wined3d: Mark Geforce GT 140 as a Geforce 9600GT.
[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 WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_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 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
330 {
331     struct wined3d_adapter *adapter = device->adapter;
332
333     adapter->UsedTextureRam += glram;
334     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
335     return adapter->UsedTextureRam;
336 }
337
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
339 {
340     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
342 }
343
344 /**********************************************************
345  * IUnknown parts follows
346  **********************************************************/
347
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
349 {
350     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
351
352     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353     if (IsEqualGUID(riid, &IID_IUnknown)
354         || IsEqualGUID(riid, &IID_IWineD3DBase)
355         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356         IUnknown_AddRef(iface);
357         *ppobj = This;
358         return S_OK;
359     }
360     *ppobj = NULL;
361     return E_NOINTERFACE;
362 }
363
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365     IWineD3DImpl *This = (IWineD3DImpl *)iface;
366     ULONG refCount = InterlockedIncrement(&This->ref);
367
368     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369     return refCount;
370 }
371
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373     IWineD3DImpl *This = (IWineD3DImpl *)iface;
374     ULONG ref;
375     TRACE("(%p) : Releasing from %d\n", This, This->ref);
376     ref = InterlockedDecrement(&This->ref);
377     if (ref == 0) {
378         unsigned int i;
379
380         for (i = 0; i < This->adapter_count; ++i)
381         {
382             wined3d_adapter_cleanup(&This->adapters[i]);
383         }
384         HeapFree(GetProcessHeap(), 0, This);
385     }
386
387     return ref;
388 }
389
390 /**********************************************************
391  * IWineD3D parts follows
392  **********************************************************/
393
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
396 {
397     GLuint prog;
398     BOOL ret = FALSE;
399     const char *testcode =
400         "!!ARBvp1.0\n"
401         "PARAM C[66] = { program.env[0..65] };\n"
402         "ADDRESS A0;"
403         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404         "ARL A0.x, zero.x;\n"
405         "MOV result.position, C[A0.x + 65];\n"
406         "END\n";
407
408     while(glGetError());
409     GL_EXTCALL(glGenProgramsARB(1, &prog));
410     if(!prog) {
411         ERR("Failed to create an ARB offset limit test program\n");
412     }
413     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415                                   strlen(testcode), testcode));
416     if(glGetError() != 0) {
417         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419         ret = TRUE;
420     } else TRACE("OpenGL implementation allows offsets > 63\n");
421
422     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424     checkGLcall("ARB vp offset limit test cleanup");
425
426     return ret;
427 }
428
429 static DWORD ver_for_ext(GL_SupportedExt ext)
430 {
431     unsigned int i;
432     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433         if(EXTENSION_MAP[i].extension == ext) {
434             return EXTENSION_MAP[i].version;
435         }
436     }
437     return 0;
438 }
439
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
442 {
443     if (card_vendor != HW_VENDOR_ATI) return FALSE;
444     if (device == CARD_ATI_RADEON_9500) return TRUE;
445     if (device == CARD_ATI_RADEON_X700) return TRUE;
446     if (device == CARD_ATI_RADEON_X1600) return TRUE;
447     return FALSE;
448 }
449
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
452 {
453     if (card_vendor == HW_VENDOR_NVIDIA)
454     {
455         if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
456         {
457             return TRUE;
458         }
459     }
460     return FALSE;
461 }
462
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
469      *
470      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475      * the chance that other implementations support them is rather small since Win32 QuickTime uses
476      * DirectDraw, not OpenGL.
477      *
478      * This test has been moved into wined3d_guess_gl_vendor()
479      */
480     if (gl_vendor == GL_VENDOR_APPLE)
481     {
482         return TRUE;
483     }
484     return FALSE;
485 }
486
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
489 {
490     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492      * all the texture. This function detects this bug by its symptom and disables PBOs
493      * if the test fails.
494      *
495      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498      * read back is compared to the original. If they are equal PBOs are assumed to work,
499      * otherwise the PBO extension is disabled. */
500     GLuint texture, pbo;
501     static const unsigned int pattern[] =
502     {
503         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
507     };
508     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
509
510     /* No PBO -> No point in testing them. */
511     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
512
513     ENTER_GL();
514
515     while (glGetError());
516     glGenTextures(1, &texture);
517     glBindTexture(GL_TEXTURE_2D, texture);
518
519     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521     checkGLcall("Specifying the PBO test texture");
522
523     GL_EXTCALL(glGenBuffersARB(1, &pbo));
524     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526     checkGLcall("Specifying the PBO test pbo");
527
528     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529     checkGLcall("Loading the PBO test texture");
530
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532     LEAVE_GL();
533
534     wglFinish(); /* just to be sure */
535
536     memset(check, 0, sizeof(check));
537     ENTER_GL();
538     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
539     checkGLcall("Reading back the PBO test texture");
540
541     glDeleteTextures(1, &texture);
542     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
543     checkGLcall("PBO test cleanup");
544
545     LEAVE_GL();
546
547     if (memcmp(check, pattern, sizeof(check)))
548     {
549         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
550         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
551         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
552     }
553     else
554     {
555         TRACE_(d3d_caps)("PBO test successful.\n");
556     }
557 }
558
559 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
560         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
561 {
562     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
563 }
564
565 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
567 {
568     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
569     if (card_vendor != HW_VENDOR_ATI) return FALSE;
570     if (device == CARD_ATI_RADEON_X1600) return FALSE;
571     return TRUE;
572 }
573
574 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
575         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
576 {
577     return gl_vendor == GL_VENDOR_FGLRX;
578
579 }
580
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
588      * hardcoded
589      *
590      * dx10 cards usually have 64 varyings */
591     return gl_info->limits.glsl_varyings > 44;
592 }
593
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
597 {
598     GLenum error;
599     DWORD data[16];
600
601     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
602
603     ENTER_GL();
604     while(glGetError());
605     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606     error = glGetError();
607     LEAVE_GL();
608
609     if(error == GL_NO_ERROR)
610     {
611         TRACE("GL Implementation accepts 4 component specular color pointers\n");
612         return TRUE;
613     }
614     else
615     {
616         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617               debug_glerror(error));
618         return FALSE;
619     }
620 }
621
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
624 {
625     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
626     return gl_info->supported[NV_TEXTURE_SHADER];
627 }
628
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 {
633     GLuint prog;
634     BOOL ret = FALSE;
635     GLint pos;
636     const char *testcode =
637         "!!ARBvp1.0\n"
638         "OPTION NV_vertex_program2;\n"
639         "MOV result.clip[0], 0.0;\n"
640         "MOV result.position, 0.0;\n"
641         "END\n";
642
643     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
644
645     ENTER_GL();
646     while(glGetError());
647
648     GL_EXTCALL(glGenProgramsARB(1, &prog));
649     if(!prog)
650     {
651         ERR("Failed to create the NVvp clip test program\n");
652         LEAVE_GL();
653         return FALSE;
654     }
655     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657                                   strlen(testcode), testcode));
658     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
659     if(pos != -1)
660     {
661         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
663         ret = TRUE;
664         while(glGetError());
665     }
666     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
667
668     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
671
672     LEAVE_GL();
673     return ret;
674 }
675
676 /* Context activation is done by the caller. */
677 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
678         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
679 {
680     char data[4 * 4 * 4];
681     GLuint tex, fbo;
682     GLenum status;
683
684     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
685
686     memset(data, 0xcc, sizeof(data));
687
688     ENTER_GL();
689
690     glGenTextures(1, &tex);
691     glBindTexture(GL_TEXTURE_2D, tex);
692     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
693     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
694     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
695     checkGLcall("glTexImage2D");
696
697     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
698     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
700     checkGLcall("glFramebufferTexture2D");
701
702     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
703     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
704     checkGLcall("glCheckFramebufferStatus");
705
706     memset(data, 0x11, sizeof(data));
707     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
708     checkGLcall("glTexSubImage2D");
709
710     glClearColor(0.996, 0.729, 0.745, 0.792);
711     glClear(GL_COLOR_BUFFER_BIT);
712     checkGLcall("glClear");
713
714     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glGetTexImage");
716
717     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
718     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
719     glBindTexture(GL_TEXTURE_2D, 0);
720     checkGLcall("glBindTexture");
721
722     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
723     glDeleteTextures(1, &tex);
724     checkGLcall("glDeleteTextures");
725
726     LEAVE_GL();
727
728     return *(DWORD *)data == 0x11111111;
729 }
730
731 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
732 {
733     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
734     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
735     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
736     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
737 }
738
739 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
740 {
741     quirk_arb_constants(gl_info);
742     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
743      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
744      * allow 48 different offsets or other helper immediate values. */
745     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
746     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
747 }
748
749 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
750  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
751  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
752  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
753  * most games, but avoids the crash
754  *
755  * A more sophisticated way would be to find all units that need texture coordinates and enable
756  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
757  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
758  *
759  * Note that disabling the extension entirely does not gain predictability because there is no point
760  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
761 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
762 {
763     if (gl_info->supported[ARB_POINT_SPRITE])
764     {
765         TRACE("Limiting point sprites to one texture unit.\n");
766         gl_info->limits.point_sprite_units = 1;
767     }
768 }
769
770 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
771 {
772     quirk_arb_constants(gl_info);
773
774     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
775      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
776      * If real NP2 textures are used, the driver falls back to software. We could just remove the
777      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
778      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
779      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
780      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
781      *
782      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
783      * has this extension promoted to core. The extension loading code sets this extension supported
784      * due to that, so this code works on fglrx as well. */
785     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
786     {
787         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
788         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
789         gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
790     }
791
792     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
793      * it is generally more efficient. Reserve just 8 constants. */
794     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
795     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
796 }
797
798 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
799 {
800     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
801      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
802      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
803      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
804      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
805      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
806      *
807      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
808      *  triggering the software fallback. There is not much we can do here apart from disabling the
809      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
810      *  in IWineD3DImpl_FillGLCaps).
811      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
812      *  post-processing effects in the game "Max Payne 2").
813      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
814     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
815     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
817 }
818
819 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
820 {
821     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
822      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
823      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
824      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
825      * according to the spec.
826      *
827      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
828      * makes the shader slower and eats instruction slots which should be available to the d3d app.
829      *
830      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
831      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
832      * this workaround is activated on cards that do not need it, it won't break things, just affect
833      * performance negatively. */
834     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
835     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
836 }
837
838 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
839 {
840     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
841 }
842
843 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
844 {
845     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
846 }
847
848 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
849 {
850     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
851     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
852 }
853
854 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
855 {
856     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
857 }
858
859 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
860 {
861     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
862 }
863
864 struct driver_quirk
865 {
866     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
867             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
868     void (*apply)(struct wined3d_gl_info *gl_info);
869     const char *description;
870 };
871
872 static const struct driver_quirk quirk_table[] =
873 {
874     {
875         match_ati_r300_to_500,
876         quirk_ati_dx9,
877         "ATI GLSL constant and normalized texrect quirk"
878     },
879     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
880      * used it falls back to software. While the compiler can detect if the shader uses all declared
881      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
882      * using relative addressing falls back to software.
883      *
884      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
885     {
886         match_apple,
887         quirk_apple_glsl_constants,
888         "Apple GLSL uniform override"
889     },
890     {
891         match_geforce5,
892         quirk_no_np2,
893         "Geforce 5 NP2 disable"
894     },
895     {
896         match_apple_intel,
897         quirk_texcoord_w,
898         "Init texcoord .w for Apple Intel GPU driver"
899     },
900     {
901         match_apple_nonr500ati,
902         quirk_texcoord_w,
903         "Init texcoord .w for Apple ATI >= r600 GPU driver"
904     },
905     {
906         match_fglrx,
907         quirk_one_point_sprite,
908         "Fglrx point sprite crash workaround"
909     },
910     {
911         match_dx10_capable,
912         quirk_clip_varying,
913         "Reserved varying for gl_ClipPos"
914     },
915     {
916         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
917          * GL implementations accept it. The Mac GL is the only implementation known to
918          * reject it.
919          *
920          * If we can pass 4 component specular colors, do it, because (a) we don't have
921          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
922          * passes specular alpha to the pixel shader if any is used. Otherwise the
923          * specular alpha is used to pass the fog coordinate, which we pass to opengl
924          * via GL_EXT_fog_coord.
925          */
926         match_allows_spec_alpha,
927         quirk_allows_specular_alpha,
928         "Allow specular alpha quirk"
929     },
930     {
931         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
932          * (rdar://5682521).
933          */
934         match_apple_nvts,
935         quirk_apple_nvts,
936         "Apple NV_texture_shader disable"
937     },
938     {
939         match_broken_nv_clip,
940         quirk_disable_nvvp_clip,
941         "Apple NV_vertex_program clip bug quirk"
942     },
943     {
944         match_fbo_tex_update,
945         quirk_fbo_tex_update,
946         "FBO rebind for attachment updates"
947     },
948 };
949
950 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
951  * reporting a driver version is moot because we are not the Windows driver, and we have different
952  * bugs, features, etc.
953  *
954  * The driver version has the form "x.y.z.w".
955  *
956  * "x" is the Windows version the driver is meant for:
957  * 4 -> 95/98/NT4
958  * 5 -> 2000
959  * 6 -> 2000/XP
960  * 7 -> Vista
961  * 8 -> Win 7
962  *
963  * "y" is the Direct3D level the driver supports:
964  * 11 -> d3d6
965  * 12 -> d3d7
966  * 13 -> d3d8
967  * 14 -> d3d9
968  * 15 -> d3d10
969  *
970  * "z" is unknown, possibly vendor specific.
971  *
972  * "w" is the vendor specific driver version.
