEAR */
166     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
167     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
169 };
170
171 const struct min_lookup minMipLookup_noFilter[] =
172 {
173     /* NONE         POINT                       LINEAR */
174     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
177 };
178
179 const struct min_lookup minMipLookup_noMip[] =
180 {
181     /* NONE         POINT                       LINEAR */
182     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
184     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
185 };
186
187 const GLenum magLookup[] =
188 {
189     /* NONE     POINT       LINEAR */
190     GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 };
192
193 const GLenum magLookup_noFilter[] =
194 {
195     /* NONE     POINT       LINEAR */
196     GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 };
198
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206
207 /**
208  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209  * i.e., there is no GL Context - Get a default rendering context to enable the
210  * function query some info from GL.
211  */
212
213 struct wined3d_fake_gl_ctx
214 {
215     HDC dc;
216     HWND wnd;
217     HGLRC gl_ctx;
218     HDC restore_dc;
219     HGLRC restore_gl_ctx;
220 };
221
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 {
224     TRACE_(d3d_caps)("Destroying fake GL context.\n");
225
226     if (!pwglMakeCurrent(NULL, NULL))
227     {
228         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229     }
230
231     if (!pwglDeleteContext(ctx->gl_ctx))
232     {
233         DWORD err = GetLastError();
234         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235     }
236
237     ReleaseDC(ctx->wnd, ctx->dc);
238     DestroyWindow(ctx->wnd);
239
240     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241     {
242         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
243     }
244 }
245
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
247 {
248     PIXELFORMATDESCRIPTOR pfd;
249     int iPixelFormat;
250
251     TRACE("getting context...\n");
252
253     ctx->restore_dc = pwglGetCurrentDC();
254     ctx->restore_gl_ctx = pwglGetCurrentContext();
255
256     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259     if (!ctx->wnd)
260     {
261         ERR_(d3d_caps)("Failed to create a window.\n");
262         goto fail;
263     }
264
265     ctx->dc = GetDC(ctx->wnd);
266     if (!ctx->dc)
267     {
268         ERR_(d3d_caps)("Failed to get a DC.\n");
269         goto fail;
270     }
271
272     /* PixelFormat selection */
273     ZeroMemory(&pfd, sizeof(pfd));
274     pfd.nSize = sizeof(pfd);
275     pfd.nVersion = 1;
276     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277     pfd.iPixelType = PFD_TYPE_RGBA;
278     pfd.cColorBits = 32;
279     pfd.iLayerType = PFD_MAIN_PLANE;
280
281     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282     if (!iPixelFormat)
283     {
284         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286         goto fail;
287     }
288     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
290
291     /* Create a GL context. */
292     ctx->gl_ctx = pwglCreateContext(ctx->dc);
293     if (!ctx->gl_ctx)
294     {
295         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
296         goto fail;
297     }
298
299     /* Make it the current GL context. */
300     if (!context_set_current(NULL))
301     {
302         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
303     }
304
305     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
306     {
307         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
308         goto fail;
309     }
310
311     return TRUE;
312
313 fail:
314     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315     ctx->gl_ctx = NULL;
316     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317     ctx->dc = NULL;
318     if (ctx->wnd) DestroyWindow(ctx->wnd);
319     ctx->wnd = NULL;
320     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
321     {
322         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
323     }
324
325     return FALSE;
326 }
327
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, long glram)
330 {
331     struct wined3d_adapter *adapter = device->adapter;
332
333     adapter->UsedTextureRam += glram;
334     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335     return adapter->UsedTextureRam;
336 }
337
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
339 {
340     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
342 }
343
344 /**********************************************************
345  * IUnknown parts follows
346  **********************************************************/
347
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
349 {
350     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
351
352     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353     if (IsEqualGUID(riid, &IID_IUnknown)
354         || IsEqualGUID(riid, &IID_IWineD3DBase)
355         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356         IUnknown_AddRef(iface);
357         *ppobj = This;
358         return S_OK;
359     }
360     *ppobj = NULL;
361     return E_NOINTERFACE;
362 }
363
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365     IWineD3DImpl *This = (IWineD3DImpl *)iface;
366     ULONG refCount = InterlockedIncrement(&This->ref);
367
368     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369     return refCount;
370 }
371
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373     IWineD3DImpl *This = (IWineD3DImpl *)iface;
374     ULONG ref;
375     TRACE("(%p) : Releasing from %d\n", This, This->ref);
376     ref = InterlockedDecrement(&This->ref);
377     if (ref == 0) {
378         unsigned int i;
379
380         for (i = 0; i < This->adapter_count; ++i)
381         {
382             wined3d_adapter_cleanup(&This->adapters[i]);
383         }
384         HeapFree(GetProcessHeap(), 0, This);
385     }
386
387     return ref;
388 }
389
390 /**********************************************************
391  * IWineD3D parts follows
392  **********************************************************/
393
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
396 {
397     GLuint prog;
398     BOOL ret = FALSE;
399     const char *testcode =
400         "!!ARBvp1.0\n"
401         "PARAM C[66] = { program.env[0..65] };\n"
402         "ADDRESS A0;"
403         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404         "ARL A0.x, zero.x;\n"
405         "MOV result.position, C[A0.x + 65];\n"
406         "END\n";
407
408     while(glGetError());
409     GL_EXTCALL(glGenProgramsARB(1, &prog));
410     if(!prog) {
411         ERR("Failed to create an ARB offset limit test program\n");
412     }
413     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415                                   strlen(testcode), testcode));
416     if(glGetError() != 0) {
417         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419         ret = TRUE;
420     } else TRACE("OpenGL implementation allows offsets > 63\n");
421
422     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424     checkGLcall("ARB vp offset limit test cleanup");
425
426     return ret;
427 }
428
429 static DWORD ver_for_ext(GL_SupportedExt ext)
430 {
431     unsigned int i;
432     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433         if(EXTENSION_MAP[i].extension == ext) {
434             return EXTENSION_MAP[i].version;
435         }
436     }
437     return 0;
438 }
439
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
442 {
443     if (card_vendor != HW_VENDOR_ATI) return FALSE;
444     if (device == CARD_ATI_RADEON_9500) return TRUE;
445     if (device == CARD_ATI_RADEON_X700) return TRUE;
446     if (device == CARD_ATI_RADEON_X1600) return TRUE;
447     return FALSE;
448 }
449
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
452 {
453     if (card_vendor == HW_VENDOR_NVIDIA)
454     {
455         if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
456         {
457             return TRUE;
458         }
459     }
460     return FALSE;
461 }
462
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
469      *
470      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475      * the chance that other implementations support them is rather small since Win32 QuickTime uses
476      * DirectDraw, not OpenGL.
477      *
478      * This test has been moved into wined3d_guess_gl_vendor()
479      */
480     if (gl_vendor == GL_VENDOR_APPLE)
481     {
482         return TRUE;
483     }
484     return FALSE;
485 }
486
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
489 {
490     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492      * all the texture. This function detects this bug by its symptom and disables PBOs
493      * if the test fails.
494      *
495      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498      * read back is compared to the original. If they are equal PBOs are assumed to work,
499      * otherwise the PBO extension is disabled. */
500     GLuint texture, pbo;
501     static const unsigned int pattern[] =
502     {
503         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
507     };
508     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
509
510     /* No PBO -> No point in testing them. */
511     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
512
513     ENTER_GL();
514
515     while (glGetError());
516     glGenTextures(1, &texture);
517     glBindTexture(GL_TEXTURE_2D, texture);
518
519     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521     checkGLcall("Specifying the PBO test texture");
522
523     GL_EXTCALL(glGenBuffersARB(1, &pbo));
524     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526     checkGLcall("Specifying the PBO test pbo");
527
528     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529     checkGLcall("Loading the PBO test texture");
530
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532     wglFinish(); /* just to be sure */
533
534     memset(check, 0, sizeof(check));
535     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
536     checkGLcall("Reading back the PBO test texture");
537
538     glDeleteTextures(1, &texture);
539     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
540     checkGLcall("PBO test cleanup");
541
542     LEAVE_GL();
543
544     if (memcmp(check, pattern, sizeof(check)))
545     {
546         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
547         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
548         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
549     }
550     else
551     {
552         TRACE_(d3d_caps)("PBO test successful.\n");
553     }
554 }
555
556 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
557         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
558 {
559     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
560 }
561
562 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 {
565     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
566     if (card_vendor != HW_VENDOR_ATI) return FALSE;
567     if (device == CARD_ATI_RADEON_X1600) return FALSE;
568     return TRUE;
569 }
570
571 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 {
574     return gl_vendor == GL_VENDOR_FGLRX;
575
576 }
577
578 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 {
581     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
582      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
583      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
584      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
585      * hardcoded
586      *
587      * dx10 cards usually have 64 varyings */
588     return gl_info->limits.glsl_varyings > 44;
589 }
590
591 /* A GL context is provided by the caller */
592 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
593         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
594 {
595     GLenum error;
596     DWORD data[16];
597
598     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
599
600     ENTER_GL();
601     while(glGetError());
602     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
603     error = glGetError();
604     LEAVE_GL();
605
606     if(error == GL_NO_ERROR)
607     {
608         TRACE("GL Implementation accepts 4 component specular color pointers\n");
609         return TRUE;
610     }
611     else
612     {
613         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
614               debug_glerror(error));
615         return FALSE;
616     }
617 }
618
619 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621 {
622     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
623     return gl_info->supported[NV_TEXTURE_SHADER];
624 }
625
626 /* A GL context is provided by the caller */
627 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
629 {
630     GLuint prog;
631     BOOL ret = FALSE;
632     GLint pos;
633     const char *testcode =
634         "!!ARBvp1.0\n"
635         "OPTION NV_vertex_program2;\n"
636         "MOV result.clip[0], 0.0;\n"
637         "MOV result.position, 0.0;\n"
638         "END\n";
639
640     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
641
642     ENTER_GL();
643     while(glGetError());
644
645     GL_EXTCALL(glGenProgramsARB(1, &prog));
646     if(!prog)
647     {
648         ERR("Failed to create the NVvp clip test program\n");
649         LEAVE_GL();
650         return FALSE;
651     }
652     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
653     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
654                                   strlen(testcode), testcode));
655     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
656     if(pos != -1)
657     {
658         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
659         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
660         ret = TRUE;
661         while(glGetError());
662     }
663     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
664
665     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
666     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
667     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
668
669     LEAVE_GL();
670     return ret;
671 }
672
673 /* Context activation is done by the caller. */
674 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
675         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
676 {
677     char data[4 * 4 * 4];
678     GLuint tex, fbo;
679     GLenum status;
680
681     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
682
683     memset(data, 0xcc, sizeof(data));
684
685     ENTER_GL();
686
687     glGenTextures(1, &tex);
688     glBindTexture(GL_TEXTURE_2D, tex);
689     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
690     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
691     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
692     checkGLcall("glTexImage2D");
693
694     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
695     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
696     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
697     checkGLcall("glFramebufferTexture2D");
698
699     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
700     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
701     checkGLcall("glCheckFramebufferStatus");
702
703     memset(data, 0x11, sizeof(data));
704     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705     checkGLcall("glTexSubImage2D");
706
707     glClearColor(0.996, 0.729, 0.745, 0.792);
708     glClear(GL_COLOR_BUFFER_BIT);
709     checkGLcall("glClear");
710
711     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712     checkGLcall("glGetTexImage");
713
714     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
715     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
716     glBindTexture(GL_TEXTURE_2D, 0);
717     checkGLcall("glBindTexture");
718
719     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
720     glDeleteTextures(1, &tex);
721     checkGLcall("glDeleteTextures");
722
723     LEAVE_GL();
724
725     return *(DWORD *)data == 0x11111111;
726 }
727
728 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
729 {
730     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
731     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
732     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
733     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
734 }
735
736 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
737 {
738     quirk_arb_constants(gl_info);
739     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
740      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
741      * allow 48 different offsets or other helper immediate values. */
742     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
743     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
744 }
745
746 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
747  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
748  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
749  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
750  * most games, but avoids the crash
751  *
752  * A more sophisticated way would be to find all units that need texture coordinates and enable
753  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
754  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
755  *
756  * Note that disabling the extension entirely does not gain predictability because there is no point
757  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
758 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
759 {
760     if (gl_info->supported[ARB_POINT_SPRITE])
761     {
762         TRACE("Limiting point sprites to one texture unit.\n");
763         gl_info->limits.point_sprite_units = 1;
764     }
765 }
766
767 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
768 {
769     quirk_arb_constants(gl_info);
770
771     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
772      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
773      * If real NP2 textures are used, the driver falls back to software. We could just remove the
774      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
775      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
776      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
777      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
778      *
779      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
780      * has this extension promoted to core. The extension loading code sets this extension supported
781      * due to that, so this code works on fglrx as well. */
782     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
783     {
784         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
785         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
786         gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
787     }
788
789     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
790      * it is generally more efficient. Reserve just 8 constants. */
791     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
792     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
793 }
794
795 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
796 {
797     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
798      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
799      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
800      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
801      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
802      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
803      *
804      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
805      *  triggering the software fallback. There is not much we can do here apart from disabling the
806      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
807      *  in IWineD3DImpl_FillGLCaps).
808      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
809      *  post-processing effects in the game "Max Payne 2").
810      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
811     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
812     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
814 }
815
816 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
817 {
818     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
819      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
820      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
821      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
822      * according to the spec.
823      *
824      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
825      * makes the shader slower and eats instruction slots which should be available to the d3d app.
826      *
827      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
828      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
829      * this workaround is activated on cards that do not need it, it won't break things, just affect
830      * performance negatively. */
831     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
832     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
833 }
834
835 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
836 {
837     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
838 }
839
840 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
841 {
842     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
843 }
844
845 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
848     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
849 }
850
851 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
852 {
853     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
854 }
855
856 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
857 {
858     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
859 }
860
861 struct driver_quirk
862 {
863     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
864             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
865     void (*apply)(struct wined3d_gl_info *gl_info);
866     const char *description;
867 };
868
869 static const struct driver_quirk quirk_table[] =
870 {
871     {
872         match_ati_r300_to_500,
873         quirk_ati_dx9,
874         "ATI GLSL constant and normalized texrect quirk"
875     },
876     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
877      * used it falls back to software. While the compiler can detect if the shader uses all declared
878      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
879      * using relative addressing falls back to software.
880      *
881      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
882     {
883         match_apple,
884         quirk_apple_glsl_constants,
885         "Apple GLSL uniform override"
886     },
887     {
888         match_geforce5,
889         quirk_no_np2,
890         "Geforce 5 NP2 disable"
891     },
892     {
893         match_apple_intel,
894         quirk_texcoord_w,
895         "Init texcoord .w for Apple Intel GPU driver"
896     },
897     {
898         match_apple_nonr500ati,
899         quirk_texcoord_w,
900         "Init texcoord .w for Apple ATI >= r600 GPU driver"
901     },
902     {
903         match_fglrx,
904         quirk_one_point_sprite,
905         "Fglrx point sprite crash workaround"
906     },
907     {
908         match_dx10_capable,
909         quirk_clip_varying,
910         "Reserved varying for gl_ClipPos"
911     },
912     {
913         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
914          * GL implementations accept it. The Mac GL is the only implementation known to
915          * reject it.
916          *
917          * If we can pass 4 component specular colors, do it, because (a) we don't have
918          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
919          * passes specular alpha to the pixel shader if any is used. Otherwise the
920          * specular alpha is used to pass the fog coordinate, which we pass to opengl
921          * via GL_EXT_fog_coord.
922          */
923         match_allows_spec_alpha,
924         quirk_allows_specular_alpha,
925         "Allow specular alpha quirk"
926     },
927     {
928         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
929          * (rdar://5682521).
930          */
931         match_apple_nvts,
932         quirk_apple_nvts,
933         "Apple NV_texture_shader disable"
934     },
935     {
936         match_broken_nv_clip,
937         quirk_disable_nvvp_clip,
938         "Apple NV_vertex_program clip bug quirk"
939     },
940     {
941         match_fbo_tex_update,
942         quirk_fbo_tex_update,
943         "FBO rebind for attachment updates"
944     },
945 };
946
947 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
948  * reporting a driver version is moot because we are not the Windows driver, and we have different
949  * bugs, features, etc.
950  *
951  * The driver version has the form "x.y.z.w".
