wined3d: Rename WINED3DFORMAT to wined3d_format_id.
[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_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
109     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
110     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
111     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
112     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
113     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
114     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
115     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
116     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
117     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
118     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
119     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
120     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
121     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
122     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
123     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
124     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
125     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
126     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
127     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
128     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
129     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
130     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
131     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
132
133     /* NV */
134     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
135     {"GL_NV_fence",                         NV_FENCE,                       0                           },
136     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
137     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
138     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
139     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
140     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
141     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
142     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
143     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
144     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
145     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
146     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
147     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
148     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
149     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
150     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
151     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
152     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
153     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
154
155     /* SGI */
156     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
157 };
158
159 /**********************************************************
160  * Utility functions follow
161  **********************************************************/
162
163 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter,
164         WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat, DWORD Usage,
165         WINED3DRESOURCETYPE RType, enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType);
166
167 const struct min_lookup minMipLookup[] =
168 {
169     /* NONE         POINT                       LINEAR */
170     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
171     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
172     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
173 };
174
175 const struct min_lookup minMipLookup_noFilter[] =
176 {
177     /* NONE         POINT                       LINEAR */
178     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
179     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
180     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
181 };
182
183 const struct min_lookup minMipLookup_noMip[] =
184 {
185     /* NONE         POINT                       LINEAR */
186     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
187     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
188     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
189 };
190
191 const GLenum magLookup[] =
192 {
193     /* NONE     POINT       LINEAR */
194     GL_NEAREST, GL_NEAREST, GL_LINEAR,
195 };
196
197 const GLenum magLookup_noFilter[] =
198 {
199     /* NONE     POINT       LINEAR */
200     GL_NEAREST, GL_NEAREST, GL_NEAREST,
201 };
202
203 /* drawStridedSlow attributes */
204 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc specular_func_3ubv;
207 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
208 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
209 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
210
211 /**
212  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
213  * i.e., there is no GL Context - Get a default rendering context to enable the
214  * function query some info from GL.
215  */
216
217 struct wined3d_fake_gl_ctx
218 {
219     HDC dc;
220     HWND wnd;
221     HGLRC gl_ctx;
222     HDC restore_dc;
223     HGLRC restore_gl_ctx;
224 };
225
226 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
227 {
228     TRACE_(d3d_caps)("Destroying fake GL context.\n");
229
230     if (!pwglMakeCurrent(NULL, NULL))
231     {
232         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
233     }
234
235     if (!pwglDeleteContext(ctx->gl_ctx))
236     {
237         DWORD err = GetLastError();
238         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
239     }
240
241     ReleaseDC(ctx->wnd, ctx->dc);
242     DestroyWindow(ctx->wnd);
243
244     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
245     {
246         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247     }
248 }
249
250 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
251 {
252     PIXELFORMATDESCRIPTOR pfd;
253     int iPixelFormat;
254
255     TRACE("getting context...\n");
256
257     ctx->restore_dc = pwglGetCurrentDC();
258     ctx->restore_gl_ctx = pwglGetCurrentContext();
259
260     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
261     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
262             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263     if (!ctx->wnd)
264     {
265         ERR_(d3d_caps)("Failed to create a window.\n");
266         goto fail;
267     }
268
269     ctx->dc = GetDC(ctx->wnd);
270     if (!ctx->dc)
271     {
272         ERR_(d3d_caps)("Failed to get a DC.\n");
273         goto fail;
274     }
275
276     /* PixelFormat selection */
277     ZeroMemory(&pfd, sizeof(pfd));
278     pfd.nSize = sizeof(pfd);
279     pfd.nVersion = 1;
280     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
281     pfd.iPixelType = PFD_TYPE_RGBA;
282     pfd.cColorBits = 32;
283     pfd.iLayerType = PFD_MAIN_PLANE;
284
285     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286     if (!iPixelFormat)
287     {
288         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
289         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290         goto fail;
291     }
292     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
293     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
294
295     /* Create a GL context. */
296     ctx->gl_ctx = pwglCreateContext(ctx->dc);
297     if (!ctx->gl_ctx)
298     {
299         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300         goto fail;
301     }
302
303     /* Make it the current GL context. */
304     if (!context_set_current(NULL))
305     {
306         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307     }
308
309     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
310     {
311         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
312         goto fail;
313     }
314
315     return TRUE;
316
317 fail:
318     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
319     ctx->gl_ctx = NULL;
320     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
321     ctx->dc = NULL;
322     if (ctx->wnd) DestroyWindow(ctx->wnd);
323     ctx->wnd = NULL;
324     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
325     {
326         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327     }
328
329     return FALSE;
330 }
331
332 /* Adjust the amount of used texture memory */
333 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
334 {
335     struct wined3d_adapter *adapter = device->adapter;
336
337     adapter->UsedTextureRam += glram;
338     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
339     return adapter->UsedTextureRam;
340 }
341
342 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
343 {
344     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
345     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 }
347
348 /**********************************************************
349  * IUnknown parts follows
350  **********************************************************/
351
352 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
353 {
354     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
355
356     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
357     if (IsEqualGUID(riid, &IID_IUnknown)
358         || IsEqualGUID(riid, &IID_IWineD3DBase)
359         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
360         IUnknown_AddRef(iface);
361         *ppobj = This;
362         return S_OK;
363     }
364     *ppobj = NULL;
365     return E_NOINTERFACE;
366 }
367
368 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
369     IWineD3DImpl *This = (IWineD3DImpl *)iface;
370     ULONG refCount = InterlockedIncrement(&This->ref);
371
372     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373     return refCount;
374 }
375
376 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
377     IWineD3DImpl *This = (IWineD3DImpl *)iface;
378     ULONG ref;
379     TRACE("(%p) : Releasing from %d\n", This, This->ref);
380     ref = InterlockedDecrement(&This->ref);
381     if (ref == 0) {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if(glGetError() != 0) {
421         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
422         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
423         ret = TRUE;
424     } else TRACE("OpenGL implementation allows offsets > 63\n");
425
426     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
427     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
428     checkGLcall("ARB vp offset limit test cleanup");
429
430     return ret;
431 }
432
433 static DWORD ver_for_ext(GL_SupportedExt ext)
434 {
435     unsigned int i;
436     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
437         if(EXTENSION_MAP[i].extension == ext) {
438             return EXTENSION_MAP[i].version;
439         }
440     }
441     return 0;
442 }
443
444 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
445         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
446 {
447     if (card_vendor != HW_VENDOR_ATI) return FALSE;
448     if (device == CARD_ATI_RADEON_9500) return TRUE;
449     if (device == CARD_ATI_RADEON_X700) return TRUE;
450     if (device == CARD_ATI_RADEON_X1600) return TRUE;
451     return FALSE;
452 }
453
454 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
455         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
456 {
457     if (card_vendor == HW_VENDOR_NVIDIA)
458     {
459         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
460             device == CARD_NVIDIA_GEFORCEFX_5600 ||
461             device == CARD_NVIDIA_GEFORCEFX_5800)
462         {
463             return TRUE;
464         }
465     }
466     return FALSE;
467 }
468
469 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
470         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
471 {
472     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
473      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
474      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
475      *
476      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
477      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
478      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
479      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
480      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
481      * the chance that other implementations support them is rather small since Win32 QuickTime uses
482      * DirectDraw, not OpenGL.
483      *
484      * This test has been moved into wined3d_guess_gl_vendor()
485      */
486     if (gl_vendor == GL_VENDOR_APPLE)
487     {
488         return TRUE;
489     }
490     return FALSE;
491 }
492
493 /* Context activation is done by the caller. */
494 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
495 {
496     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
497      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
498      * all the texture. This function detects this bug by its symptom and disables PBOs
499      * if the test fails.
500      *
501      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
502      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
503      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
504      * read back is compared to the original. If they are equal PBOs are assumed to work,
505      * otherwise the PBO extension is disabled. */
506     GLuint texture, pbo;
507     static const unsigned int pattern[] =
508     {
509         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
510         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
511         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
512         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
513     };
514     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
515
516     /* No PBO -> No point in testing them. */
517     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
518
519     ENTER_GL();
520
521     while (glGetError());
522     glGenTextures(1, &texture);
523     glBindTexture(GL_TEXTURE_2D, texture);
524
525     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
526     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
527     checkGLcall("Specifying the PBO test texture");
528
529     GL_EXTCALL(glGenBuffersARB(1, &pbo));
530     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
531     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
532     checkGLcall("Specifying the PBO test pbo");
533
534     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
535     checkGLcall("Loading the PBO test texture");
536
537     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
538     LEAVE_GL();
539
540     wglFinish(); /* just to be sure */
541
542     memset(check, 0, sizeof(check));
543     ENTER_GL();
544     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
545     checkGLcall("Reading back the PBO test texture");
546
547     glDeleteTextures(1, &texture);
548     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
549     checkGLcall("PBO test cleanup");
550
551     LEAVE_GL();
552
553     if (memcmp(check, pattern, sizeof(check)))
554     {
555         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
556         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
557         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558     }
559     else
560     {
561         TRACE_(d3d_caps)("PBO test successful.\n");
562     }
563 }
564
565 static BOOL match_apple_intel(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     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
569 }
570
571 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 {
574     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
575     if (card_vendor != HW_VENDOR_ATI) return FALSE;
576     if (device == CARD_ATI_RADEON_X1600) return FALSE;
577     return TRUE;
578 }
579
580 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
581         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
582 {
583     return gl_vendor == GL_VENDOR_FGLRX;
584
585 }
586
587 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
589 {
590     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
591      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
592      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
593      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
594      * hardcoded
595      *
596      * dx10 cards usually have 64 varyings */
597     return gl_info->limits.glsl_varyings > 44;
598 }
599
600 /* A GL context is provided by the caller */
601 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
602         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
603 {
604     GLenum error;
605     DWORD data[16];
606
607     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608
609     ENTER_GL();
610     while(glGetError());
611     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
612     error = glGetError();
613     LEAVE_GL();
614
615     if(error == GL_NO_ERROR)
616     {
617         TRACE("GL Implementation accepts 4 component specular color pointers\n");
618         return TRUE;
619     }
620     else
621     {
622         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
623               debug_glerror(error));
624         return FALSE;
625     }
626 }
627
628 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
629         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
630 {
631     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
632     return gl_info->supported[NV_TEXTURE_SHADER];
633 }
634
635 /* A GL context is provided by the caller */
636 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
637         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
638 {
639     GLuint prog;
640     BOOL ret = FALSE;
641     GLint pos;
642     const char *testcode =
643         "!!ARBvp1.0\n"
644         "OPTION NV_vertex_program2;\n"
645         "MOV result.clip[0], 0.0;\n"
646         "MOV result.position, 0.0;\n"
647         "END\n";
648
649     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
650
651     ENTER_GL();
652     while(glGetError());
653
654     GL_EXTCALL(glGenProgramsARB(1, &prog));
655     if(!prog)
656     {
657         ERR("Failed to create the NVvp clip test program\n");
658         LEAVE_GL();
659         return FALSE;
660     }
661     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
662     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
663                                   strlen(testcode), testcode));
664     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
665     if(pos != -1)
666     {
667         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
668         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669         ret = TRUE;
670         while(glGetError());
671     }
672     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
673
674     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
675     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
676     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
677
678     LEAVE_GL();
679     return ret;
680 }
681
682 /* Context activation is done by the caller. */
683 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
684         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
685 {
686     char data[4 * 4 * 4];
687     GLuint tex, fbo;
688     GLenum status;
689
690     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
691
692     memset(data, 0xcc, sizeof(data));
693
694     ENTER_GL();
695
696     glGenTextures(1, &tex);
697     glBindTexture(GL_TEXTURE_2D, tex);
698     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
700     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
701     checkGLcall("glTexImage2D");
702
703     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
704     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
705     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
706     checkGLcall("glFramebufferTexture2D");
707
708     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
709     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
710     checkGLcall("glCheckFramebufferStatus");
711
712     memset(data, 0x11, sizeof(data));
713     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
714     checkGLcall("glTexSubImage2D");
715
716     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
717     glClear(GL_COLOR_BUFFER_BIT);
718     checkGLcall("glClear");
719
720     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
721     checkGLcall("glGetTexImage");
722
723     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
724     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
725     glBindTexture(GL_TEXTURE_2D, 0);
726     checkGLcall("glBindTexture");
727
728     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
729     glDeleteTextures(1, &tex);
730     checkGLcall("glDeleteTextures");
731
732     LEAVE_GL();
733
734     return *(DWORD *)data == 0x11111111;
735 }
736
737 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
738 {
739     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
740     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
741     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
742     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
743 }
744
745 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
746 {
747     quirk_arb_constants(gl_info);
748     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
749      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
750      * allow 48 different offsets or other helper immediate values. */
751     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
752     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
753 }
754
755 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
756  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
757  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
758  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
759  * most games, but avoids the crash
760  *
761  * A more sophisticated way would be to find all units that need texture coordinates and enable
762  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
763  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
764  *
765  * Note that disabling the extension entirely does not gain predictability because there is no point
766  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
767 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
768 {
769     if (gl_info->supported[ARB_POINT_SPRITE])
770     {
771         TRACE("Limiting point sprites to one texture unit.\n");
772         gl_info->limits.point_sprite_units = 1;
773     }
774 }
775
776 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
777 {
778     quirk_arb_constants(gl_info);
779
780     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
781      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
782      * If real NP2 textures are used, the driver falls back to software. We could just remove the
783      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
784      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
785      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
786      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
787      *
788      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
789      * has this extension promoted to core. The extension loading code sets this extension supported
790      * due to that, so this code works on fglrx as well. */
791     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
792     {
793         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
794         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
795         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
796     }
797
798     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
799      * it is generally more efficient. Reserve just 8 constants. */
800     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
801     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
802 }
803
804 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
805 {
806     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
807      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
808      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
809      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
810      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
811      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
812      *
813      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
814      *  triggering the software fallback. There is not much we can do here apart from disabling the
815      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
816      *  in IWineD3DImpl_FillGLCaps).