973  */
974 struct driver_version_information
975 {
976     WORD vendor;                    /* reported PCI card vendor ID  */
977     WORD card;                      /* reported PCI card device ID  */
978     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
979     WORD d3d_level;                 /* driver hiword to report      */
980     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
981 };
982
983 static const struct driver_version_information driver_version_table[] =
984 {
985     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
986      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
987      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
988      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
989      *
990      * All version numbers used below are from the Linux nvidia drivers. */
991     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
992     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
993     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
994     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
995     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
996     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
997     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
998     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
999     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
1000     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
1001     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
1002     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 9745   },
1003     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 9745   },
1004     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 9745   },
1005     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 9745   },
1006     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 9745   },
1007     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 9745   },
1008     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 9745   },
1009     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 9745   },
1010     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 9745   },
1011     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 9745   },
1012     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 9745   },
1013     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 9745   },
1014     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 9745   },
1015     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 9745   },
1016     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 9745   },
1017     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 9745   },
1018     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               15, 11, 9745   },
1019     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            15, 11, 9745   },
1020     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 9745   },
1021     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 9745   },
1022     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 9745   },
1023     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 9745   },
1024     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           15, 11, 9775   },
1025     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           15, 11, 9775   },
1026     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1027     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
1028     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
1029     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
1030     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      14, 10, 6764    },
1031     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
1032     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
1033     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
1034     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
1035     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
1036     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
1037     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
1038     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
1039
1040     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1041 };
1042
1043 static void init_driver_info(struct wined3d_driver_info *driver_info,
1044         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1045 {
1046     OSVERSIONINFOW os_version;
1047     WORD driver_os_version;
1048     unsigned int i;
1049
1050     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1051     {
1052         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1053         vendor = wined3d_settings.pci_vendor_id;
1054     }
1055     driver_info->vendor = vendor;
1056
1057     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1058     {
1059         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1060         device = wined3d_settings.pci_device_id;
1061     }
1062     driver_info->device = device;
1063
1064     switch (vendor)
1065     {
1066         case HW_VENDOR_ATI:
1067             driver_info->name = "ati2dvag.dll";
1068             break;
1069
1070         case HW_VENDOR_NVIDIA:
1071             driver_info->name = "nv4_disp.dll";
1072             break;
1073
1074         case HW_VENDOR_INTEL:
1075         default:
1076             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1077             driver_info->name = "Display";
1078             break;
1079     }
1080
1081     memset(&os_version, 0, sizeof(os_version));
1082     os_version.dwOSVersionInfoSize = sizeof(os_version);
1083     if (!GetVersionExW(&os_version))
1084     {
1085         ERR("Failed to get OS version, reporting 2000/XP.\n");
1086         driver_os_version = 6;
1087     }
1088     else
1089     {
1090         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1091         switch (os_version.dwMajorVersion)
1092         {
1093             case 4:
1094                 driver_os_version = 4;
1095                 break;
1096
1097             case 5:
1098                 driver_os_version = 6;
1099                 break;
1100
1101             case 6:
1102                 if (os_version.dwMinorVersion == 0)
1103                 {
1104                     driver_os_version = 7;
1105                 }
1106                 else
1107                 {
1108                     if (os_version.dwMinorVersion > 1)
1109                     {
1110                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1111                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1112                     }
1113                     driver_os_version = 8;
1114                 }
1115                 break;
1116
1117             default:
1118                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1119                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1120                 driver_os_version = 6;
1121                 break;
1122         }
1123     }
1124
1125     driver_info->description = "Direct3D HAL";
1126     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1127     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1128
1129     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1130     {
1131         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1132         {
1133             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1134
1135             driver_info->description = driver_version_table[i].description;
1136             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1137             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1138                     driver_version_table[i].lopart_lo);
1139             break;
1140         }
1141     }
1142
1143     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1144             driver_info->version_high, driver_info->version_low);
1145 }
1146
1147 /* Context activation is done by the caller. */
1148 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1149         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1150 {
1151     unsigned int i;
1152
1153     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1154     {
1155         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1156         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1157         quirk_table[i].apply(gl_info);
1158     }
1159
1160     /* Find out if PBOs work as they are supposed to. */
1161     test_pbo_functionality(gl_info);
1162 }
1163
1164 static DWORD wined3d_parse_gl_version(const char *gl_version)
1165 {
1166     const char *ptr = gl_version;
1167     int major, minor;
1168
1169     major = atoi(ptr);
1170     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1171
1172     while (isdigit(*ptr)) ++ptr;
1173     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1174
1175     minor = atoi(ptr);
1176
1177     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1178
1179     return MAKEDWORD_VERSION(major, minor);
1180 }
1181
1182 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1183 {
1184
1185     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1186      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1187      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1188      *
1189      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1190      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1191      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1192      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1193      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1194      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1195      * DirectDraw, not OpenGL. */
1196     if (gl_info->supported[APPLE_FENCE]
1197             && gl_info->supported[APPLE_CLIENT_STORAGE]
1198             && gl_info->supported[APPLE_FLUSH_RENDER]
1199             && gl_info->supported[APPLE_YCBCR_422])
1200         return GL_VENDOR_APPLE;
1201
1202     if (strstr(gl_vendor_string, "NVIDIA"))
1203         return GL_VENDOR_NVIDIA;
1204
1205     if (strstr(gl_vendor_string, "ATI"))
1206         return GL_VENDOR_FGLRX;
1207
1208     if (strstr(gl_vendor_string, "Intel(R)")
1209             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1210             || strstr(gl_renderer, "Intel")
1211             || strstr(gl_vendor_string, "Intel Inc."))
1212         return GL_VENDOR_INTEL;
1213
1214     if (strstr(gl_vendor_string, "Mesa")
1215             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1216             || strstr(gl_vendor_string, "DRI R300 Project")
1217             || strstr(gl_vendor_string, "X.Org R300 Project")
1218             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1219             || strstr(gl_vendor_string, "VMware, Inc.")
1220             || strstr(gl_renderer, "Mesa")
1221             || strstr(gl_renderer, "Gallium"))
1222         return GL_VENDOR_MESA;
1223
1224     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1225             debugstr_a(gl_vendor_string));
1226
1227     return GL_VENDOR_UNKNOWN;
1228 }
1229
1230 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1231 {
1232     if (strstr(gl_vendor_string, "NVIDIA"))
1233         return HW_VENDOR_NVIDIA;
1234
1235     if (strstr(gl_vendor_string, "ATI")
1236             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1237             || strstr(gl_vendor_string, "X.Org R300 Project")
1238             || strstr(gl_vendor_string, "DRI R300 Project"))
1239         return HW_VENDOR_ATI;
1240
1241     if (strstr(gl_vendor_string, "Intel(R)")
1242             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1243             || strstr(gl_renderer, "Intel")
1244             || strstr(gl_vendor_string, "Intel Inc."))
1245         return HW_VENDOR_INTEL;
1246
1247     if (strstr(gl_vendor_string, "Mesa")
1248             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1249             || strstr(gl_vendor_string, "VMware, Inc."))
1250         return HW_VENDOR_SOFTWARE;
1251
1252     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1253
1254     return HW_VENDOR_NVIDIA;
1255 }
1256
1257
1258
1259 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1260         const char *gl_renderer, unsigned int *vidmem)
1261 {
1262     if (WINE_D3D10_CAPABLE(gl_info))
1263     {
1264         /* Geforce 400 - highend */
1265         if (strstr(gl_renderer, "GTX 480"))
1266         {
1267             *vidmem = 1536;
1268             return CARD_NVIDIA_GEFORCE_GTX480;
1269         }
1270
1271         /* Geforce 400 - midend high */
1272         if (strstr(gl_renderer, "GTX 470"))
1273         {
1274             *vidmem = 1280;
1275             return CARD_NVIDIA_GEFORCE_GTX470;
1276         }
1277
1278         /* Geforce 200 - highend */
1279         if (strstr(gl_renderer, "GTX 280")
1280                 || strstr(gl_renderer, "GTX 285")
1281                 || strstr(gl_renderer, "GTX 295"))
1282         {
1283             *vidmem = 1024;
1284             return CARD_NVIDIA_GEFORCE_GTX280;
1285         }
1286
1287         /* Geforce 200 - midend high */
1288         if (strstr(gl_renderer, "GTX 275"))
1289         {
1290             *vidmem = 896;
1291             return CARD_NVIDIA_GEFORCE_GTX275;
1292         }
1293
1294         /* Geforce 200 - midend */
1295         if (strstr(gl_renderer, "GTX 260"))
1296         {
1297             *vidmem = 1024;
1298             return CARD_NVIDIA_GEFORCE_GTX260;
1299         }
1300         /* Geforce 200 - midend */
1301         if (strstr(gl_renderer, "GT 240"))
1302         {
1303            *vidmem = 512;
1304            return CARD_NVIDIA_GEFORCE_GT240;
1305         }
1306
1307         /* Geforce 200 lowend */
1308         if (strstr(gl_renderer, "GT 220"))
1309         {
1310            *vidmem = 512; /* The GT 220 has 512-1024MB */
1311            return CARD_NVIDIA_GEFORCE_GT220;
1312         }
1313         /* Geforce 200 lowend */
1314         if (strstr(gl_renderer, "Geforce 210")
1315                 || strstr(gl_renderer, "G 210"))
1316         {
1317            *vidmem = 512;
1318            return CARD_NVIDIA_GEFORCE_210;
1319         }
1320
1321         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1322         if (strstr(gl_renderer, "9800")
1323                 || strstr(gl_renderer, "GTS 150")
1324                 || strstr(gl_renderer, "GTS 250"))
1325         {
1326             *vidmem = 512;
1327             return CARD_NVIDIA_GEFORCE_9800GT;
1328         }
1329
1330         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1331         if (strstr(gl_renderer, "9600")
1332                 || strstr(gl_renderer, "GT 140"))
1333         {
1334             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1335             return CARD_NVIDIA_GEFORCE_9600GT;
1336         }
1337
1338         /* Geforce9 - midend low / Geforce 200 - low */
1339         if (strstr(gl_renderer, "9500")
1340                 || strstr(gl_renderer, "GT 120")
1341                 || strstr(gl_renderer, "GT 130"))
1342         {
1343             *vidmem = 256; /* The 9500GT has 256-1024MB */
1344             return CARD_NVIDIA_GEFORCE_9500GT;
1345         }
1346
1347         /* Geforce9 - lowend */
1348         if (strstr(gl_renderer, "9400"))
1349         {
1350             *vidmem = 256; /* The 9400GT has 256-1024MB */
1351             return CARD_NVIDIA_GEFORCE_9400GT;
1352         }
1353
1354         /* Geforce9 - lowend low */
1355         if (strstr(gl_renderer, "9100")
1356                 || strstr(gl_renderer, "9200")
1357                 || strstr(gl_renderer, "9300")
1358                 || strstr(gl_renderer, "G 100"))
1359         {
1360             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1361             return CARD_NVIDIA_GEFORCE_9200;
1362         }
1363
1364         /* Geforce8 - highend */
1365         if (strstr(gl_renderer, "8800"))
1366         {
1367             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1368             return CARD_NVIDIA_GEFORCE_8800GTS;
1369         }
1370
1371         /* Geforce8 - midend mobile */
1372         if (strstr(gl_renderer, "8600 M"))
1373         {
1374             *vidmem = 512;
1375             return CARD_NVIDIA_GEFORCE_8600MGT;
1376         }
1377
1378         /* Geforce8 - midend */
1379         if (strstr(gl_renderer, "8600")
1380                 || strstr(gl_renderer, "8700"))
1381         {
1382             *vidmem = 256;
1383             return CARD_NVIDIA_GEFORCE_8600GT;
1384         }
1385
1386         /* Geforce8 - lowend */
1387         if (strstr(gl_renderer, "8100")
1388                 || strstr(gl_renderer, "8200")
1389                 || strstr(gl_renderer, "8300")
1390                 || strstr(gl_renderer, "8400")
1391                 || strstr(gl_renderer, "8500"))
1392         {
1393             *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1394             return CARD_NVIDIA_GEFORCE_8300GS;
1395         }
1396
1397         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1398         *vidmem = 128;
1399         return CARD_NVIDIA_GEFORCE_8300GS;
1400     }
1401
1402     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1403      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1404      */
1405     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1406     {
1407         /* Geforce7 - highend */
1408         if (strstr(gl_renderer, "7800")
1409                 || strstr(gl_renderer, "7900")
1410                 || strstr(gl_renderer, "7950")
1411                 || strstr(gl_renderer, "Quadro FX 4")
1412                 || strstr(gl_renderer, "Quadro FX 5"))
1413         {
1414             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1415             return CARD_NVIDIA_GEFORCE_7800GT;
1416         }
1417
1418         /* Geforce7 midend */
1419         if (strstr(gl_renderer, "7600")
1420                 || strstr(gl_renderer, "7700"))
1421         {
1422             *vidmem = 256; /* The 7600 uses 256-512MB */
1423             return CARD_NVIDIA_GEFORCE_7600;
1424         }
1425
1426         /* Geforce7 lower medium */
1427         if (strstr(gl_renderer, "7400"))
1428         {
1429             *vidmem = 256; /* The 7400 uses 256-512MB */
1430             return CARD_NVIDIA_GEFORCE_7400;
1431         }
1432
1433         /* Geforce7 lowend */
1434         if (strstr(gl_renderer, "7300"))
1435         {
1436             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1437             return CARD_NVIDIA_GEFORCE_7300;
1438         }
1439
1440         /* Geforce6 highend */
1441         if (strstr(gl_renderer, "6800"))
1442         {
1443             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1444             return CARD_NVIDIA_GEFORCE_6800;
1445         }
1446
1447         /* Geforce6 - midend */
1448         if (strstr(gl_renderer, "6600")
1449                 || strstr(gl_renderer, "6610")
1450                 || strstr(gl_renderer, "6700"))
1451         {
1452             *vidmem = 128; /* A 6600GT has 128-256MB */
1453             return CARD_NVIDIA_GEFORCE_6600GT;
1454         }
1455
1456         /* Geforce6/7 lowend */
1457         *vidmem = 64; /* */
1458         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1459     }
1460
1461     if (WINE_D3D9_CAPABLE(gl_info))
1462     {
1463         /* GeforceFX - highend */
1464         if (strstr(gl_renderer, "5800")
1465                 || strstr(gl_renderer, "5900")
1466                 || strstr(gl_renderer, "5950")
1467                 || strstr(gl_renderer, "Quadro FX"))
1468         {
1469             *vidmem = 256; /* 5800-5900 cards use 256MB */
1470             return CARD_NVIDIA_GEFORCEFX_5800;
1471         }
1472
1473         /* GeforceFX - midend */
1474         if (strstr(gl_renderer, "5600")
1475                 || strstr(gl_renderer, "5650")
1476                 || strstr(gl_renderer, "5700")
1477                 || strstr(gl_renderer, "5750"))
1478         {
1479             *vidmem = 128; /* A 5600 uses 128-256MB */
1480             return CARD_NVIDIA_GEFORCEFX_5600;
1481         }
1482
1483         /* GeforceFX - lowend */
1484         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1485         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1486     }
1487
1488     if (WINE_D3D8_CAPABLE(gl_info))
1489     {
1490         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1491         {
1492             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1493             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1494         }
1495
1496         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1497         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1498     }
1499
1500     if (WINE_D3D7_CAPABLE(gl_info))
1501     {
1502         if (strstr(gl_renderer, "GeForce4 MX"))
1503         {
1504             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1505              * early models had 32MB but most have 64MB or even 128MB. */
1506             *vidmem = 64;
1507             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1508         }
1509
1510         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1511         {
1512             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1513             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1514         }
1515
1516         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1517         {