952  *
953  * "x" is the Windows version the driver is meant for:
954  * 4 -> 95/98/NT4
955  * 5 -> 2000
956  * 6 -> 2000/XP
957  * 7 -> Vista
958  * 8 -> Win 7
959  *
960  * "y" is the Direct3D level the driver supports:
961  * 11 -> d3d6
962  * 12 -> d3d7
963  * 13 -> d3d8
964  * 14 -> d3d9
965  * 15 -> d3d10
966  *
967  * "z" is unknown, possibly vendor specific.
968  *
969  * "w" is the vendor specific driver version.
970  */
971 struct driver_version_information
972 {
973     WORD vendor;                    /* reported PCI card vendor ID  */
974     WORD card;                      /* reported PCI card device ID  */
975     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
976     WORD d3d_level;                 /* driver hiword to report      */
977     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
978 };
979
980 static const struct driver_version_information driver_version_table[] =
981 {
982     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
983      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
984      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
985      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
986      *
987      * All version numbers used below are from the Linux nvidia drivers. */
988     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
989     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
990     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
991     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
992     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
993     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
994     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
995     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
996     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
997     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
998     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
999     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 8618   },
1000     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 8618   },
1001     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 8618   },
1002     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 8585   },
1003     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 8585   },
1004     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 8618   },
1005     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 8618   },
1006     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 8618   },
1007     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 8618   },
1008     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 8585   },
1009     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 8618   },
1010     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 8618   },
1011     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 8618   },
1012     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 8618   },
1013     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 8618   },
1014     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 8618   },
1015     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 8618   },
1016     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 8618   },
1017     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 8618   },
1018     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 8618   },
1019
1020     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1021     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
1022     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
1023     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
1024     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      14, 10, 6764    },
1025     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
1026     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
1027     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
1028     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
1029     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
1030     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
1031     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
1032     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
1033
1034     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1035 };
1036
1037 static void init_driver_info(struct wined3d_driver_info *driver_info,
1038         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1039 {
1040     OSVERSIONINFOW os_version;
1041     WORD driver_os_version;
1042     unsigned int i;
1043
1044     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1045     {
1046         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1047         vendor = wined3d_settings.pci_vendor_id;
1048     }
1049     driver_info->vendor = vendor;
1050
1051     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1052     {
1053         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1054         device = wined3d_settings.pci_device_id;
1055     }
1056     driver_info->device = device;
1057
1058     switch (vendor)
1059     {
1060         case HW_VENDOR_ATI:
1061             driver_info->name = "ati2dvag.dll";
1062             break;
1063
1064         case HW_VENDOR_NVIDIA:
1065             driver_info->name = "nv4_disp.dll";
1066             break;
1067
1068         case HW_VENDOR_INTEL:
1069         default:
1070             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1071             driver_info->name = "Display";
1072             break;
1073     }
1074
1075     memset(&os_version, 0, sizeof(os_version));
1076     os_version.dwOSVersionInfoSize = sizeof(os_version);
1077     if (!GetVersionExW(&os_version))
1078     {
1079         ERR("Failed to get OS version, reporting 2000/XP.\n");
1080         driver_os_version = 6;
1081     }
1082     else
1083     {
1084         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1085         switch (os_version.dwMajorVersion)
1086         {
1087             case 4:
1088                 driver_os_version = 4;
1089                 break;
1090
1091             case 5:
1092                 driver_os_version = 6;
1093                 break;
1094
1095             case 6:
1096                 if (os_version.dwMinorVersion == 0)
1097                 {
1098                     driver_os_version = 7;
1099                 }
1100                 else
1101                 {
1102                     if (os_version.dwMinorVersion > 1)
1103                     {
1104                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1105                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1106                     }
1107                     driver_os_version = 8;
1108                 }
1109                 break;
1110
1111             default:
1112                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1113                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1114                 driver_os_version = 6;
1115                 break;
1116         }
1117     }
1118
1119     driver_info->description = "Direct3D HAL";
1120     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1121     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1122
1123     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1124     {
1125         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1126         {
1127             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1128
1129             driver_info->description = driver_version_table[i].description;
1130             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1131             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1132                     driver_version_table[i].lopart_lo);
1133             break;
1134         }
1135     }
1136
1137     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1138             driver_info->version_high, driver_info->version_low);
1139 }
1140
1141 /* Context activation is done by the caller. */
1142 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1144 {
1145     unsigned int i;
1146
1147     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1148     {
1149         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1150         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1151         quirk_table[i].apply(gl_info);
1152     }
1153
1154     /* Find out if PBOs work as they are supposed to. */
1155     test_pbo_functionality(gl_info);
1156 }
1157
1158 static DWORD wined3d_parse_gl_version(const char *gl_version)
1159 {
1160     const char *ptr = gl_version;
1161     int major, minor;
1162
1163     major = atoi(ptr);
1164     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1165
1166     while (isdigit(*ptr)) ++ptr;
1167     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1168
1169     minor = atoi(ptr);
1170
1171     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1172
1173     return MAKEDWORD_VERSION(major, minor);
1174 }
1175
1176 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1177 {
1178
1179     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1180      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1181      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1182      *
1183      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1184      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1185      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1186      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1187      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1188      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1189      * DirectDraw, not OpenGL. */
1190     if (gl_info->supported[APPLE_FENCE]
1191             && gl_info->supported[APPLE_CLIENT_STORAGE]
1192             && gl_info->supported[APPLE_FLUSH_RENDER]
1193             && gl_info->supported[APPLE_YCBCR_422])
1194         return GL_VENDOR_APPLE;
1195
1196     if (strstr(gl_vendor_string, "NVIDIA"))
1197         return GL_VENDOR_NVIDIA;
1198
1199     if (strstr(gl_vendor_string, "ATI"))
1200         return GL_VENDOR_FGLRX;
1201
1202     if (strstr(gl_vendor_string, "Intel(R)")
1203             || strstr(gl_renderer, "Intel(R)")
1204             || strstr(gl_vendor_string, "Intel Inc."))
1205         return GL_VENDOR_INTEL;
1206
1207     if (strstr(gl_vendor_string, "Mesa")
1208             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1209             || strstr(gl_vendor_string, "DRI R300 Project")
1210             || strstr(gl_vendor_string, "X.Org R300 Project")
1211             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1212             || strstr(gl_vendor_string, "VMware, Inc.")
1213             || strstr(gl_renderer, "Mesa")
1214             || strstr(gl_renderer, "Gallium"))
1215         return GL_VENDOR_MESA;
1216
1217     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1218             debugstr_a(gl_vendor_string));
1219
1220     return GL_VENDOR_UNKNOWN;
1221 }
1222
1223 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1224 {
1225     if (strstr(gl_vendor_string, "NVIDIA"))
1226         return HW_VENDOR_NVIDIA;
1227
1228     if (strstr(gl_vendor_string, "ATI")
1229             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1230             || strstr(gl_vendor_string, "X.Org R300 Project")
1231             || strstr(gl_vendor_string, "DRI R300 Project"))
1232         return HW_VENDOR_ATI;
1233
1234     if (strstr(gl_vendor_string, "Intel(R)")
1235             || strstr(gl_renderer, "Intel(R)")
1236             || strstr(gl_vendor_string, "Intel Inc."))
1237         return HW_VENDOR_INTEL;
1238
1239     if (strstr(gl_vendor_string, "Mesa")
1240             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1241             || strstr(gl_vendor_string, "VMware, Inc."))
1242         return HW_VENDOR_SOFTWARE;
1243
1244     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1245
1246     return HW_VENDOR_NVIDIA;
1247 }
1248
1249
1250
1251 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1252         const char *gl_renderer, unsigned int *vidmem)
1253 {
1254     if (WINE_D3D10_CAPABLE(gl_info))
1255     {
1256         /* Geforce 200 - highend */
1257         if (strstr(gl_renderer, "GTX 280")
1258                 || strstr(gl_renderer, "GTX 285")
1259                 || strstr(gl_renderer, "GTX 295"))
1260         {
1261             *vidmem = 1024;
1262             return CARD_NVIDIA_GEFORCE_GTX280;
1263         }
1264
1265         /* Geforce 200 - midend high */
1266         if (strstr(gl_renderer, "GTX 275"))
1267         {
1268             *vidmem = 896;
1269             return CARD_NVIDIA_GEFORCE_GTX275;
1270         }
1271
1272         /* Geforce 200 - midend */
1273         if (strstr(gl_renderer, "GTX 260"))
1274         {
1275             *vidmem = 1024;
1276             return CARD_NVIDIA_GEFORCE_GTX260;
1277         }
1278         /* Geforce 200 - midend */
1279         if (strstr(gl_renderer, "GT 240"))
1280         {
1281            *vidmem = 512;
1282            return CARD_NVIDIA_GEFORCE_GT240;
1283         }
1284
1285         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1286         if (strstr(gl_renderer, "9800")
1287                 || strstr(gl_renderer, "GTS 150")
1288                 || strstr(gl_renderer, "GTS 250"))
1289         {
1290             *vidmem = 512;
1291             return CARD_NVIDIA_GEFORCE_9800GT;
1292         }
1293
1294         /* Geforce9 - midend */
1295         if (strstr(gl_renderer, "9600"))
1296         {
1297             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1298             return CARD_NVIDIA_GEFORCE_9600GT;
1299         }
1300
1301         /* Geforce9 - midend low / Geforce 200 - low */
1302         if (strstr(gl_renderer, "9500")
1303                 || strstr(gl_renderer, "GT 120")
1304                 || strstr(gl_renderer, "GT 130"))
1305         {
1306             *vidmem = 256; /* The 9500GT has 256-1024MB */
1307             return CARD_NVIDIA_GEFORCE_9500GT;
1308         }
1309
1310         /* Geforce9 - lowend */
1311         if (strstr(gl_renderer, "9400"))
1312         {
1313             *vidmem = 256; /* The 9400GT has 256-1024MB */
1314             return CARD_NVIDIA_GEFORCE_9400GT;
1315         }
1316
1317         /* Geforce9 - lowend low */
1318         if (strstr(gl_renderer, "9100")
1319                 || strstr(gl_renderer, "9200")
1320                 || strstr(gl_renderer, "9300")
1321                 || strstr(gl_renderer, "G 100"))
1322         {
1323             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1324             return CARD_NVIDIA_GEFORCE_9200;
1325         }
1326
1327         /* Geforce8 - highend */
1328         if (strstr(gl_renderer, "8800"))
1329         {
1330             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1331             return CARD_NVIDIA_GEFORCE_8800GTS;
1332         }
1333
1334         /* Geforce8 - midend mobile */
1335         if (strstr(gl_renderer, "8600 M"))
1336         {
1337             *vidmem = 512;
1338             return CARD_NVIDIA_GEFORCE_8600MGT;
1339         }
1340
1341         /* Geforce8 - midend */
1342         if (strstr(gl_renderer, "8600")
1343                 || strstr(gl_renderer, "8700"))
1344         {
1345             *vidmem = 256;
1346             return CARD_NVIDIA_GEFORCE_8600GT;
1347         }
1348
1349         /* Geforce8 - lowend */
1350         if (strstr(gl_renderer, "8100")
1351                 || strstr(gl_renderer, "8200")
1352                 || strstr(gl_renderer, "8300")
1353                 || strstr(gl_renderer, "8400")
1354                 || strstr(gl_renderer, "8500"))
1355         {
1356             *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1357             return CARD_NVIDIA_GEFORCE_8300GS;
1358         }
1359
1360         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1361         *vidmem = 128;
1362         return CARD_NVIDIA_GEFORCE_8300GS;
1363     }
1364
1365     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1366      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1367      */
1368     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1369     {
1370         /* Geforce7 - highend */
1371         if (strstr(gl_renderer, "7800")
1372                 || strstr(gl_renderer, "7900")
1373                 || strstr(gl_renderer, "7950")
1374                 || strstr(gl_renderer, "Quadro FX 4")
1375                 || strstr(gl_renderer, "Quadro FX 5"))
1376         {
1377             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1378             return CARD_NVIDIA_GEFORCE_7800GT;
1379         }
1380
1381         /* Geforce7 midend */
1382         if (strstr(gl_renderer, "7600")
1383                 || strstr(gl_renderer, "7700"))
1384         {
1385             *vidmem = 256; /* The 7600 uses 256-512MB */
1386             return CARD_NVIDIA_GEFORCE_7600;
1387         }
1388
1389         /* Geforce7 lower medium */
1390         if (strstr(gl_renderer, "7400"))
1391         {
1392             *vidmem = 256; /* The 7400 uses 256-512MB */
1393             return CARD_NVIDIA_GEFORCE_7400;
1394         }
1395
1396         /* Geforce7 lowend */
1397         if (strstr(gl_renderer, "7300"))
1398         {
1399             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1400             return CARD_NVIDIA_GEFORCE_7300;
1401         }
1402
1403         /* Geforce6 highend */
1404         if (strstr(gl_renderer, "6800"))
1405         {
1406             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1407             return CARD_NVIDIA_GEFORCE_6800;
1408         }
1409
1410         /* Geforce6 - midend */
1411         if (strstr(gl_renderer, "6600")
1412                 || strstr(gl_renderer, "6610")
1413                 || strstr(gl_renderer, "6700"))
1414         {
1415             *vidmem = 128; /* A 6600GT has 128-256MB */
1416             return CARD_NVIDIA_GEFORCE_6600GT;
1417         }
1418
1419         /* Geforce6/7 lowend */
1420         *vidmem = 64; /* */
1421         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1422     }
1423
1424     if (WINE_D3D9_CAPABLE(gl_info))
1425     {
1426         /* GeforceFX - highend */
1427         if (strstr(gl_renderer, "5800")
1428                 || strstr(gl_renderer, "5900")
1429                 || strstr(gl_renderer, "5950")
1430                 || strstr(gl_renderer, "Quadro FX"))
1431         {
1432             *vidmem = 256; /* 5800-5900 cards use 256MB */
1433             return CARD_NVIDIA_GEFORCEFX_5800;
1434         }
1435
1436         /* GeforceFX - midend */
1437         if (strstr(gl_renderer, "5600")
1438                 || strstr(gl_renderer, "5650")
1439                 || strstr(gl_renderer, "5700")
1440                 || strstr(gl_renderer, "5750"))
1441         {
1442             *vidmem = 128; /* A 5600 uses 128-256MB */
1443             return CARD_NVIDIA_GEFORCEFX_5600;
1444         }
1445
1446         /* GeforceFX - lowend */
1447         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1448         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1449     }
1450
1451     if (WINE_D3D8_CAPABLE(gl_info))
1452     {
1453         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1454         {
1455             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1456             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1457         }
1458
1459         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1460         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1461     }
1462
1463     if (WINE_D3D7_CAPABLE(gl_info))
1464     {
1465         if (strstr(gl_renderer, "GeForce4 MX"))
1466         {
1467             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1468              * early models had 32MB but most have 64MB or even 128MB. */
1469             *vidmem = 64;
1470             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1471         }
1472
1473         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1474         {
1475             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1476             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1477         }
1478
1479         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1480         {
1481             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1482             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1483         }
1484
1485         /* Most Geforce1 cards have 32MB, there are also some rare 16
1486          * and 64MB (Dell) models. */
1487         *vidmem = 32;
1488         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1489     }
1490
1491     if (strstr(gl_renderer, "TNT2"))
1492     {
1493         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1494         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1495     }