817      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
818      *  post-processing effects in the game "Max Payne 2").
819      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
820     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
821     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
822     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
823 }
824
825 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
826 {
827     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
828      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
829      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
830      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
831      * according to the spec.
832      *
833      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
834      * makes the shader slower and eats instruction slots which should be available to the d3d app.
835      *
836      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
837      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
838      * this workaround is activated on cards that do not need it, it won't break things, just affect
839      * performance negatively. */
840     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
841     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
842 }
843
844 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
845 {
846     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
847 }
848
849 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
850 {
851     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
852 }
853
854 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
855 {
856     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
857     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
858 }
859
860 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
861 {
862     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
863 }
864
865 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
866 {
867     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
868 }
869
870 struct driver_quirk
871 {
872     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
873             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
874     void (*apply)(struct wined3d_gl_info *gl_info);
875     const char *description;
876 };
877
878 static const struct driver_quirk quirk_table[] =
879 {
880     {
881         match_ati_r300_to_500,
882         quirk_ati_dx9,
883         "ATI GLSL constant and normalized texrect quirk"
884     },
885     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
886      * used it falls back to software. While the compiler can detect if the shader uses all declared
887      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
888      * using relative addressing falls back to software.
889      *
890      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
891     {
892         match_apple,
893         quirk_apple_glsl_constants,
894         "Apple GLSL uniform override"
895     },
896     {
897         match_geforce5,
898         quirk_no_np2,
899         "Geforce 5 NP2 disable"
900     },
901     {
902         match_apple_intel,
903         quirk_texcoord_w,
904         "Init texcoord .w for Apple Intel GPU driver"
905     },
906     {
907         match_apple_nonr500ati,
908         quirk_texcoord_w,
909         "Init texcoord .w for Apple ATI >= r600 GPU driver"
910     },
911     {
912         match_fglrx,
913         quirk_one_point_sprite,
914         "Fglrx point sprite crash workaround"
915     },
916     {
917         match_dx10_capable,
918         quirk_clip_varying,
919         "Reserved varying for gl_ClipPos"
920     },
921     {
922         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
923          * GL implementations accept it. The Mac GL is the only implementation known to
924          * reject it.
925          *
926          * If we can pass 4 component specular colors, do it, because (a) we don't have
927          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
928          * passes specular alpha to the pixel shader if any is used. Otherwise the
929          * specular alpha is used to pass the fog coordinate, which we pass to opengl
930          * via GL_EXT_fog_coord.
931          */
932         match_allows_spec_alpha,
933         quirk_allows_specular_alpha,
934         "Allow specular alpha quirk"
935     },
936     {
937         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
938          * (rdar://5682521).
939          */
940         match_apple_nvts,
941         quirk_apple_nvts,
942         "Apple NV_texture_shader disable"
943     },
944     {
945         match_broken_nv_clip,
946         quirk_disable_nvvp_clip,
947         "Apple NV_vertex_program clip bug quirk"
948     },
949     {
950         match_fbo_tex_update,
951         quirk_fbo_tex_update,
952         "FBO rebind for attachment updates"
953     },
954 };
955
956 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
957  * reporting a driver version is moot because we are not the Windows driver, and we have different
958  * bugs, features, etc.
959  *
960  * The driver version has the form "x.y.z.w".
961  *
962  * "x" is the Windows version the driver is meant for:
963  * 4 -> 95/98/NT4
964  * 5 -> 2000
965  * 6 -> 2000/XP
966  * 7 -> Vista
967  * 8 -> Win 7
968  *
969  * "y" is the Direct3D level the driver supports:
970  * 11 -> d3d6
971  * 12 -> d3d7
972  * 13 -> d3d8
973  * 14 -> d3d9
974  * 15 -> d3d10
975  *
976  * "z" is unknown, possibly vendor specific.
977  *
978  * "w" is the vendor specific driver version.
979  */
980 struct driver_version_information
981 {
982     WORD vendor;                    /* reported PCI card vendor ID  */
983     WORD card;                      /* reported PCI card device ID  */
984     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
985     WORD d3d_level;                 /* driver hiword to report      */
986     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
987 };
988
989 static const struct driver_version_information driver_version_table[] =
990 {
991     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
992      * 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
993      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
994      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
995      *
996      * All version numbers used below are from the Linux nvidia drivers. */
997     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
998     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
999     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
1000     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
1001     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
1002     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
1003     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
1004     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
1005     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
1006     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
1007     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
1008     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 9745   },
1009     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 9745   },
1010     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 9745   },
1011     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 9745   },
1012     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 9745   },
1013     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 9745   },
1014     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 9745   },
1015     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 9745   },
1016     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           15, 11, 9745   },
1017     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 9745   },
1018     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 9745   },
1019     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 9745   },
1020     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          15, 11, 9745   },
1021     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 9745   },
1022     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 9745   },
1023     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 9745   },
1024     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 9745   },
1025     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 9745   },
1026     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               15, 11, 9745   },
1027     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            15, 11, 9745   },
1028     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 9745   },
1029     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 9745   },
1030     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 9745   },
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 9745   },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           15, 11, 9745   },
1033     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          15, 11, 9745   },
1034     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           15, 11, 9775   },
1035     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           15, 11, 9775   },
1036     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1037     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
1038     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
1039     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
1040     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      14, 10, 6764    },
1041     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
1042     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
1043     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
1044     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
1045     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
1046     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
1047     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
1048     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
1049
1050     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1051 };
1052
1053 static void init_driver_info(struct wined3d_driver_info *driver_info,
1054         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1055 {
1056     OSVERSIONINFOW os_version;
1057     WORD driver_os_version;
1058     unsigned int i;
1059
1060     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1061     {
1062         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1063         vendor = wined3d_settings.pci_vendor_id;
1064     }
1065     driver_info->vendor = vendor;
1066
1067     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1068     {
1069         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1070         device = wined3d_settings.pci_device_id;
1071     }
1072     driver_info->device = device;
1073
1074     switch (vendor)
1075     {
1076         case HW_VENDOR_ATI:
1077             driver_info->name = "ati2dvag.dll";
1078             break;
1079
1080         case HW_VENDOR_NVIDIA:
1081             driver_info->name = "nv4_disp.dll";
1082             break;
1083
1084         case HW_VENDOR_INTEL:
1085         default:
1086             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1087             driver_info->name = "Display";
1088             break;
1089     }
1090
1091     memset(&os_version, 0, sizeof(os_version));
1092     os_version.dwOSVersionInfoSize = sizeof(os_version);
1093     if (!GetVersionExW(&os_version))
1094     {
1095         ERR("Failed to get OS version, reporting 2000/XP.\n");
1096         driver_os_version = 6;
1097     }
1098     else
1099     {
1100         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1101         switch (os_version.dwMajorVersion)
1102         {
1103             case 4:
1104                 driver_os_version = 4;
1105                 break;
1106
1107             case 5:
1108                 driver_os_version = 6;
1109                 break;
1110
1111             case 6:
1112                 if (os_version.dwMinorVersion == 0)
1113                 {
1114                     driver_os_version = 7;
1115                 }
1116                 else
1117                 {
1118                     if (os_version.dwMinorVersion > 1)
1119                     {
1120                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1121                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1122                     }
1123                     driver_os_version = 8;
1124                 }
1125                 break;
1126
1127             default:
1128                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1129                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1130                 driver_os_version = 6;
1131                 break;
1132         }
1133     }
1134
1135     driver_info->description = "Direct3D HAL";
1136     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1137     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1138
1139     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1140     {
1141         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1142         {
1143             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1144
1145             driver_info->description = driver_version_table[i].description;
1146             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1147             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1148                     driver_version_table[i].lopart_lo);
1149             break;
1150         }
1151     }
1152
1153     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1154             driver_info->version_high, driver_info->version_low);
1155 }
1156
1157 /* Context activation is done by the caller. */
1158 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1159         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1160 {
1161     unsigned int i;
1162
1163     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1164     {
1165         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1166         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1167         quirk_table[i].apply(gl_info);
1168     }
1169
1170     /* Find out if PBOs work as they are supposed to. */
1171     test_pbo_functionality(gl_info);
1172 }
1173
1174 static DWORD wined3d_parse_gl_version(const char *gl_version)
1175 {
1176     const char *ptr = gl_version;
1177     int major, minor;
1178
1179     major = atoi(ptr);
1180     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1181
1182     while (isdigit(*ptr)) ++ptr;
1183     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1184
1185     minor = atoi(ptr);
1186
1187     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1188
1189     return MAKEDWORD_VERSION(major, minor);
1190 }
1191
1192 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1193 {
1194
1195     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1196      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1197      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1198      *
1199      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1200      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1201      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1202      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1203      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1204      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1205      * DirectDraw, not OpenGL. */
1206     if (gl_info->supported[APPLE_FENCE]
1207             && gl_info->supported[APPLE_CLIENT_STORAGE]
1208             && gl_info->supported[APPLE_FLUSH_RENDER]
1209             && gl_info->supported[APPLE_YCBCR_422])
1210         return GL_VENDOR_APPLE;
1211
1212     if (strstr(gl_vendor_string, "NVIDIA"))
1213         return GL_VENDOR_NVIDIA;
1214
1215     if (strstr(gl_vendor_string, "ATI"))
1216         return GL_VENDOR_FGLRX;
1217
1218     if (strstr(gl_vendor_string, "Intel(R)")
1219             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1220             || strstr(gl_renderer, "Intel")
1221             || strstr(gl_vendor_string, "Intel Inc."))