1518             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1519             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1520         }
1521
1522         /* Most Geforce1 cards have 32MB, there are also some rare 16
1523          * and 64MB (Dell) models. */
1524         *vidmem = 32;
1525         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1526     }
1527
1528     if (strstr(gl_renderer, "TNT2"))
1529     {
1530         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1531         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1532     }
1533
1534     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1535     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1536
1537 }
1538
1539 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1540         const char *gl_renderer, unsigned int *vidmem)
1541 {
1542     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1543      *
1544      * Beware: renderer string do not match exact card model,
1545      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1546     if (WINE_D3D10_CAPABLE(gl_info))
1547     {
1548         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1549         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1550                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1551                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1552         {
1553             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1554             return CARD_ATI_RADEON_HD5800;
1555         }
1556
1557         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1558         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1559                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1560                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1561         {
1562             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1563             return CARD_ATI_RADEON_HD5700;
1564         }
1565
1566         /* Radeon R7xx HD4800 - highend */
1567         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1568                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1569                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1570                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1571                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1572         {
1573             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1574             return CARD_ATI_RADEON_HD4800;
1575         }
1576
1577         /* Radeon R740 HD4700 - midend */
1578         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1579                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1580         {
1581             *vidmem = 512;
1582             return CARD_ATI_RADEON_HD4700;
1583         }
1584
1585         /* Radeon R730 HD4600 - midend */
1586         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1587                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1588                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1589         {
1590             *vidmem = 512;
1591             return CARD_ATI_RADEON_HD4600;
1592         }
1593
1594         /* Radeon R710 HD4500/HD4350 - lowend */
1595         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1596                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1597         {
1598             *vidmem = 256;
1599             return CARD_ATI_RADEON_HD4350;
1600         }
1601
1602         /* Radeon R6xx HD2900/HD3800 - highend */
1603         if (strstr(gl_renderer, "HD 2900")
1604                 || strstr(gl_renderer, "HD 3870")
1605                 || strstr(gl_renderer, "HD 3850"))
1606         {
1607             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1608             return CARD_ATI_RADEON_HD2900;
1609         }
1610
1611         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1612         if (strstr(gl_renderer, "HD 2600")
1613                 || strstr(gl_renderer, "HD 3830")
1614                 || strstr(gl_renderer, "HD 3690")
1615                 || strstr(gl_renderer, "HD 3650"))
1616         {
1617             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1618             return CARD_ATI_RADEON_HD2600;
1619         }
1620
1621         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1622          * Note HD2300=DX9, HD2350=DX10 */
1623         if (strstr(gl_renderer, "HD 2350")
1624                 || strstr(gl_renderer, "HD 2400")
1625                 || strstr(gl_renderer, "HD 3470")
1626                 || strstr(gl_renderer, "HD 3450")
1627                 || strstr(gl_renderer, "HD 3430")
1628                 || strstr(gl_renderer, "HD 3400"))
1629         {
1630             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1631             return CARD_ATI_RADEON_HD2350;
1632         }
1633
1634         /* Radeon R6xx/R7xx integrated */
1635         if (strstr(gl_renderer, "HD 3100")
1636                 || strstr(gl_renderer, "HD 3200")
1637                 || strstr(gl_renderer, "HD 3300"))
1638         {
1639             *vidmem = 128; /* 128MB */
1640             return CARD_ATI_RADEON_HD3200;
1641         }
1642
1643         /* Default for when no GPU has been found */
1644         *vidmem = 128; /* 128MB */
1645         return CARD_ATI_RADEON_HD3200;
1646     }
1647
1648     if (WINE_D3D8_CAPABLE(gl_info))
1649     {
1650         /* Radeon R5xx */
1651         if (strstr(gl_renderer, "X1600")
1652                 || strstr(gl_renderer, "X1650")
1653                 || strstr(gl_renderer, "X1800")
1654                 || strstr(gl_renderer, "X1900")
1655                 || strstr(gl_renderer, "X1950"))
1656         {
1657             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1658             return CARD_ATI_RADEON_X1600;
1659         }
1660
1661         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1662          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1663         if (strstr(gl_renderer, "X700")
1664                 || strstr(gl_renderer, "X800")
1665                 || strstr(gl_renderer, "X850")
1666                 || strstr(gl_renderer, "X1300")
1667                 || strstr(gl_renderer, "X1400")
1668                 || strstr(gl_renderer, "X1450")
1669                 || strstr(gl_renderer, "X1550")
1670                 || strstr(gl_renderer, "X2300")
1671                 || strstr(gl_renderer, "X2500")
1672                 || strstr(gl_renderer, "HD 2300")
1673                 )
1674         {
1675             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1676             return CARD_ATI_RADEON_X700;
1677         }
1678
1679         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1680         if (strstr(gl_renderer, "Radeon Xpress"))
1681         {
1682             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1683             return CARD_ATI_RADEON_XPRESS_200M;
1684         }
1685
1686         /* Radeon R3xx */
1687         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1688         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1689     }
1690
1691     if (WINE_D3D8_CAPABLE(gl_info))
1692     {
1693         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1694         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1695     }
1696
1697     if (WINE_D3D7_CAPABLE(gl_info))
1698     {
1699         *vidmem = 32; /* There are models with up to 64MB */
1700         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1701     }
1702
1703     *vidmem = 16; /* There are 16-32MB models */
1704     return CARD_ATI_RAGE_128PRO;
1705
1706 }
1707
1708 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1709         const char *gl_renderer, unsigned int *vidmem)
1710 {
1711     if (strstr(gl_renderer, "X3100"))
1712     {
1713         /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1714         *vidmem = 128;
1715         return CARD_INTEL_X3100;
1716     }
1717
1718     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1719     {
1720         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1721         *vidmem = 64;
1722         return CARD_INTEL_I945GM;
1723     }
1724
1725     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1726     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1727     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1728     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1729     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1730     return CARD_INTEL_I915G;
1731
1732 }
1733
1734 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1735         const char *gl_renderer, unsigned int *vidmem)
1736 {
1737     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1738      *
1739      * Beware: renderer string do not match exact card model,
1740      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1741     if (strstr(gl_renderer, "Gallium"))
1742     {
1743         /* Radeon R7xx HD4800 - highend */
1744         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1745                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1746                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1747         {
1748             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1749             return CARD_ATI_RADEON_HD4800;
1750         }
1751
1752         /* Radeon R740 HD4700 - midend */
1753         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1754         {
1755             *vidmem = 512;
1756             return CARD_ATI_RADEON_HD4700;
1757         }
1758
1759         /* Radeon R730 HD4600 - midend */
1760         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1761         {
1762             *vidmem = 512;
1763             return CARD_ATI_RADEON_HD4600;
1764         }
1765
1766         /* Radeon R710 HD4500/HD4350 - lowend */
1767         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1768         {
1769             *vidmem = 256;
1770             return CARD_ATI_RADEON_HD4350;
1771         }
1772
1773         /* Radeon R6xx HD2900/HD3800 - highend */
1774         if (strstr(gl_renderer, "R600")
1775                 || strstr(gl_renderer, "RV670")
1776                 || strstr(gl_renderer, "R680"))
1777         {
1778             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1779             return CARD_ATI_RADEON_HD2900;
1780         }
1781
1782         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1783         if (strstr(gl_renderer, "RV630")
1784                 || strstr(gl_renderer, "RV635"))
1785         {
1786             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1787             return CARD_ATI_RADEON_HD2600;
1788         }
1789
1790         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1791         if (strstr(gl_renderer, "RV610")
1792                 || strstr(gl_renderer, "RV620"))
1793         {
1794             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1795             return CARD_ATI_RADEON_HD2350;
1796         }
1797
1798         /* Radeon R6xx/R7xx integrated */
1799         if (strstr(gl_renderer, "RS780")
1800                 || strstr(gl_renderer, "RS880"))
1801         {
1802             *vidmem = 128; /* 128MB */
1803             return CARD_ATI_RADEON_HD3200;
1804         }
1805
1806         /* Radeon R5xx */
1807         if (strstr(gl_renderer, "RV530")
1808                 || strstr(gl_renderer, "RV535")
1809                 || strstr(gl_renderer, "RV560")
1810                 || strstr(gl_renderer, "R520")
1811                 || strstr(gl_renderer, "RV570")
1812                 || strstr(gl_renderer, "R580"))
1813         {
1814             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1815             return CARD_ATI_RADEON_X1600;
1816         }
1817
1818         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1819         if (strstr(gl_renderer, "R410")
1820                 || strstr(gl_renderer, "R420")
1821                 || strstr(gl_renderer, "R423")
1822                 || strstr(gl_renderer, "R430")
1823                 || strstr(gl_renderer, "R480")
1824                 || strstr(gl_renderer, "R481")
1825                 || strstr(gl_renderer, "RV410")
1826                 || strstr(gl_renderer, "RV515")
1827                 || strstr(gl_renderer, "RV516"))
1828         {
1829             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1830             return CARD_ATI_RADEON_X700;
1831         }
1832
1833         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1834         if (strstr(gl_renderer, "RS400")
1835                 || strstr(gl_renderer, "RS480")
1836                 || strstr(gl_renderer, "RS482")
1837                 || strstr(gl_renderer, "RS485")
1838                 || strstr(gl_renderer, "RS600")
1839                 || strstr(gl_renderer, "RS690")
1840                 || strstr(gl_renderer, "RS740"))
1841         {
1842             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1843             return CARD_ATI_RADEON_XPRESS_200M;
1844         }
1845
1846         /* Radeon R3xx */
1847         if (strstr(gl_renderer, "R300")
1848                 || strstr(gl_renderer, "RV350")
1849                 || strstr(gl_renderer, "RV351")
1850                 || strstr(gl_renderer, "RV360")
1851                 || strstr(gl_renderer, "RV370")
1852                 || strstr(gl_renderer, "R350")
1853                 || strstr(gl_renderer, "R360"))
1854         {
1855             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1856             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1857         }
1858     }
1859
1860     if (WINE_D3D9_CAPABLE(gl_info))
1861     {
1862         /* Radeon R7xx HD4800 - highend */
1863         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1864                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1865                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1866         {
1867             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1868             return CARD_ATI_RADEON_HD4800;
1869         }
1870
1871         /* Radeon R740 HD4700 - midend */
1872         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1873         {
1874             *vidmem = 512;
1875             return CARD_ATI_RADEON_HD4700;
1876         }
1877
1878         /* Radeon R730 HD4600 - midend */
1879         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1880         {
1881             *vidmem = 512;
1882             return CARD_ATI_RADEON_HD4600;
1883         }
1884
1885         /* Radeon R710 HD4500/HD4350 - lowend */
1886         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1887         {
1888             *vidmem = 256;
1889             return CARD_ATI_RADEON_HD4350;
1890         }
1891
1892         /* Radeon R6xx HD2900/HD3800 - highend */
1893         if (strstr(gl_renderer, "(R600")
1894                 || strstr(gl_renderer, "(RV670")
1895                 || strstr(gl_renderer, "(R680"))
1896         {
1897             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1898             return CARD_ATI_RADEON_HD2900;
1899         }
1900
1901         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1902         if (strstr(gl_renderer, "(RV630")
1903                 || strstr(gl_renderer, "(RV635"))
1904         {
1905             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1906             return CARD_ATI_RADEON_HD2600;
1907         }
1908
1909         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1910         if (strstr(gl_renderer, "(RV610")
1911                 || strstr(gl_renderer, "(RV620"))
1912         {
1913             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1914             return CARD_ATI_RADEON_HD2350;
1915         }
1916
1917         /* Radeon R6xx/R7xx integrated */
1918         if (strstr(gl_renderer, "(RS780")
1919                 || strstr(gl_renderer, "(RS880"))
1920         {
1921             *vidmem = 128; /* 128MB */
1922             return CARD_ATI_RADEON_HD3200;
1923         }
1924     }
1925
1926     if (WINE_D3D8_CAPABLE(gl_info))
1927     {
1928         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1929         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1930     }
1931
1932     if (WINE_D3D7_CAPABLE(gl_info))
1933     {
1934         *vidmem = 32; /* There are models with up to 64MB */
1935         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1936     }
1937
1938     *vidmem = 16; /* There are 16-32MB models */
1939     return CARD_ATI_RAGE_128PRO;
1940
1941 }
1942
1943 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1944         const char *gl_renderer, unsigned int *vidmem)
1945 {
1946     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1947     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1948     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1949     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1950     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1951     return CARD_NVIDIA_RIVA_128;
1952 }
1953
1954 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1955         const char *gl_renderer, unsigned int *vidmem)
1956 {
1957     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1958     return CARD_INTEL_I915G;
1959 }
1960
1961
1962 struct vendor_card_selection
1963 {
1964     enum wined3d_gl_vendor gl_vendor;
1965     enum wined3d_pci_vendor card_vendor;
1966     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1967     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1968             unsigned int *vidmem );
1969 };
1970
1971 static const struct vendor_card_selection vendor_card_select_table[] =
1972 {
1973     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1974     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1975     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1976     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
1977     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1978     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1979     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1980     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa},
1981     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
1982 };
1983
1984
1985 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1986         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1987 {
1988     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1989      * different GPUs with roughly the same features. In most cases GPUs from a
1990      * certain family differ in clockspeeds, the amount of video memory and the
1991      * number of shader pipelines.
1992      *
1993      * A Direct3D device object contains the PCI id (vendor + device) of the
1994      * videocard which is used for rendering. Various applications use this
1995      * information to get a rough estimation of the features of the card and
1996      * some might use it for enabling 3d effects only on certain types of
1997      * videocards. In some cases games might even use it to work around bugs
1998      * which happen on certain videocards/driver combinations. The problem is
1999      * that OpenGL only exposes a rendering string containing the name of the
2000      * videocard and not the PCI id.
2001      *
2002      * Various games depend on the PCI id, so somehow we need to provide one.
2003      * A simple option is to parse the renderer string and translate this to
2004      * the right PCI id. This is a lot of work because there are more than 200
2005      * GPUs just for Nvidia. Various cards share the same renderer string, so
2006      * the amount of code might be 'small' but there are quite a number of
2007      * exceptions which would make this a pain to maintain. Another way would
2008      * be to query the PCI id from the operating system (assuming this is the
2009      * videocard which is used for rendering which is not always the case).
2010      * This would work but it is not very portable. Second it would not work
2011      * well in, let's say, a remote X situation in which the amount of 3d
2012      * features which can be used is limited.
2013      *
2014      * As said most games only use the PCI id to get an indication of the
2015      * capabilities of the card. It doesn't really matter if the given id is
2016      * the correct one if we return the id of a card with similar 3d features.
2017      *
2018      * The code below checks the OpenGL capabilities of a videocard and matches
2019      * that to a certain level of Direct3D functionality. Once a card passes
2020      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2021      * least a GeforceFX. To give a better estimate we do a basic check on the
2022      * renderer string but if that won't pass we return a default card. This
2023      * way is better than maintaining a full card database as even without a
2024      * full database we can return a card with similar features. Second the
2025      * size of the database can be made quite small because when you know what
2026      * type of 3d functionality a card has, you know to which GPU family the
2027      * GPU must belong. Because of this you only have to check a small part of
2028      * the renderer string to distinguishes between different models from that
2029      * family.