1496
1497     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1498     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1499
1500 }
1501
1502 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1503         const char *gl_renderer, unsigned int *vidmem)
1504 {
1505     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1506      *
1507      * Beware: renderer string do not match exact card model,
1508      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1509     if (WINE_D3D10_CAPABLE(gl_info))
1510     {
1511         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1512         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1513                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1514                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1515         {
1516             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1517             return CARD_ATI_RADEON_HD5800;
1518         }
1519
1520         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1521         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1522                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1523                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1524         {
1525             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1526             return CARD_ATI_RADEON_HD5700;
1527         }
1528
1529         /* Radeon R7xx HD4800 - highend */
1530         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1531                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1532                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1533                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1534                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1535         {
1536             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1537             return CARD_ATI_RADEON_HD4800;
1538         }
1539
1540         /* Radeon R740 HD4700 - midend */
1541         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1542                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1543         {
1544             *vidmem = 512;
1545             return CARD_ATI_RADEON_HD4700;
1546         }
1547
1548         /* Radeon R730 HD4600 - midend */
1549         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1550                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1551                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1552         {
1553             *vidmem = 512;
1554             return CARD_ATI_RADEON_HD4600;
1555         }
1556
1557         /* Radeon R710 HD4500/HD4350 - lowend */
1558         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1559                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1560         {
1561             *vidmem = 256;
1562             return CARD_ATI_RADEON_HD4350;
1563         }
1564
1565         /* Radeon R6xx HD2900/HD3800 - highend */
1566         if (strstr(gl_renderer, "HD 2900")
1567                 || strstr(gl_renderer, "HD 3870")
1568                 || strstr(gl_renderer, "HD 3850"))
1569         {
1570             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1571             return CARD_ATI_RADEON_HD2900;
1572         }
1573
1574         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1575         if (strstr(gl_renderer, "HD 2600")
1576                 || strstr(gl_renderer, "HD 3830")
1577                 || strstr(gl_renderer, "HD 3690")
1578                 || strstr(gl_renderer, "HD 3650"))
1579         {
1580             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1581             return CARD_ATI_RADEON_HD2600;
1582         }
1583
1584         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1585          * Note HD2300=DX9, HD2350=DX10 */
1586         if (strstr(gl_renderer, "HD 2350")
1587                 || strstr(gl_renderer, "HD 2400")
1588                 || strstr(gl_renderer, "HD 3470")
1589                 || strstr(gl_renderer, "HD 3450")
1590                 || strstr(gl_renderer, "HD 3430")
1591                 || strstr(gl_renderer, "HD 3400"))
1592         {
1593             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1594             return CARD_ATI_RADEON_HD2350;
1595         }
1596
1597         /* Radeon R6xx/R7xx integrated */
1598         if (strstr(gl_renderer, "HD 3100")
1599                 || strstr(gl_renderer, "HD 3200")
1600                 || strstr(gl_renderer, "HD 3300"))
1601         {
1602             *vidmem = 128; /* 128MB */
1603             return CARD_ATI_RADEON_HD3200;
1604         }
1605
1606         /* Default for when no GPU has been found */
1607         *vidmem = 128; /* 128MB */
1608         return CARD_ATI_RADEON_HD3200;
1609     }
1610
1611     if (WINE_D3D8_CAPABLE(gl_info))
1612     {
1613         /* Radeon R5xx */
1614         if (strstr(gl_renderer, "X1600")
1615                 || strstr(gl_renderer, "X1650")
1616                 || strstr(gl_renderer, "X1800")
1617                 || strstr(gl_renderer, "X1900")
1618                 || strstr(gl_renderer, "X1950"))
1619         {
1620             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1621             return CARD_ATI_RADEON_X1600;
1622         }
1623
1624         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1625          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1626         if (strstr(gl_renderer, "X700")
1627                 || strstr(gl_renderer, "X800")
1628                 || strstr(gl_renderer, "X850")
1629                 || strstr(gl_renderer, "X1300")
1630                 || strstr(gl_renderer, "X1400")
1631                 || strstr(gl_renderer, "X1450")
1632                 || strstr(gl_renderer, "X1550")
1633                 || strstr(gl_renderer, "X2300")
1634                 || strstr(gl_renderer, "X2500")
1635                 || strstr(gl_renderer, "HD 2300")
1636                 )
1637         {
1638             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1639             return CARD_ATI_RADEON_X700;
1640         }
1641
1642         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1643         if (strstr(gl_renderer, "Radeon Xpress"))
1644         {
1645             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1646             return CARD_ATI_RADEON_XPRESS_200M;
1647         }
1648
1649         /* Radeon R3xx */
1650         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1651         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1652     }
1653
1654     if (WINE_D3D8_CAPABLE(gl_info))
1655     {
1656         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1657         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1658     }
1659
1660     if (WINE_D3D7_CAPABLE(gl_info))
1661     {
1662         *vidmem = 32; /* There are models with up to 64MB */
1663         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1664     }
1665
1666     *vidmem = 16; /* There are 16-32MB models */
1667     return CARD_ATI_RAGE_128PRO;
1668
1669 }
1670
1671 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1672         const char *gl_renderer, unsigned int *vidmem)
1673 {
1674     if (strstr(gl_renderer, "X3100"))
1675     {
1676         /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1677         *vidmem = 128;
1678         return CARD_INTEL_X3100;
1679     }
1680
1681     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1682     {
1683         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1684         *vidmem = 64;
1685         return CARD_INTEL_I945GM;
1686     }
1687
1688     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1689     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1690     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1691     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1692     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1693     return CARD_INTEL_I915G;
1694
1695 }
1696
1697 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1698         const char *gl_renderer, unsigned int *vidmem)
1699 {
1700     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1701      *
1702      * Beware: renderer string do not match exact card model,
1703      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1704     if (strstr(gl_renderer, "Gallium"))
1705     {
1706         /* Radeon R7xx HD4800 - highend */
1707         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1708                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1709                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1710         {
1711             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1712             return CARD_ATI_RADEON_HD4800;
1713         }
1714
1715         /* Radeon R740 HD4700 - midend */
1716         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1717         {
1718             *vidmem = 512;
1719             return CARD_ATI_RADEON_HD4700;
1720         }
1721
1722         /* Radeon R730 HD4600 - midend */
1723         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1724         {
1725             *vidmem = 512;
1726             return CARD_ATI_RADEON_HD4600;
1727         }
1728
1729         /* Radeon R710 HD4500/HD4350 - lowend */
1730         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1731         {
1732             *vidmem = 256;
1733             return CARD_ATI_RADEON_HD4350;
1734         }
1735
1736         /* Radeon R6xx HD2900/HD3800 - highend */
1737         if (strstr(gl_renderer, "R600")
1738                 || strstr(gl_renderer, "RV670")
1739                 || strstr(gl_renderer, "R680"))
1740         {
1741             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1742             return CARD_ATI_RADEON_HD2900;
1743         }
1744
1745         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1746         if (strstr(gl_renderer, "RV630")
1747                 || strstr(gl_renderer, "RV635"))
1748         {
1749             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1750             return CARD_ATI_RADEON_HD2600;
1751         }
1752
1753         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1754         if (strstr(gl_renderer, "RV610")
1755                 || strstr(gl_renderer, "RV620"))
1756         {
1757             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1758             return CARD_ATI_RADEON_HD2350;
1759         }
1760
1761         /* Radeon R6xx/R7xx integrated */
1762         if (strstr(gl_renderer, "RS780")
1763                 || strstr(gl_renderer, "RS880"))
1764         {
1765             *vidmem = 128; /* 128MB */
1766             return CARD_ATI_RADEON_HD3200;
1767         }
1768
1769         /* Radeon R5xx */
1770         if (strstr(gl_renderer, "RV530")
1771                 || strstr(gl_renderer, "RV535")
1772                 || strstr(gl_renderer, "RV560")
1773                 || strstr(gl_renderer, "R520")
1774                 || strstr(gl_renderer, "RV570")
1775                 || strstr(gl_renderer, "R580"))
1776         {
1777             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1778             return CARD_ATI_RADEON_X1600;
1779         }
1780
1781         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1782         if (strstr(gl_renderer, "R410")
1783                 || strstr(gl_renderer, "R420")
1784                 || strstr(gl_renderer, "R423")
1785                 || strstr(gl_renderer, "R430")
1786                 || strstr(gl_renderer, "R480")
1787                 || strstr(gl_renderer, "R481")
1788                 || strstr(gl_renderer, "RV410")
1789                 || strstr(gl_renderer, "RV515")
1790                 || strstr(gl_renderer, "RV516"))
1791         {
1792             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1793             return CARD_ATI_RADEON_X700;
1794         }
1795
1796         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1797         if (strstr(gl_renderer, "RS400")
1798                 || strstr(gl_renderer, "RS480")
1799                 || strstr(gl_renderer, "RS482")
1800                 || strstr(gl_renderer, "RS485")
1801                 || strstr(gl_renderer, "RS600")
1802                 || strstr(gl_renderer, "RS690")
1803                 || strstr(gl_renderer, "RS740"))
1804         {
1805             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1806             return CARD_ATI_RADEON_XPRESS_200M;
1807         }
1808
1809         /* Radeon R3xx */
1810         if (strstr(gl_renderer, "R300")
1811                 || strstr(gl_renderer, "RV350")
1812                 || strstr(gl_renderer, "RV351")
1813                 || strstr(gl_renderer, "RV360")
1814                 || strstr(gl_renderer, "RV370")
1815                 || strstr(gl_renderer, "R350")
1816                 || strstr(gl_renderer, "R360"))
1817         {
1818             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1819             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1820         }
1821     }
1822
1823     if (WINE_D3D9_CAPABLE(gl_info))
1824     {
1825         /* Radeon R7xx HD4800 - highend */
1826         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1827                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1828                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1829         {
1830             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1831             return CARD_ATI_RADEON_HD4800;
1832         }
1833
1834         /* Radeon R740 HD4700 - midend */
1835         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1836         {
1837             *vidmem = 512;
1838             return CARD_ATI_RADEON_HD4700;
1839         }
1840
1841         /* Radeon R730 HD4600 - midend */
1842         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1843         {
1844             *vidmem = 512;
1845             return CARD_ATI_RADEON_HD4600;
1846         }
1847
1848         /* Radeon R710 HD4500/HD4350 - lowend */
1849         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1850         {
1851             *vidmem = 256;
1852             return CARD_ATI_RADEON_HD4350;
1853         }
1854
1855         /* Radeon R6xx HD2900/HD3800 - highend */
1856         if (strstr(gl_renderer, "(R600")
1857                 || strstr(gl_renderer, "(RV670")
1858                 || strstr(gl_renderer, "(R680"))
1859         {
1860             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1861             return CARD_ATI_RADEON_HD2900;
1862         }
1863
1864         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1865         if (strstr(gl_renderer, "(RV630")
1866                 || strstr(gl_renderer, "(RV635"))
1867         {
1868             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1869             return CARD_ATI_RADEON_HD2600;
1870         }
1871
1872         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1873         if (strstr(gl_renderer, "(RV610")
1874                 || strstr(gl_renderer, "(RV620"))
1875         {
1876             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1877             return CARD_ATI_RADEON_HD2350;
1878         }
1879
1880         /* Radeon R6xx/R7xx integrated */
1881         if (strstr(gl_renderer, "(RS780")
1882                 || strstr(gl_renderer, "(RS880"))
1883         {
1884             *vidmem = 128; /* 128MB */
1885             return CARD_ATI_RADEON_HD3200;
1886         }
1887     }
1888
1889     if (WINE_D3D8_CAPABLE(gl_info))
1890     {
1891         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1892         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1893     }
1894
1895     if (WINE_D3D7_CAPABLE(gl_info))
1896     {
1897         *vidmem = 32; /* There are models with up to 64MB */
1898         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1899     }
1900
1901     *vidmem = 16; /* There are 16-32MB models */
1902     return CARD_ATI_RAGE_128PRO;
1903
1904 }
1905
1906 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1907         const char *gl_renderer, unsigned int *vidmem)
1908 {
1909     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1910     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1911     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1912     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1913     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1914     return CARD_NVIDIA_RIVA_128;
1915 }
1916
1917 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1918         const char *gl_renderer, unsigned int *vidmem)
1919 {
1920     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1921     return CARD_INTEL_I915G;
1922 }
1923
1924
1925 struct vendor_card_selection
1926 {
1927     enum wined3d_gl_vendor gl_vendor;
1928     enum wined3d_pci_vendor card_vendor;
1929     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1930     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1931             unsigned int *vidmem );
1932 };
1933
1934 static const struct vendor_card_selection vendor_card_select_table[] =
1935 {
1936     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1937     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1938     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1939     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
1940     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1941     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1942     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1943     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
1944 };
1945
1946
1947 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1948         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1949 {
1950     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1951      * different GPUs with roughly the same features. In most cases GPUs from a
1952      * certain family differ in clockspeeds, the amount of video memory and the
1953      * number of shader pipelines.
1954      *
1955      * A Direct3D device object contains the PCI id (vendor + device) of the
1956      * videocard which is used for rendering. Various applications use this
1957      * information to get a rough estimation of the features of the card and
1958      * some might use it for enabling 3d effects only on certain types of
1959      * videocards. In some cases games might even use it to work around bugs
1960      * which happen on certain videocards/driver combinations. The problem is
1961      * that OpenGL only exposes a rendering string containing the name of the
1962      * videocard and not the PCI id.
1963      *
1964      * Various games depend on the PCI id, so somehow we need to provide one.
1965      * A simple option is to parse the renderer string and translate this to
1966      * the right PCI id. This is a lot of work because there are more than 200
1967      * GPUs just for Nvidia. Various cards share the same renderer string, so
1968      * the amount of code might be 'small' but there are quite a number of
1969      * exceptions which would make this a pain to maintain. Another way would
1970      * be to query the PCI id from the operating system (assuming this is the
1971      * videocard which is used for rendering which is not always the case).
1972      * This would work but it is not very portable. Second it would not work
1973      * well in, let's say, a remote X situation in which the amount of 3d
1974      * features which can be used is limited.
1975      *
1976      * As said most games only use the PCI id to get an indication of the
1977      * capabilities of the card. It doesn't really matter if the given id is
1978      * the correct one if we return the id of a card with similar 3d features.
1979      *
1980      * The code below checks the OpenGL capabilities of a videocard and matches
1981      * that to a certain level of Direct3D functionality. Once a card passes
1982      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1983      * least a GeforceFX. To give a better estimate we do a basic check on the
1984      * renderer string but if that won't pass we return a default card. This
1985      * way is better than maintaining a full card database as even without a
1986      * full database we can return a card with similar features. Second the
1987      * size of the database can be made quite small because when you know what
1988      * type of 3d functionality a card has, you know to which GPU family the
1989      * GPU must belong. Because of this you only have to check a small part of
1990      * the renderer string to distinguishes between different models from that
1991      * family.