1222         return GL_VENDOR_INTEL;
1223
1224     if (strstr(gl_vendor_string, "Mesa")
1225             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1226             || strstr(gl_vendor_string, "DRI R300 Project")
1227             || strstr(gl_vendor_string, "X.Org R300 Project")
1228             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1229             || strstr(gl_vendor_string, "VMware, Inc.")
1230             || strstr(gl_renderer, "Mesa")
1231             || strstr(gl_renderer, "Gallium"))
1232         return GL_VENDOR_MESA;
1233
1234     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1235             debugstr_a(gl_vendor_string));
1236
1237     return GL_VENDOR_UNKNOWN;
1238 }
1239
1240 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1241 {
1242     if (strstr(gl_vendor_string, "NVIDIA"))
1243         return HW_VENDOR_NVIDIA;
1244
1245     if (strstr(gl_vendor_string, "ATI")
1246             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1247             || strstr(gl_vendor_string, "X.Org R300 Project")
1248             || strstr(gl_vendor_string, "DRI R300 Project"))
1249         return HW_VENDOR_ATI;
1250
1251     if (strstr(gl_vendor_string, "Intel(R)")
1252             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1253             || strstr(gl_renderer, "Intel")
1254             || strstr(gl_vendor_string, "Intel Inc."))
1255         return HW_VENDOR_INTEL;
1256
1257     if (strstr(gl_vendor_string, "Mesa")
1258             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1259             || strstr(gl_vendor_string, "VMware, Inc."))
1260         return HW_VENDOR_SOFTWARE;
1261
1262     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1263
1264     return HW_VENDOR_NVIDIA;
1265 }
1266
1267
1268
1269 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1270         const char *gl_renderer, unsigned int *vidmem)
1271 {
1272     if (WINE_D3D10_CAPABLE(gl_info))
1273     {
1274         /* Geforce 400 - highend */
1275         if (strstr(gl_renderer, "GTX 480"))
1276         {
1277             *vidmem = 1536;
1278             return CARD_NVIDIA_GEFORCE_GTX480;
1279         }
1280
1281         /* Geforce 400 - midend high */
1282         if (strstr(gl_renderer, "GTX 470"))
1283         {
1284             *vidmem = 1280;
1285             return CARD_NVIDIA_GEFORCE_GTX470;
1286         }
1287
1288         /* Geforce 300 highend mobile */
1289         if (strstr(gl_renderer, "GTS 350M")
1290                 || strstr(gl_renderer, "GTS 360M"))
1291         {
1292            *vidmem = 1024;
1293            return CARD_NVIDIA_GEFORCE_GTS350M;
1294         }
1295
1296         /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1297         if (strstr(gl_renderer, "GT 325M")
1298                 || strstr(gl_renderer, "GT 330M"))
1299         {
1300            *vidmem = 1024;
1301            return CARD_NVIDIA_GEFORCE_GT325M;
1302         }
1303
1304         /* Geforce 200 - highend */
1305         if (strstr(gl_renderer, "GTX 280")
1306                 || strstr(gl_renderer, "GTX 285")
1307                 || strstr(gl_renderer, "GTX 295"))
1308         {
1309             *vidmem = 1024;
1310             return CARD_NVIDIA_GEFORCE_GTX280;
1311         }
1312
1313         /* Geforce 200 - midend high */
1314         if (strstr(gl_renderer, "GTX 275"))
1315         {
1316             *vidmem = 896;
1317             return CARD_NVIDIA_GEFORCE_GTX275;
1318         }
1319
1320         /* Geforce 200 - midend */
1321         if (strstr(gl_renderer, "GTX 260"))
1322         {
1323             *vidmem = 1024;
1324             return CARD_NVIDIA_GEFORCE_GTX260;
1325         }
1326         /* Geforce 200 - midend */
1327         if (strstr(gl_renderer, "GT 240"))
1328         {
1329            *vidmem = 512;
1330            return CARD_NVIDIA_GEFORCE_GT240;
1331         }
1332
1333         /* Geforce 200 lowend */
1334         if (strstr(gl_renderer, "GT 220"))
1335         {
1336            *vidmem = 512; /* The GT 220 has 512-1024MB */
1337            return CARD_NVIDIA_GEFORCE_GT220;
1338         }
1339         /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1340         if (strstr(gl_renderer, "Geforce 210")
1341                 || strstr(gl_renderer, "G 210")
1342                 || strstr(gl_renderer, "Geforce 305")
1343                 || strstr(gl_renderer, "Geforce 310"))
1344         {
1345            *vidmem = 512;
1346            return CARD_NVIDIA_GEFORCE_210;
1347         }
1348
1349         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1350         if (strstr(gl_renderer, "9800")
1351                 || strstr(gl_renderer, "GTS 150")
1352                 || strstr(gl_renderer, "GTS 250"))
1353         {
1354             *vidmem = 512;
1355             return CARD_NVIDIA_GEFORCE_9800GT;
1356         }
1357
1358         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1359         if (strstr(gl_renderer, "9600")
1360                 || strstr(gl_renderer, "GT 140"))
1361         {
1362             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1363             return CARD_NVIDIA_GEFORCE_9600GT;
1364         }
1365
1366         /* Geforce9 - midend low / Geforce 200 - low */
1367         if (strstr(gl_renderer, "9500")
1368                 || strstr(gl_renderer, "GT 120")
1369                 || strstr(gl_renderer, "GT 130"))
1370         {
1371             *vidmem = 256; /* The 9500GT has 256-1024MB */
1372             return CARD_NVIDIA_GEFORCE_9500GT;
1373         }
1374
1375         /* Geforce9 - lowend */
1376         if (strstr(gl_renderer, "9400"))
1377         {
1378             *vidmem = 256; /* The 9400GT has 256-1024MB */
1379             return CARD_NVIDIA_GEFORCE_9400GT;
1380         }
1381
1382         /* Geforce9 - lowend low */
1383         if (strstr(gl_renderer, "9100")
1384                 || strstr(gl_renderer, "9200")
1385                 || strstr(gl_renderer, "9300")
1386                 || strstr(gl_renderer, "G 100"))
1387         {
1388             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1389             return CARD_NVIDIA_GEFORCE_9200;
1390         }
1391
1392         /* Geforce8 - highend high*/
1393         if (strstr(gl_renderer, "8800 GTX"))
1394         {
1395             *vidmem = 768;
1396             return CARD_NVIDIA_GEFORCE_8800GTX;
1397         }
1398
1399         /* Geforce8 - highend */
1400         if (strstr(gl_renderer, "8800"))
1401         {
1402             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1403             return CARD_NVIDIA_GEFORCE_8800GTS;
1404         }
1405
1406         /* Geforce8 - midend mobile */
1407         if (strstr(gl_renderer, "8600 M"))
1408         {
1409             *vidmem = 512;
1410             return CARD_NVIDIA_GEFORCE_8600MGT;
1411         }
1412
1413         /* Geforce8 - midend */
1414         if (strstr(gl_renderer, "8600")
1415                 || strstr(gl_renderer, "8700"))
1416         {
1417             *vidmem = 256;
1418             return CARD_NVIDIA_GEFORCE_8600GT;
1419         }
1420
1421         /* Geforce8 - mid-lowend */
1422         if (strstr(gl_renderer, "8400")
1423                 || strstr(gl_renderer, "8500"))
1424         {
1425             *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1426             return CARD_NVIDIA_GEFORCE_8400GS;
1427         }
1428
1429         /* Geforce8 - lowend */
1430         if (strstr(gl_renderer, "8100")
1431                 || strstr(gl_renderer, "8200")
1432                 || strstr(gl_renderer, "8300"))
1433         {
1434             *vidmem = 128; /* 128-256MB for a 8300 */
1435             return CARD_NVIDIA_GEFORCE_8300GS;
1436         }
1437
1438         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1439         *vidmem = 128;
1440         return CARD_NVIDIA_GEFORCE_8300GS;
1441     }
1442
1443     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1444      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1445      */
1446     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1447     {
1448         /* Geforce7 - highend */
1449         if (strstr(gl_renderer, "7800")
1450                 || strstr(gl_renderer, "7900")
1451                 || strstr(gl_renderer, "7950")
1452                 || strstr(gl_renderer, "Quadro FX 4")
1453                 || strstr(gl_renderer, "Quadro FX 5"))
1454         {
1455             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1456             return CARD_NVIDIA_GEFORCE_7800GT;
1457         }
1458
1459         /* Geforce7 midend */
1460         if (strstr(gl_renderer, "7600")
1461                 || strstr(gl_renderer, "7700"))
1462         {
1463             *vidmem = 256; /* The 7600 uses 256-512MB */
1464             return CARD_NVIDIA_GEFORCE_7600;
1465         }
1466
1467         /* Geforce7 lower medium */
1468         if (strstr(gl_renderer, "7400"))
1469         {
1470             *vidmem = 256; /* The 7400 uses 256-512MB */
1471             return CARD_NVIDIA_GEFORCE_7400;
1472         }
1473
1474         /* Geforce7 lowend */
1475         if (strstr(gl_renderer, "7300"))
1476         {
1477             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1478             return CARD_NVIDIA_GEFORCE_7300;
1479         }
1480
1481         /* Geforce6 highend */
1482         if (strstr(gl_renderer, "6800"))
1483         {
1484             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1485             return CARD_NVIDIA_GEFORCE_6800;
1486         }
1487
1488         /* Geforce6 - midend */
1489         if (strstr(gl_renderer, "6600")
1490                 || strstr(gl_renderer, "6610")
1491                 || strstr(gl_renderer, "6700"))
1492         {
1493             *vidmem = 128; /* A 6600GT has 128-256MB */
1494             return CARD_NVIDIA_GEFORCE_6600GT;
1495         }
1496
1497         /* Geforce6/7 lowend */
1498         *vidmem = 64; /* */
1499         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1500     }
1501
1502     if (WINE_D3D9_CAPABLE(gl_info))
1503     {
1504         /* GeforceFX - highend */
1505         if (strstr(gl_renderer, "5800")
1506                 || strstr(gl_renderer, "5900")
1507                 || strstr(gl_renderer, "5950")
1508                 || strstr(gl_renderer, "Quadro FX"))
1509         {
1510             *vidmem = 256; /* 5800-5900 cards use 256MB */
1511             return CARD_NVIDIA_GEFORCEFX_5800;
1512         }
1513
1514         /* GeforceFX - midend */
1515         if (strstr(gl_renderer, "5600")
1516                 || strstr(gl_renderer, "5650")
1517                 || strstr(gl_renderer, "5700")
1518                 || strstr(gl_renderer, "5750"))
1519         {
1520             *vidmem = 128; /* A 5600 uses 128-256MB */
1521             return CARD_NVIDIA_GEFORCEFX_5600;
1522         }
1523
1524         /* GeforceFX - lowend */
1525         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1526         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1527     }
1528
1529     if (WINE_D3D8_CAPABLE(gl_info))
1530     {
1531         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1532         {
1533             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1534             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1535         }
1536
1537         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1538         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1539     }
1540
1541     if (WINE_D3D7_CAPABLE(gl_info))
1542     {
1543         if (strstr(gl_renderer, "GeForce4 MX"))
1544         {
1545             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1546              * early models had 32MB but most have 64MB or even 128MB. */
1547             *vidmem = 64;
1548             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1549         }
1550
1551         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1552         {
1553             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1554             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1555         }
1556
1557         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1558         {
1559             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1560             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1561         }
1562
1563         /* Most Geforce1 cards have 32MB, there are also some rare 16
1564          * and 64MB (Dell) models. */
1565         *vidmem = 32;
1566         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1567     }
1568
1569     if (strstr(gl_renderer, "TNT2"))
1570     {
1571         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1572         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1573     }
1574
1575     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1576     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1577
1578 }
1579
1580 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1581         const char *gl_renderer, unsigned int *vidmem)
1582 {
1583     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1584      *
1585      * Beware: renderer string do not match exact card model,
1586      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1587     if (WINE_D3D10_CAPABLE(gl_info))
1588     {
1589         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1590         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1591                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1592                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1593         {
1594             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1595             return CARD_ATI_RADEON_HD5800;
1596         }
1597
1598         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1599         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1600                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1601                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1602         {
1603             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1604             return CARD_ATI_RADEON_HD5700;
1605         }
1606
1607         /* Radeon R7xx HD4800 - highend */
1608         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1609                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1610                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1611                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1612                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1613         {
1614             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1615             return CARD_ATI_RADEON_HD4800;
1616         }
1617
1618         /* Radeon R740 HD4700 - midend */
1619         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1620                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1621         {
1622             *vidmem = 512;
1623             return CARD_ATI_RADEON_HD4700;
1624         }
1625
1626         /* Radeon R730 HD4600 - midend */
1627         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1628                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1629                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1630         {
1631             *vidmem = 512;
1632             return CARD_ATI_RADEON_HD4600;
1633         }
1634
1635         /* Radeon R710 HD4500/HD4350 - lowend */