2030      *
2031      * The code also selects a default amount of video memory which we will
2032      * use for an estimation of the amount of free texture memory. In case of
2033      * real D3D the amount of texture memory includes video memory and system
2034      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2035      * HyperMemory). We don't know how much system memory can be addressed by
2036      * the system but we can make a reasonable estimation about the amount of
2037      * video memory. If the value is slightly wrong it doesn't matter as we
2038      * didn't include AGP-like memory which makes the amount of addressable
2039      * memory higher and second OpenGL isn't that critical it moves to system
2040      * memory behind our backs if really needed. Note that the amount of video
2041      * memory can be overruled using a registry setting. */
2042
2043     int i;
2044
2045     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2046     {
2047         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2048             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2049                 continue;
2050         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2051         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2052     }
2053
2054     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2055                      *gl_vendor, *card_vendor);
2056
2057     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2058      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2059      * them a good generic choice. */
2060     *card_vendor = HW_VENDOR_NVIDIA;
2061     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2062     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2063     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2064     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2065     return CARD_NVIDIA_RIVA_128;
2066 }
2067
2068 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2069 {
2070     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2071     int vs_selected_mode, ps_selected_mode;
2072
2073     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2074     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2075             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2076     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2077     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2078             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2079     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2080     else return &ffp_fragment_pipeline;
2081 }
2082
2083 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2084 {
2085     int vs_selected_mode, ps_selected_mode;
2086
2087     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2088     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2089     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2090     return &none_shader_backend;
2091 }
2092
2093 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2094 {
2095     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2096     int vs_selected_mode, ps_selected_mode;
2097
2098     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2099     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2100             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2101     else return &ffp_blit;
2102 }
2103
2104 /* Context activation is done by the caller. */
2105 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2106 {
2107     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2108     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2109     const char *GL_Extensions    = NULL;
2110     const char *WGL_Extensions   = NULL;
2111     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2112     struct fragment_caps fragment_caps;
2113     enum wined3d_gl_vendor gl_vendor;
2114     enum wined3d_pci_vendor card_vendor;
2115     enum wined3d_pci_device device;
2116     GLint       gl_max;
2117     GLfloat     gl_floatv[2];
2118     unsigned    i;
2119     HDC         hdc;
2120     unsigned int vidmem=0;
2121     DWORD gl_version;
2122     size_t len;
2123
2124     TRACE_(d3d_caps)("(%p)\n", gl_info);
2125
2126     ENTER_GL();
2127
2128     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2129     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2130     if (!gl_renderer_str)
2131     {
2132         LEAVE_GL();
2133         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2134         return FALSE;
2135     }
2136
2137     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2138     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2139     if (!gl_vendor_str)
2140     {
2141         LEAVE_GL();
2142         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2143         return FALSE;
2144     }
2145
2146     /* Parse the GL_VERSION field into major and minor information */
2147     gl_version_str = (const char *)glGetString(GL_VERSION);
2148     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2149     if (!gl_version_str)
2150     {
2151         LEAVE_GL();
2152         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2153         return FALSE;
2154     }
2155     gl_version = wined3d_parse_gl_version(gl_version_str);
2156
2157     /*
2158      * Initialize openGL extension related variables
2159      *  with Default values
2160      */
2161     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2162     gl_info->limits.blends = 1;
2163     gl_info->limits.buffers = 1;
2164     gl_info->limits.textures = 1;
2165     gl_info->limits.fragment_samplers = 1;
2166     gl_info->limits.vertex_samplers = 0;
2167     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2168     gl_info->limits.sampler_stages = 1;
2169     gl_info->limits.glsl_vs_float_constants = 0;
2170     gl_info->limits.glsl_ps_float_constants = 0;
2171     gl_info->limits.arb_vs_float_constants = 0;
2172     gl_info->limits.arb_vs_native_constants = 0;
2173     gl_info->limits.arb_vs_instructions = 0;
2174     gl_info->limits.arb_vs_temps = 0;
2175     gl_info->limits.arb_ps_float_constants = 0;
2176     gl_info->limits.arb_ps_local_constants = 0;
2177     gl_info->limits.arb_ps_instructions = 0;
2178     gl_info->limits.arb_ps_temps = 0;
2179
2180     /* Retrieve opengl defaults */
2181     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2182     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2183     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2184
2185     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2186     gl_info->limits.lights = gl_max;
2187     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2188
2189     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2190     gl_info->limits.texture_size = gl_max;
2191     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2192
2193     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2194     gl_info->limits.pointsize_min = gl_floatv[0];
2195     gl_info->limits.pointsize_max = gl_floatv[1];
2196     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2197
2198     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2199     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2200     if (!GL_Extensions)
2201     {
2202         LEAVE_GL();
2203         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2204         return FALSE;
2205     }
2206
2207     LEAVE_GL();
2208
2209     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2210
2211     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2212
2213     while (*GL_Extensions)
2214     {
2215         const char *start;
2216         char current_ext[256];
2217
2218         while (isspace(*GL_Extensions)) ++GL_Extensions;
2219         start = GL_Extensions;
2220         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2221
2222         len = GL_Extensions - start;
2223         if (!len || len >= sizeof(current_ext)) continue;
2224
2225         memcpy(current_ext, start, len);
2226         current_ext[len] = '\0';
2227         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2228
2229         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2230         {
2231             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2232             {
2233                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2234                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2235                 break;
2236             }
2237         }
2238     }
2239
2240     /* Now work out what GL support this card really has */
2241 #define USE_GL_FUNC(type, pfn, ext, replace) \
2242 { \
2243     DWORD ver = ver_for_ext(ext); \
2244     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2245     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2246     else gl_info->pfn = NULL; \
2247 }
2248     GL_EXT_FUNCS_GEN;
2249 #undef USE_GL_FUNC
2250
2251 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2252     WGL_EXT_FUNCS_GEN;
2253 #undef USE_GL_FUNC
2254
2255     ENTER_GL();
2256
2257     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2258      * loading the functions, otherwise the code above will load the extension entry points instead of the
2259      * core functions, which may not work. */
2260     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2261     {
2262         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2263                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2264         {
2265             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2266             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2267         }
2268     }
2269
2270     if (gl_info->supported[APPLE_FENCE])
2271     {
2272         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2273          * The apple extension interacts with some other apple exts. Disable the NV
2274          * extension if the apple one is support to prevent confusion in other parts
2275          * of the code. */
2276         gl_info->supported[NV_FENCE] = FALSE;
2277     }
2278     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2279     {
2280         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2281          *
2282          * The enums are the same:
2283          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2284          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2285          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2286          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2287          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2288          */
2289         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2290         {
2291             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2292             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2293         }
2294         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2295         {
2296             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2297             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2298         }
2299     }
2300     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2301     {
2302         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2303          * functionality. Prefer the ARB extension */
2304         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2305     }
2306     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2307     {
2308         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2309         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2310     }
2311     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2312     {
2313         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2314         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2315     }
2316     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2317     {
2318         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2319         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2320     }
2321     if (gl_info->supported[NV_TEXTURE_SHADER2])
2322     {
2323         if (gl_info->supported[NV_REGISTER_COMBINERS])
2324         {
2325             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2326              * are supported. The nv extensions provide the same functionality as the
2327              * ATI one, and a bit more(signed pixelformats). */
2328             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2329         }
2330     }
2331
2332     if (gl_info->supported[NV_REGISTER_COMBINERS])
2333     {
2334         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2335         gl_info->limits.general_combiners = gl_max;
2336         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2337     }
2338     if (gl_info->supported[ARB_DRAW_BUFFERS])
2339     {
2340         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2341         gl_info->limits.buffers = gl_max;
2342         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2343     }
2344     if (gl_info->supported[ARB_MULTITEXTURE])
2345     {
2346         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2347         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2348         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2349
2350         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2351         {
2352             GLint tmp;
2353             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2354             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2355         }
2356         else
2357         {
2358             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2359         }
2360         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2361
2362         if (gl_info->supported[ARB_VERTEX_SHADER])
2363         {
2364             GLint tmp;
2365             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2366             gl_info->limits.vertex_samplers = tmp;
2367             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2368             gl_info->limits.combined_samplers = tmp;
2369
2370             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2371              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2372              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2373              * shader is used with fixed function vertex processing we're fine too because fixed function
2374              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2375              * used we have to make sure that all vertex sampler setups are valid together with all
2376              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2377              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2378              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2379              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2380              * a fixed function pipeline anymore.
2381              *
2382              * So this is just a check to check that our assumption holds true. If not, write a warning
2383              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2384             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2385                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2386             {
2387                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2388                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2389                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2390                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2391                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2392                 else
2393                     gl_info->limits.vertex_samplers = 0;
2394             }
2395         }
2396         else
2397         {
2398             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2399         }
2400         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2401         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2402     }
2403     if (gl_info->supported[ARB_VERTEX_BLEND])
2404     {
2405         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2406         gl_info->limits.blends = gl_max;
2407         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2408     }
2409     if (gl_info->supported[EXT_TEXTURE3D])
2410     {
2411         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2412         gl_info->limits.texture3d_size = gl_max;
2413         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2414     }
2415     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2416     {
2417         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2418         gl_info->limits.anisotropy = gl_max;
2419         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2420     }
2421     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2422     {
2423         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2424         gl_info->limits.arb_ps_float_constants = gl_max;
2425         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2426         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2427         gl_info->limits.arb_ps_native_constants = gl_max;
2428         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2429                 gl_info->limits.arb_ps_native_constants);
2430         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2431         gl_info->limits.arb_ps_temps = gl_max;
2432         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2433         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2434         gl_info->limits.arb_ps_instructions = gl_max;
2435         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2436         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2437         gl_info->limits.arb_ps_local_constants = gl_max;
2438         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2439     }
2440     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2441     {
2442         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2443         gl_info->limits.arb_vs_float_constants = gl_max;
2444         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2445         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2446         gl_info->limits.arb_vs_native_constants = gl_max;
2447         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2448                 gl_info->limits.arb_vs_native_constants);
2449         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2450         gl_info->limits.arb_vs_temps = gl_max;
2451         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2452         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2453         gl_info->limits.arb_vs_instructions = gl_max;
2454         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2455
2456         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2457     }
2458     if (gl_info->supported[ARB_VERTEX_SHADER])
2459     {
2460         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2461         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2462         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2463     }
2464     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2465     {
2466         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2467         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2468         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2469         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2470         gl_info->limits.glsl_varyings = gl_max;
2471         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2472     }
2473     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2474     {
2475         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2476         unsigned int major, minor;
2477
2478         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2479
2480         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2481         sscanf(str, "%u.%u", &major, &minor);
2482         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2483     }
2484     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2485     {
2486         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2487     }
2488     else
2489     {
2490         gl_info->limits.shininess = 128.0f;
2491     }
2492     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2493     {
2494         /* If we have full NP2 texture support, disable
2495          * GL_ARB_texture_rectangle because we will never use it.
2496          * This saves a few redundant glDisable calls. */
2497         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2498     }
2499     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2500     {
2501         /* Disable NV_register_combiners and fragment shader if this is supported.
2502          * generally the NV extensions are preferred over the ATI ones, and this
2503          * extension is disabled if register_combiners and texture_shader2 are both
2504          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2505          * fragment processing support. */
2506         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2507         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2508         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2509         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2510     }
2511     if (gl_info->supported[NV_HALF_FLOAT])
2512     {
2513         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2514         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2515     }
2516     if (gl_info->supported[ARB_POINT_SPRITE])
2517     {
2518         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2519     }
2520     else
2521     {
2522         gl_info->limits.point_sprite_units = 0;
2523     }
2524     checkGLcall("extension detection");
2525
2526     LEAVE_GL();
2527
2528     adapter->fragment_pipe = select_fragment_implementation(adapter);
2529     adapter->shader_backend = select_shader_backend(adapter);
2530     adapter->blitter = select_blit_implementation(adapter);
2531
2532     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2533     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2534     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2535
2536     /* In some cases the number of texture stages can be larger than the number
2537      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2538      * shaders), but 8 texture stages (register combiners). */
2539     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2540
2541     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2542     {
2543         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2544         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2545         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2546         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2547         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2548         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2549         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2550         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2551         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2552         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2553         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2554         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2555         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2556         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2557         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2558         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2559         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2560         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2561         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2562     }
2563     else
2564     {
2565         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2566         {
2567             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2568             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2569             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2570             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2571             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2572             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2573             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2574             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2575             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2576             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2577             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2578             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2579             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2580             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2581             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2582             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2583             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2584         }
2585         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2586         {
2587             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2588             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2589         }
2590         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2591         {
2592             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2593         }
2594         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2595         {
2596             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2597         }
2598     }
2599
2600     /* MRTs are currently only supported when FBOs are used. */
2601     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2602     {
2603         gl_info->limits.buffers = 1;
2604     }
2605
2606     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2607     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2608     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2609
2610     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2611     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2612
2613     /* If we have an estimate use it, else default to 64MB;  */
2614     if(vidmem)
2615         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2616     else
2617         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2618
2619     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2620     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2621             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2622     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2623     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2624             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2625     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2626             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2627
2628     /* Make sure there's an active HDC else the WGL extensions will fail */
2629     hdc = pwglGetCurrentDC();
2630     if (hdc) {
2631         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2632         if(GL_EXTCALL(wglGetExtensionsStringARB))
2633             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2634
2635         if (NULL == WGL_Extensions) {
2636             ERR("   WGL_Extensions returns NULL\n");
2637         } else {
2638             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2639             while (*WGL_Extensions != 0x00) {
2640                 const char *Start;
2641                 char ThisExtn[256];
2642
2643                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2644                 Start = WGL_Extensions;
2645                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2646                     WGL_Extensions++;
2647                 }
2648
2649                 len = WGL_Extensions - Start;
2650                 if (len == 0 || len >= sizeof(ThisExtn))
2651                     continue;
2652
2653                 memcpy(ThisExtn, Start, len);
2654                 ThisExtn[len] = '\0';
2655                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2656
2657                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2658                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2659                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2660                 }
2661                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2662                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2663                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2664                 }
2665             }
2666         }
2667     }
2668
2669     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2670     init_driver_info(driver_info, card_vendor, device);
2671     add_gl_compat_wrappers(gl_info);
2672
2673     return TRUE;
2674 }
2675
2676 /**********************************************************
2677  * IWineD3D implementation follows
2678  **********************************************************/
2679
2680 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2681     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2682
2683     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2684
2685     return This->adapter_count;
2686 }
2687
2688 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2689 {
2690     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2691
2692     return WINED3D_OK;
2693 }
2694
2695 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2696     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2697
2698     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2699
2700     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2701         return NULL;
2702     }
2703
2704     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2705 }
2706
2707 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2708      of the same bpp but different resolutions                                  */
2709
2710 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2711 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2712     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2713     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2714
2715     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2716         return 0;
2717     }
2718
2719     /* TODO: Store modes per adapter and read it from the adapter structure */
2720     if (Adapter == 0) { /* Display */
2721         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2722         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2723         unsigned int i = 0;
2724         unsigned int j = 0;
2725         DEVMODEW mode;
2726
2727         memset(&mode, 0, sizeof(mode));
2728         mode.dmSize = sizeof(mode);
2729
2730         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2731         {
2732             ++j;
2733
2734             if (Format == WINED3DFMT_UNKNOWN)
2735             {
2736                 /* This is for D3D8, do not enumerate P8 here */
2737                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2738             }
2739             else if (mode.dmBitsPerPel == format_bits)
2740             {
2741                 ++i;