1992      *
1993      * The code also selects a default amount of video memory which we will
1994      * use for an estimation of the amount of free texture memory. In case of
1995      * real D3D the amount of texture memory includes video memory and system
1996      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1997      * HyperMemory). We don't know how much system memory can be addressed by
1998      * the system but we can make a reasonable estimation about the amount of
1999      * video memory. If the value is slightly wrong it doesn't matter as we
2000      * didn't include AGP-like memory which makes the amount of addressable
2001      * memory higher and second OpenGL isn't that critical it moves to system
2002      * memory behind our backs if really needed. Note that the amount of video
2003      * memory can be overruled using a registry setting. */
2004
2005     int i;
2006
2007     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2008     {
2009         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2010             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2011                 continue;
2012         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2013         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2014     }
2015
2016     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2017                      *gl_vendor, *card_vendor);
2018
2019     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2020      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2021      * them a good generic choice. */
2022     *card_vendor = HW_VENDOR_NVIDIA;
2023     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2024     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2025     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2026     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2027     return CARD_NVIDIA_RIVA_128;
2028 }
2029
2030 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2031 {
2032     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2033     int vs_selected_mode, ps_selected_mode;
2034
2035     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2036     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2037             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2038     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2039     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2040             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2041     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2042     else return &ffp_fragment_pipeline;
2043 }
2044
2045 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2046 {
2047     int vs_selected_mode, ps_selected_mode;
2048
2049     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2050     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2051     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2052     return &none_shader_backend;
2053 }
2054
2055 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2056 {
2057     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2058     int vs_selected_mode, ps_selected_mode;
2059
2060     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2061     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2062             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2063     else return &ffp_blit;
2064 }
2065
2066 /* Context activation is done by the caller. */
2067 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2068 {
2069     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2070     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2071     const char *GL_Extensions    = NULL;
2072     const char *WGL_Extensions   = NULL;
2073     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2074     struct fragment_caps fragment_caps;
2075     enum wined3d_gl_vendor gl_vendor;
2076     enum wined3d_pci_vendor card_vendor;
2077     enum wined3d_pci_device device;
2078     GLint       gl_max;
2079     GLfloat     gl_floatv[2];
2080     unsigned    i;
2081     HDC         hdc;
2082     unsigned int vidmem=0;
2083     DWORD gl_version;
2084     size_t len;
2085
2086     TRACE_(d3d_caps)("(%p)\n", gl_info);
2087
2088     ENTER_GL();
2089
2090     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2091     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2092     if (!gl_renderer_str)
2093     {
2094         LEAVE_GL();
2095         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2096         return FALSE;
2097     }
2098
2099     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2100     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2101     if (!gl_vendor_str)
2102     {
2103         LEAVE_GL();
2104         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2105         return FALSE;
2106     }
2107
2108     /* Parse the GL_VERSION field into major and minor information */
2109     gl_version_str = (const char *)glGetString(GL_VERSION);
2110     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2111     if (!gl_version_str)
2112     {
2113         LEAVE_GL();
2114         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2115         return FALSE;
2116     }
2117     gl_version = wined3d_parse_gl_version(gl_version_str);
2118
2119     /*
2120      * Initialize openGL extension related variables
2121      *  with Default values
2122      */
2123     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2124     gl_info->limits.blends = 1;
2125     gl_info->limits.buffers = 1;
2126     gl_info->limits.textures = 1;
2127     gl_info->limits.fragment_samplers = 1;
2128     gl_info->limits.vertex_samplers = 0;
2129     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2130     gl_info->limits.sampler_stages = 1;
2131     gl_info->limits.glsl_vs_float_constants = 0;
2132     gl_info->limits.glsl_ps_float_constants = 0;
2133     gl_info->limits.arb_vs_float_constants = 0;
2134     gl_info->limits.arb_vs_native_constants = 0;
2135     gl_info->limits.arb_vs_instructions = 0;
2136     gl_info->limits.arb_vs_temps = 0;
2137     gl_info->limits.arb_ps_float_constants = 0;
2138     gl_info->limits.arb_ps_local_constants = 0;
2139     gl_info->limits.arb_ps_instructions = 0;
2140     gl_info->limits.arb_ps_temps = 0;
2141
2142     /* Retrieve opengl defaults */
2143     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2144     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2145     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2146
2147     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2148     gl_info->limits.lights = gl_max;
2149     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2150
2151     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2152     gl_info->limits.texture_size = gl_max;
2153     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2154
2155     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2156     gl_info->limits.pointsize_min = gl_floatv[0];
2157     gl_info->limits.pointsize_max = gl_floatv[1];
2158     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2159
2160     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2161     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2162     if (!GL_Extensions)
2163     {
2164         LEAVE_GL();
2165         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2166         return FALSE;
2167     }
2168
2169     LEAVE_GL();
2170
2171     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2172
2173     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2174
2175     while (*GL_Extensions)
2176     {
2177         const char *start;
2178         char current_ext[256];
2179
2180         while (isspace(*GL_Extensions)) ++GL_Extensions;
2181         start = GL_Extensions;
2182         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2183
2184         len = GL_Extensions - start;
2185         if (!len || len >= sizeof(current_ext)) continue;
2186
2187         memcpy(current_ext, start, len);
2188         current_ext[len] = '\0';
2189         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2190
2191         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2192         {
2193             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2194             {
2195                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2196                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2197                 break;
2198             }
2199         }
2200     }
2201
2202     /* Now work out what GL support this card really has */
2203 #define USE_GL_FUNC(type, pfn, ext, replace) \
2204 { \
2205     DWORD ver = ver_for_ext(ext); \
2206     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2207     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2208     else gl_info->pfn = NULL; \
2209 }
2210     GL_EXT_FUNCS_GEN;
2211 #undef USE_GL_FUNC
2212
2213 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2214     WGL_EXT_FUNCS_GEN;
2215 #undef USE_GL_FUNC
2216
2217     ENTER_GL();
2218
2219     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2220      * loading the functions, otherwise the code above will load the extension entry points instead of the
2221      * core functions, which may not work. */
2222     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2223     {
2224         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2225                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2226         {
2227             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2228             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2229         }
2230     }
2231
2232     if (gl_info->supported[APPLE_FENCE])
2233     {
2234         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2235          * The apple extension interacts with some other apple exts. Disable the NV
2236          * extension if the apple one is support to prevent confusion in other parts
2237          * of the code. */
2238         gl_info->supported[NV_FENCE] = FALSE;
2239     }
2240     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2241     {
2242         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2243          *
2244          * The enums are the same:
2245          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2246          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2247          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2248          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2249          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2250          */
2251         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2252         {
2253             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2254             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2255         }
2256         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2257         {
2258             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2259             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2260         }
2261     }
2262     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2263     {
2264         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2265          * functionality. Prefer the ARB extension */
2266         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2267     }
2268     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2269     {
2270         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2271         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2272     }
2273     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2274     {
2275         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2276         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2277     }
2278     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2279     {
2280         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2281         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2282     }
2283     if (gl_info->supported[NV_TEXTURE_SHADER2])
2284     {
2285         if (gl_info->supported[NV_REGISTER_COMBINERS])
2286         {
2287             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2288              * are supported. The nv extensions provide the same functionality as the
2289              * ATI one, and a bit more(signed pixelformats). */
2290             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2291         }
2292     }
2293
2294     if (gl_info->supported[NV_REGISTER_COMBINERS])
2295     {
2296         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2297         gl_info->limits.general_combiners = gl_max;
2298         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2299     }
2300     if (gl_info->supported[ARB_DRAW_BUFFERS])
2301     {
2302         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2303         gl_info->limits.buffers = gl_max;
2304         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2305     }
2306     if (gl_info->supported[ARB_MULTITEXTURE])
2307     {
2308         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2309         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2310         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2311
2312         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2313         {
2314             GLint tmp;
2315             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2316             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2317         }
2318         else
2319         {
2320             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2321         }
2322         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2323
2324         if (gl_info->supported[ARB_VERTEX_SHADER])
2325         {
2326             GLint tmp;
2327             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2328             gl_info->limits.vertex_samplers = tmp;
2329             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2330             gl_info->limits.combined_samplers = tmp;
2331
2332             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2333              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2334              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2335              * shader is used with fixed function vertex processing we're fine too because fixed function
2336              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2337              * used we have to make sure that all vertex sampler setups are valid together with all
2338              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2339              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2340              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2341              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2342              * a fixed function pipeline anymore.
2343              *
2344              * So this is just a check to check that our assumption holds true. If not, write a warning
2345              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2346             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2347                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2348             {
2349                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2350                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2351                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2352                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2353                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2354                 else
2355                     gl_info->limits.vertex_samplers = 0;
2356             }
2357         }
2358         else
2359         {
2360             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2361         }
2362         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2363         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2364     }
2365     if (gl_info->supported[ARB_VERTEX_BLEND])
2366     {
2367         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2368         gl_info->limits.blends = gl_max;
2369         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2370     }
2371     if (gl_info->supported[EXT_TEXTURE3D])
2372     {
2373         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2374         gl_info->limits.texture3d_size = gl_max;
2375         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2376     }
2377     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2378     {
2379         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2380         gl_info->limits.anisotropy = gl_max;
2381         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2382     }
2383     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2384     {
2385         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2386         gl_info->limits.arb_ps_float_constants = gl_max;
2387         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2388         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2389         gl_info->limits.arb_ps_native_constants = gl_max;
2390         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2391                 gl_info->limits.arb_ps_native_constants);
2392         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2393         gl_info->limits.arb_ps_temps = gl_max;
2394         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2395         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2396         gl_info->limits.arb_ps_instructions = gl_max;
2397         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2398         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2399         gl_info->limits.arb_ps_local_constants = gl_max;
2400         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2401     }
2402     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2403     {
2404         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2405         gl_info->limits.arb_vs_float_constants = gl_max;
2406         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2407         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2408         gl_info->limits.arb_vs_native_constants = gl_max;
2409         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2410                 gl_info->limits.arb_vs_native_constants);
2411         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2412         gl_info->limits.arb_vs_temps = gl_max;
2413         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2414         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2415         gl_info->limits.arb_vs_instructions = gl_max;
2416         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2417
2418         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2419     }
2420     if (gl_info->supported[ARB_VERTEX_SHADER])
2421     {
2422         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2423         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2424         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2425     }
2426     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2427     {
2428         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2429         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2430         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2431         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2432         gl_info->limits.glsl_varyings = gl_max;
2433         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2434     }
2435     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2436     {
2437         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2438         unsigned int major, minor;
2439
2440         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2441
2442         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2443         sscanf(str, "%u.%u", &major, &minor);
2444         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2445     }
2446     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2447     {
2448         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2449     }
2450     else
2451     {
2452         gl_info->limits.shininess = 128.0f;
2453     }
2454     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2455     {
2456         /* If we have full NP2 texture support, disable
2457          * GL_ARB_texture_rectangle because we will never use it.
2458          * This saves a few redundant glDisable calls. */
2459         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2460     }
2461     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2462     {
2463         /* Disable NV_register_combiners and fragment shader if this is supported.
2464          * generally the NV extensions are preferred over the ATI ones, and this
2465          * extension is disabled if register_combiners and texture_shader2 are both
2466          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2467          * fragment processing support. */
2468         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2469         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2470         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2471         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2472     }
2473     if (gl_info->supported[NV_HALF_FLOAT])
2474     {
2475         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2476         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2477     }
2478     if (gl_info->supported[ARB_POINT_SPRITE])
2479     {
2480         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2481     }
2482     else
2483     {
2484         gl_info->limits.point_sprite_units = 0;
2485     }
2486     checkGLcall("extension detection");
2487
2488     LEAVE_GL();
2489
2490     adapter->fragment_pipe = select_fragment_implementation(adapter);
2491     adapter->shader_backend = select_shader_backend(adapter);
2492     adapter->blitter = select_blit_implementation(adapter);
2493
2494     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2495     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2496     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2497
2498     /* In some cases the number of texture stages can be larger than the number
2499      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2500      * shaders), but 8 texture stages (register combiners). */
2501     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2502
2503     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2504     {
2505         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2506         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2507         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2508         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2509         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2510         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2511         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2512         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2513         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2514         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2515         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2516         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2517         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2518         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2519         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2520         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2521         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2522         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2523         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2524     }
2525     else
2526     {
2527         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2528         {
2529             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2530             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2531             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2532             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2533             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2534             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2535             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2536             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2537             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2538             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2539             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2540             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2541             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2542             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2543             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2544             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2545             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2546         }
2547         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2548         {
2549             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2550             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2551         }
2552         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2553         {
2554             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2555         }
2556         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2557         {
2558             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2559         }
2560     }
2561
2562     /* MRTs are currently only supported when FBOs are used. */
2563     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2564     {
2565         gl_info->limits.buffers = 1;
2566     }
2567
2568     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2569     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2570     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2571
2572     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2573     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2574
2575     /* If we have an estimate use it, else default to 64MB;  */
2576     if(vidmem)
2577         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2578     else
2579         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2580
2581     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2582     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2583             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2584     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2585     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2586             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2587     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2588             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2589
2590     /* Make sure there's an active HDC else the WGL extensions will fail */
2591     hdc = pwglGetCurrentDC();
2592     if (hdc) {
2593         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2594         if(GL_EXTCALL(wglGetExtensionsStringARB))
2595             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2596
2597         if (NULL == WGL_Extensions) {
2598             ERR("   WGL_Extensions returns NULL\n");
2599         } else {
2600             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2601             while (*WGL_Extensions != 0x00) {
2602                 const char *Start;
2603                 char ThisExtn[256];
2604
2605                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2606                 Start = WGL_Extensions;
2607                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2608                     WGL_Extensions++;
2609                 }
2610
2611                 len = WGL_Extensions - Start;
2612                 if (len == 0 || len >= sizeof(ThisExtn))
2613                     continue;
2614
2615                 memcpy(ThisExtn, Start, len);
2616                 ThisExtn[len] = '\0';
2617                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2618
2619                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2620                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2621                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2622                 }
2623                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2624                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2625                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2626                 }
2627             }
2628         }
2629     }
2630
2631     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2632     init_driver_info(driver_info, card_vendor, device);
2633     add_gl_compat_wrappers(gl_info);
2634
2635     return TRUE;
2636 }
2637
2638 /**********************************************************
2639  * IWineD3D implementation follows
2640  **********************************************************/
2641
2642 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2643     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2644
2645     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2646
2647     return This->adapter_count;
2648 }
2649
2650 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2651 {
2652     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2653
2654     return WINED3D_OK;
2655 }
2656
2657 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2658     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2659
2660     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2661
2662     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2663         return NULL;
2664     }
2665
2666     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2667 }
2668
2669 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2670      of the same bpp but different resolutions                                  */
2671
2672 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2673 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2674     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2675     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2676
2677     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2678         return 0;
2679     }
2680
2681     /* TODO: Store modes per adapter and read it from the adapter structure */
2682     if (Adapter == 0) { /* Display */
2683         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2684         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2685         unsigned int i = 0;
2686         unsigned int j = 0;
2687         DEVMODEW mode;
2688
2689         memset(&mode, 0, sizeof(mode));
2690         mode.dmSize = sizeof(mode);
2691
2692         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2693         {
2694             ++j;
2695
2696             if (Format == WINED3DFMT_UNKNOWN)
2697             {
2698                 /* This is for D3D8, do not enumerate P8 here */
2699                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2700             }
2701             else if (mode.dmBitsPerPel == format_bits)
2702             {
2703                 ++i;
2704             }
2705         }
2706
2707         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2708         return i;