1636         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1637                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1638         {
1639             *vidmem = 256;
1640             return CARD_ATI_RADEON_HD4350;
1641         }
1642
1643         /* Radeon R6xx HD2900/HD3800 - highend */
1644         if (strstr(gl_renderer, "HD 2900")
1645                 || strstr(gl_renderer, "HD 3870")
1646                 || strstr(gl_renderer, "HD 3850"))
1647         {
1648             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1649             return CARD_ATI_RADEON_HD2900;
1650         }
1651
1652         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1653         if (strstr(gl_renderer, "HD 2600")
1654                 || strstr(gl_renderer, "HD 3830")
1655                 || strstr(gl_renderer, "HD 3690")
1656                 || strstr(gl_renderer, "HD 3650"))
1657         {
1658             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1659             return CARD_ATI_RADEON_HD2600;
1660         }
1661
1662         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1663          * Note HD2300=DX9, HD2350=DX10 */
1664         if (strstr(gl_renderer, "HD 2350")
1665                 || strstr(gl_renderer, "HD 2400")
1666                 || strstr(gl_renderer, "HD 3470")
1667                 || strstr(gl_renderer, "HD 3450")
1668                 || strstr(gl_renderer, "HD 3430")
1669                 || strstr(gl_renderer, "HD 3400"))
1670         {
1671             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1672             return CARD_ATI_RADEON_HD2350;
1673         }
1674
1675         /* Radeon R6xx/R7xx integrated */
1676         if (strstr(gl_renderer, "HD 3100")
1677                 || strstr(gl_renderer, "HD 3200")
1678                 || strstr(gl_renderer, "HD 3300"))
1679         {
1680             *vidmem = 128; /* 128MB */
1681             return CARD_ATI_RADEON_HD3200;
1682         }
1683
1684         /* Default for when no GPU has been found */
1685         *vidmem = 128; /* 128MB */
1686         return CARD_ATI_RADEON_HD3200;
1687     }
1688
1689     if (WINE_D3D8_CAPABLE(gl_info))
1690     {
1691         /* Radeon R5xx */
1692         if (strstr(gl_renderer, "X1600")
1693                 || strstr(gl_renderer, "X1650")
1694                 || strstr(gl_renderer, "X1800")
1695                 || strstr(gl_renderer, "X1900")
1696                 || strstr(gl_renderer, "X1950"))
1697         {
1698             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1699             return CARD_ATI_RADEON_X1600;
1700         }
1701
1702         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1703          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1704         if (strstr(gl_renderer, "X700")
1705                 || strstr(gl_renderer, "X800")
1706                 || strstr(gl_renderer, "X850")
1707                 || strstr(gl_renderer, "X1300")
1708                 || strstr(gl_renderer, "X1400")
1709                 || strstr(gl_renderer, "X1450")
1710                 || strstr(gl_renderer, "X1550")
1711                 || strstr(gl_renderer, "X2300")
1712                 || strstr(gl_renderer, "X2500")
1713                 || strstr(gl_renderer, "HD 2300")
1714                 )
1715         {
1716             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1717             return CARD_ATI_RADEON_X700;
1718         }
1719
1720         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1721         if (strstr(gl_renderer, "Radeon Xpress"))
1722         {
1723             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1724             return CARD_ATI_RADEON_XPRESS_200M;
1725         }
1726
1727         /* Radeon R3xx */
1728         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1729         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1730     }
1731
1732     if (WINE_D3D8_CAPABLE(gl_info))
1733     {
1734         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1735         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1736     }
1737
1738     if (WINE_D3D7_CAPABLE(gl_info))
1739     {
1740         *vidmem = 32; /* There are models with up to 64MB */
1741         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1742     }
1743
1744     *vidmem = 16; /* There are 16-32MB models */
1745     return CARD_ATI_RAGE_128PRO;
1746
1747 }
1748
1749 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1750         const char *gl_renderer, unsigned int *vidmem)
1751 {
1752     if (strstr(gl_renderer, "X3100"))
1753     {
1754         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1755         *vidmem = 128;
1756         return CARD_INTEL_X3100;
1757     }
1758
1759     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1760     {
1761         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1762         *vidmem = 64;
1763         return CARD_INTEL_I945GM;
1764     }
1765
1766     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1767     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1768     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1769     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1770     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1771     return CARD_INTEL_I915G;
1772
1773 }
1774
1775 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1776         const char *gl_renderer, unsigned int *vidmem)
1777 {
1778     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1779      *
1780      * Beware: renderer string do not match exact card model,
1781      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1782     if (strstr(gl_renderer, "Gallium"))
1783     {
1784         /* Radeon R7xx HD4800 - highend */
1785         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1786                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1787                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1788         {
1789             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1790             return CARD_ATI_RADEON_HD4800;
1791         }
1792
1793         /* Radeon R740 HD4700 - midend */
1794         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1795         {
1796             *vidmem = 512;
1797             return CARD_ATI_RADEON_HD4700;
1798         }
1799
1800         /* Radeon R730 HD4600 - midend */
1801         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1802         {
1803             *vidmem = 512;
1804             return CARD_ATI_RADEON_HD4600;
1805         }
1806
1807         /* Radeon R710 HD4500/HD4350 - lowend */
1808         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1809         {
1810             *vidmem = 256;
1811             return CARD_ATI_RADEON_HD4350;
1812         }
1813
1814         /* Radeon R6xx HD2900/HD3800 - highend */
1815         if (strstr(gl_renderer, "R600")
1816                 || strstr(gl_renderer, "RV670")
1817                 || strstr(gl_renderer, "R680"))
1818         {
1819             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1820             return CARD_ATI_RADEON_HD2900;
1821         }
1822
1823         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1824         if (strstr(gl_renderer, "RV630")
1825                 || strstr(gl_renderer, "RV635"))
1826         {
1827             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1828             return CARD_ATI_RADEON_HD2600;
1829         }
1830
1831         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1832         if (strstr(gl_renderer, "RV610")
1833                 || strstr(gl_renderer, "RV620"))
1834         {
1835             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1836             return CARD_ATI_RADEON_HD2350;
1837         }
1838
1839         /* Radeon R6xx/R7xx integrated */
1840         if (strstr(gl_renderer, "RS780")
1841                 || strstr(gl_renderer, "RS880"))
1842         {
1843             *vidmem = 128; /* 128MB */
1844             return CARD_ATI_RADEON_HD3200;
1845         }
1846
1847         /* Radeon R5xx */
1848         if (strstr(gl_renderer, "RV530")
1849                 || strstr(gl_renderer, "RV535")
1850                 || strstr(gl_renderer, "RV560")
1851                 || strstr(gl_renderer, "R520")
1852                 || strstr(gl_renderer, "RV570")
1853                 || strstr(gl_renderer, "R580"))
1854         {
1855             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1856             return CARD_ATI_RADEON_X1600;
1857         }
1858
1859         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1860         if (strstr(gl_renderer, "R410")
1861                 || strstr(gl_renderer, "R420")
1862                 || strstr(gl_renderer, "R423")
1863                 || strstr(gl_renderer, "R430")
1864                 || strstr(gl_renderer, "R480")
1865                 || strstr(gl_renderer, "R481")
1866                 || strstr(gl_renderer, "RV410")
1867                 || strstr(gl_renderer, "RV515")
1868                 || strstr(gl_renderer, "RV516"))
1869         {
1870             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1871             return CARD_ATI_RADEON_X700;
1872         }
1873
1874         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1875         if (strstr(gl_renderer, "RS400")
1876                 || strstr(gl_renderer, "RS480")
1877                 || strstr(gl_renderer, "RS482")
1878                 || strstr(gl_renderer, "RS485")
1879                 || strstr(gl_renderer, "RS600")
1880                 || strstr(gl_renderer, "RS690")
1881                 || strstr(gl_renderer, "RS740"))
1882         {
1883             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1884             return CARD_ATI_RADEON_XPRESS_200M;
1885         }
1886
1887         /* Radeon R3xx */
1888         if (strstr(gl_renderer, "R300")
1889                 || strstr(gl_renderer, "RV350")
1890                 || strstr(gl_renderer, "RV351")
1891                 || strstr(gl_renderer, "RV360")
1892                 || strstr(gl_renderer, "RV370")
1893                 || strstr(gl_renderer, "R350")
1894                 || strstr(gl_renderer, "R360"))
1895         {
1896             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1897             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1898         }
1899     }
1900
1901     if (WINE_D3D9_CAPABLE(gl_info))
1902     {
1903         /* Radeon R7xx HD4800 - highend */
1904         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1905                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1906                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1907         {
1908             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1909             return CARD_ATI_RADEON_HD4800;
1910         }
1911
1912         /* Radeon R740 HD4700 - midend */
1913         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1914         {
1915             *vidmem = 512;
1916             return CARD_ATI_RADEON_HD4700;
1917         }
1918
1919         /* Radeon R730 HD4600 - midend */
1920         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1921         {
1922             *vidmem = 512;
1923             return CARD_ATI_RADEON_HD4600;
1924         }
1925
1926         /* Radeon R710 HD4500/HD4350 - lowend */
1927         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1928         {
1929             *vidmem = 256;
1930             return CARD_ATI_RADEON_HD4350;
1931         }
1932
1933         /* Radeon R6xx HD2900/HD3800 - highend */
1934         if (strstr(gl_renderer, "(R600")
1935                 || strstr(gl_renderer, "(RV670")
1936                 || strstr(gl_renderer, "(R680"))
1937         {
1938             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1939             return CARD_ATI_RADEON_HD2900;
1940         }
1941
1942         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1943         if (strstr(gl_renderer, "(RV630")
1944                 || strstr(gl_renderer, "(RV635"))
1945         {
1946             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1947             return CARD_ATI_RADEON_HD2600;
1948         }
1949
1950         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1951         if (strstr(gl_renderer, "(RV610")
1952                 || strstr(gl_renderer, "(RV620"))
1953         {
1954             *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1955             return CARD_ATI_RADEON_HD2350;
1956         }
1957
1958         /* Radeon R6xx/R7xx integrated */
1959         if (strstr(gl_renderer, "(RS780")
1960                 || strstr(gl_renderer, "(RS880"))
1961         {
1962             *vidmem = 128; /* 128MB */
1963             return CARD_ATI_RADEON_HD3200;
1964         }
1965     }
1966
1967     if (WINE_D3D8_CAPABLE(gl_info))
1968     {
1969         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1970         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1971     }
1972
1973     if (WINE_D3D7_CAPABLE(gl_info))
1974     {
1975         *vidmem = 32; /* There are models with up to 64MB */
1976         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1977     }
1978
1979     *vidmem = 16; /* There are 16-32MB models */
1980     return CARD_ATI_RAGE_128PRO;
1981
1982 }
1983
1984 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1985         const char *gl_renderer, unsigned int *vidmem)
1986 {
1987     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1988     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1989     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1990     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1991     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1992     return CARD_NVIDIA_RIVA_128;
1993 }
1994
1995 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1996         const char *gl_renderer, unsigned int *vidmem)
1997 {
1998     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1999     return CARD_INTEL_I915G;
2000 }
2001
2002
2003 struct vendor_card_selection
2004 {
2005     enum wined3d_gl_vendor gl_vendor;
2006     enum wined3d_pci_vendor card_vendor;
2007     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2008     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2009             unsigned int *vidmem );
2010 };
2011
2012 static const struct vendor_card_selection vendor_card_select_table[] =
2013 {
2014     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2015     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2016     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
2017     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
2018     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
2019     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
2020     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2021     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa},
2022     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
2023 };
2024
2025
2026 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2027         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2028 {
2029     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2030      * different GPUs with roughly the same features. In most cases GPUs from a
2031      * certain family differ in clockspeeds, the amount of video memory and the
2032      * number of shader pipelines.