2742             }
2743         }
2744
2745         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2746         return i;
2747     } else {
2748         FIXME_(d3d_caps)("Adapter not primary display\n");
2749     }
2750     return 0;
2751 }
2752
2753 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2754 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2755     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2756     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2757
2758     /* Validate the parameters as much as possible */
2759     if (NULL == pMode ||
2760         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2761         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2762         return WINED3DERR_INVALIDCALL;
2763     }
2764
2765     /* TODO: Store modes per adapter and read it from the adapter structure */
2766     if (Adapter == 0)
2767     {
2768         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2769         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2770         DEVMODEW DevModeW;
2771         int ModeIdx = 0;
2772         UINT i = 0;
2773         int j = 0;
2774
2775         ZeroMemory(&DevModeW, sizeof(DevModeW));
2776         DevModeW.dmSize = sizeof(DevModeW);
2777
2778         /* If we are filtering to a specific format (D3D9), then need to skip
2779            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2780            just count through the ones with valid bit depths */
2781         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2782         {
2783             if (Format == WINED3DFMT_UNKNOWN)
2784             {
2785                 /* This is for D3D8, do not enumerate P8 here */
2786                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2787             }
2788             else if (DevModeW.dmBitsPerPel == format_bits)
2789             {
2790                 ++i;
2791             }
2792         }
2793
2794         if (i == 0) {
2795             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2796             return WINED3DERR_INVALIDCALL;
2797         }
2798         ModeIdx = j - 1;
2799
2800         /* Now get the display mode via the calculated index */
2801         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2802             pMode->Width        = DevModeW.dmPelsWidth;
2803             pMode->Height       = DevModeW.dmPelsHeight;
2804             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2805             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2806                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2807
2808             if (Format == WINED3DFMT_UNKNOWN) {
2809                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2810             } else {
2811                 pMode->Format = Format;
2812             }
2813         } else {
2814             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2815             return WINED3DERR_INVALIDCALL;
2816         }
2817
2818         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2819                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2820                 DevModeW.dmBitsPerPel);
2821
2822     }
2823     else
2824     {
2825         FIXME_(d3d_caps)("Adapter not primary display\n");
2826     }
2827
2828     return WINED3D_OK;
2829 }
2830
2831 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2832 {
2833     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2834
2835     if (NULL == pMode ||
2836         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2837         return WINED3DERR_INVALIDCALL;
2838     }
2839
2840     if (Adapter == 0) { /* Display */
2841         int bpp = 0;
2842         DEVMODEW DevModeW;
2843
2844         ZeroMemory(&DevModeW, sizeof(DevModeW));
2845         DevModeW.dmSize = sizeof(DevModeW);
2846
2847         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2848         pMode->Width        = DevModeW.dmPelsWidth;
2849         pMode->Height       = DevModeW.dmPelsHeight;
2850         bpp                 = DevModeW.dmBitsPerPel;
2851         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2852         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2853         {
2854             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2855         }
2856
2857         pMode->Format = pixelformat_for_depth(bpp);
2858     } else {
2859         FIXME_(d3d_caps)("Adapter not primary display\n");
2860     }
2861
2862     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2863           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2864     return WINED3D_OK;
2865 }
2866
2867 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2868    and fields being inserted in the middle, a new structure is used in place    */
2869 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2870                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2871     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2872     struct wined3d_adapter *adapter;
2873     size_t len;
2874
2875     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2876
2877     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2878         return WINED3DERR_INVALIDCALL;
2879     }
2880
2881     adapter = &This->adapters[Adapter];
2882
2883     /* Return the information requested */
2884     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2885
2886     if (pIdentifier->driver_size)
2887     {
2888         const char *name = adapter->driver_info.name;
2889         len = min(strlen(name), pIdentifier->driver_size - 1);
2890         memcpy(pIdentifier->driver, name, len);
2891         pIdentifier->driver[len] = '\0';
2892     }
2893
2894     if (pIdentifier->description_size)
2895     {
2896         const char *description = adapter->driver_info.description;
2897         len = min(strlen(description), pIdentifier->description_size - 1);
2898         memcpy(pIdentifier->description, description, len);
2899         pIdentifier->description[len] = '\0';
2900     }
2901
2902     /* Note that d3d8 doesn't supply a device name. */
2903     if (pIdentifier->device_name_size)
2904     {
2905         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2906
2907         len = strlen(device_name);
2908         if (len >= pIdentifier->device_name_size)
2909         {
2910             ERR("Device name size too small.\n");
2911             return WINED3DERR_INVALIDCALL;
2912         }
2913
2914         memcpy(pIdentifier->device_name, device_name, len);
2915         pIdentifier->device_name[len] = '\0';
2916     }
2917
2918     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2919     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2920     pIdentifier->vendor_id = adapter->driver_info.vendor;
2921     pIdentifier->device_id = adapter->driver_info.device;
2922     pIdentifier->subsystem_id = 0;
2923     pIdentifier->revision = 0;
2924     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2925     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2926     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2927     pIdentifier->video_memory = adapter->TextureRam;
2928
2929     return WINED3D_OK;
2930 }
2931
2932 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2933         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2934 {
2935     short redSize, greenSize, blueSize, alphaSize, colorBits;
2936
2937     if(!cfg)
2938         return FALSE;
2939
2940     /* Float formats need FBOs. If FBOs are used this function isn't called */
2941     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2942
2943     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2944         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2945         {
2946             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2947             return FALSE;
2948         }
2949
2950         if(cfg->redSize < redSize)
2951             return FALSE;
2952
2953         if(cfg->greenSize < greenSize)
2954             return FALSE;
2955
2956         if(cfg->blueSize < blueSize)
2957             return FALSE;
2958
2959         if(cfg->alphaSize < alphaSize)
2960             return FALSE;
2961
2962         return TRUE;
2963     }
2964
2965     /* Probably a RGBA_float or color index mode */
2966     return FALSE;
2967 }
2968
2969 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2970         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2971 {
2972     short depthSize, stencilSize;
2973     BOOL lockable = FALSE;
2974
2975     if(!cfg)
2976         return FALSE;
2977
2978     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2979     {
2980         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2981         return FALSE;
2982     }
2983
2984     /* Float formats need FBOs. If FBOs are used this function isn't called */
2985     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2986
2987     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2988         lockable = TRUE;
2989
2990     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2991      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2992      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2993     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2994         return FALSE;
2995
2996     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2997      * allow more stencil bits than requested. */
2998     if(cfg->stencilSize < stencilSize)
2999         return FALSE;
3000
3001     return TRUE;
3002 }
3003
3004 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3005                                                    WINED3DFORMAT AdapterFormat,
3006                                                    WINED3DFORMAT RenderTargetFormat,
3007                                                    WINED3DFORMAT DepthStencilFormat) {
3008     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3009     int nCfgs;
3010     const WineD3D_PixelFormat *cfgs;
3011     const struct wined3d_adapter *adapter;
3012     const struct wined3d_format_desc *rt_format_desc;
3013     const struct wined3d_format_desc *ds_format_desc;
3014     int it;
3015
3016     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3017            This, Adapter,
3018            DeviceType, debug_d3ddevicetype(DeviceType),
3019            AdapterFormat, debug_d3dformat(AdapterFormat),
3020            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3021            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3022
3023     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3024         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3025         return WINED3DERR_INVALIDCALL;
3026     }
3027
3028     adapter = &This->adapters[Adapter];
3029     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3030     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3031     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3032     {
3033         if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3034             (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3035             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3036             return WINED3D_OK;
3037         }
3038     }
3039     else
3040     {
3041         cfgs = adapter->cfgs;
3042         nCfgs = adapter->nCfgs;
3043         for (it = 0; it < nCfgs; ++it) {
3044             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3045             {
3046                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3047                 {
3048                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3049                     return WINED3D_OK;
3050                 }
3051             }
3052         }
3053     }
3054     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3055
3056     return WINED3DERR_NOTAVAILABLE;
3057 }
3058
3059 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3060         WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3061 {
3062     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3063     const struct wined3d_format_desc *glDesc;
3064     const struct wined3d_adapter *adapter;
3065
3066     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3067           This,
3068           Adapter,
3069           DeviceType, debug_d3ddevicetype(DeviceType),
3070           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3071           Windowed,
3072           MultiSampleType,
3073           pQualityLevels);
3074
3075     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3076         return WINED3DERR_INVALIDCALL;
3077     }
3078
3079     /* TODO: handle Windowed, add more quality levels */
3080
3081     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3082         if(pQualityLevels) *pQualityLevels = 1;
3083         return WINED3D_OK;
3084     }
3085
3086     /* By default multisampling is disabled right now as it causes issues
3087      * on some Nvidia driver versions and it doesn't work well in combination
3088      * with FBOs yet. */
3089     if(!wined3d_settings.allow_multisampling)
3090         return WINED3DERR_NOTAVAILABLE;
3091
3092     adapter = &This->adapters[Adapter];
3093     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3094     if (!glDesc) return WINED3DERR_INVALIDCALL;
3095
3096     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3097         int i, nCfgs;
3098         const WineD3D_PixelFormat *cfgs;
3099
3100         cfgs = adapter->cfgs;
3101         nCfgs = adapter->nCfgs;
3102         for(i=0; i<nCfgs; i++) {
3103             if(cfgs[i].numSamples != MultiSampleType)
3104                 continue;
3105
3106             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3107                 continue;
3108
3109             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3110
3111             if(pQualityLevels)
3112                 *pQualityLevels = 1; /* Guess at a value! */
3113             return WINED3D_OK;
3114         }
3115     }
3116     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3117         short redSize, greenSize, blueSize, alphaSize, colorBits;
3118         int i, nCfgs;
3119         const WineD3D_PixelFormat *cfgs;
3120
3121         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3122         {
3123             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3124             return WINED3DERR_NOTAVAILABLE;
3125         }
3126
3127         cfgs = adapter->cfgs;
3128         nCfgs = adapter->nCfgs;
3129         for(i=0; i<nCfgs; i++) {
3130             if(cfgs[i].numSamples != MultiSampleType)
3131                 continue;
3132             if(cfgs[i].redSize != redSize)
3133                 continue;
3134             if(cfgs[i].greenSize != greenSize)
3135                 continue;
3136             if(cfgs[i].blueSize != blueSize)
3137                 continue;
3138             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3139             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3140                 continue;
3141             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3142                 continue;
3143
3144             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3145
3146             if(pQualityLevels)
3147                 *pQualityLevels = 1; /* Guess at a value! */
3148             return WINED3D_OK;
3149         }
3150     }
3151     return WINED3DERR_NOTAVAILABLE;
3152 }
3153
3154 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3155         WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3156 {
3157     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3158     UINT nmodes;
3159
3160     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3161             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3162             debug_d3dformat(BackBufferFormat), Windowed);
3163
3164     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3165         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3166         return WINED3DERR_INVALIDCALL;
3167     }
3168
3169     /* The task of this function is to check whether a certain display / backbuffer format
3170      * combination is available on the given adapter. In fullscreen mode microsoft specified
3171      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3172      * and display format should match exactly.
3173      * In windowed mode format conversion can occur and this depends on the driver. When format
3174      * conversion is done, this function should nevertheless fail and applications need to use
3175      * CheckDeviceFormatConversion.
3176      * At the moment we assume that fullscreen and windowed have the same capabilities */
3177
3178     /* There are only 4 display formats */
3179     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3180             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3181             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3182             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3183     {
3184         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3185         return WINED3DERR_NOTAVAILABLE;
3186     }
3187
3188     /* If the requested DisplayFormat is not available, don't continue */
3189     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3190     if(!nmodes) {
3191         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3192         return WINED3DERR_NOTAVAILABLE;
3193     }
3194
3195     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3196     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3197         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3198         return WINED3DERR_NOTAVAILABLE;
3199     }
3200
3201     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3202     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3203     {
3204         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3205         return WINED3DERR_NOTAVAILABLE;
3206     }
3207
3208     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3209     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3210             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3211     {
3212         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3213         return WINED3DERR_NOTAVAILABLE;
3214     }
3215
3216     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3217     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3218             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3219     {
3220         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3221         return WINED3DERR_NOTAVAILABLE;
3222     }
3223
3224     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3225     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3226             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3227     {
3228         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3229         return WINED3DERR_NOTAVAILABLE;
3230     }
3231
3232     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3233     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3234     if(FAILED(hr))
3235         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3236
3237     return hr;
3238 }
3239
3240
3241 /* Check if we support bumpmapping for a format */
3242 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3243 {
3244     /* Ask the fixed function pipeline implementation if it can deal
3245      * with the conversion. If we've got a GL extension giving native
3246      * support this will be an identity conversion. */
3247     return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3248             && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3249 }
3250
3251 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3252 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3253         const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3254 {
3255     int it=0;
3256
3257     /* Only allow depth/stencil formats */
3258     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3259
3260     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3261     {
3262         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3263         if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3264     }
3265     else
3266     {
3267         /* Walk through all WGL pixel formats to find a match */
3268         for (it = 0; it < adapter->nCfgs; ++it)
3269         {
3270             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3271             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3272             {
3273                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3274                 {
3275                     return TRUE;
3276                 }
3277             }
3278         }
3279     }
3280
3281     return FALSE;
3282 }
3283
3284 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3285 {
3286     /* The flags entry of a format contains the filtering capability */
3287     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3288
3289     return FALSE;
3290 }
3291
3292 /* Check the render target capabilities of a format */
3293 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3294         const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3295 {
3296     /* Filter out non-RT formats */
3297     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3298     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3299         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3300         int it;
3301         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3302         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3303
3304         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3305         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3306
3307         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3308          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3309         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3310             TRACE_(d3d_caps)("[FAILED]\n");
3311             return FALSE;
3312         }
3313
3314         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3315          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3316         for (it = 0; it < adapter->nCfgs; ++it)
3317         {
3318             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3319                     &cfgs[it], check_format_desc))
3320             {
3321                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3322                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3323                 return TRUE;
3324             }
3325         }
3326     }
3327     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3328     {
3329         /* For now return TRUE for FBOs until we have some proper checks.
3330          * Note that this function will only be called when the format is around for texturing. */
3331         return TRUE;
3332     }
3333     return FALSE;
3334 }
3335
3336 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3337 {
3338     return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3339             && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3340 }
3341
3342 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3343 {
3344     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3345      * doing the color fixup in shaders.
3346      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3347     if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3348     {
3349         int vs_selected_mode;
3350         int ps_selected_mode;
3351         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3352
3353         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3354             TRACE_(d3d_caps)("[OK]\n");
3355             return TRUE;
3356         }
3357     }
3358
3359     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3360     return FALSE;
3361 }
3362
3363 /* Check if a format support blending in combination with pixel shaders */
3364 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3365         const struct wined3d_format_desc *format_desc)
3366 {
3367     /* The flags entry of a format contains the post pixel shader blending capability */
3368     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3369
3370     return FALSE;
3371 }
3372
3373 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3374 {
3375     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3376      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3377      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3378      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3379      * capability anyway.
3380      *
3381      * For now lets report this on all formats, but in the future we may want to
3382      * restrict it to some should games need that
3383      */
3384     return TRUE;
3385 }
3386
3387 /* Check if a texture format is supported on the given adapter */
3388 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3389 {
3390     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3391
3392     switch (format_desc->format)
3393     {
3394         /*****
3395          *  supported: RGB(A) formats
3396          */
3397         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3398         case WINED3DFMT_B8G8R8A8_UNORM:
3399         case WINED3DFMT_B8G8R8X8_UNORM:
3400         case WINED3DFMT_B5G6R5_UNORM:
3401         case WINED3DFMT_B5G5R5X1_UNORM:
3402         case WINED3DFMT_B5G5R5A1_UNORM:
3403         case WINED3DFMT_B4G4R4A4_UNORM:
3404         case WINED3DFMT_A8_UNORM:
3405         case WINED3DFMT_B4G4R4X4_UNORM:
3406         case WINED3DFMT_R8G8B8A8_UNORM:
3407         case WINED3DFMT_R8G8B8X8_UNORM:
3408         case WINED3DFMT_B10G10R10A2_UNORM:
3409         case WINED3DFMT_R10G10B10A2_UNORM:
3410         case WINED3DFMT_R16G16_UNORM:
3411             TRACE_(d3d_caps)("[OK]\n");
3412             return TRUE;
3413
3414         case WINED3DFMT_B2G3R3_UNORM:
3415             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3416             return FALSE;
3417
3418         /*****
3419          *  Not supported: Palettized
3420          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3421          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3422          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3423          */
3424         case WINED3DFMT_P8_UINT:
3425         case WINED3DFMT_P8_UINT_A8_UNORM:
3426             return FALSE;
3427
3428         /*****
3429          *  Supported: (Alpha)-Luminance
3430          */
3431         case WINED3DFMT_L8_UNORM:
3432         case WINED3DFMT_L8A8_UNORM:
3433         case WINED3DFMT_L16_UNORM:
3434             TRACE_(d3d_caps)("[OK]\n");
3435             return TRUE;
3436
3437         /* Not supported on Windows, thus disabled */
3438         case WINED3DFMT_L4A4_UNORM:
3439             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3440             return FALSE;
3441
3442         /*****
3443          *  Supported: Depth/Stencil formats
3444          */
3445         case WINED3DFMT_D16_LOCKABLE:
3446         case WINED3DFMT_D16_UNORM:
3447         case WINED3DFMT_S1_UINT_D15_UNORM:
3448         case WINED3DFMT_X8D24_UNORM:
3449         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3450         case WINED3DFMT_D24_UNORM_S8_UINT:
3451         case WINED3DFMT_S8_UINT_D24_FLOAT:
3452         case WINED3DFMT_D32_UNORM:
3453         case WINED3DFMT_D32_FLOAT:
3454             return TRUE;
3455
3456         /*****
3457          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3458          *  GL_NV_texture_shader). Emulated by shaders
3459          */
3460         case WINED3DFMT_R8G8_SNORM:
3461         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3462         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3463         case WINED3DFMT_R8G8B8A8_SNORM:
3464         case WINED3DFMT_R16G16_SNORM:
3465             /* Ask the shader backend if it can deal with the conversion. If
3466              * we've got a GL extension giving native support this will be an
3467              * identity conversion. */
3468             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3469             {
3470                 TRACE_(d3d_caps)("[OK]\n");
3471                 return TRUE;
3472             }
3473             TRACE_(d3d_caps)("[FAILED]\n");
3474             return FALSE;
3475
3476         case WINED3DFMT_DXT1:
3477         case WINED3DFMT_DXT2:
3478         case WINED3DFMT_DXT3:
3479         case WINED3DFMT_DXT4:
3480         case WINED3DFMT_DXT5:
3481             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3482             {
3483                 TRACE_(d3d_caps)("[OK]\n");
3484                 return TRUE;
3485             }
3486             TRACE_(d3d_caps)("[FAILED]\n");
3487             return FALSE;
3488
3489
3490         /*****
3491          *  Odd formats - not supported
3492          */
3493         case WINED3DFMT_VERTEXDATA:
3494         case WINED3DFMT_R16_UINT:
3495         case WINED3DFMT_R32_UINT:
3496         case WINED3DFMT_R16G16B16A16_SNORM:
3497         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3498         case WINED3DFMT_R10G11B11_SNORM:
3499             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3500             return FALSE;
3501
3502         /*****
3503          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3504          */
3505         case WINED3DFMT_R8G8_SNORM_Cx:
3506             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3507             return FALSE;
3508
3509         /* YUV formats */
3510         case WINED3DFMT_UYVY:
3511         case WINED3DFMT_YUY2:
3512             if (gl_info->supported[APPLE_YCBCR_422])
3513             {
3514                 TRACE_(d3d_caps)("[OK]\n");
3515                 return TRUE;
3516             }
3517             TRACE_(d3d_caps)("[FAILED]\n");
3518             return FALSE;
3519         case WINED3DFMT_YV12:
3520             TRACE_(d3d_caps)("[FAILED]\n");
3521             return FALSE;
3522
3523             /* Not supported */
3524         case WINED3DFMT_R16G16B16A16_UNORM:
3525         case WINED3DFMT_B2G3R3A8_UNORM:
3526             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3527             return FALSE;
3528
3529             /* Floating point formats */
3530         case WINED3DFMT_R16_FLOAT:
3531         case WINED3DFMT_R16G16_FLOAT:
3532         case WINED3DFMT_R16G16B16A16_FLOAT:
3533             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3534             {
3535                 TRACE_(d3d_caps)("[OK]\n");
3536                 return TRUE;
3537             }
3538             TRACE_(d3d_caps)("[FAILED]\n");
3539             return FALSE;
3540
3541         case WINED3DFMT_R32_FLOAT:
3542         case WINED3DFMT_R32G32_FLOAT:
3543         case WINED3DFMT_R32G32B32A32_FLOAT:
3544             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3545             {
3546                 TRACE_(d3d_caps)("[OK]\n");
3547                 return TRUE;
3548             }
3549             TRACE_(d3d_caps)("[FAILED]\n");
3550             return FALSE;
3551
3552         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3553          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3554          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3555          * We can do instancing with all shader versions, but we need vertex shaders.