2709     } else {
2710         FIXME_(d3d_caps)("Adapter not primary display\n");
2711     }
2712     return 0;
2713 }
2714
2715 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2716 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2717     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2718     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2719
2720     /* Validate the parameters as much as possible */
2721     if (NULL == pMode ||
2722         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2723         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2724         return WINED3DERR_INVALIDCALL;
2725     }
2726
2727     /* TODO: Store modes per adapter and read it from the adapter structure */
2728     if (Adapter == 0)
2729     {
2730         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2731         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2732         DEVMODEW DevModeW;
2733         int ModeIdx = 0;
2734         UINT i = 0;
2735         int j = 0;
2736
2737         ZeroMemory(&DevModeW, sizeof(DevModeW));
2738         DevModeW.dmSize = sizeof(DevModeW);
2739
2740         /* If we are filtering to a specific format (D3D9), then need to skip
2741            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2742            just count through the ones with valid bit depths */
2743         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2744         {
2745             if (Format == WINED3DFMT_UNKNOWN)
2746             {
2747                 /* This is for D3D8, do not enumerate P8 here */
2748                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2749             }
2750             else if (DevModeW.dmBitsPerPel == format_bits)
2751             {
2752                 ++i;
2753             }
2754         }
2755
2756         if (i == 0) {
2757             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2758             return WINED3DERR_INVALIDCALL;
2759         }
2760         ModeIdx = j - 1;
2761
2762         /* Now get the display mode via the calculated index */
2763         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2764             pMode->Width        = DevModeW.dmPelsWidth;
2765             pMode->Height       = DevModeW.dmPelsHeight;
2766             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2767             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2768                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2769
2770             if (Format == WINED3DFMT_UNKNOWN) {
2771                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2772             } else {
2773                 pMode->Format = Format;
2774             }
2775         } else {
2776             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2777             return WINED3DERR_INVALIDCALL;
2778         }
2779
2780         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2781                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2782                 DevModeW.dmBitsPerPel);
2783
2784     }
2785     else
2786     {
2787         FIXME_(d3d_caps)("Adapter not primary display\n");
2788     }
2789
2790     return WINED3D_OK;
2791 }
2792
2793 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2794 {
2795     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2796
2797     if (NULL == pMode ||
2798         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2799         return WINED3DERR_INVALIDCALL;
2800     }
2801
2802     if (Adapter == 0) { /* Display */
2803         int bpp = 0;
2804         DEVMODEW DevModeW;
2805
2806         ZeroMemory(&DevModeW, sizeof(DevModeW));
2807         DevModeW.dmSize = sizeof(DevModeW);
2808
2809         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2810         pMode->Width        = DevModeW.dmPelsWidth;
2811         pMode->Height       = DevModeW.dmPelsHeight;
2812         bpp                 = DevModeW.dmBitsPerPel;
2813         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2814         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2815         {
2816             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2817         }
2818
2819         pMode->Format = pixelformat_for_depth(bpp);
2820     } else {
2821         FIXME_(d3d_caps)("Adapter not primary display\n");
2822     }
2823
2824     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2825           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2826     return WINED3D_OK;
2827 }
2828
2829 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2830    and fields being inserted in the middle, a new structure is used in place    */
2831 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2832                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2833     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2834     struct wined3d_adapter *adapter;
2835     size_t len;
2836
2837     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2838
2839     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2840         return WINED3DERR_INVALIDCALL;
2841     }
2842
2843     adapter = &This->adapters[Adapter];
2844
2845     /* Return the information requested */
2846     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2847
2848     if (pIdentifier->driver_size)
2849     {
2850         const char *name = adapter->driver_info.name;
2851         len = min(strlen(name), pIdentifier->driver_size - 1);
2852         memcpy(pIdentifier->driver, name, len);
2853         pIdentifier->driver[len] = '\0';
2854     }
2855
2856     if (pIdentifier->description_size)
2857     {
2858         const char *description = adapter->driver_info.description;
2859         len = min(strlen(description), pIdentifier->description_size - 1);
2860         memcpy(pIdentifier->description, description, len);
2861         pIdentifier->description[len] = '\0';
2862     }
2863
2864     /* Note that d3d8 doesn't supply a device name. */
2865     if (pIdentifier->device_name_size)
2866     {
2867         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2868
2869         len = strlen(device_name);
2870         if (len >= pIdentifier->device_name_size)
2871         {
2872             ERR("Device name size too small.\n");
2873             return WINED3DERR_INVALIDCALL;
2874         }
2875
2876         memcpy(pIdentifier->device_name, device_name, len);
2877         pIdentifier->device_name[len] = '\0';
2878     }
2879
2880     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2881     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2882     pIdentifier->vendor_id = adapter->driver_info.vendor;
2883     pIdentifier->device_id = adapter->driver_info.device;
2884     pIdentifier->subsystem_id = 0;
2885     pIdentifier->revision = 0;
2886     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2887     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2888     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2889     pIdentifier->video_memory = adapter->TextureRam;
2890
2891     return WINED3D_OK;
2892 }
2893
2894 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2895         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2896 {
2897     short redSize, greenSize, blueSize, alphaSize, colorBits;
2898
2899     if(!cfg)
2900         return FALSE;
2901
2902     /* Float formats need FBOs. If FBOs are used this function isn't called */
2903     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2904
2905     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2906         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2907         {
2908             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2909             return FALSE;
2910         }
2911
2912         if(cfg->redSize < redSize)
2913             return FALSE;
2914
2915         if(cfg->greenSize < greenSize)
2916             return FALSE;
2917
2918         if(cfg->blueSize < blueSize)
2919             return FALSE;
2920
2921         if(cfg->alphaSize < alphaSize)
2922             return FALSE;
2923
2924         return TRUE;
2925     }
2926
2927     /* Probably a RGBA_float or color index mode */
2928     return FALSE;
2929 }
2930
2931 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2932         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2933 {
2934     short depthSize, stencilSize;
2935     BOOL lockable = FALSE;
2936
2937     if(!cfg)
2938         return FALSE;
2939
2940     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2941     {
2942         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2943         return FALSE;
2944     }
2945
2946     /* Float formats need FBOs. If FBOs are used this function isn't called */
2947     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2948
2949     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2950         lockable = TRUE;
2951
2952     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2953      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2954      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2955     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2956         return FALSE;
2957
2958     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2959      * allow more stencil bits than requested. */
2960     if(cfg->stencilSize < stencilSize)
2961         return FALSE;
2962
2963     return TRUE;
2964 }
2965
2966 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2967                                                    WINED3DFORMAT AdapterFormat,
2968                                                    WINED3DFORMAT RenderTargetFormat,
2969                                                    WINED3DFORMAT DepthStencilFormat) {
2970     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2971     int nCfgs;
2972     const WineD3D_PixelFormat *cfgs;
2973     const struct wined3d_adapter *adapter;
2974     const struct wined3d_format_desc *rt_format_desc;
2975     const struct wined3d_format_desc *ds_format_desc;
2976     int it;
2977
2978     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2979            This, Adapter,
2980            DeviceType, debug_d3ddevicetype(DeviceType),
2981            AdapterFormat, debug_d3dformat(AdapterFormat),
2982            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2983            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2984
2985     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2986         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2987         return WINED3DERR_INVALIDCALL;
2988     }
2989
2990     adapter = &This->adapters[Adapter];
2991     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2992     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2993     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2994     {
2995         if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2996             (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
2997             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2998             return WINED3D_OK;
2999         }
3000     }
3001     else
3002     {
3003         cfgs = adapter->cfgs;
3004         nCfgs = adapter->nCfgs;
3005         for (it = 0; it < nCfgs; ++it) {
3006             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3007             {
3008                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3009                 {
3010                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3011                     return WINED3D_OK;
3012                 }
3013             }
3014         }
3015     }
3016     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3017
3018     return WINED3DERR_NOTAVAILABLE;
3019 }
3020
3021 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3022         WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3023 {
3024     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3025     const struct wined3d_format_desc *glDesc;
3026     const struct wined3d_adapter *adapter;
3027
3028     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3029           This,
3030           Adapter,
3031           DeviceType, debug_d3ddevicetype(DeviceType),
3032           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3033           Windowed,
3034           MultiSampleType,
3035           pQualityLevels);
3036
3037     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3038         return WINED3DERR_INVALIDCALL;
3039     }
3040
3041     /* TODO: handle Windowed, add more quality levels */
3042
3043     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3044         if(pQualityLevels) *pQualityLevels = 1;
3045         return WINED3D_OK;
3046     }
3047
3048     /* By default multisampling is disabled right now as it causes issues
3049      * on some Nvidia driver versions and it doesn't work well in combination
3050      * with FBOs yet. */
3051     if(!wined3d_settings.allow_multisampling)
3052         return WINED3DERR_NOTAVAILABLE;
3053
3054     adapter = &This->adapters[Adapter];
3055     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3056     if (!glDesc) return WINED3DERR_INVALIDCALL;
3057
3058     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3059         int i, nCfgs;
3060         const WineD3D_PixelFormat *cfgs;
3061
3062         cfgs = adapter->cfgs;
3063         nCfgs = adapter->nCfgs;
3064         for(i=0; i<nCfgs; i++) {
3065             if(cfgs[i].numSamples != MultiSampleType)
3066                 continue;
3067
3068             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3069                 continue;
3070
3071             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3072
3073             if(pQualityLevels)
3074                 *pQualityLevels = 1; /* Guess at a value! */
3075             return WINED3D_OK;
3076         }
3077     }
3078     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3079         short redSize, greenSize, blueSize, alphaSize, colorBits;
3080         int i, nCfgs;
3081         const WineD3D_PixelFormat *cfgs;
3082
3083         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3084         {
3085             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3086             return WINED3DERR_NOTAVAILABLE;
3087         }
3088
3089         cfgs = adapter->cfgs;
3090         nCfgs = adapter->nCfgs;
3091         for(i=0; i<nCfgs; i++) {
3092             if(cfgs[i].numSamples != MultiSampleType)
3093                 continue;
3094             if(cfgs[i].redSize != redSize)
3095                 continue;
3096             if(cfgs[i].greenSize != greenSize)
3097                 continue;
3098             if(cfgs[i].blueSize != blueSize)
3099                 continue;
3100             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3101             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3102                 continue;
3103             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3104                 continue;
3105
3106             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3107
3108             if(pQualityLevels)
3109                 *pQualityLevels = 1; /* Guess at a value! */
3110             return WINED3D_OK;
3111         }
3112     }
3113     return WINED3DERR_NOTAVAILABLE;
3114 }
3115
3116 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3117         WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3118 {
3119     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3120     UINT nmodes;
3121
3122     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3123             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3124             debug_d3dformat(BackBufferFormat), Windowed);
3125
3126     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3127         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3128         return WINED3DERR_INVALIDCALL;
3129     }
3130
3131     /* The task of this function is to check whether a certain display / backbuffer format
3132      * combination is available on the given adapter. In fullscreen mode microsoft specified
3133      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3134      * and display format should match exactly.
3135      * In windowed mode format conversion can occur and this depends on the driver. When format
3136      * conversion is done, this function should nevertheless fail and applications need to use
3137      * CheckDeviceFormatConversion.
3138      * At the moment we assume that fullscreen and windowed have the same capabilities */
3139
3140     /* There are only 4 display formats */
3141     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3142             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3143             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3144             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3145     {
3146         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3147         return WINED3DERR_NOTAVAILABLE;
3148     }
3149
3150     /* If the requested DisplayFormat is not available, don't continue */
3151     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3152     if(!nmodes) {
3153         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3154         return WINED3DERR_NOTAVAILABLE;
3155     }
3156
3157     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3158     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3159         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3160         return WINED3DERR_NOTAVAILABLE;
3161     }
3162
3163     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3164     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3165     {
3166         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3167         return WINED3DERR_NOTAVAILABLE;
3168     }
3169
3170     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3171     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3172             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3173     {
3174         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3175         return WINED3DERR_NOTAVAILABLE;
3176     }
3177
3178     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3179     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3180             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3181     {
3182         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3183         return WINED3DERR_NOTAVAILABLE;
3184     }
3185
3186     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3187     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3188             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3189     {
3190         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3191         return WINED3DERR_NOTAVAILABLE;
3192     }
3193
3194     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3195     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3196     if(FAILED(hr))
3197         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3198
3199     return hr;
3200 }
3201
3202
3203 /* Check if we support bumpmapping for a format */
3204 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3205         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3206 {
3207     /* Ask the fixed function pipeline implementation if it can deal
3208      * with the conversion. If we've got a GL extension giving native
3209      * support this will be an identity conversion. */
3210     return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3211             && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3212 }
3213
3214 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3215 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3216         const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3217 {
3218     int it=0;
3219
3220     /* Only allow depth/stencil formats */
3221     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3222
3223     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3224     {
3225         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3226         if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3227     }
3228     else
3229     {
3230         /* Walk through all WGL pixel formats to find a match */
3231         for (it = 0; it < adapter->nCfgs; ++it)
3232         {
3233             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3234             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3235             {
3236                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3237                 {
3238                     return TRUE;
3239                 }
3240             }
3241         }
3242     }
3243
3244     return FALSE;
3245 }
3246
3247 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3248 {
3249     /* The flags entry of a format contains the filtering capability */
3250     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3251
3252     return FALSE;
3253 }
3254
3255 /* Check the render target capabilities of a format */
3256 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3257         const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3258 {
3259     /* Filter out non-RT formats */
3260     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3261     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3262         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3263         int it;
3264         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3265         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3266
3267         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3268         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3269
3270         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3271          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3272         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3273             TRACE_(d3d_caps)("[FAILED]\n");
3274             return FALSE;
3275         }
3276
3277         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3278          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3279         for (it = 0; it < adapter->nCfgs; ++it)
3280         {
3281             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3282                     &cfgs[it], check_format_desc))
3283             {
3284                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3285                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3286                 return TRUE;
3287             }
3288         }
3289     }
3290     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3291     {
3292         /* For now return TRUE for FBOs until we have some proper checks.
3293          * Note that this function will only be called when the format is around for texturing. */
3294         return TRUE;
3295     }
3296     return FALSE;
3297 }
3298
3299 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3300 {
3301     return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3302             && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3303 }
3304
3305 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3306         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3307 {
3308     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3309      * doing the color fixup in shaders.
3310      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3311     if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3312     {
3313         int vs_selected_mode;
3314         int ps_selected_mode;
3315         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3316
3317         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3318             TRACE_(d3d_caps)("[OK]\n");
3319             return TRUE;
3320         }
3321     }
3322
3323     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3324     return FALSE;
3325 }
3326
3327 /* Check if a format support blending in combination with pixel shaders */
3328 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3329         const struct wined3d_format_desc *format_desc)
3330 {
3331     /* The flags entry of a format contains the post pixel shader blending capability */
3332     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3333
3334     return FALSE;
3335 }
3336
3337 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3338 {
3339     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3340      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3341      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3342      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3343      * capability anyway.
3344      *
3345      * For now lets report this on all formats, but in the future we may want to
3346      * restrict it to some should games need that
3347      */
3348     return TRUE;
3349 }
3350
3351 /* Check if a texture format is supported on the given adapter */
3352 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3353         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3354 {
3355     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3356
3357     switch (format_desc->format)
3358     {
3359         /*****
3360          *  supported: RGB(A) formats
3361          */
3362         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3363         case WINED3DFMT_B8G8R8A8_UNORM:
3364         case WINED3DFMT_B8G8R8X8_UNORM:
3365         case WINED3DFMT_B5G6R5_UNORM:
3366         case WINED3DFMT_B5G5R5X1_UNORM:
3367         case WINED3DFMT_B5G5R5A1_UNORM:
3368         case WINED3DFMT_B4G4R4A4_UNORM:
3369         case WINED3DFMT_A8_UNORM:
3370         case WINED3DFMT_B4G4R4X4_UNORM:
3371         case WINED3DFMT_R8G8B8A8_UNORM:
3372         case WINED3DFMT_R8G8B8X8_UNORM:
3373         case WINED3DFMT_B10G10R10A2_UNORM:
3374         case WINED3DFMT_R10G10B10A2_UNORM:
3375         case WINED3DFMT_R16G16_UNORM:
3376             TRACE_(d3d_caps)("[OK]\n");
3377             return TRUE;
3378
3379         case WINED3DFMT_B2G3R3_UNORM:
3380             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3381             return FALSE;
3382
3383         /*****
3384          *  Not supported: Palettized
3385          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3386          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3387          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3388          */
3389         case WINED3DFMT_P8_UINT:
3390         case WINED3DFMT_P8_UINT_A8_UNORM:
3391             return FALSE;
3392
3393         /*****
3394          *  Supported: (Alpha)-Luminance
3395          */
3396         case WINED3DFMT_L8_UNORM:
3397         case WINED3DFMT_L8A8_UNORM:
3398         case WINED3DFMT_L16_UNORM:
3399             TRACE_(d3d_caps)("[OK]\n");
3400             return TRUE;
3401
3402         /* Not supported on Windows, thus disabled */
3403         case WINED3DFMT_L4A4_UNORM:
3404             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3405             return FALSE;
3406
3407         /*****
3408          *  Supported: Depth/Stencil formats
3409          */
3410         case WINED3DFMT_D16_LOCKABLE:
3411         case WINED3DFMT_D16_UNORM:
3412         case WINED3DFMT_S1_UINT_D15_UNORM:
3413         case WINED3DFMT_X8D24_UNORM:
3414         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3415         case WINED3DFMT_D24_UNORM_S8_UINT:
3416         case WINED3DFMT_S8_UINT_D24_FLOAT:
3417         case WINED3DFMT_D32_UNORM:
3418         case WINED3DFMT_D32_FLOAT:
3419             return TRUE;
3420
3421         /*****
3422          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3423          *  GL_NV_texture_shader). Emulated by shaders
3424          */
3425         case WINED3DFMT_R8G8_SNORM:
3426         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3427         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3428         case WINED3DFMT_R8G8B8A8_SNORM:
3429         case WINED3DFMT_R16G16_SNORM:
3430             /* Ask the shader backend if it can deal with the conversion. If
3431              * we've got a GL extension giving native support this will be an
3432              * identity conversion. */
3433             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3434             {
3435                 TRACE_(d3d_caps)("[OK]\n");
3436                 return TRUE;
3437             }
3438             TRACE_(d3d_caps)("[FAILED]\n");
3439             return FALSE;
3440
3441         case WINED3DFMT_DXT1:
3442         case WINED3DFMT_DXT2:
3443         case WINED3DFMT_DXT3:
3444         case WINED3DFMT_DXT4:
3445         case WINED3DFMT_DXT5:
3446             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3447             {
3448                 TRACE_(d3d_caps)("[OK]\n");
3449                 return TRUE;
3450             }
3451             TRACE_(d3d_caps)("[FAILED]\n");
3452             return FALSE;
3453
3454
3455         /*****
3456          *  Odd formats - not supported
3457          */
3458         case WINED3DFMT_VERTEXDATA:
3459         case WINED3DFMT_R16_UINT:
3460         case WINED3DFMT_R32_UINT:
3461         case WINED3DFMT_R16G16B16A16_SNORM:
3462         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3463         case WINED3DFMT_R10G11B11_SNORM:
3464             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3465             return FALSE;
3466
3467         /*****
3468          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3469          */
3470         case WINED3DFMT_R8G8_SNORM_Cx:
3471             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3472             return FALSE;
3473
3474         /* YUV formats */
3475         case WINED3DFMT_UYVY:
3476         case WINED3DFMT_YUY2:
3477             if (gl_info->supported[APPLE_YCBCR_422])
3478             {
3479                 TRACE_(d3d_caps)("[OK]\n");
3480                 return TRUE;
3481             }
3482             TRACE_(d3d_caps)("[FAILED]\n");
3483             return FALSE;
3484         case WINED3DFMT_YV12:
3485             TRACE_(d3d_caps)("[FAILED]\n");
3486             return FALSE;
3487
3488             /* Not supported */
3489         case WINED3DFMT_R16G16B16A16_UNORM:
3490         case WINED3DFMT_B2G3R3A8_UNORM:
3491             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3492             return FALSE;
3493
3494             /* Floating point formats */
3495         case WINED3DFMT_R16_FLOAT:
3496         case WINED3DFMT_R16G16_FLOAT:
3497         case WINED3DFMT_R16G16B16A16_FLOAT:
3498             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3499             {
3500                 TRACE_(d3d_caps)("[OK]\n");
3501                 return TRUE;
3502             }
3503             TRACE_(d3d_caps)("[FAILED]\n");
3504             return FALSE;
3505
3506         case WINED3DFMT_R32_FLOAT:
3507         case WINED3DFMT_R32G32_FLOAT:
3508         case WINED3DFMT_R32G32B32A32_FLOAT:
3509             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3510             {
3511                 TRACE_(d3d_caps)("[OK]\n");
3512                 return TRUE;
3513             }
3514             TRACE_(d3d_caps)("[FAILED]\n");
3515             return FALSE;
3516
3517         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3518          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3519          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3520          * We can do instancing with all shader versions, but we need vertex shaders.