2033      *
2034      * A Direct3D device object contains the PCI id (vendor + device) of the
2035      * videocard which is used for rendering. Various applications use this
2036      * information to get a rough estimation of the features of the card and
2037      * some might use it for enabling 3d effects only on certain types of
2038      * videocards. In some cases games might even use it to work around bugs
2039      * which happen on certain videocards/driver combinations. The problem is
2040      * that OpenGL only exposes a rendering string containing the name of the
2041      * videocard and not the PCI id.
2042      *
2043      * Various games depend on the PCI id, so somehow we need to provide one.
2044      * A simple option is to parse the renderer string and translate this to
2045      * the right PCI id. This is a lot of work because there are more than 200
2046      * GPUs just for Nvidia. Various cards share the same renderer string, so
2047      * the amount of code might be 'small' but there are quite a number of
2048      * exceptions which would make this a pain to maintain. Another way would
2049      * be to query the PCI id from the operating system (assuming this is the
2050      * videocard which is used for rendering which is not always the case).
2051      * This would work but it is not very portable. Second it would not work
2052      * well in, let's say, a remote X situation in which the amount of 3d
2053      * features which can be used is limited.
2054      *
2055      * As said most games only use the PCI id to get an indication of the
2056      * capabilities of the card. It doesn't really matter if the given id is
2057      * the correct one if we return the id of a card with similar 3d features.
2058      *
2059      * The code below checks the OpenGL capabilities of a videocard and matches
2060      * that to a certain level of Direct3D functionality. Once a card passes
2061      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2062      * least a GeforceFX. To give a better estimate we do a basic check on the
2063      * renderer string but if that won't pass we return a default card. This
2064      * way is better than maintaining a full card database as even without a
2065      * full database we can return a card with similar features. Second the
2066      * size of the database can be made quite small because when you know what
2067      * type of 3d functionality a card has, you know to which GPU family the
2068      * GPU must belong. Because of this you only have to check a small part of
2069      * the renderer string to distinguishes between different models from that
2070      * family.
2071      *
2072      * The code also selects a default amount of video memory which we will
2073      * use for an estimation of the amount of free texture memory. In case of
2074      * real D3D the amount of texture memory includes video memory and system
2075      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2076      * HyperMemory). We don't know how much system memory can be addressed by
2077      * the system but we can make a reasonable estimation about the amount of
2078      * video memory. If the value is slightly wrong it doesn't matter as we
2079      * didn't include AGP-like memory which makes the amount of addressable
2080      * memory higher and second OpenGL isn't that critical it moves to system
2081      * memory behind our backs if really needed. Note that the amount of video
2082      * memory can be overruled using a registry setting. */
2083
2084     int i;
2085
2086     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2087     {
2088         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2089             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2090                 continue;
2091         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2092         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2093     }
2094
2095     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2096                      *gl_vendor, *card_vendor);
2097
2098     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2099      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2100      * them a good generic choice. */
2101     *card_vendor = HW_VENDOR_NVIDIA;
2102     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2103     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2104     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2105     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2106     return CARD_NVIDIA_RIVA_128;
2107 }
2108
2109 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2110 {
2111     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2112     int vs_selected_mode, ps_selected_mode;
2113
2114     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2115     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2116             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2117     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2118     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2119             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2120     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2121     else return &ffp_fragment_pipeline;
2122 }
2123
2124 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2125 {
2126     int vs_selected_mode, ps_selected_mode;
2127
2128     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2129     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2130     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2131     return &none_shader_backend;
2132 }
2133
2134 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2135 {
2136     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2137     int vs_selected_mode, ps_selected_mode;
2138
2139     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2140     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2141             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2142     else return &ffp_blit;
2143 }
2144
2145 /* Context activation is done by the caller. */
2146 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2147 {
2148     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2149     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2150     const char *GL_Extensions    = NULL;
2151     const char *WGL_Extensions   = NULL;
2152     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2153     struct fragment_caps fragment_caps;
2154     enum wined3d_gl_vendor gl_vendor;
2155     enum wined3d_pci_vendor card_vendor;
2156     enum wined3d_pci_device device;
2157     GLint       gl_max;
2158     GLfloat     gl_floatv[2];
2159     unsigned    i;
2160     HDC         hdc;
2161     unsigned int vidmem=0;
2162     DWORD gl_version;
2163     size_t len;
2164
2165     TRACE_(d3d_caps)("(%p)\n", gl_info);
2166
2167     ENTER_GL();
2168
2169     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2170     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2171     if (!gl_renderer_str)
2172     {
2173         LEAVE_GL();
2174         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2175         return FALSE;
2176     }
2177
2178     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2179     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2180     if (!gl_vendor_str)
2181     {
2182         LEAVE_GL();
2183         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2184         return FALSE;
2185     }
2186
2187     /* Parse the GL_VERSION field into major and minor information */
2188     gl_version_str = (const char *)glGetString(GL_VERSION);
2189     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2190     if (!gl_version_str)
2191     {
2192         LEAVE_GL();
2193         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2194         return FALSE;
2195     }
2196     gl_version = wined3d_parse_gl_version(gl_version_str);
2197
2198     /*
2199      * Initialize openGL extension related variables
2200      *  with Default values
2201      */
2202     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2203     gl_info->limits.blends = 1;
2204     gl_info->limits.buffers = 1;
2205     gl_info->limits.textures = 1;
2206     gl_info->limits.fragment_samplers = 1;
2207     gl_info->limits.vertex_samplers = 0;
2208     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2209     gl_info->limits.sampler_stages = 1;
2210     gl_info->limits.glsl_vs_float_constants = 0;
2211     gl_info->limits.glsl_ps_float_constants = 0;
2212     gl_info->limits.arb_vs_float_constants = 0;
2213     gl_info->limits.arb_vs_native_constants = 0;
2214     gl_info->limits.arb_vs_instructions = 0;
2215     gl_info->limits.arb_vs_temps = 0;
2216     gl_info->limits.arb_ps_float_constants = 0;
2217     gl_info->limits.arb_ps_local_constants = 0;
2218     gl_info->limits.arb_ps_instructions = 0;
2219     gl_info->limits.arb_ps_temps = 0;
2220
2221     /* Retrieve opengl defaults */
2222     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2223     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2224     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2225
2226     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2227     gl_info->limits.lights = gl_max;
2228     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2229
2230     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2231     gl_info->limits.texture_size = gl_max;
2232     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2233
2234     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2235     gl_info->limits.pointsize_min = gl_floatv[0];
2236     gl_info->limits.pointsize_max = gl_floatv[1];
2237     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2238
2239     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2240     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2241     if (!GL_Extensions)
2242     {
2243         LEAVE_GL();
2244         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2245         return FALSE;
2246     }
2247
2248     LEAVE_GL();
2249
2250     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2251
2252     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2253
2254     while (*GL_Extensions)
2255     {
2256         const char *start;
2257         char current_ext[256];
2258
2259         while (isspace(*GL_Extensions)) ++GL_Extensions;
2260         start = GL_Extensions;
2261         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2262
2263         len = GL_Extensions - start;
2264         if (!len || len >= sizeof(current_ext)) continue;
2265
2266         memcpy(current_ext, start, len);
2267         current_ext[len] = '\0';
2268         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2269
2270         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2271         {
2272             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2273             {
2274                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2275                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2276                 break;
2277             }
2278         }
2279     }
2280
2281     /* Now work out what GL support this card really has */
2282 #define USE_GL_FUNC(type, pfn, ext, replace) \
2283 { \
2284     DWORD ver = ver_for_ext(ext); \
2285     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2286     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2287     else gl_info->pfn = NULL; \
2288 }
2289     GL_EXT_FUNCS_GEN;
2290 #undef USE_GL_FUNC
2291
2292 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2293     WGL_EXT_FUNCS_GEN;
2294 #undef USE_GL_FUNC
2295
2296     ENTER_GL();
2297
2298     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2299      * loading the functions, otherwise the code above will load the extension entry points instead of the
2300      * core functions, which may not work. */
2301     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2302     {
2303         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2304                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2305         {
2306             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2307             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2308         }
2309     }
2310
2311     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2312
2313     if (gl_info->supported[APPLE_FENCE])
2314     {
2315         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2316          * The apple extension interacts with some other apple exts. Disable the NV
2317          * extension if the apple one is support to prevent confusion in other parts
2318          * of the code. */
2319         gl_info->supported[NV_FENCE] = FALSE;
2320     }
2321     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2322     {
2323         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2324          *
2325          * The enums are the same:
2326          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2327          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2328          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2329          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2330          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2331          */
2332         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2333         {
2334             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2335             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2336         }
2337         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2338         {
2339             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2340             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2341         }
2342     }
2343     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2344     {
2345         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2346          * functionality. Prefer the ARB extension */
2347         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2348     }
2349     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2350     {
2351         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2352         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2353     }
2354     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2355     {
2356         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2357         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2358     }
2359     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2360     {
2361         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2362         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2363     }
2364     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]])
2365     {
2366         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2367         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2368     }
2369     if (gl_info->supported[NV_TEXTURE_SHADER2])
2370     {
2371         if (gl_info->supported[NV_REGISTER_COMBINERS])
2372         {
2373             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2374              * are supported. The nv extensions provide the same functionality as the
2375              * ATI one, and a bit more(signed pixelformats). */
2376             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2377         }
2378     }
2379
2380     if (gl_info->supported[NV_REGISTER_COMBINERS])
2381     {
2382         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2383         gl_info->limits.general_combiners = gl_max;
2384         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2385     }
2386     if (gl_info->supported[ARB_DRAW_BUFFERS])
2387     {
2388         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2389         gl_info->limits.buffers = gl_max;
2390         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2391     }
2392     if (gl_info->supported[ARB_MULTITEXTURE])
2393     {
2394         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2395         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2396         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2397
2398         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2399         {
2400             GLint tmp;
2401             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2402             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2403         }
2404         else
2405         {
2406             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2407         }
2408         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2409
2410         if (gl_info->supported[ARB_VERTEX_SHADER])
2411         {
2412             GLint tmp;
2413             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2414             gl_info->limits.vertex_samplers = tmp;
2415             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2416             gl_info->limits.combined_samplers = tmp;
2417
2418             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2419              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2420              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2421              * shader is used with fixed function vertex processing we're fine too because fixed function
2422              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2423              * used we have to make sure that all vertex sampler setups are valid together with all
2424              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2425              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2426              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2427              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2428              * a fixed function pipeline anymore.