3556          *
3557          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3558          * to enable instancing. WineD3D doesn't need that and just ignores it.
3559          *
3560          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3561          */
3562         case WINED3DFMT_INST:
3563             TRACE("ATI Instancing check hack\n");
3564             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3565             {
3566                 TRACE_(d3d_caps)("[OK]\n");
3567                 return TRUE;
3568             }
3569             TRACE_(d3d_caps)("[FAILED]\n");
3570             return FALSE;
3571
3572         /* Some weird FOURCC formats */
3573         case WINED3DFMT_R8G8_B8G8:
3574         case WINED3DFMT_G8R8_G8B8:
3575         case WINED3DFMT_MULTI2_ARGB8:
3576             TRACE_(d3d_caps)("[FAILED]\n");
3577             return FALSE;
3578
3579         /* Vendor specific formats */
3580         case WINED3DFMT_ATI2N:
3581             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3582                     || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3583             {
3584                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3585                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3586                 {
3587                     TRACE_(d3d_caps)("[OK]\n");
3588                     return TRUE;
3589                 }
3590
3591                 TRACE_(d3d_caps)("[OK]\n");
3592                 return TRUE;
3593             }
3594             TRACE_(d3d_caps)("[FAILED]\n");
3595             return FALSE;
3596
3597         case WINED3DFMT_NVHU:
3598         case WINED3DFMT_NVHS:
3599             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3600              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3601              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3602              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3603              * Applications have to deal with not having NVHS and NVHU.
3604              */
3605             TRACE_(d3d_caps)("[FAILED]\n");
3606             return FALSE;
3607
3608         case WINED3DFMT_UNKNOWN:
3609             return FALSE;
3610
3611         default:
3612             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3613             break;
3614     }
3615     return FALSE;
3616 }
3617
3618 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3619         const struct wined3d_format_desc *adapter_format_desc,
3620         const struct wined3d_format_desc *check_format_desc,
3621         WINED3DSURFTYPE SurfaceType)
3622 {
3623     if(SurfaceType == SURFACE_GDI) {
3624         switch(check_format_desc->format)
3625         {
3626             case WINED3DFMT_B8G8R8_UNORM:
3627             case WINED3DFMT_B8G8R8A8_UNORM:
3628             case WINED3DFMT_B8G8R8X8_UNORM:
3629             case WINED3DFMT_B5G6R5_UNORM:
3630             case WINED3DFMT_B5G5R5X1_UNORM:
3631             case WINED3DFMT_B5G5R5A1_UNORM:
3632             case WINED3DFMT_B4G4R4A4_UNORM:
3633             case WINED3DFMT_B2G3R3_UNORM:
3634             case WINED3DFMT_A8_UNORM:
3635             case WINED3DFMT_B2G3R3A8_UNORM:
3636             case WINED3DFMT_B4G4R4X4_UNORM:
3637             case WINED3DFMT_R10G10B10A2_UNORM:
3638             case WINED3DFMT_R8G8B8A8_UNORM:
3639             case WINED3DFMT_R8G8B8X8_UNORM:
3640             case WINED3DFMT_R16G16_UNORM:
3641             case WINED3DFMT_B10G10R10A2_UNORM:
3642             case WINED3DFMT_R16G16B16A16_UNORM:
3643             case WINED3DFMT_P8_UINT:
3644                 TRACE_(d3d_caps)("[OK]\n");
3645                 return TRUE;
3646             default:
3647                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3648                 return FALSE;
3649         }
3650     }
3651
3652     /* All format that are supported for textures are supported for surfaces as well */
3653     if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3654     /* All depth stencil formats are supported on surfaces */
3655     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3656
3657     /* If opengl can't process the format natively, the blitter may be able to convert it */
3658     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3659                                          NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3660                                          NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3661     {
3662         TRACE_(d3d_caps)("[OK]\n");
3663         return TRUE;
3664     }
3665
3666     /* Reject other formats */
3667     TRACE_(d3d_caps)("[FAILED]\n");
3668     return FALSE;
3669 }
3670
3671 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3672         const struct wined3d_format_desc *format_desc)
3673 {
3674     return adapter->gl_info.limits.vertex_samplers
3675             && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3676 }
3677
3678 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3679         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3680         WINED3DSURFTYPE SurfaceType)
3681 {
3682     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3683     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3684     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3685     const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3686     const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3687     DWORD UsageCaps = 0;
3688
3689     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3690           This,
3691           Adapter,
3692           DeviceType, debug_d3ddevicetype(DeviceType),
3693           AdapterFormat, debug_d3dformat(AdapterFormat),
3694           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3695           RType, debug_d3dresourcetype(RType),
3696           CheckFormat, debug_d3dformat(CheckFormat));
3697
3698     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3699         return WINED3DERR_INVALIDCALL;
3700     }
3701
3702     switch (RType)
3703     {
3704         case WINED3DRTYPE_CUBETEXTURE:
3705             /* Cubetexture allows:
3706              *      - WINED3DUSAGE_AUTOGENMIPMAP
3707              *      - WINED3DUSAGE_DEPTHSTENCIL
3708              *      - WINED3DUSAGE_DYNAMIC
3709              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3710              *      - WINED3DUSAGE_RENDERTARGET
3711              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3712              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3713              */
3714             if (SurfaceType != SURFACE_OPENGL)
3715             {
3716                 TRACE_(d3d_caps)("[FAILED]\n");
3717                 return WINED3DERR_NOTAVAILABLE;
3718             }
3719
3720             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3721             {
3722                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3723                 return WINED3DERR_NOTAVAILABLE;
3724             }
3725
3726             if (!CheckTextureCapability(adapter, format_desc))
3727             {
3728                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3729                 return WINED3DERR_NOTAVAILABLE;
3730             }
3731
3732             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3733             {
3734                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3735                     /* When autogenmipmap isn't around continue and return
3736                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3737                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3738                 else
3739                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3740             }
3741
3742             /* Always report dynamic locking. */
3743             if (Usage & WINED3DUSAGE_DYNAMIC)
3744                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3745
3746             if (Usage & WINED3DUSAGE_RENDERTARGET)
3747             {
3748                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3749                 {
3750                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3751                     return WINED3DERR_NOTAVAILABLE;
3752                 }
3753                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3754             }
3755
3756             /* Always report software processing. */
3757             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3758                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3759
3760             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3761             {
3762                 if (!CheckFilterCapability(adapter, format_desc))
3763                 {
3764                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3765                     return WINED3DERR_NOTAVAILABLE;
3766                 }
3767                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3768             }
3769
3770             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3771             {
3772                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3773                 {
3774                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3775                     return WINED3DERR_NOTAVAILABLE;
3776                 }
3777                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3778             }
3779
3780             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3781             {
3782                 if (!CheckSrgbReadCapability(adapter, format_desc))
3783                 {
3784                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3785                     return WINED3DERR_NOTAVAILABLE;
3786                 }
3787                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3788             }
3789
3790             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3791             {
3792                 if (!CheckSrgbWriteCapability(adapter, format_desc))
3793                 {
3794                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3795                     return WINED3DERR_NOTAVAILABLE;
3796                 }
3797                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3798             }
3799
3800             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3801             {
3802                 if (!CheckVertexTextureCapability(adapter, format_desc))
3803                 {
3804                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3805                     return WINED3DERR_NOTAVAILABLE;
3806                 }
3807                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3808             }
3809
3810             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3811             {
3812                 if (!CheckWrapAndMipCapability(adapter, format_desc))
3813                 {
3814                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3815                     return WINED3DERR_NOTAVAILABLE;
3816                 }
3817                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3818             }
3819             break;
3820
3821         case WINED3DRTYPE_SURFACE:
3822             /* Surface allows:
3823              *      - WINED3DUSAGE_DEPTHSTENCIL
3824              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3825              *      - WINED3DUSAGE_RENDERTARGET
3826              */
3827             if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3828             {
3829                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3830                 return WINED3DERR_NOTAVAILABLE;
3831             }
3832
3833             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3834             {
3835                 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3836                 {
3837                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3838                     return WINED3DERR_NOTAVAILABLE;
3839                 }
3840                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3841             }
3842
3843             if (Usage & WINED3DUSAGE_RENDERTARGET)
3844             {
3845                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3846                 {
3847                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3848                     return WINED3DERR_NOTAVAILABLE;
3849                 }
3850                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3851             }
3852
3853             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3854             {
3855                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3856                 {
3857                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3858                     return WINED3DERR_NOTAVAILABLE;
3859                 }
3860                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3861             }
3862             break;
3863
3864         case WINED3DRTYPE_TEXTURE:
3865             /* Texture allows:
3866              *      - WINED3DUSAGE_AUTOGENMIPMAP
3867              *      - WINED3DUSAGE_DEPTHSTENCIL
3868              *      - WINED3DUSAGE_DMAP
3869              *      - WINED3DUSAGE_DYNAMIC
3870              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3871              *      - WINED3DUSAGE_RENDERTARGET
3872              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3873              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3874              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3875              */
3876             if (SurfaceType != SURFACE_OPENGL)
3877             {
3878                 TRACE_(d3d_caps)("[FAILED]\n");
3879                 return WINED3DERR_NOTAVAILABLE;
3880             }
3881
3882             if (!CheckTextureCapability(adapter, format_desc))
3883             {
3884                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3885                 return WINED3DERR_NOTAVAILABLE;
3886             }
3887
3888             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3889             {
3890                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3891                     /* When autogenmipmap isn't around continue and return
3892                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3893                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3894                 else
3895                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3896             }
3897
3898             /* Always report dynamic locking. */
3899             if (Usage & WINED3DUSAGE_DYNAMIC)
3900                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3901
3902             if (Usage & WINED3DUSAGE_RENDERTARGET)
3903             {
3904                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3905                 {
3906                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3907                     return WINED3DERR_NOTAVAILABLE;
3908                 }
3909                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3910             }
3911
3912             /* Always report software processing. */
3913             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3914                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3915
3916             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3917             {
3918                 if (!CheckFilterCapability(adapter, format_desc))
3919                 {
3920                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3921                     return WINED3DERR_NOTAVAILABLE;
3922                 }
3923                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3924             }
3925
3926             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3927             {
3928                 if (!CheckBumpMapCapability(adapter, format_desc))
3929                 {
3930                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3931                     return WINED3DERR_NOTAVAILABLE;
3932                 }
3933                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3934             }
3935
3936             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3937             {
3938                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3939                 {
3940                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3941                     return WINED3DERR_NOTAVAILABLE;
3942                 }
3943                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3944             }
3945
3946             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3947             {
3948                 if (!CheckSrgbReadCapability(adapter, format_desc))
3949                 {
3950                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3951                     return WINED3DERR_NOTAVAILABLE;
3952                 }
3953                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3954             }
3955
3956             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3957             {
3958                 if (!CheckSrgbWriteCapability(adapter, format_desc))
3959                 {
3960                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3961                     return WINED3DERR_NOTAVAILABLE;
3962                 }
3963                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3964             }
3965
3966             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3967             {
3968                 if (!CheckVertexTextureCapability(adapter, format_desc))
3969                 {
3970                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3971                     return WINED3DERR_NOTAVAILABLE;
3972                 }
3973                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3974             }
3975
3976             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3977             {
3978                 if (!CheckWrapAndMipCapability(adapter, format_desc))
3979                 {
3980                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3981                     return WINED3DERR_NOTAVAILABLE;
3982                 }
3983                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3984             }
3985
3986             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3987             {
3988                 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3989                 {
3990                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3991                     return WINED3DERR_NOTAVAILABLE;
3992                 }
3993                 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3994                 {
3995                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3996                     return WINED3DERR_NOTAVAILABLE;
3997                 }
3998                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3999             }
4000             break;
4001
4002         case WINED3DRTYPE_VOLUMETEXTURE:
4003         case WINED3DRTYPE_VOLUME:
4004             /* Volume is to VolumeTexture what Surface is to Texture, but its
4005              * usage caps are not documented. Most driver seem to offer
4006              * (nearly) the same on Volume and VolumeTexture, so do that too.
4007              *
4008              * Volumetexture allows:
4009              *      - D3DUSAGE_DYNAMIC
4010              *      - D3DUSAGE_NONSECURE (d3d9ex)
4011              *      - D3DUSAGE_SOFTWAREPROCESSING
4012              *      - D3DUSAGE_QUERY_WRAPANDMIP
4013              */
4014             if (SurfaceType != SURFACE_OPENGL)
4015             {
4016                 TRACE_(d3d_caps)("[FAILED]\n");
4017                 return WINED3DERR_NOTAVAILABLE;
4018             }
4019
4020             if (!gl_info->supported[EXT_TEXTURE3D])
4021             {
4022                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4023                 return WINED3DERR_NOTAVAILABLE;
4024             }
4025
4026             if (!CheckTextureCapability(adapter, format_desc))
4027             {
4028                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4029                 return WINED3DERR_NOTAVAILABLE;
4030             }
4031
4032             /* Filter formats that need conversion; For one part, this
4033              * conversion is unimplemented, and volume textures are huge, so
4034              * it would be a big performance hit. Unless we hit an application
4035              * needing one of those formats, don't advertize them to avoid
4036              * leading applications into temptation. The windows drivers don't
4037              * support most of those formats on volumes anyway, except for
4038              * WINED3DFMT_R32_FLOAT. */
4039             switch (CheckFormat)
4040             {
4041                 case WINED3DFMT_P8_UINT:
4042                 case WINED3DFMT_L4A4_UNORM:
4043                 case WINED3DFMT_R32_FLOAT:
4044                 case WINED3DFMT_R16_FLOAT:
4045                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4046                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4047                 case WINED3DFMT_R16G16_UNORM:
4048                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4049                     return WINED3DERR_NOTAVAILABLE;
4050
4051                 case WINED3DFMT_R8G8B8A8_SNORM:
4052                 case WINED3DFMT_R16G16_SNORM:
4053                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4054                     {
4055                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4056                         return WINED3DERR_NOTAVAILABLE;
4057                     }
4058                     break;
4059
4060                 case WINED3DFMT_R8G8_SNORM:
4061                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4062                     {
4063                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4064                         return WINED3DERR_NOTAVAILABLE;
4065                     }
4066                     break;
4067
4068                 case WINED3DFMT_DXT1:
4069                 case WINED3DFMT_DXT2:
4070                 case WINED3DFMT_DXT3:
4071                 case WINED3DFMT_DXT4:
4072                 case WINED3DFMT_DXT5:
4073                     /* The GL_EXT_texture_compression_s3tc spec requires that
4074                      * loading an s3tc compressed texture results in an error.