3521          *
3522          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3523          * to enable instancing. WineD3D doesn't need that and just ignores it.
3524          *
3525          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3526          */
3527         case WINED3DFMT_INST:
3528             TRACE("ATI Instancing check hack\n");
3529             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3530             {
3531                 TRACE_(d3d_caps)("[OK]\n");
3532                 return TRUE;
3533             }
3534             TRACE_(d3d_caps)("[FAILED]\n");
3535             return FALSE;
3536
3537         /* Some weird FOURCC formats */
3538         case WINED3DFMT_R8G8_B8G8:
3539         case WINED3DFMT_G8R8_G8B8:
3540         case WINED3DFMT_MULTI2_ARGB8:
3541             TRACE_(d3d_caps)("[FAILED]\n");
3542             return FALSE;
3543
3544         /* Vendor specific formats */
3545         case WINED3DFMT_ATI2N:
3546             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3547                     || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3548             {
3549                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3550                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3551                 {
3552                     TRACE_(d3d_caps)("[OK]\n");
3553                     return TRUE;
3554                 }
3555
3556                 TRACE_(d3d_caps)("[OK]\n");
3557                 return TRUE;
3558             }
3559             TRACE_(d3d_caps)("[FAILED]\n");
3560             return FALSE;
3561
3562         case WINED3DFMT_NVHU:
3563         case WINED3DFMT_NVHS:
3564             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3565              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3566              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3567              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3568              * Applications have to deal with not having NVHS and NVHU.
3569              */
3570             TRACE_(d3d_caps)("[FAILED]\n");
3571             return FALSE;
3572
3573         case WINED3DFMT_UNKNOWN:
3574             return FALSE;
3575
3576         default:
3577             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3578             break;
3579     }
3580     return FALSE;
3581 }
3582
3583 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3584         const struct wined3d_format_desc *adapter_format_desc,
3585         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3586         WINED3DSURFTYPE SurfaceType)
3587 {
3588     if(SurfaceType == SURFACE_GDI) {
3589         switch(check_format_desc->format)
3590         {
3591             case WINED3DFMT_B8G8R8_UNORM:
3592             case WINED3DFMT_B8G8R8A8_UNORM:
3593             case WINED3DFMT_B8G8R8X8_UNORM:
3594             case WINED3DFMT_B5G6R5_UNORM:
3595             case WINED3DFMT_B5G5R5X1_UNORM:
3596             case WINED3DFMT_B5G5R5A1_UNORM:
3597             case WINED3DFMT_B4G4R4A4_UNORM:
3598             case WINED3DFMT_B2G3R3_UNORM:
3599             case WINED3DFMT_A8_UNORM:
3600             case WINED3DFMT_B2G3R3A8_UNORM:
3601             case WINED3DFMT_B4G4R4X4_UNORM:
3602             case WINED3DFMT_R10G10B10A2_UNORM:
3603             case WINED3DFMT_R8G8B8A8_UNORM:
3604             case WINED3DFMT_R8G8B8X8_UNORM:
3605             case WINED3DFMT_R16G16_UNORM:
3606             case WINED3DFMT_B10G10R10A2_UNORM:
3607             case WINED3DFMT_R16G16B16A16_UNORM:
3608             case WINED3DFMT_P8_UINT:
3609                 TRACE_(d3d_caps)("[OK]\n");
3610                 return TRUE;
3611             default:
3612                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3613                 return FALSE;
3614         }
3615     }
3616
3617     /* All format that are supported for textures are supported for surfaces as well */
3618     if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3619     /* All depth stencil formats are supported on surfaces */
3620     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3621
3622     /* If opengl can't process the format natively, the blitter may be able to convert it */
3623     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3624                                          NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3625                                          NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3626     {
3627         TRACE_(d3d_caps)("[OK]\n");
3628         return TRUE;
3629     }
3630
3631     /* Reject other formats */
3632     TRACE_(d3d_caps)("[FAILED]\n");
3633     return FALSE;
3634 }
3635
3636 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3637         const struct wined3d_format_desc *format_desc)
3638 {
3639     return adapter->gl_info.limits.vertex_samplers
3640             && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3641 }
3642
3643 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3644         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3645         WINED3DSURFTYPE SurfaceType)
3646 {
3647     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3648     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3649     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3650     const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3651     const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3652     DWORD UsageCaps = 0;
3653
3654     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3655           This,
3656           Adapter,
3657           DeviceType, debug_d3ddevicetype(DeviceType),
3658           AdapterFormat, debug_d3dformat(AdapterFormat),
3659           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3660           RType, debug_d3dresourcetype(RType),
3661           CheckFormat, debug_d3dformat(CheckFormat));
3662
3663     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3664         return WINED3DERR_INVALIDCALL;
3665     }
3666
3667     if(RType == WINED3DRTYPE_CUBETEXTURE) {
3668
3669         if(SurfaceType != SURFACE_OPENGL) {
3670             TRACE("[FAILED]\n");
3671             return WINED3DERR_NOTAVAILABLE;
3672         }
3673
3674         /* Cubetexture allows:
3675          *                    - D3DUSAGE_AUTOGENMIPMAP
3676          *                    - D3DUSAGE_DEPTHSTENCIL
3677          *                    - D3DUSAGE_DYNAMIC
3678          *                    - D3DUSAGE_NONSECURE (d3d9ex)
3679          *                    - D3DUSAGE_RENDERTARGET
3680          *                    - D3DUSAGE_SOFTWAREPROCESSING
3681          *                    - D3DUSAGE_QUERY_WRAPANDMIP
3682          */
3683         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3684         {
3685             /* Check if the texture format is around */
3686             if (CheckTextureCapability(adapter, DeviceType, format_desc))
3687             {
3688                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3689                     /* Check for automatic mipmap generation support */
3690                     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3691                     {
3692                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3693                     } else {
3694                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3695                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3696                     }
3697                 }
3698
3699                 /* Always report dynamic locking */
3700                 if(Usage & WINED3DUSAGE_DYNAMIC)
3701                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
3702
3703                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3704                     if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3705                     {
3706                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3707                     } else {
3708                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3709                         return WINED3DERR_NOTAVAILABLE;
3710                     }
3711                 }
3712
3713                 /* Always report software processing */
3714                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3715                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3716
3717                 /* Check QUERY_FILTER support */
3718                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3719                     if (CheckFilterCapability(adapter, format_desc))
3720                     {
3721                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3722                     } else {
3723                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3724                         return WINED3DERR_NOTAVAILABLE;
3725                     }
3726                 }
3727
3728                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3729                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3730                     if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3731                     {
3732                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3733                     } else {
3734                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3735                         return WINED3DERR_NOTAVAILABLE;
3736                     }
3737                 }
3738
3739                 /* Check QUERY_SRGBREAD support */
3740                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3741                     if (CheckSrgbReadCapability(adapter, format_desc))
3742                     {
3743                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3744                     } else {
3745                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3746                         return WINED3DERR_NOTAVAILABLE;
3747                     }
3748                 }
3749
3750                 /* Check QUERY_SRGBWRITE support */
3751                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3752                     if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3753                     {
3754                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3755                     } else {
3756                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3757                         return WINED3DERR_NOTAVAILABLE;
3758                     }
3759                 }
3760
3761                 /* Check QUERY_VERTEXTEXTURE support */
3762                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3763                     if (CheckVertexTextureCapability(adapter, format_desc))
3764                     {
3765                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3766                     } else {
3767                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3768                         return WINED3DERR_NOTAVAILABLE;
3769                     }
3770                 }
3771
3772                 /* Check QUERY_WRAPANDMIP support */
3773                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3774                     if (CheckWrapAndMipCapability(adapter, format_desc))
3775                     {
3776                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3777                     } else {
3778                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3779                         return WINED3DERR_NOTAVAILABLE;
3780                     }
3781                 }
3782             } else {
3783                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3784                 return WINED3DERR_NOTAVAILABLE;
3785             }
3786         } else {
3787             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3788             return WINED3DERR_NOTAVAILABLE;
3789         }
3790     } else if(RType == WINED3DRTYPE_SURFACE) {
3791         /* Surface allows:
3792          *                - D3DUSAGE_DEPTHSTENCIL
3793          *                - D3DUSAGE_NONSECURE (d3d9ex)
3794          *                - D3DUSAGE_RENDERTARGET
3795          */
3796
3797         if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3798         {
3799             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3800                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3801                 {
3802                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3803                 } else {
3804                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3805                     return WINED3DERR_NOTAVAILABLE;
3806                 }
3807             }
3808
3809             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3810                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3811                 {
3812                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3813                 } else {
3814                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3815                     return WINED3DERR_NOTAVAILABLE;
3816                 }
3817             }
3818
3819             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3820             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3821                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3822                 {
3823                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3824                 } else {
3825                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3826                     return WINED3DERR_NOTAVAILABLE;
3827                 }
3828             }
3829         } else {
3830             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3831             return WINED3DERR_NOTAVAILABLE;
3832         }
3833
3834     } else if(RType == WINED3DRTYPE_TEXTURE) {
3835         /* Texture allows:
3836          *                - D3DUSAGE_AUTOGENMIPMAP
3837          *                - D3DUSAGE_DEPTHSTENCIL
3838          *                - D3DUSAGE_DMAP
3839          *                - D3DUSAGE_DYNAMIC
3840          *                - D3DUSAGE_NONSECURE (d3d9ex)
3841          *                - D3DUSAGE_RENDERTARGET
3842          *                - D3DUSAGE_SOFTWAREPROCESSING
3843          *                - D3DUSAGE_TEXTAPI (d3d9ex)
3844          *                - D3DUSAGE_QUERY_WRAPANDMIP
3845          */
3846
3847         if(SurfaceType != SURFACE_OPENGL) {
3848             TRACE("[FAILED]\n");
3849             return WINED3DERR_NOTAVAILABLE;
3850         }
3851
3852         /* Check if the texture format is around */
3853         if (CheckTextureCapability(adapter, DeviceType, format_desc))
3854         {
3855             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3856                 /* Check for automatic mipmap generation support */
3857                 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3858                 {
3859                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3860                 } else {
3861                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3862                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3863                 }
3864             }
3865
3866             /* Always report dynamic locking */
3867             if(Usage & WINED3DUSAGE_DYNAMIC)
3868                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3869
3870             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3871                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3872                 {
3873                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3874                 } else {
3875                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3876                      return WINED3DERR_NOTAVAILABLE;
3877                  }
3878             }
3879
3880             /* Always report software processing */
3881             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3882                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3883
3884             /* Check QUERY_FILTER support */
3885             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3886                 if (CheckFilterCapability(adapter, format_desc))
3887                 {
3888                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3889                 } else {
3890                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3891                     return WINED3DERR_NOTAVAILABLE;
3892                 }
3893             }
3894
3895             /* Check QUERY_LEGACYBUMPMAP support */
3896             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3897                 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3898                 {
3899                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3900                 } else {
3901                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3902                     return WINED3DERR_NOTAVAILABLE;
3903                 }
3904             }
3905
3906             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3907             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3908                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3909                 {
3910                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3911                 } else {
3912                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3913                     return WINED3DERR_NOTAVAILABLE;
3914                 }
3915             }
3916
3917             /* Check QUERY_SRGBREAD support */
3918             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3919                 if (CheckSrgbReadCapability(adapter, format_desc))
3920                 {
3921                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3922                 } else {
3923                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3924                     return WINED3DERR_NOTAVAILABLE;
3925                 }
3926             }
3927
3928             /* Check QUERY_SRGBWRITE support */
3929             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3930                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3931                 {
3932                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3933                 } else {
3934                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3935                     return WINED3DERR_NOTAVAILABLE;
3936                 }
3937             }
3938
3939             /* Check QUERY_VERTEXTEXTURE support */
3940             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3941                 if (CheckVertexTextureCapability(adapter, format_desc))
3942                 {
3943                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3944                 } else {
3945                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3946                     return WINED3DERR_NOTAVAILABLE;
3947                 }
3948             }
3949
3950             /* Check QUERY_WRAPANDMIP support */
3951             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3952                 if (CheckWrapAndMipCapability(adapter, format_desc))
3953                 {
3954                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3955                 } else {
3956                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3957                     return WINED3DERR_NOTAVAILABLE;
3958                 }
3959             }
3960
3961             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3962                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3963                 {
3964                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3965                 } else {
3966                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3967                     return WINED3DERR_NOTAVAILABLE;
3968                 }
3969             }
3970         } else {
3971             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3972             return WINED3DERR_NOTAVAILABLE;
3973         }
3974     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3975         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3976          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3977          *
3978          * Volumetexture allows:
3979          *                      - D3DUSAGE_DYNAMIC
3980          *                      - D3DUSAGE_NONSECURE (d3d9ex)
3981          *                      - D3DUSAGE_SOFTWAREPROCESSING
3982          *                      - D3DUSAGE_QUERY_WRAPANDMIP
3983          */
3984
3985         if(SurfaceType != SURFACE_OPENGL) {
3986             TRACE("[FAILED]\n");
3987             return WINED3DERR_NOTAVAILABLE;
3988         }
3989
3990         /* Check volume texture and volume usage caps */
3991         if (gl_info->supported[EXT_TEXTURE3D])
3992         {
3993             if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3994             {
3995                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3996                 return WINED3DERR_NOTAVAILABLE;
3997             }
3998
3999             /* Always report dynamic locking */
4000             if(Usage & WINED3DUSAGE_DYNAMIC)
4001                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4002
4003             /* Always report software processing */
4004             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4005                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4006
4007             /* Check QUERY_FILTER support */
4008             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4009                 if (CheckFilterCapability(adapter, format_desc))
4010                 {
4011                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4012                 } else {
4013                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4014                     return WINED3DERR_NOTAVAILABLE;
4015                 }
4016             }
4017
4018             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4019             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4020                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4021                 {
4022                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4023                 } else {
4024                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4025                     return WINED3DERR_NOTAVAILABLE;
4026                 }
4027             }
4028
4029             /* Check QUERY_SRGBREAD support */
4030             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4031                 if (CheckSrgbReadCapability(adapter, format_desc))
4032                 {
4033                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4034                 } else {
4035                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4036                     return WINED3DERR_NOTAVAILABLE;
4037                 }
4038             }
4039
4040             /* Check QUERY_SRGBWRITE support */
4041             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4042                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4043                 {
4044                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4045                 } else {
4046                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4047                     return WINED3DERR_NOTAVAILABLE;
4048                 }
4049             }
4050
4051             /* Check QUERY_VERTEXTEXTURE support */
4052             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4053                 if (CheckVertexTextureCapability(adapter, format_desc))
4054                 {
4055                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4056                 } else {
4057                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4058                     return WINED3DERR_NOTAVAILABLE;
4059                 }
4060             }
4061
4062             /* Check QUERY_WRAPANDMIP support */
4063             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4064                 if (CheckWrapAndMipCapability(adapter, format_desc))
4065                 {
4066                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4067                 } else {
4068                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4069                     return WINED3DERR_NOTAVAILABLE;
4070                 }
4071             }
4072         } else {
4073             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4074             return WINED3DERR_NOTAVAILABLE;
4075         }
4076
4077         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4078          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4079          * app needing one of those formats, don't advertize them to avoid leading apps into
4080          * temptation. The windows drivers don't support most of those formats on volumes anyway,
4081          * except of R32F.