2429              *
2430              * So this is just a check to check that our assumption holds true. If not, write a warning
2431              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2432             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2433                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2434             {
2435                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2436                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2437                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2438                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2439                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2440                 else
2441                     gl_info->limits.vertex_samplers = 0;
2442             }
2443         }
2444         else
2445         {
2446             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2447         }
2448         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2449         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2450     }
2451     if (gl_info->supported[ARB_VERTEX_BLEND])
2452     {
2453         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2454         gl_info->limits.blends = gl_max;
2455         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2456     }
2457     if (gl_info->supported[EXT_TEXTURE3D])
2458     {
2459         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2460         gl_info->limits.texture3d_size = gl_max;
2461         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2462     }
2463     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2464     {
2465         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2466         gl_info->limits.anisotropy = gl_max;
2467         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2468     }
2469     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2470     {
2471         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2472         gl_info->limits.arb_ps_float_constants = gl_max;
2473         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2474         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2475         gl_info->limits.arb_ps_native_constants = gl_max;
2476         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2477                 gl_info->limits.arb_ps_native_constants);
2478         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2479         gl_info->limits.arb_ps_temps = gl_max;
2480         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2481         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2482         gl_info->limits.arb_ps_instructions = gl_max;
2483         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2484         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2485         gl_info->limits.arb_ps_local_constants = gl_max;
2486         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2487     }
2488     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2489     {
2490         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2491         gl_info->limits.arb_vs_float_constants = gl_max;
2492         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2493         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2494         gl_info->limits.arb_vs_native_constants = gl_max;
2495         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2496                 gl_info->limits.arb_vs_native_constants);
2497         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2498         gl_info->limits.arb_vs_temps = gl_max;
2499         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2500         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2501         gl_info->limits.arb_vs_instructions = gl_max;
2502         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2503
2504         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2505     }
2506     if (gl_info->supported[ARB_VERTEX_SHADER])
2507     {
2508         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2509         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2510         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2511     }
2512     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2513     {
2514         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2515         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2516         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2517         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2518         gl_info->limits.glsl_varyings = gl_max;
2519         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2520     }
2521     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2522     {
2523         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2524         unsigned int major, minor;
2525
2526         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2527
2528         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2529         sscanf(str, "%u.%u", &major, &minor);
2530         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2531     }
2532     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2533     {
2534         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2535     }
2536     else
2537     {
2538         gl_info->limits.shininess = 128.0f;
2539     }
2540     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2541     {
2542         /* If we have full NP2 texture support, disable
2543          * GL_ARB_texture_rectangle because we will never use it.
2544          * This saves a few redundant glDisable calls. */
2545         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2546     }
2547     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2548     {
2549         /* Disable NV_register_combiners and fragment shader if this is supported.
2550          * generally the NV extensions are preferred over the ATI ones, and this
2551          * extension is disabled if register_combiners and texture_shader2 are both
2552          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2553          * fragment processing support. */
2554         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2555         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2556         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2557         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2558     }
2559     if (gl_info->supported[NV_HALF_FLOAT])
2560     {
2561         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2562         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2563     }
2564     if (gl_info->supported[ARB_POINT_SPRITE])
2565     {
2566         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2567     }
2568     else
2569     {
2570         gl_info->limits.point_sprite_units = 0;
2571     }
2572     checkGLcall("extension detection");
2573
2574     LEAVE_GL();
2575
2576     adapter->fragment_pipe = select_fragment_implementation(adapter);
2577     adapter->shader_backend = select_shader_backend(adapter);
2578     adapter->blitter = select_blit_implementation(adapter);
2579
2580     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2581     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2582     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2583
2584     /* In some cases the number of texture stages can be larger than the number
2585      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2586      * shaders), but 8 texture stages (register combiners). */
2587     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2588
2589     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2590     {
2591         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2592         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2593         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2594         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2595         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2596         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2597         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2598         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2599         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2600         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2601         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2602         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2603         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2604         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2605         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2606         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2607         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2608         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2609         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2610     }
2611     else
2612     {
2613         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2614         {
2615             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2616             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2617             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2618             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2619             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2620             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2621             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2622             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2623             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2624             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2625             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2626             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2627             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2628             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2629             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2630             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2631             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2632         }
2633         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2634         {
2635             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2636             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2637         }
2638         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2639         {
2640             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2641         }
2642         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2643         {
2644             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2645         }
2646     }
2647
2648     /* MRTs are currently only supported when FBOs are used. */
2649     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2650     {
2651         gl_info->limits.buffers = 1;
2652     }
2653
2654     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2655     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2656     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2657
2658     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2659     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2660
2661     /* If we have an estimate use it, else default to 64MB;  */
2662     if(vidmem)
2663         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2664     else
2665         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2666
2667     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2668     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2669             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2670     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2671     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2672             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2673     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2674             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2675
2676     /* Make sure there's an active HDC else the WGL extensions will fail */
2677     hdc = pwglGetCurrentDC();
2678     if (hdc) {
2679         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2680         if(GL_EXTCALL(wglGetExtensionsStringARB))
2681             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2682
2683         if (NULL == WGL_Extensions) {
2684             ERR("   WGL_Extensions returns NULL\n");
2685         } else {
2686             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2687             while (*WGL_Extensions != 0x00) {
2688                 const char *Start;
2689                 char ThisExtn[256];
2690
2691                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2692                 Start = WGL_Extensions;
2693                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2694                     WGL_Extensions++;
2695                 }
2696
2697                 len = WGL_Extensions - Start;
2698                 if (len == 0 || len >= sizeof(ThisExtn))
2699                     continue;
2700
2701                 memcpy(ThisExtn, Start, len);
2702                 ThisExtn[len] = '\0';
2703                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2704
2705                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2706                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2707                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2708                 }
2709                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2710                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2711                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2712                 }
2713             }
2714         }
2715     }
2716
2717     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2718     init_driver_info(driver_info, card_vendor, device);
2719     add_gl_compat_wrappers(gl_info);
2720
2721     return TRUE;
2722 }
2723
2724 /**********************************************************
2725  * IWineD3D implementation follows
2726  **********************************************************/
2727
2728 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2729     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2730
2731     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2732
2733     return This->adapter_count;
2734 }
2735
2736 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2737 {
2738     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2739
2740     return WINED3D_OK;
2741 }
2742
2743 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2744     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2745
2746     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2747
2748     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2749         return NULL;
2750     }
2751
2752     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2753 }
2754
2755 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2756      of the same bpp but different resolutions                                  */
2757
2758 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2759 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2760 {
2761     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2762
2763     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2764
2765     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2766         return 0;
2767     }
2768
2769     /* TODO: Store modes per adapter and read it from the adapter structure */
2770     if (Adapter == 0) { /* Display */
2771         const struct wined3d_format_desc *format_desc = getFormatDescEntry(format_id, &This->adapters[Adapter].gl_info);
2772         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2773         unsigned int i = 0;
2774         unsigned int j = 0;
2775         DEVMODEW mode;
2776
2777         memset(&mode, 0, sizeof(mode));
2778         mode.dmSize = sizeof(mode);
2779
2780         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2781         {
2782             ++j;
2783
2784             if (format_id == WINED3DFMT_UNKNOWN)
2785             {
2786                 /* This is for D3D8, do not enumerate P8 here */
2787                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2788             }
2789             else if (mode.dmBitsPerPel == format_bits)
2790             {
2791                 ++i;
2792             }
2793         }
2794
2795         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2796         return i;