4075                      * While the D3D refrast does support s3tc volumes, at
4076                      * least the nvidia windows driver does not, so we're free
4077                      * not to support this format. */
4078                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4079                     return WINED3DERR_NOTAVAILABLE;
4080
4081                 default:
4082                     /* Do nothing, continue with checking the format below */
4083                     break;
4084             }
4085
4086             /* Always report dynamic locking. */
4087             if (Usage & WINED3DUSAGE_DYNAMIC)
4088                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4089
4090             /* Always report software processing. */
4091             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4092                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4093
4094             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4095             {
4096                 if (!CheckFilterCapability(adapter, format_desc))
4097                 {
4098                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4099                     return WINED3DERR_NOTAVAILABLE;
4100                 }
4101                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4102             }
4103
4104             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4105             {
4106                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4107                 {
4108                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4109                     return WINED3DERR_NOTAVAILABLE;
4110                 }
4111                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4112             }
4113
4114             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4115             {
4116                 if (!CheckSrgbReadCapability(adapter, format_desc))
4117                 {
4118                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4119                     return WINED3DERR_NOTAVAILABLE;
4120                 }
4121                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4122             }
4123
4124             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4125             {
4126                 if (!CheckSrgbWriteCapability(adapter, format_desc))
4127                 {
4128                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4129                     return WINED3DERR_NOTAVAILABLE;
4130                 }
4131                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4132             }
4133
4134             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4135             {
4136                 if (!CheckVertexTextureCapability(adapter, format_desc))
4137                 {
4138                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4139                     return WINED3DERR_NOTAVAILABLE;
4140                 }
4141                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4142             }
4143
4144             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4145             {
4146                 if (!CheckWrapAndMipCapability(adapter, format_desc))
4147                 {
4148                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4149                     return WINED3DERR_NOTAVAILABLE;
4150                 }
4151                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4152             }
4153             break;
4154
4155         default:
4156             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4157             return WINED3DERR_NOTAVAILABLE;
4158     }
4159
4160     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4161      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4162      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4163     if (UsageCaps == Usage)
4164         return WINED3D_OK;
4165     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4166         return WINED3DOK_NOAUTOGEN;
4167
4168     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4169             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4170
4171     return WINED3DERR_NOTAVAILABLE;
4172 }
4173
4174 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4175         WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4176 {
4177     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4178             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4179             debug_d3dformat(dst_format));
4180
4181     return WINED3D_OK;
4182 }
4183
4184 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4185       subset of a D3DCAPS9 structure. However, it has to come via a void *
4186       as the d3d8 interface cannot import the d3d9 header                  */
4187 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4188
4189     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4190     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4191     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4192     int vs_selected_mode;
4193     int ps_selected_mode;
4194     struct shader_caps shader_caps;
4195     struct fragment_caps fragment_caps;
4196     DWORD ckey_caps, blit_caps, fx_caps;
4197
4198     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4199
4200     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4201         return WINED3DERR_INVALIDCALL;
4202     }
4203
4204     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4205
4206     /* ------------------------------------------------
4207        The following fields apply to both d3d8 and d3d9
4208        ------------------------------------------------ */
4209     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4210     pCaps->AdapterOrdinal          = Adapter;
4211
4212     pCaps->Caps                    = 0;
4213     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4214                                      WINED3DCAPS2_FULLSCREENGAMMA |
4215                                      WINED3DCAPS2_DYNAMICTEXTURES;
4216     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4217     {
4218         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4219     }
4220
4221     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4222                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4223                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4224
4225     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4226                                      WINED3DPRESENT_INTERVAL_ONE;
4227
4228     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4229                                      WINED3DCURSORCAPS_LOWRES;
4230
4231     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4232                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4233                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4234                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4235                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4236                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4237                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4238                                      WINED3DDEVCAPS_PUREDEVICE          |
4239                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4240                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4241                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4242                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4243                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4244                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4245                                      WINED3DDEVCAPS_RTPATCHES;
4246
4247     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4248                                      WINED3DPMISCCAPS_CULLCCW               |
4249                                      WINED3DPMISCCAPS_CULLCW                |
4250                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4251                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4252                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4253                                      WINED3DPMISCCAPS_MASKZ                 |
4254                                      WINED3DPMISCCAPS_BLENDOP               |
4255                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4256                                     /* TODO:
4257                                         WINED3DPMISCCAPS_NULLREFERENCE
4258                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4259                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4260                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4261
4262     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4263         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4264     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4265         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4266
4267     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4268                                      WINED3DPRASTERCAPS_PAT       |
4269                                      WINED3DPRASTERCAPS_WFOG      |
4270                                      WINED3DPRASTERCAPS_ZFOG      |
4271                                      WINED3DPRASTERCAPS_FOGVERTEX |
4272                                      WINED3DPRASTERCAPS_FOGTABLE  |
4273                                      WINED3DPRASTERCAPS_STIPPLE   |
4274                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4275                                      WINED3DPRASTERCAPS_ZTEST     |
4276                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4277                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4278                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4279
4280     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4281     {
4282         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4283                              WINED3DPRASTERCAPS_ZBIAS         |
4284                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4285     }
4286     if (gl_info->supported[NV_FOG_DISTANCE])
4287     {
4288         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4289     }
4290                         /* FIXME Add:
4291                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4292                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4293                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4294                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4295                            WINED3DPRASTERCAPS_WBUFFER */
4296
4297     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4298                       WINED3DPCMPCAPS_EQUAL        |
4299                       WINED3DPCMPCAPS_GREATER      |
4300                       WINED3DPCMPCAPS_GREATEREQUAL |
4301                       WINED3DPCMPCAPS_LESS         |
4302                       WINED3DPCMPCAPS_LESSEQUAL    |
4303                       WINED3DPCMPCAPS_NEVER        |
4304                       WINED3DPCMPCAPS_NOTEQUAL;
4305
4306     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4307                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4308                            WINED3DPBLENDCAPS_DESTALPHA       |
4309                            WINED3DPBLENDCAPS_DESTCOLOR       |
4310                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4311                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4312                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4313                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4314                            WINED3DPBLENDCAPS_ONE             |
4315                            WINED3DPBLENDCAPS_SRCALPHA        |
4316                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4317                            WINED3DPBLENDCAPS_SRCCOLOR        |
4318                            WINED3DPBLENDCAPS_ZERO;
4319
4320     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4321                            WINED3DPBLENDCAPS_DESTCOLOR       |
4322                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4323                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4324                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4325                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4326                            WINED3DPBLENDCAPS_ONE             |
4327                            WINED3DPBLENDCAPS_SRCALPHA        |
4328                            WINED3DPBLENDCAPS_SRCCOLOR        |
4329                            WINED3DPBLENDCAPS_ZERO;
4330     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4331      * according to the glBlendFunc manpage
4332      *
4333      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4334      * legacy settings for srcblend only
4335      */
4336
4337     if (gl_info->supported[EXT_BLEND_COLOR])
4338     {
4339         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4340         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4341     }
4342
4343
4344     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4345                           WINED3DPCMPCAPS_EQUAL        |
4346                           WINED3DPCMPCAPS_GREATER      |
4347                           WINED3DPCMPCAPS_GREATEREQUAL |
4348                           WINED3DPCMPCAPS_LESS         |
4349                           WINED3DPCMPCAPS_LESSEQUAL    |
4350                           WINED3DPCMPCAPS_NEVER        |
4351                           WINED3DPCMPCAPS_NOTEQUAL;
4352
4353     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4354                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4355                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4356                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4357                            WINED3DPSHADECAPS_COLORFLATRGB       |
4358                            WINED3DPSHADECAPS_FOGFLAT            |
4359                            WINED3DPSHADECAPS_FOGGOURAUD         |
4360                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4361
4362     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4363                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4364                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4365                           WINED3DPTEXTURECAPS_BORDER             |
4366                           WINED3DPTEXTURECAPS_MIPMAP             |
4367                           WINED3DPTEXTURECAPS_PROJECTED          |
4368                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4369
4370     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4371     {
4372         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4373                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4374     }
4375
4376     if (gl_info->supported[EXT_TEXTURE3D])
4377     {
4378         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4379                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4380                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4381     }
4382
4383     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4384     {
4385         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4386                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4387                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4388
4389     }
4390
4391     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4392                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4393                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4394                                WINED3DPTFILTERCAPS_MINFPOINT        |
4395                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4396                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4397                                WINED3DPTFILTERCAPS_LINEAR           |
4398                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4399                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4400                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4401                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4402                                WINED3DPTFILTERCAPS_NEAREST;
4403
4404     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4405     {
4406         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4407                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4408     }
4409
4410     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4411     {
4412         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4413                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4414                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4415                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4416                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4417                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4418                                        WINED3DPTFILTERCAPS_LINEAR           |
4419                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4420                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4421                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4422                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4423                                        WINED3DPTFILTERCAPS_NEAREST;
4424
4425         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4426         {
4427             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4428                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4429         }
4430     } else
4431         pCaps->CubeTextureFilterCaps = 0;
4432
4433     if (gl_info->supported[EXT_TEXTURE3D])
4434     {
4435         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4436                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4437                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4438                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4439                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4440                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4441                                          WINED3DPTFILTERCAPS_LINEAR           |
4442                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4443                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4444                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4445                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4446                                          WINED3DPTFILTERCAPS_NEAREST;
4447     } else
4448         pCaps->VolumeTextureFilterCaps = 0;
4449
4450     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4451                                  WINED3DPTADDRESSCAPS_CLAMP  |
4452                                  WINED3DPTADDRESSCAPS_WRAP;
4453
4454     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4455     {
4456         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4457     }
4458     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4459     {
4460         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4461     }
4462     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4463     {
4464         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4465     }
4466
4467     if (gl_info->supported[EXT_TEXTURE3D])
4468     {
4469         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4470                                            WINED3DPTADDRESSCAPS_CLAMP  |
4471                                            WINED3DPTADDRESSCAPS_WRAP;
4472         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4473         {
4474             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4475         }
4476         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4477         {
4478             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4479         }
4480         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4481         {
4482             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4483         }
4484     } else
4485         pCaps->VolumeTextureAddressCaps = 0;
4486
4487     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4488                       WINED3DLINECAPS_ZTEST         |
4489                       WINED3DLINECAPS_BLEND         |
4490                       WINED3DLINECAPS_ALPHACMP      |
4491                       WINED3DLINECAPS_FOG;
4492     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4493      * idea how generating the smoothing alpha values works; the result is different
4494      */
4495
4496     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4497     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4498
4499     if (gl_info->supported[EXT_TEXTURE3D])
4500         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4501     else
4502         pCaps->MaxVolumeExtent = 0;
4503
4504     pCaps->MaxTextureRepeat = 32768;
4505     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4506     pCaps->MaxVertexW = 1.0f;
4507
4508     pCaps->GuardBandLeft = 0.0f;
4509     pCaps->GuardBandTop = 0.0f;
4510     pCaps->GuardBandRight = 0.0f;
4511     pCaps->GuardBandBottom = 0.0f;
4512
4513     pCaps->ExtentsAdjust = 0.0f;
4514
4515     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4516                           WINED3DSTENCILCAPS_INCRSAT |
4517                           WINED3DSTENCILCAPS_INVERT  |
4518                           WINED3DSTENCILCAPS_KEEP    |
4519                           WINED3DSTENCILCAPS_REPLACE |
4520                           WINED3DSTENCILCAPS_ZERO;
4521     if (gl_info->supported[EXT_STENCIL_WRAP])
4522     {
4523         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4524                               WINED3DSTENCILCAPS_INCR;
4525     }
4526     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4527     {
4528         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4529     }
4530
4531     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4532
4533     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4534     pCaps->MaxActiveLights = gl_info->limits.lights;
4535
4536     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4537     pCaps->MaxVertexBlendMatrixIndex   = 0;
4538
4539     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4540     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4541
4542
4543     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4544     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4545                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4546                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4547                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4548                                   WINED3DVTXPCAPS_VERTEXFOG         |
4549                                   WINED3DVTXPCAPS_TEXGEN;
4550
4551     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4552     pCaps->MaxVertexIndex      = 0xFFFFF;
4553     pCaps->MaxStreams          = MAX_STREAMS;
4554     pCaps->MaxStreamStride     = 1024;
4555
4556     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4557     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4558                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4559     pCaps->MaxNpatchTessellationLevel        = 0;
4560     pCaps->MasterAdapterOrdinal              = 0;
4561     pCaps->AdapterOrdinalInGroup             = 0;
4562     pCaps->NumberOfAdaptersInGroup           = 1;
4563
4564     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4565
4566     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4567                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4568                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4569                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4570     pCaps->VertexTextureFilterCaps           = 0;
4571
4572     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4573     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4574
4575     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4576     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4577
4578     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4579      * Ignore shader model capabilities if disabled in config
4580      */
4581     if(vs_selected_mode == SHADER_NONE) {
4582         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4583         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4584         pCaps->MaxVertexShaderConst         = 0;
4585     } else {
4586         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4587         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4588     }
4589
4590     if(ps_selected_mode == SHADER_NONE) {
4591         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4592         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4593         pCaps->PixelShader1xMaxValue        = 0.0f;
4594     } else {
4595         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4596         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4597     }
4598
4599     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4600     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4601     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4602
4603     /* The following caps are shader specific, but they are things we cannot detect, or which
4604      * are the same among all shader models. So to avoid code duplication set the shader version
4605      * specific, but otherwise constant caps here
4606      */
4607     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4608         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4609         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4610         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4611         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4612         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4613         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4614
4615         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4616         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4617     }
4618     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4619     {
4620         pCaps->VS20Caps.Caps                     = 0;
4621         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4622         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4623         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4624
4625         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4626         pCaps->MaxVertexShader30InstructionSlots = 0;
4627     } else { /* VS 1.x */
4628         pCaps->VS20Caps.Caps                     = 0;
4629         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4630         pCaps->VS20Caps.NumTemps                 = 0;
4631         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4632
4633         pCaps->MaxVShaderInstructionsExecuted    = 0;
4634         pCaps->MaxVertexShader30InstructionSlots = 0;
4635     }
4636
4637     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4638         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4639         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4640
4641         /* 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 */
4642         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4643                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4644                 WINED3DPS20CAPS_PREDICATION          |
4645                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4646                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4647         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4648         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4649         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4650         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4651
4652         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4653         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4654                 adapter->gl_info.limits.arb_ps_instructions);
4655     }
4656     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4657     {
4658         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4659         pCaps->PS20Caps.Caps                     = 0;
4660         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4661         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4662         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4663         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4664
4665         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4666         pCaps->MaxPixelShader30InstructionSlots  = 0;
4667     } else { /* PS 1.x */
4668         pCaps->PS20Caps.Caps                     = 0;
4669         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4670         pCaps->PS20Caps.NumTemps                 = 0;
4671         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4672         pCaps->PS20Caps.NumInstructionSlots      = 0;
4673
4674         pCaps->MaxPShaderInstructionsExecuted    = 0;
4675         pCaps->MaxPixelShader30InstructionSlots  = 0;
4676     }
4677
4678     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4679         /* OpenGL supports all the formats below, perhaps not always
4680          * without conversion, but it supports them.
4681          * Further GLSL doesn't seem to have an official unsigned type so
4682          * don't advertise it yet as I'm not sure how we handle it.
4683          * We might need to add some clamping in the shader engine to
4684          * support it.