4082          */
4083         switch(CheckFormat) {
4084             case WINED3DFMT_P8_UINT:
4085             case WINED3DFMT_L4A4_UNORM:
4086             case WINED3DFMT_R32_FLOAT:
4087             case WINED3DFMT_R16_FLOAT:
4088             case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4089             case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4090             case WINED3DFMT_R16G16_UNORM:
4091                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4092                 return WINED3DERR_NOTAVAILABLE;
4093
4094             case WINED3DFMT_R8G8B8A8_SNORM:
4095             case WINED3DFMT_R16G16_SNORM:
4096             if (!gl_info->supported[NV_TEXTURE_SHADER])
4097             {
4098                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4099                 return WINED3DERR_NOTAVAILABLE;
4100             }
4101             break;
4102
4103             case WINED3DFMT_R8G8_SNORM:
4104             if (!gl_info->supported[NV_TEXTURE_SHADER])
4105             {
4106                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4107                 return WINED3DERR_NOTAVAILABLE;
4108             }
4109             break;
4110
4111             case WINED3DFMT_DXT1:
4112             case WINED3DFMT_DXT2:
4113             case WINED3DFMT_DXT3:
4114             case WINED3DFMT_DXT4:
4115             case WINED3DFMT_DXT5:
4116                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4117                  * compressed texture results in an error. While the D3D refrast does
4118                  * support s3tc volumes, at least the nvidia windows driver does not, so
4119                  * we're free not to support this format.
4120                  */
4121                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4122                 return WINED3DERR_NOTAVAILABLE;
4123
4124             default:
4125                 /* Do nothing, continue with checking the format below */
4126                 break;
4127         }
4128     } else if(RType == WINED3DRTYPE_BUFFER){
4129         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4130         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4131         return WINED3DERR_NOTAVAILABLE;
4132     }
4133
4134     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4135      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4136      * usage flags match. */
4137     if(UsageCaps == Usage) {
4138         return WINED3D_OK;
4139     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4140         return WINED3DOK_NOAUTOGEN;
4141     } else {
4142         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);
4143         return WINED3DERR_NOTAVAILABLE;
4144     }
4145 }
4146
4147 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4148         WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4149 {
4150     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4151             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4152             debug_d3dformat(dst_format));
4153
4154     return WINED3D_OK;
4155 }
4156
4157 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4158       subset of a D3DCAPS9 structure. However, it has to come via a void *
4159       as the d3d8 interface cannot import the d3d9 header                  */
4160 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4161
4162     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4163     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4164     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4165     int vs_selected_mode;
4166     int ps_selected_mode;
4167     struct shader_caps shader_caps;
4168     struct fragment_caps fragment_caps;
4169     DWORD ckey_caps, blit_caps, fx_caps;
4170
4171     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4172
4173     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4174         return WINED3DERR_INVALIDCALL;
4175     }
4176
4177     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4178
4179     /* ------------------------------------------------
4180        The following fields apply to both d3d8 and d3d9
4181        ------------------------------------------------ */
4182     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4183     pCaps->AdapterOrdinal          = Adapter;
4184
4185     pCaps->Caps                    = 0;
4186     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4187                                      WINED3DCAPS2_FULLSCREENGAMMA |
4188                                      WINED3DCAPS2_DYNAMICTEXTURES;
4189     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4190     {
4191         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4192     }
4193
4194     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4195                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4196                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4197
4198     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4199                                      WINED3DPRESENT_INTERVAL_ONE;
4200
4201     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4202                                      WINED3DCURSORCAPS_LOWRES;
4203
4204     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4205                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4206                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4207                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4208                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4209                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4210                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4211                                      WINED3DDEVCAPS_PUREDEVICE          |
4212                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4213                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4214                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4215                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4216                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4217                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4218                                      WINED3DDEVCAPS_RTPATCHES;
4219
4220     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4221                                      WINED3DPMISCCAPS_CULLCCW               |
4222                                      WINED3DPMISCCAPS_CULLCW                |
4223                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4224                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4225                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4226                                      WINED3DPMISCCAPS_MASKZ                 |
4227                                      WINED3DPMISCCAPS_BLENDOP               |
4228                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4229                                     /* TODO:
4230                                         WINED3DPMISCCAPS_NULLREFERENCE
4231                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4232                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4233                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4234
4235     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4236         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4237     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4238         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4239
4240     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4241                                      WINED3DPRASTERCAPS_PAT       |
4242                                      WINED3DPRASTERCAPS_WFOG      |
4243                                      WINED3DPRASTERCAPS_ZFOG      |
4244                                      WINED3DPRASTERCAPS_FOGVERTEX |
4245                                      WINED3DPRASTERCAPS_FOGTABLE  |
4246                                      WINED3DPRASTERCAPS_STIPPLE   |
4247                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4248                                      WINED3DPRASTERCAPS_ZTEST     |
4249                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4250                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4251                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4252
4253     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4254     {
4255         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4256                              WINED3DPRASTERCAPS_ZBIAS         |
4257                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4258     }
4259     if (gl_info->supported[NV_FOG_DISTANCE])
4260     {
4261         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4262     }
4263                         /* FIXME Add:
4264                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4265                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4266                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4267                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4268                            WINED3DPRASTERCAPS_WBUFFER */
4269
4270     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4271                       WINED3DPCMPCAPS_EQUAL        |
4272                       WINED3DPCMPCAPS_GREATER      |
4273                       WINED3DPCMPCAPS_GREATEREQUAL |
4274                       WINED3DPCMPCAPS_LESS         |
4275                       WINED3DPCMPCAPS_LESSEQUAL    |
4276                       WINED3DPCMPCAPS_NEVER        |
4277                       WINED3DPCMPCAPS_NOTEQUAL;
4278
4279     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4280                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4281                            WINED3DPBLENDCAPS_DESTALPHA       |
4282                            WINED3DPBLENDCAPS_DESTCOLOR       |
4283                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4284                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4285                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4286                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4287                            WINED3DPBLENDCAPS_ONE             |
4288                            WINED3DPBLENDCAPS_SRCALPHA        |
4289                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4290                            WINED3DPBLENDCAPS_SRCCOLOR        |
4291                            WINED3DPBLENDCAPS_ZERO;
4292
4293     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4294                            WINED3DPBLENDCAPS_DESTCOLOR       |
4295                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4296                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4297                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4298                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4299                            WINED3DPBLENDCAPS_ONE             |
4300                            WINED3DPBLENDCAPS_SRCALPHA        |
4301                            WINED3DPBLENDCAPS_SRCCOLOR        |
4302                            WINED3DPBLENDCAPS_ZERO;
4303     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4304      * according to the glBlendFunc manpage
4305      *
4306      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4307      * legacy settings for srcblend only
4308      */
4309
4310     if (gl_info->supported[EXT_BLEND_COLOR])
4311     {
4312         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4313         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4314     }
4315
4316
4317     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4318                           WINED3DPCMPCAPS_EQUAL        |
4319                           WINED3DPCMPCAPS_GREATER      |
4320                           WINED3DPCMPCAPS_GREATEREQUAL |
4321                           WINED3DPCMPCAPS_LESS         |
4322                           WINED3DPCMPCAPS_LESSEQUAL    |
4323                           WINED3DPCMPCAPS_NEVER        |
4324                           WINED3DPCMPCAPS_NOTEQUAL;
4325
4326     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4327                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4328                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4329                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4330                            WINED3DPSHADECAPS_COLORFLATRGB       |
4331                            WINED3DPSHADECAPS_FOGFLAT            |
4332                            WINED3DPSHADECAPS_FOGGOURAUD         |
4333                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4334
4335     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4336                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4337                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4338                           WINED3DPTEXTURECAPS_BORDER             |
4339                           WINED3DPTEXTURECAPS_MIPMAP             |
4340                           WINED3DPTEXTURECAPS_PROJECTED          |
4341                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4342
4343     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4344     {
4345         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4346                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4347     }
4348
4349     if (gl_info->supported[EXT_TEXTURE3D])
4350     {
4351         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4352                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4353                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4354     }
4355
4356     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4357     {
4358         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4359                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4360                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4361
4362     }
4363
4364     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4365                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4366                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4367                                WINED3DPTFILTERCAPS_MINFPOINT        |
4368                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4369                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4370                                WINED3DPTFILTERCAPS_LINEAR           |
4371                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4372                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4373                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4374                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4375                                WINED3DPTFILTERCAPS_NEAREST;
4376
4377     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4378     {
4379         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4380                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4381     }
4382
4383     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4384     {
4385         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4386                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4387                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4388                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4389                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4390                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4391                                        WINED3DPTFILTERCAPS_LINEAR           |
4392                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4393                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4394                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4395                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4396                                        WINED3DPTFILTERCAPS_NEAREST;
4397
4398         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4399         {
4400             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4401                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4402         }
4403     } else
4404         pCaps->CubeTextureFilterCaps = 0;
4405
4406     if (gl_info->supported[EXT_TEXTURE3D])
4407     {
4408         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4409                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4410                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4411                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4412                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4413                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4414                                          WINED3DPTFILTERCAPS_LINEAR           |
4415                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4416                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4417                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4418                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4419                                          WINED3DPTFILTERCAPS_NEAREST;
4420     } else
4421         pCaps->VolumeTextureFilterCaps = 0;
4422
4423     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4424                                  WINED3DPTADDRESSCAPS_CLAMP  |
4425                                  WINED3DPTADDRESSCAPS_WRAP;
4426
4427     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4428     {
4429         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4430     }
4431     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4432     {
4433         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4434     }
4435     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4436     {
4437         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4438     }
4439
4440     if (gl_info->supported[EXT_TEXTURE3D])
4441     {
4442         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4443                                            WINED3DPTADDRESSCAPS_CLAMP  |
4444                                            WINED3DPTADDRESSCAPS_WRAP;
4445         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4446         {
4447             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4448         }
4449         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4450         {
4451             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4452         }
4453         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4454         {
4455             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4456         }
4457     } else
4458         pCaps->VolumeTextureAddressCaps = 0;
4459
4460     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4461                       WINED3DLINECAPS_ZTEST         |
4462                       WINED3DLINECAPS_BLEND         |
4463                       WINED3DLINECAPS_ALPHACMP      |
4464                       WINED3DLINECAPS_FOG;
4465     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4466      * idea how generating the smoothing alpha values works; the result is different
4467      */
4468
4469     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4470     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4471
4472     if (gl_info->supported[EXT_TEXTURE3D])
4473         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4474     else
4475         pCaps->MaxVolumeExtent = 0;
4476
4477     pCaps->MaxTextureRepeat = 32768;
4478     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4479     pCaps->MaxVertexW = 1.0f;
4480
4481     pCaps->GuardBandLeft = 0.0f;
4482     pCaps->GuardBandTop = 0.0f;
4483     pCaps->GuardBandRight = 0.0f;
4484     pCaps->GuardBandBottom = 0.0f;
4485
4486     pCaps->ExtentsAdjust = 0.0f;
4487
4488     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4489                           WINED3DSTENCILCAPS_INCRSAT |
4490                           WINED3DSTENCILCAPS_INVERT  |
4491                           WINED3DSTENCILCAPS_KEEP    |
4492                           WINED3DSTENCILCAPS_REPLACE |
4493                           WINED3DSTENCILCAPS_ZERO;
4494     if (gl_info->supported[EXT_STENCIL_WRAP])
4495     {
4496         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4497                               WINED3DSTENCILCAPS_INCR;
4498     }
4499     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4500     {
4501         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4502     }
4503
4504     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4505
4506     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4507     pCaps->MaxActiveLights = gl_info->limits.lights;
4508
4509     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4510     pCaps->MaxVertexBlendMatrixIndex   = 0;
4511
4512     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4513     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4514
4515
4516     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4517     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4518                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4519                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4520                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4521                                   WINED3DVTXPCAPS_VERTEXFOG         |
4522                                   WINED3DVTXPCAPS_TEXGEN;
4523
4524     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4525     pCaps->MaxVertexIndex      = 0xFFFFF;
4526     pCaps->MaxStreams          = MAX_STREAMS;
4527     pCaps->MaxStreamStride     = 1024;
4528
4529     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4530     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4531                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4532     pCaps->MaxNpatchTessellationLevel        = 0;
4533     pCaps->MasterAdapterOrdinal              = 0;
4534     pCaps->AdapterOrdinalInGroup             = 0;
4535     pCaps->NumberOfAdaptersInGroup           = 1;
4536
4537     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4538
4539     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4540                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4541                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4542                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4543     pCaps->VertexTextureFilterCaps           = 0;
4544
4545     memset(&shader_caps, 0, sizeof(shader_caps));
4546     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4547
4548     memset(&fragment_caps, 0, sizeof(fragment_caps));
4549     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4550
4551     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4552     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4553
4554     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4555      * Ignore shader model capabilities if disabled in config
4556      */
4557     if(vs_selected_mode == SHADER_NONE) {
4558         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4559         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4560         pCaps->MaxVertexShaderConst         = 0;
4561     } else {
4562         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4563         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4564     }
4565
4566     if(ps_selected_mode == SHADER_NONE) {
4567         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4568         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4569         pCaps->PixelShader1xMaxValue        = 0.0f;
4570     } else {
4571         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4572         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4573     }
4574
4575     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4576     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4577     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4578
4579     pCaps->VS20Caps                         = shader_caps.VS20Caps;
4580     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
4581     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4582     pCaps->PS20Caps                         = shader_caps.PS20Caps;
4583     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
4584     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4585
4586     /* The following caps are shader specific, but they are things we cannot detect, or which
4587      * are the same among all shader models. So to avoid code duplication set the shader version
4588      * specific, but otherwise constant caps here
4589      */
4590     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4591         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4592         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4593         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4594         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4595         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4596         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4597
4598         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4599         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4600     }
4601     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4602     {
4603         pCaps->VS20Caps.Caps                     = 0;
4604         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4605         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4606         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4607
4608         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4609         pCaps->MaxVertexShader30InstructionSlots = 0;
4610     } else { /* VS 1.x */
4611         pCaps->VS20Caps.Caps                     = 0;
4612         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4613         pCaps->VS20Caps.NumTemps                 = 0;
4614         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4615
4616         pCaps->MaxVShaderInstructionsExecuted    = 0;
4617         pCaps->MaxVertexShader30InstructionSlots = 0;
4618     }
4619
4620     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4621         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4622         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4623
4624         /* 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 */
4625         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4626                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4627                 WINED3DPS20CAPS_PREDICATION          |
4628                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4629                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4630         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4631         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4632         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4633         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4634
4635         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4636         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4637                 adapter->gl_info.limits.arb_ps_instructions);
4638     }
4639     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4640     {
4641         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4642         pCaps->PS20Caps.Caps                     = 0;
4643         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4644         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4645         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4646         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4647
4648         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4649         pCaps->MaxPixelShader30InstructionSlots  = 0;
4650     } else { /* PS 1.x */
4651         pCaps->PS20Caps.Caps                     = 0;
4652         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4653         pCaps->PS20Caps.NumTemps                 = 0;
4654         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4655         pCaps->PS20Caps.NumInstructionSlots      = 0;
4656
4657         pCaps->MaxPShaderInstructionsExecuted    = 0;
4658         pCaps->MaxPixelShader30InstructionSlots  = 0;
4659     }
4660
4661     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4662         /* OpenGL supports all the formats below, perhaps not always
4663          * without conversion, but it supports them.
4664          * Further GLSL doesn't seem to have an official unsigned type so
4665          * don't advertise it yet as I'm not sure how we handle it.
4666          * We might need to add some clamping in the shader engine to
4667          * support it.