2797     } else {
2798         FIXME_(d3d_caps)("Adapter not primary display\n");
2799     }
2800     return 0;
2801 }
2802
2803 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2804 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2805         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2806 {
2807     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2808
2809     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2810             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2811
2812     /* Validate the parameters as much as possible */
2813     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2814             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2815     {
2816         return WINED3DERR_INVALIDCALL;
2817     }
2818
2819     /* TODO: Store modes per adapter and read it from the adapter structure */
2820     if (Adapter == 0)
2821     {
2822         const struct wined3d_format_desc *format_desc = getFormatDescEntry(format_id, &This->adapters[Adapter].gl_info);
2823         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2824         DEVMODEW DevModeW;
2825         int ModeIdx = 0;
2826         UINT i = 0;
2827         int j = 0;
2828
2829         ZeroMemory(&DevModeW, sizeof(DevModeW));
2830         DevModeW.dmSize = sizeof(DevModeW);
2831
2832         /* If we are filtering to a specific format (D3D9), then need to skip
2833            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2834            just count through the ones with valid bit depths */
2835         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2836         {
2837             if (format_id == WINED3DFMT_UNKNOWN)
2838             {
2839                 /* This is for D3D8, do not enumerate P8 here */
2840                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2841             }
2842             else if (DevModeW.dmBitsPerPel == format_bits)
2843             {
2844                 ++i;
2845             }
2846         }
2847
2848         if (i == 0)
2849         {
2850             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2851             return WINED3DERR_INVALIDCALL;
2852         }
2853         ModeIdx = j - 1;
2854
2855         /* Now get the display mode via the calculated index */
2856         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2857             pMode->Width        = DevModeW.dmPelsWidth;
2858             pMode->Height       = DevModeW.dmPelsHeight;
2859             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2860             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2861                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2862
2863             if (format_id == WINED3DFMT_UNKNOWN)
2864                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2865             else
2866                 pMode->Format = format_id;
2867         }
2868         else
2869         {
2870             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2871             return WINED3DERR_INVALIDCALL;
2872         }
2873
2874         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2875                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2876                 DevModeW.dmBitsPerPel);
2877
2878     }
2879     else
2880     {
2881         FIXME_(d3d_caps)("Adapter not primary display\n");
2882     }
2883
2884     return WINED3D_OK;
2885 }
2886
2887 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2888 {
2889     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2890
2891     if (NULL == pMode ||
2892         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2893         return WINED3DERR_INVALIDCALL;
2894     }
2895
2896     if (Adapter == 0) { /* Display */
2897         int bpp = 0;
2898         DEVMODEW DevModeW;
2899
2900         ZeroMemory(&DevModeW, sizeof(DevModeW));
2901         DevModeW.dmSize = sizeof(DevModeW);
2902
2903         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2904         pMode->Width        = DevModeW.dmPelsWidth;
2905         pMode->Height       = DevModeW.dmPelsHeight;
2906         bpp                 = DevModeW.dmBitsPerPel;
2907         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2908         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2909         {
2910             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2911         }
2912
2913         pMode->Format = pixelformat_for_depth(bpp);
2914     } else {
2915         FIXME_(d3d_caps)("Adapter not primary display\n");
2916     }
2917
2918     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2919           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2920     return WINED3D_OK;
2921 }
2922
2923 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2924    and fields being inserted in the middle, a new structure is used in place    */
2925 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2926                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2927     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2928     struct wined3d_adapter *adapter;
2929     size_t len;
2930
2931     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2932
2933     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2934         return WINED3DERR_INVALIDCALL;
2935     }
2936
2937     adapter = &This->adapters[Adapter];
2938
2939     /* Return the information requested */
2940     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2941
2942     if (pIdentifier->driver_size)
2943     {
2944         const char *name = adapter->driver_info.name;
2945         len = min(strlen(name), pIdentifier->driver_size - 1);
2946         memcpy(pIdentifier->driver, name, len);
2947         pIdentifier->driver[len] = '\0';
2948     }
2949
2950     if (pIdentifier->description_size)
2951     {
2952         const char *description = adapter->driver_info.description;
2953         len = min(strlen(description), pIdentifier->description_size - 1);
2954         memcpy(pIdentifier->description, description, len);
2955         pIdentifier->description[len] = '\0';
2956     }
2957
2958     /* Note that d3d8 doesn't supply a device name. */
2959     if (pIdentifier->device_name_size)
2960     {
2961         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2962
2963         len = strlen(device_name);
2964         if (len >= pIdentifier->device_name_size)
2965         {
2966             ERR("Device name size too small.\n");
2967             return WINED3DERR_INVALIDCALL;
2968         }
2969
2970         memcpy(pIdentifier->device_name, device_name, len);
2971         pIdentifier->device_name[len] = '\0';
2972     }
2973
2974     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2975     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2976     pIdentifier->vendor_id = adapter->driver_info.vendor;
2977     pIdentifier->device_id = adapter->driver_info.device;
2978     pIdentifier->subsystem_id = 0;
2979     pIdentifier->revision = 0;
2980     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2981     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2982     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2983     pIdentifier->video_memory = adapter->TextureRam;
2984
2985     return WINED3D_OK;
2986 }
2987
2988 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2989         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2990 {
2991     short redSize, greenSize, blueSize, alphaSize, colorBits;
2992
2993     if(!cfg)
2994         return FALSE;
2995
2996     /* Float formats need FBOs. If FBOs are used this function isn't called */
2997     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2998
2999     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3000         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3001         {
3002             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
3003             return FALSE;
3004         }
3005
3006         if(cfg->redSize < redSize)
3007             return FALSE;
3008
3009         if(cfg->greenSize < greenSize)
3010             return FALSE;
3011
3012         if(cfg->blueSize < blueSize)
3013             return FALSE;
3014
3015         if(cfg->alphaSize < alphaSize)
3016             return FALSE;
3017
3018         return TRUE;
3019     }
3020
3021     /* Probably a RGBA_float or color index mode */
3022     return FALSE;
3023 }
3024
3025 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3026         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
3027 {
3028     short depthSize, stencilSize;
3029     BOOL lockable = FALSE;
3030
3031     if(!cfg)
3032         return FALSE;
3033
3034     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
3035     {
3036         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
3037         return FALSE;
3038     }
3039
3040     /* Float formats need FBOs. If FBOs are used this function isn't called */
3041     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3042
3043     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
3044         lockable = TRUE;
3045
3046     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3047      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3048      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3049     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3050         return FALSE;
3051
3052     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3053      * allow more stencil bits than requested. */
3054     if(cfg->stencilSize < stencilSize)
3055         return FALSE;
3056
3057     return TRUE;
3058 }
3059
3060 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3061         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3062         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3063 {
3064     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3065     int nCfgs;
3066     const WineD3D_PixelFormat *cfgs;
3067     const struct wined3d_adapter *adapter;
3068     const struct wined3d_format_desc *rt_format_desc;
3069     const struct wined3d_format_desc *ds_format_desc;
3070     int it;
3071
3072     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3073            This, Adapter,
3074            DeviceType, debug_d3ddevicetype(DeviceType),
3075            AdapterFormat, debug_d3dformat(AdapterFormat),
3076            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3077            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3078
3079     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3080         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3081         return WINED3DERR_INVALIDCALL;
3082     }
3083
3084     adapter = &This->adapters[Adapter];
3085     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3086     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3087     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3088     {
3089         if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3090             (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3091             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3092             return WINED3D_OK;
3093         }
3094     }
3095     else
3096     {
3097         cfgs = adapter->cfgs;
3098         nCfgs = adapter->nCfgs;
3099         for (it = 0; it < nCfgs; ++it) {
3100             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3101             {
3102                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3103                 {
3104                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3105                     return WINED3D_OK;
3106                 }
3107             }
3108         }
3109     }
3110     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3111
3112     return WINED3DERR_NOTAVAILABLE;
3113 }
3114
3115 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3116         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3117         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3118 {
3119     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3120     const struct wined3d_format_desc *glDesc;
3121     const struct wined3d_adapter *adapter;
3122
3123     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3124           This,
3125           Adapter,
3126           DeviceType, debug_d3ddevicetype(DeviceType),
3127           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3128           Windowed,
3129           MultiSampleType,
3130           pQualityLevels);
3131
3132     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3133         return WINED3DERR_INVALIDCALL;
3134     }
3135
3136     /* TODO: handle Windowed, add more quality levels */
3137
3138     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3139         if(pQualityLevels) *pQualityLevels = 1;
3140         return WINED3D_OK;
3141     }
3142
3143     /* By default multisampling is disabled right now as it causes issues
3144      * on some Nvidia driver versions and it doesn't work well in combination
3145      * with FBOs yet. */
3146     if(!wined3d_settings.allow_multisampling)
3147         return WINED3DERR_NOTAVAILABLE;
3148
3149     adapter = &This->adapters[Adapter];
3150     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3151     if (!glDesc) return WINED3DERR_INVALIDCALL;
3152
3153     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3154         int i, nCfgs;
3155         const WineD3D_PixelFormat *cfgs;
3156
3157         cfgs = adapter->cfgs;
3158         nCfgs = adapter->nCfgs;
3159         for(i=0; i<nCfgs; i++) {
3160             if(cfgs[i].numSamples != MultiSampleType)
3161                 continue;
3162
3163             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3164                 continue;
3165
3166             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3167
3168             if(pQualityLevels)
3169                 *pQualityLevels = 1; /* Guess at a value! */
3170             return WINED3D_OK;
3171         }
3172     }
3173     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3174         short redSize, greenSize, blueSize, alphaSize, colorBits;
3175         int i, nCfgs;
3176         const WineD3D_PixelFormat *cfgs;
3177
3178         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3179         {
3180             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3181             return WINED3DERR_NOTAVAILABLE;
3182         }
3183
3184         cfgs = adapter->cfgs;
3185         nCfgs = adapter->nCfgs;
3186         for(i=0; i<nCfgs; i++) {
3187             if(cfgs[i].numSamples != MultiSampleType)
3188                 continue;
3189             if(cfgs[i].redSize != redSize)
3190                 continue;
3191             if(cfgs[i].greenSize != greenSize)
3192                 continue;
3193             if(cfgs[i].blueSize != blueSize)
3194                 continue;
3195             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3196             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3197                 continue;
3198             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3199                 continue;
3200
3201             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3202
3203             if(pQualityLevels)
3204                 *pQualityLevels = 1; /* Guess at a value! */
3205             return WINED3D_OK;
3206         }
3207     }
3208     return WINED3DERR_NOTAVAILABLE;
3209 }
3210
3211 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3212         enum wined3d_format_id DisplayFormat, enum wined3d_format_id BackBufferFormat, BOOL Windowed)
3213 {
3214     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3215     UINT nmodes;
3216
3217     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3218             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3219             debug_d3dformat(BackBufferFormat), Windowed);
3220
3221     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3222         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3223         return WINED3DERR_INVALIDCALL;
3224     }
3225
3226     /* The task of this function is to check whether a certain display / backbuffer format
3227      * combination is available on the given adapter. In fullscreen mode microsoft specified
3228      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3229      * and display format should match exactly.
3230      * In windowed mode format conversion can occur and this depends on the driver. When format
3231      * conversion is done, this function should nevertheless fail and applications need to use
3232      * CheckDeviceFormatConversion.