4685          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4686         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4687                            WINED3DDTCAPS_UBYTE4N   |
4688                            WINED3DDTCAPS_SHORT2N   |
4689                            WINED3DDTCAPS_SHORT4N;
4690         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4691         {
4692             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4693                                 WINED3DDTCAPS_FLOAT16_4;
4694         }
4695     } else
4696         pCaps->DeclTypes                         = 0;
4697
4698     /* Set DirectDraw helper Caps */
4699     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4700                                         WINEDDCKEYCAPS_SRCBLT;
4701     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4702                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4703                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4704                                         WINEDDFXCAPS_BLTROTATION90          |
4705                                         WINEDDFXCAPS_BLTSHRINKX             |
4706                                         WINEDDFXCAPS_BLTSHRINKXN            |
4707                                         WINEDDFXCAPS_BLTSHRINKY             |
4708                                         WINEDDFXCAPS_BLTSHRINKXN            |
4709                                         WINEDDFXCAPS_BLTSTRETCHX            |
4710                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4711                                         WINEDDFXCAPS_BLTSTRETCHY            |
4712                                         WINEDDFXCAPS_BLTSTRETCHYN;
4713     blit_caps =                         WINEDDCAPS_BLT                      |
4714                                         WINEDDCAPS_BLTCOLORFILL             |
4715                                         WINEDDCAPS_BLTDEPTHFILL             |
4716                                         WINEDDCAPS_BLTSTRETCH               |
4717                                         WINEDDCAPS_CANBLTSYSMEM             |
4718                                         WINEDDCAPS_CANCLIP                  |
4719                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4720                                         WINEDDCAPS_COLORKEY                 |
4721                                         WINEDDCAPS_COLORKEYHWASSIST         |
4722                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4723
4724     /* Fill the ddraw caps structure */
4725     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4726                                         WINEDDCAPS_PALETTE                  |
4727                                         blit_caps;
4728     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4729                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4730                                         WINEDDCAPS2_PRIMARYGAMMA             |
4731                                         WINEDDCAPS2_WIDESURFACES             |
4732                                         WINEDDCAPS2_CANRENDERWINDOWED;
4733     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4734     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4735     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4736     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4737     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4738     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4739     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4740     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4741     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4742
4743     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4744                                         WINEDDSCAPS_BACKBUFFER              |
4745                                         WINEDDSCAPS_FLIP                    |
4746                                         WINEDDSCAPS_FRONTBUFFER             |
4747                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4748                                         WINEDDSCAPS_PALETTE                 |
4749                                         WINEDDSCAPS_PRIMARYSURFACE          |
4750                                         WINEDDSCAPS_SYSTEMMEMORY            |
4751                                         WINEDDSCAPS_VIDEOMEMORY             |
4752                                         WINEDDSCAPS_VISIBLE;
4753     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4754
4755     /* Set D3D caps if OpenGL is available. */
4756     if (adapter->opengl)
4757     {
4758         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4759                                         WINEDDSCAPS_MIPMAP                  |
4760                                         WINEDDSCAPS_TEXTURE                 |
4761                                         WINEDDSCAPS_ZBUFFER;
4762         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4763     }
4764
4765     return WINED3D_OK;
4766 }
4767
4768 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4769         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4770         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4771 {
4772     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4773     IWineD3DDeviceImpl *object;
4774     HRESULT hr;
4775
4776     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4777             "parent %p, device_parent %p, device %p.\n",
4778             iface, adapter_idx, device_type, focus_window, flags,
4779             parent, device_parent, device);
4780
4781     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4782      * number and create a device without a 3D adapter for 2D only operation. */
4783     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4784     {
4785         return WINED3DERR_INVALIDCALL;
4786     }
4787
4788     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4789     if (!object)
4790     {
4791         ERR("Failed to allocate device memory.\n");
4792         return E_OUTOFMEMORY;
4793     }
4794
4795     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4796     if (FAILED(hr))
4797     {
4798         WARN("Failed to initialize device, hr %#x.\n", hr);
4799         HeapFree(GetProcessHeap(), 0, object);
4800         return hr;
4801     }
4802
4803     TRACE("Created device %p.\n", object);
4804     *device = (IWineD3DDevice *)object;
4805
4806     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4807
4808     return WINED3D_OK;
4809 }
4810
4811 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4812     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4813     IUnknown_AddRef(This->parent);
4814     *pParent = This->parent;
4815     return WINED3D_OK;
4816 }
4817
4818 static void WINE_GLAPI invalid_func(const void *data)
4819 {
4820     ERR("Invalid vertex attribute function called\n");
4821     DebugBreak();
4822 }
4823
4824 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4825 {
4826     ERR("Invalid texcoord function called\n");
4827     DebugBreak();
4828 }
4829
4830 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4831  * the extension detection and are used in drawStridedSlow
4832  */
4833 static void WINE_GLAPI position_d3dcolor(const void *data)
4834 {
4835     DWORD pos = *((const DWORD *)data);
4836
4837     FIXME("Add a test for fixed function position from d3dcolor type\n");
4838     glVertex4s(D3DCOLOR_B_R(pos),
4839                D3DCOLOR_B_G(pos),
4840                D3DCOLOR_B_B(pos),
4841                D3DCOLOR_B_A(pos));
4842 }
4843
4844 static void WINE_GLAPI position_float4(const void *data)
4845 {
4846     const GLfloat *pos = data;
4847
4848     if (pos[3] != 0.0f && pos[3] != 1.0f)
4849     {
4850         float w = 1.0f / pos[3];
4851
4852         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4853     }
4854     else
4855     {
4856         glVertex3fv(pos);
4857     }
4858 }
4859
4860 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4861 {
4862     DWORD diffuseColor = *((const DWORD *)data);
4863
4864     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4865                D3DCOLOR_B_G(diffuseColor),
4866                D3DCOLOR_B_B(diffuseColor),
4867                D3DCOLOR_B_A(diffuseColor));
4868 }
4869
4870 static void WINE_GLAPI specular_d3dcolor(const void *data)
4871 {
4872     DWORD specularColor = *((const DWORD *)data);
4873     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4874             D3DCOLOR_B_G(specularColor),
4875             D3DCOLOR_B_B(specularColor)};
4876
4877     specular_func_3ubv(d);
4878 }
4879
4880 static void WINE_GLAPI warn_no_specular_func(const void *data)
4881 {
4882     WARN("GL_EXT_secondary_color not supported\n");
4883 }
4884
4885 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4886 {
4887     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4888     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4889     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4890     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4891     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4892     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4893     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4894     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4895     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4896     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4897     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4898     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4899     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4900     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4901     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4902     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4903     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4904
4905     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4906     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4907     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4908     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4909     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4910     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4911     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4912     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4913     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4914     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4915     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4916     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4917     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4918     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4919     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4920     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4921     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4922
4923     /* No 4 component entry points here */
4924     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4925     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4926     if (gl_info->supported[EXT_SECONDARY_COLOR])
4927     {
4928         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4929     }
4930     else
4931     {
4932         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4933     }
4934     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4935     if (gl_info->supported[EXT_SECONDARY_COLOR])
4936     {
4937         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4938         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4939     }
4940     else
4941     {
4942         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4943     }
4944     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4945     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4946     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4947     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4948     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4949     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4950     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4951     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4952     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4953     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4954     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4955     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4956
4957     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4958      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4959      */
4960     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4961     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4962     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4963     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4964     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4965     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4966     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4967     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4968     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4969     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4970     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4971     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4972     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4973     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4974     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4975     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4976     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4977
4978     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4979     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4980     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4981     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4982     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4983     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4984     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4985     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4986     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4987     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4988     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4989     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4990     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4991     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4992     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4993     if (gl_info->supported[NV_HALF_FLOAT])
4994     {
4995         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4996         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4997         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4998     } else {
4999         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5000         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5001     }
5002 }
5003
5004 static BOOL InitAdapters(IWineD3DImpl *This)
5005 {
5006     static HMODULE mod_gl;
5007     BOOL ret;
5008     int ps_selected_mode, vs_selected_mode;
5009
5010     /* No need to hold any lock. The calling library makes sure only one thread calls
5011      * wined3d simultaneously
5012      */
5013
5014     TRACE("Initializing adapters\n");
5015
5016     if(!mod_gl) {
5017 #ifdef USE_WIN32_OPENGL
5018 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5019         mod_gl = LoadLibraryA("opengl32.dll");
5020         if(!mod_gl) {
5021             ERR("Can't load opengl32.dll!\n");
5022             goto nogl_adapter;
5023         }
5024 #else
5025 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5026         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5027         mod_gl = GetModuleHandleA("gdi32.dll");
5028 #endif
5029     }
5030
5031 /* Load WGL core functions from opengl32.dll */
5032 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5033     WGL_FUNCS_GEN;
5034 #undef USE_WGL_FUNC
5035
5036     if(!pwglGetProcAddress) {
5037         ERR("Unable to load wglGetProcAddress!\n");
5038         goto nogl_adapter;
5039     }
5040
5041 /* Dynamically load all GL core functions */
5042     GL_FUNCS_GEN;
5043 #undef USE_GL_FUNC
5044
5045     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5046      * otherwise because we have to use winex11.drv's override
5047      */
5048 #ifdef USE_WIN32_OPENGL
5049     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5050     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5051 #else
5052     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5053     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5054 #endif
5055
5056     glEnableWINE = glEnable;
5057     glDisableWINE = glDisable;
5058
5059     /* For now only one default adapter */
5060     {
5061         struct wined3d_adapter *adapter = &This->adapters[0];
5062         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5063         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5064         int iPixelFormat;
5065         int res;
5066         int i;
5067         WineD3D_PixelFormat *cfgs;
5068         DISPLAY_DEVICEW DisplayDevice;
5069         HDC hdc;
5070
5071         TRACE("Initializing default adapter\n");
5072         adapter->ordinal = 0;
5073         adapter->monitorPoint.x = -1;
5074         adapter->monitorPoint.y = -1;
5075
5076         if (!AllocateLocallyUniqueId(&adapter->luid))
5077         {
5078             DWORD err = GetLastError();
5079             ERR("Failed to set adapter LUID (%#x).\n", err);
5080             goto nogl_adapter;
5081         }
5082         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5083                 adapter->luid.HighPart, adapter->luid.LowPart);
5084
5085         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5086         {
5087             ERR("Failed to get a gl context for default adapter\n");
5088             goto nogl_adapter;
5089         }
5090
5091         ret = IWineD3DImpl_FillGLCaps(adapter);
5092         if(!ret) {
5093             ERR("Failed to initialize gl caps for default adapter\n");
5094             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5095             goto nogl_adapter;
5096         }
5097         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5098         if(!ret) {
5099             ERR("Failed to init gl formats\n");
5100             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5101             goto nogl_adapter;
5102         }
5103
5104         hdc = fake_gl_ctx.dc;
5105
5106         /* Use the VideoRamSize registry setting when set */
5107         if(wined3d_settings.emulated_textureram)
5108             adapter->TextureRam = wined3d_settings.emulated_textureram;
5109         else
5110             adapter->TextureRam = adapter->gl_info.vidmem;
5111         adapter->UsedTextureRam = 0;
5112         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5113
5114         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5115         DisplayDevice.cb = sizeof(DisplayDevice);
5116         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5117         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5118         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5119
5120         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5121         {
5122             int attribute;
5123             int attribs[11];
5124             int values[11];
5125             int nAttribs = 0;
5126
5127             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5128             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5129
5130             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5131             cfgs = adapter->cfgs;
5132             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5133             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5134             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5135             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5136             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5137             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5138             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5139             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5140             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5141             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5142             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5143
5144             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5145             {
5146                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5147
5148                 if(!res)
5149                     continue;
5150
5151                 /* Cache the pixel format */
5152                 cfgs->iPixelFormat = iPixelFormat;
5153                 cfgs->redSize = values[0];
5154                 cfgs->greenSize = values[1];
5155                 cfgs->blueSize = values[2];
5156                 cfgs->alphaSize = values[3];
5157                 cfgs->colorSize = values[4];
5158                 cfgs->depthSize = values[5];
5159                 cfgs->stencilSize = values[6];
5160                 cfgs->windowDrawable = values[7];
5161                 cfgs->iPixelType = values[8];
5162                 cfgs->doubleBuffer = values[9];
5163                 cfgs->auxBuffers = values[10];
5164
5165                 cfgs->numSamples = 0;
5166                 /* Check multisample support */
5167                 if (gl_info->supported[ARB_MULTISAMPLE])
5168                 {
5169                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5170                     int value[2];
5171                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5172                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5173                         * value[1] = number of multi sample buffers*/
5174                         if(value[0])
5175                             cfgs->numSamples = value[1];
5176                     }
5177                 }
5178
5179                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5180                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5181                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5182                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5183                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5184                 cfgs++;
5185             }
5186         }
5187         else
5188         {
5189             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5190             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5191             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5192
5193             cfgs = adapter->cfgs;
5194             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5195             {
5196                 PIXELFORMATDESCRIPTOR ppfd;
5197
5198                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5199                 if(!res)
5200                     continue;
5201
5202                 /* We only want HW acceleration using an OpenGL ICD driver.
5203                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5204                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5205                  */
5206                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5207                 {
5208                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5209                     continue;
5210                 }
5211
5212                 cfgs->iPixelFormat = iPixelFormat;
5213                 cfgs->redSize = ppfd.cRedBits;
5214                 cfgs->greenSize = ppfd.cGreenBits;
5215                 cfgs->blueSize = ppfd.cBlueBits;
5216                 cfgs->alphaSize = ppfd.cAlphaBits;
5217                 cfgs->colorSize = ppfd.cColorBits;
5218                 cfgs->depthSize = ppfd.cDepthBits;
5219                 cfgs->stencilSize = ppfd.cStencilBits;
5220                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5221                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5222                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5223                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5224                 cfgs->numSamples = 0;
5225
5226                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5227                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5228                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5229                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5230                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5231                 cfgs++;
5232                 adapter->nCfgs++;
5233             }
5234
5235             /* 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 */
5236             if(!adapter->nCfgs)
5237             {
5238                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5239
5240                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5241                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5242                 goto nogl_adapter;
5243             }
5244         }
5245
5246         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5247          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5248          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5249          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5250          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5251          * driver is allowed to consume more bits EXCEPT for stencil bits.
5252          *
5253          * Mark an adapter with this broken stencil behavior.
5254          */
5255         adapter->brokenStencil = TRUE;
5256         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5257         {
5258             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5259             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5260                 adapter->brokenStencil = FALSE;
5261                 break;
5262             }
5263         }
5264
5265         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5266
5267         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5268         fillGLAttribFuncs(&adapter->gl_info);
5269         adapter->opengl = TRUE;
5270     }
5271     This->adapter_count = 1;
5272     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5273
5274     return TRUE;
5275
5276 nogl_adapter:
5277     /* Initialize an adapter for ddraw-only memory counting */
5278     memset(This->adapters, 0, sizeof(This->adapters));
5279     This->adapters[0].ordinal = 0;
5280     This->adapters[0].opengl = FALSE;
5281     This->adapters[0].monitorPoint.x = -1;
5282     This->adapters[0].monitorPoint.y = -1;
5283
5284     This->adapters[0].driver_info.name = "Display";
5285     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5286     if(wined3d_settings.emulated_textureram) {
5287         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5288     } else {
5289         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5290     }
5291
5292     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5293
5294     This->adapter_count = 1;
5295     return FALSE;
5296 }
5297
5298 /**********************************************************
5299  * IWineD3D VTbl follows
5300  **********************************************************/
5301
5302 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5303 {
5304     /* IUnknown */
5305     IWineD3DImpl_QueryInterface,
5306     IWineD3DImpl_AddRef,
5307     IWineD3DImpl_Release,
5308     /* IWineD3D */
5309     IWineD3DImpl_GetParent,
5310     IWineD3DImpl_GetAdapterCount,
5311     IWineD3DImpl_RegisterSoftwareDevice,
5312     IWineD3DImpl_GetAdapterMonitor,
5313     IWineD3DImpl_GetAdapterModeCount,
5314     IWineD3DImpl_EnumAdapterModes,
5315     IWineD3DImpl_GetAdapterDisplayMode,
5316     IWineD3DImpl_GetAdapterIdentifier,
5317     IWineD3DImpl_CheckDeviceMultiSampleType,
5318     IWineD3DImpl_CheckDepthStencilMatch,
5319     IWineD3DImpl_CheckDeviceType,
5320     IWineD3DImpl_CheckDeviceFormat,
5321     IWineD3DImpl_CheckDeviceFormatConversion,
5322     IWineD3DImpl_GetDeviceCaps,
5323     IWineD3DImpl_CreateDevice
5324 };
5325
5326 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5327
5328 const struct wined3d_parent_ops wined3d_null_parent_ops =
5329 {
5330     wined3d_null_wined3d_object_destroyed,
5331 };
5332
5333 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5334 {
5335     wined3d->lpVtbl = &IWineD3D_Vtbl;
5336     wined3d->dxVersion = version;
5337     wined3d->ref = 1;
5338     wined3d->parent = parent;
5339
5340     if (!InitAdapters(wined3d))
5341     {
5342         WARN("Failed to initialize adapters.\n");
5343         if (version > 7)
5344         {
5345             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5346             return E_FAIL;
5347         }
5348     }
5349
5350     return WINED3D_OK;
5351 }