4668          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4669         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4670                            WINED3DDTCAPS_UBYTE4N   |
4671                            WINED3DDTCAPS_SHORT2N   |
4672                            WINED3DDTCAPS_SHORT4N;
4673         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4674         {
4675             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4676                                 WINED3DDTCAPS_FLOAT16_4;
4677         }
4678     } else
4679         pCaps->DeclTypes                         = 0;
4680
4681     /* Set DirectDraw helper Caps */
4682     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4683                                         WINEDDCKEYCAPS_SRCBLT;
4684     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4685                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4686                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4687                                         WINEDDFXCAPS_BLTROTATION90          |
4688                                         WINEDDFXCAPS_BLTSHRINKX             |
4689                                         WINEDDFXCAPS_BLTSHRINKXN            |
4690                                         WINEDDFXCAPS_BLTSHRINKY             |
4691                                         WINEDDFXCAPS_BLTSHRINKXN            |
4692                                         WINEDDFXCAPS_BLTSTRETCHX            |
4693                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4694                                         WINEDDFXCAPS_BLTSTRETCHY            |
4695                                         WINEDDFXCAPS_BLTSTRETCHYN;
4696     blit_caps =                         WINEDDCAPS_BLT                      |
4697                                         WINEDDCAPS_BLTCOLORFILL             |
4698                                         WINEDDCAPS_BLTDEPTHFILL             |
4699                                         WINEDDCAPS_BLTSTRETCH               |
4700                                         WINEDDCAPS_CANBLTSYSMEM             |
4701                                         WINEDDCAPS_CANCLIP                  |
4702                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4703                                         WINEDDCAPS_COLORKEY                 |
4704                                         WINEDDCAPS_COLORKEYHWASSIST         |
4705                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4706
4707     /* Fill the ddraw caps structure */
4708     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4709                                         WINEDDCAPS_PALETTE                  |
4710                                         blit_caps;
4711     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4712                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4713                                         WINEDDCAPS2_PRIMARYGAMMA             |
4714                                         WINEDDCAPS2_WIDESURFACES             |
4715                                         WINEDDCAPS2_CANRENDERWINDOWED;
4716     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4717     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4718     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4719     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4720     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4721     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4722     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4723     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4724     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4725
4726     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4727                                         WINEDDSCAPS_BACKBUFFER              |
4728                                         WINEDDSCAPS_FLIP                    |
4729                                         WINEDDSCAPS_FRONTBUFFER             |
4730                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4731                                         WINEDDSCAPS_PALETTE                 |
4732                                         WINEDDSCAPS_PRIMARYSURFACE          |
4733                                         WINEDDSCAPS_SYSTEMMEMORY            |
4734                                         WINEDDSCAPS_VIDEOMEMORY             |
4735                                         WINEDDSCAPS_VISIBLE;
4736     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4737
4738     /* Set D3D caps if OpenGL is available. */
4739     if (adapter->opengl)
4740     {
4741         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4742                                         WINEDDSCAPS_MIPMAP                  |
4743                                         WINEDDSCAPS_TEXTURE                 |
4744                                         WINEDDSCAPS_ZBUFFER;
4745         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4746     }
4747
4748     return WINED3D_OK;
4749 }
4750
4751 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4752         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4753         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4754 {
4755     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4756     IWineD3DDeviceImpl *object;
4757     HRESULT hr;
4758
4759     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4760             "parent %p, device_parent %p, device %p.\n",
4761             iface, adapter_idx, device_type, focus_window, flags,
4762             parent, device_parent, device);
4763
4764     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4765      * number and create a device without a 3D adapter for 2D only operation. */
4766     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4767     {
4768         return WINED3DERR_INVALIDCALL;
4769     }
4770
4771     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4772     if (!object)
4773     {
4774         ERR("Failed to allocate device memory.\n");
4775         return E_OUTOFMEMORY;
4776     }
4777
4778     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4779     if (FAILED(hr))
4780     {
4781         WARN("Failed to initialize device, hr %#x.\n", hr);
4782         HeapFree(GetProcessHeap(), 0, object);
4783         return hr;
4784     }
4785
4786     TRACE("Created device %p.\n", object);
4787     *device = (IWineD3DDevice *)object;
4788
4789     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4790
4791     return WINED3D_OK;
4792 }
4793
4794 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4795     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4796     IUnknown_AddRef(This->parent);
4797     *pParent = This->parent;
4798     return WINED3D_OK;
4799 }
4800
4801 static void WINE_GLAPI invalid_func(const void *data)
4802 {
4803     ERR("Invalid vertex attribute function called\n");
4804     DebugBreak();
4805 }
4806
4807 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4808 {
4809     ERR("Invalid texcoord function called\n");
4810     DebugBreak();
4811 }
4812
4813 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4814  * the extension detection and are used in drawStridedSlow
4815  */
4816 static void WINE_GLAPI position_d3dcolor(const void *data)
4817 {
4818     DWORD pos = *((const DWORD *)data);
4819
4820     FIXME("Add a test for fixed function position from d3dcolor type\n");
4821     glVertex4s(D3DCOLOR_B_R(pos),
4822                D3DCOLOR_B_G(pos),
4823                D3DCOLOR_B_B(pos),
4824                D3DCOLOR_B_A(pos));
4825 }
4826
4827 static void WINE_GLAPI position_float4(const void *data)
4828 {
4829     const GLfloat *pos = data;
4830
4831     if (pos[3] != 0.0f && pos[3] != 1.0f)
4832     {
4833         float w = 1.0f / pos[3];
4834
4835         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4836     }
4837     else
4838     {
4839         glVertex3fv(pos);
4840     }
4841 }
4842
4843 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4844 {
4845     DWORD diffuseColor = *((const DWORD *)data);
4846
4847     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4848                D3DCOLOR_B_G(diffuseColor),
4849                D3DCOLOR_B_B(diffuseColor),
4850                D3DCOLOR_B_A(diffuseColor));
4851 }
4852
4853 static void WINE_GLAPI specular_d3dcolor(const void *data)
4854 {
4855     DWORD specularColor = *((const DWORD *)data);
4856     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4857             D3DCOLOR_B_G(specularColor),
4858             D3DCOLOR_B_B(specularColor)};
4859
4860     specular_func_3ubv(d);
4861 }
4862
4863 static void WINE_GLAPI warn_no_specular_func(const void *data)
4864 {
4865     WARN("GL_EXT_secondary_color not supported\n");
4866 }
4867
4868 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4869 {
4870     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4871     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4872     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4873     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4874     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4875     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4876     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4877     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4878     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4879     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4880     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4881     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4882     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4883     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4884     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4885     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4886     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4887
4888     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4889     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4890     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4891     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4892     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4893     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4894     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4895     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4896     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4897     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4898     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4899     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4900     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4901     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4902     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4903     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4904     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4905
4906     /* No 4 component entry points here */
4907     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4908     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4909     if (gl_info->supported[EXT_SECONDARY_COLOR])
4910     {
4911         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4912     }
4913     else
4914     {
4915         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4916     }
4917     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4918     if (gl_info->supported[EXT_SECONDARY_COLOR])
4919     {
4920         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4921         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4922     }
4923     else
4924     {
4925         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4926     }
4927     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4928     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4929     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4930     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4931     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4932     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4933     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4934     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4935     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4936     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4937     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4938     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4939
4940     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4941      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4942      */
4943     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4944     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4945     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4946     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4947     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4948     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4949     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4950     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4951     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4952     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4953     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4954     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4955     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4956     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4957     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4958     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4959     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4960
4961     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4962     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4963     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4964     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4965     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4966     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4967     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4968     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4969     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4970     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4971     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4972     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4973     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4974     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4975     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4976     if (gl_info->supported[NV_HALF_FLOAT])
4977     {
4978         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4979         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4980         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4981     } else {
4982         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4983         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4984     }
4985 }
4986
4987 static BOOL InitAdapters(IWineD3DImpl *This)
4988 {
4989     static HMODULE mod_gl;
4990     BOOL ret;
4991     int ps_selected_mode, vs_selected_mode;
4992
4993     /* No need to hold any lock. The calling library makes sure only one thread calls
4994      * wined3d simultaneously
4995      */
4996
4997     TRACE("Initializing adapters\n");
4998
4999     if(!mod_gl) {
5000 #ifdef USE_WIN32_OPENGL
5001 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5002         mod_gl = LoadLibraryA("opengl32.dll");
5003         if(!mod_gl) {
5004             ERR("Can't load opengl32.dll!\n");
5005             goto nogl_adapter;
5006         }
5007 #else
5008 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5009         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5010         mod_gl = GetModuleHandleA("gdi32.dll");
5011 #endif
5012     }
5013
5014 /* Load WGL core functions from opengl32.dll */
5015 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5016     WGL_FUNCS_GEN;
5017 #undef USE_WGL_FUNC
5018
5019     if(!pwglGetProcAddress) {
5020         ERR("Unable to load wglGetProcAddress!\n");
5021         goto nogl_adapter;
5022     }
5023
5024 /* Dynamically load all GL core functions */
5025     GL_FUNCS_GEN;
5026 #undef USE_GL_FUNC
5027
5028     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5029      * otherwise because we have to use winex11.drv's override
5030      */
5031 #ifdef USE_WIN32_OPENGL
5032     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5033     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5034 #else
5035     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5036     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5037 #endif
5038
5039     glEnableWINE = glEnable;
5040     glDisableWINE = glDisable;
5041
5042     /* For now only one default adapter */
5043     {
5044         struct wined3d_adapter *adapter = &This->adapters[0];
5045         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5046         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5047         int iPixelFormat;
5048         int res;
5049         int i;
5050         WineD3D_PixelFormat *cfgs;
5051         DISPLAY_DEVICEW DisplayDevice;
5052         HDC hdc;
5053
5054         TRACE("Initializing default adapter\n");
5055         adapter->ordinal = 0;
5056         adapter->monitorPoint.x = -1;
5057         adapter->monitorPoint.y = -1;
5058
5059         if (!AllocateLocallyUniqueId(&adapter->luid))
5060         {
5061             DWORD err = GetLastError();
5062             ERR("Failed to set adapter LUID (%#x).\n", err);
5063             goto nogl_adapter;
5064         }
5065         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5066                 adapter->luid.HighPart, adapter->luid.LowPart);
5067
5068         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5069         {
5070             ERR("Failed to get a gl context for default adapter\n");
5071             goto nogl_adapter;
5072         }
5073
5074         ret = IWineD3DImpl_FillGLCaps(adapter);
5075         if(!ret) {
5076             ERR("Failed to initialize gl caps for default adapter\n");
5077             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5078             goto nogl_adapter;
5079         }
5080         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5081         if(!ret) {
5082             ERR("Failed to init gl formats\n");
5083             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5084             goto nogl_adapter;
5085         }
5086
5087         hdc = fake_gl_ctx.dc;
5088
5089         /* Use the VideoRamSize registry setting when set */
5090         if(wined3d_settings.emulated_textureram)
5091             adapter->TextureRam = wined3d_settings.emulated_textureram;
5092         else
5093             adapter->TextureRam = adapter->gl_info.vidmem;
5094         adapter->UsedTextureRam = 0;
5095         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5096
5097         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5098         DisplayDevice.cb = sizeof(DisplayDevice);
5099         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5100         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5101         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5102
5103         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5104         {
5105             int attribute;
5106             int attribs[11];
5107             int values[11];
5108             int nAttribs = 0;
5109
5110             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5111             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5112
5113             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5114             cfgs = adapter->cfgs;
5115             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5116             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5117             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5118             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5119             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5120             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5121             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5122             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5123             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5124             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5125             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5126
5127             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5128             {
5129                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5130
5131                 if(!res)
5132                     continue;
5133
5134                 /* Cache the pixel format */
5135                 cfgs->iPixelFormat = iPixelFormat;
5136                 cfgs->redSize = values[0];
5137                 cfgs->greenSize = values[1];
5138                 cfgs->blueSize = values[2];
5139                 cfgs->alphaSize = values[3];
5140                 cfgs->colorSize = values[4];
5141                 cfgs->depthSize = values[5];
5142                 cfgs->stencilSize = values[6];
5143                 cfgs->windowDrawable = values[7];
5144                 cfgs->iPixelType = values[8];
5145                 cfgs->doubleBuffer = values[9];
5146                 cfgs->auxBuffers = values[10];
5147
5148                 cfgs->numSamples = 0;
5149                 /* Check multisample support */
5150                 if (gl_info->supported[ARB_MULTISAMPLE])
5151                 {
5152                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5153                     int value[2];
5154                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5155                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5156                         * value[1] = number of multi sample buffers*/
5157                         if(value[0])
5158                             cfgs->numSamples = value[1];
5159                     }
5160                 }
5161
5162                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5163                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5164                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5165                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5166                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5167                 cfgs++;
5168             }
5169         }
5170         else
5171         {
5172             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5173             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5174             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5175
5176             cfgs = adapter->cfgs;
5177             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5178             {
5179                 PIXELFORMATDESCRIPTOR ppfd;
5180
5181                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5182                 if(!res)
5183                     continue;
5184
5185                 /* We only want HW acceleration using an OpenGL ICD driver.
5186                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5187                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5188                  */
5189                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5190                 {
5191                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5192                     continue;
5193                 }
5194
5195                 cfgs->iPixelFormat = iPixelFormat;
5196                 cfgs->redSize = ppfd.cRedBits;
5197                 cfgs->greenSize = ppfd.cGreenBits;
5198                 cfgs->blueSize = ppfd.cBlueBits;
5199                 cfgs->alphaSize = ppfd.cAlphaBits;
5200                 cfgs->colorSize = ppfd.cColorBits;
5201                 cfgs->depthSize = ppfd.cDepthBits;
5202                 cfgs->stencilSize = ppfd.cStencilBits;
5203                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5204                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5205                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5206                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5207                 cfgs->numSamples = 0;
5208
5209                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5210                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5211                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5212                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5213                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5214                 cfgs++;
5215                 adapter->nCfgs++;
5216             }
5217
5218             /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5219             if(!adapter->nCfgs)
5220             {
5221                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5222
5223                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5224                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5225                 goto nogl_adapter;
5226             }
5227         }
5228
5229         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5230          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5231          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5232          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5233          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5234          * driver is allowed to consume more bits EXCEPT for stencil bits.
5235          *
5236          * Mark an adapter with this broken stencil behavior.
5237          */
5238         adapter->brokenStencil = TRUE;
5239         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5240         {
5241             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5242             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5243                 adapter->brokenStencil = FALSE;
5244                 break;
5245             }
5246         }
5247
5248         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5249
5250         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5251         fillGLAttribFuncs(&adapter->gl_info);
5252         adapter->opengl = TRUE;
5253     }
5254     This->adapter_count = 1;
5255     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5256
5257     return TRUE;
5258
5259 nogl_adapter:
5260     /* Initialize an adapter for ddraw-only memory counting */
5261     memset(This->adapters, 0, sizeof(This->adapters));
5262     This->adapters[0].ordinal = 0;
5263     This->adapters[0].opengl = FALSE;
5264     This->adapters[0].monitorPoint.x = -1;
5265     This->adapters[0].monitorPoint.y = -1;
5266
5267     This->adapters[0].driver_info.name = "Display";
5268     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5269     if(wined3d_settings.emulated_textureram) {
5270         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5271     } else {
5272         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5273     }
5274
5275     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5276
5277     This->adapter_count = 1;
5278     return FALSE;
5279 }
5280
5281 /**********************************************************
5282  * IWineD3D VTbl follows
5283  **********************************************************/
5284
5285 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5286 {
5287     /* IUnknown */
5288     IWineD3DImpl_QueryInterface,
5289     IWineD3DImpl_AddRef,
5290     IWineD3DImpl_Release,
5291     /* IWineD3D */
5292     IWineD3DImpl_GetParent,
5293     IWineD3DImpl_GetAdapterCount,
5294     IWineD3DImpl_RegisterSoftwareDevice,
5295     IWineD3DImpl_GetAdapterMonitor,
5296     IWineD3DImpl_GetAdapterModeCount,
5297     IWineD3DImpl_EnumAdapterModes,
5298     IWineD3DImpl_GetAdapterDisplayMode,
5299     IWineD3DImpl_GetAdapterIdentifier,
5300     IWineD3DImpl_CheckDeviceMultiSampleType,
5301     IWineD3DImpl_CheckDepthStencilMatch,
5302     IWineD3DImpl_CheckDeviceType,
5303     IWineD3DImpl_CheckDeviceFormat,
5304     IWineD3DImpl_CheckDeviceFormatConversion,
5305     IWineD3DImpl_GetDeviceCaps,
5306     IWineD3DImpl_CreateDevice
5307 };
5308
5309 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5310
5311 const struct wined3d_parent_ops wined3d_null_parent_ops =
5312 {
5313     wined3d_null_wined3d_object_destroyed,
5314 };
5315
5316 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5317 {
5318     wined3d->lpVtbl = &IWineD3D_Vtbl;
5319     wined3d->dxVersion = version;
5320     wined3d->ref = 1;
5321     wined3d->parent = parent;
5322
5323     if (!InitAdapters(wined3d))
5324     {
5325         WARN("Failed to initialize adapters.\n");
5326         if (version > 7)
5327         {
5328             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5329             return E_FAIL;
5330         }
5331     }
5332
5333     return WINED3D_OK;
5334 }