3233      * At the moment we assume that fullscreen and windowed have the same capabilities */
3234
3235     /* There are only 4 display formats */
3236     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3237             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3238             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3239             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3240     {
3241         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3242         return WINED3DERR_NOTAVAILABLE;
3243     }
3244
3245     /* If the requested DisplayFormat is not available, don't continue */
3246     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3247     if(!nmodes) {
3248         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3249         return WINED3DERR_NOTAVAILABLE;
3250     }
3251
3252     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3253     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3254         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3255         return WINED3DERR_NOTAVAILABLE;
3256     }
3257
3258     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3259     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3260     {
3261         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3262         return WINED3DERR_NOTAVAILABLE;
3263     }
3264
3265     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3266     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3267             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3268     {
3269         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3270         return WINED3DERR_NOTAVAILABLE;
3271     }
3272
3273     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3274     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3275             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3276     {
3277         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3278         return WINED3DERR_NOTAVAILABLE;
3279     }
3280
3281     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3282     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3283             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3284     {
3285         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3286         return WINED3DERR_NOTAVAILABLE;
3287     }
3288
3289     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3290     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3291     if(FAILED(hr))
3292         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3293
3294     return hr;
3295 }
3296
3297
3298 /* Check if we support bumpmapping for a format */
3299 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3300 {
3301     /* Ask the fixed function pipeline implementation if it can deal
3302      * with the conversion. If we've got a GL extension giving native
3303      * support this will be an identity conversion. */
3304     return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3305             && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3306 }
3307
3308 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3309 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3310         const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3311 {
3312     int it=0;
3313
3314     /* Only allow depth/stencil formats */
3315     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3316
3317     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3318     {
3319         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3320         if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3321     }
3322     else
3323     {
3324         /* Walk through all WGL pixel formats to find a match */
3325         for (it = 0; it < adapter->nCfgs; ++it)
3326         {
3327             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3328             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3329             {
3330                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3331                 {
3332                     return TRUE;
3333                 }
3334             }
3335         }
3336     }
3337
3338     return FALSE;
3339 }
3340
3341 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3342 {
3343     /* The flags entry of a format contains the filtering capability */
3344     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3345
3346     return FALSE;
3347 }
3348
3349 /* Check the render target capabilities of a format */
3350 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3351         const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3352 {
3353     /* Filter out non-RT formats */
3354     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3355     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3356         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3357         int it;
3358         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3359         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3360
3361         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3362         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3363
3364         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3365          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3366         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3367             TRACE_(d3d_caps)("[FAILED]\n");
3368             return FALSE;
3369         }
3370
3371         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3372          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3373         for (it = 0; it < adapter->nCfgs; ++it)
3374         {
3375             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3376                     &cfgs[it], check_format_desc))
3377             {
3378                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3379                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3380                 return TRUE;
3381             }
3382         }
3383     }
3384     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3385     {
3386         /* For now return TRUE for FBOs until we have some proper checks.
3387          * Note that this function will only be called when the format is around for texturing. */
3388         return TRUE;
3389     }
3390     return FALSE;
3391 }
3392
3393 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3394 {
3395     return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3396             && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3397 }
3398
3399 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3400 {
3401     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3402      * doing the color fixup in shaders.
3403      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3404     if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3405     {
3406         int vs_selected_mode;
3407         int ps_selected_mode;
3408         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3409
3410         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3411             TRACE_(d3d_caps)("[OK]\n");
3412             return TRUE;
3413         }
3414     }
3415
3416     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3417     return FALSE;
3418 }
3419
3420 /* Check if a format support blending in combination with pixel shaders */
3421 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3422         const struct wined3d_format_desc *format_desc)
3423 {
3424     /* The flags entry of a format contains the post pixel shader blending capability */
3425     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3426
3427     return FALSE;
3428 }
3429
3430 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3431 {
3432     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3433      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3434      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3435      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3436      * capability anyway.
3437      *
3438      * For now lets report this on all formats, but in the future we may want to
3439      * restrict it to some should games need that
3440      */
3441     return TRUE;
3442 }
3443
3444 /* Check if a texture format is supported on the given adapter */
3445 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3446 {
3447     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3448
3449     switch (format_desc->format)
3450     {
3451         /*****
3452          *  supported: RGB(A) formats
3453          */
3454         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3455         case WINED3DFMT_B8G8R8A8_UNORM:
3456         case WINED3DFMT_B8G8R8X8_UNORM:
3457         case WINED3DFMT_B5G6R5_UNORM:
3458         case WINED3DFMT_B5G5R5X1_UNORM:
3459         case WINED3DFMT_B5G5R5A1_UNORM:
3460         case WINED3DFMT_B4G4R4A4_UNORM:
3461         case WINED3DFMT_A8_UNORM:
3462         case WINED3DFMT_B4G4R4X4_UNORM:
3463         case WINED3DFMT_R8G8B8A8_UNORM:
3464         case WINED3DFMT_R8G8B8X8_UNORM:
3465         case WINED3DFMT_B10G10R10A2_UNORM:
3466         case WINED3DFMT_R10G10B10A2_UNORM:
3467         case WINED3DFMT_R16G16_UNORM:
3468             TRACE_(d3d_caps)("[OK]\n");
3469             return TRUE;
3470
3471         case WINED3DFMT_B2G3R3_UNORM:
3472             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3473             return FALSE;
3474
3475         /*****
3476          *  Not supported: Palettized
3477          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3478          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3479          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3480          */
3481         case WINED3DFMT_P8_UINT:
3482         case WINED3DFMT_P8_UINT_A8_UNORM:
3483             return FALSE;
3484
3485         /*****
3486          *  Supported: (Alpha)-Luminance
3487          */
3488         case WINED3DFMT_L8_UNORM:
3489         case WINED3DFMT_L8A8_UNORM:
3490         case WINED3DFMT_L16_UNORM:
3491             TRACE_(d3d_caps)("[OK]\n");
3492             return TRUE;
3493
3494         /* Not supported on Windows, thus disabled */
3495         case WINED3DFMT_L4A4_UNORM:
3496             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3497             return FALSE;
3498
3499         /*****
3500          *  Supported: Depth/Stencil formats
3501          */
3502         case WINED3DFMT_D16_LOCKABLE:
3503         case WINED3DFMT_D16_UNORM:
3504         case WINED3DFMT_S1_UINT_D15_UNORM:
3505         case WINED3DFMT_X8D24_UNORM:
3506         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3507         case WINED3DFMT_D24_UNORM_S8_UINT:
3508         case WINED3DFMT_S8_UINT_D24_FLOAT:
3509         case WINED3DFMT_D32_UNORM:
3510         case WINED3DFMT_D32_FLOAT:
3511             return TRUE;
3512
3513         /*****
3514          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3515          *  GL_NV_texture_shader). Emulated by shaders
3516          */
3517         case WINED3DFMT_R8G8_SNORM:
3518         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3519         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3520         case WINED3DFMT_R8G8B8A8_SNORM:
3521         case WINED3DFMT_R16G16_SNORM:
3522             /* Ask the shader backend if it can deal with the conversion. If
3523              * we've got a GL extension giving native support this will be an
3524              * identity conversion. */
3525             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3526             {
3527                 TRACE_(d3d_caps)("[OK]\n");
3528                 return TRUE;
3529             }
3530             TRACE_(d3d_caps)("[FAILED]\n");
3531             return FALSE;
3532
3533         case WINED3DFMT_DXT1:
3534         case WINED3DFMT_DXT2:
3535         case WINED3DFMT_DXT3:
3536         case WINED3DFMT_DXT4:
3537         case WINED3DFMT_DXT5:
3538             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3539             {
3540                 TRACE_(d3d_caps)("[OK]\n");
3541                 return TRUE;
3542             }
3543             TRACE_(d3d_caps)("[FAILED]\n");
3544             return FALSE;
3545
3546
3547         /*****
3548          *  Odd formats - not supported
3549          */
3550         case WINED3DFMT_VERTEXDATA:
3551         case WINED3DFMT_R16_UINT:
3552         case WINED3DFMT_R32_UINT:
3553         case WINED3DFMT_R16G16B16A16_SNORM:
3554         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3555         case WINED3DFMT_R10G11B11_SNORM:
3556             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3557             return FALSE;
3558
3559         /*****
3560          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3561          */
3562         case WINED3DFMT_R8G8_SNORM_Cx:
3563             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3564             return FALSE;
3565
3566         /* YUV formats */
3567         case WINED3DFMT_UYVY:
3568         case WINED3DFMT_YUY2:
3569             if (gl_info->supported[APPLE_YCBCR_422])
3570             {
3571                 TRACE_(d3d_caps)("[OK]\n");
3572                 return TRUE;
3573             }
3574             TRACE_(d3d_caps)("[FAILED]\n");
3575             return FALSE;
3576         case WINED3DFMT_YV12:
3577             TRACE_(d3d_caps)("[FAILED]\n");
3578             return FALSE;
3579
3580             /* Not supported */
3581         case WINED3DFMT_R16G16B16A16_UNORM:
3582         case WINED3DFMT_B2G3R3A8_UNORM:
3583             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3584             return FALSE;
3585
3586             /* Floating point formats */
3587         case WINED3DFMT_R16_FLOAT:
3588         case WINED3DFMT_R16G16_FLOAT:
3589         case WINED3DFMT_R16G16B16A16_FLOAT:
3590             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3591             {
3592                 TRACE_(d3d_caps)("[OK]\n");
3593                 return TRUE;
3594             }
3595             TRACE_(d3d_caps)("[FAILED]\n");
3596             return FALSE;
3597
3598         case WINED3DFMT_R32_FLOAT:
3599         case WINED3DFMT_R32G32_FLOAT:
3600         case WINED3DFMT_R32G32B32A32_FLOAT:
3601             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3602             {
3603                 TRACE_(d3d_caps)("[OK]\n");
3604                 return TRUE;
3605             }
3606             TRACE_(d3d_caps)("[FAILED]\n");
3607             return FALSE;
3608
3609         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3610          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3611          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3612          * We can do instancing with all shader versions, but we need vertex shaders.
3613          *
3614          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3615          * to enable instancing. WineD3D doesn't need that and just ignores it.
3616          *
3617          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3618          */
3619         case WINED3DFMT_INST:
3620             TRACE("ATI Instancing check hack\n");
3621             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3622             {
3623                 TRACE_(d3d_caps)("[OK]\n");
3624                 return TRUE;
3625             }
3626             TRACE_(d3d_caps)("[FAILED]\n");
3627             return FALSE;
3628
3629         /* Some weird FOURCC formats */
3630         case WINED3DFMT_R8G8_B8G8:
3631         case WINED3DFMT_G8R8_G8B8:
3632         case WINED3DFMT_MULTI2_ARGB8:
3633             TRACE_(d3d_caps)("[FAILED]\n");
3634             return FALSE;
3635
3636         /* Vendor specific formats */
3637         case WINED3DFMT_ATI2N:
3638             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3639                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3640             {
3641                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3642                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3643                 {
3644                     TRACE_(d3d_caps)("[OK]\n");
3645                     return TRUE;
3646                 }
3647
3648                 TRACE_(d3d_caps)("[OK]\n");
3649                 return TRUE;
3650             }
3651             TRACE_(d3d_caps)("[FAILED]\n");
3652             return FALSE;
3653
3654         case WINED3DFMT_NVHU:
3655         case WINED3DFMT_NVHS:
3656             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3657              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3658              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3659              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3660              * Applications have to deal with not having NVHS and NVHU.
3661              */
3662             TRACE_(d3d_caps)("[FAILED]\n");
3663             return FALSE;
3664
3665         case WINED3DFMT_UNKNOWN:
3666             return FALSE;
3667
3668         default:
3669             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3670             break;
3671     }
3672     return FALSE;
3673 }
3674
3675 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3676         const struct wined3d_format_desc *adapter_format_desc,
3677         const struct wined3d_format_desc *check_format_desc,
3678         WINED3DSURFTYPE SurfaceType)
3679 {
3680     if(SurfaceType == SURFACE_GDI) {
3681         switch(check_format_desc->format)
3682         {
3683             case WINED3DFMT_B8G8R8_UNORM:
3684             case WINED3DFMT_B8G8R8A8_UNORM:
3685             case WINED3DFMT_B8G8R8X8_UNORM:
3686             case WINED3DFMT_B5G6R5_UNORM:
3687             case WINED3DFMT_B5G5R5X1_UNORM:
3688             case WINED3DFMT_B5G5R5A1_UNORM:
3689             case WINED3DFMT_B4G4R4A4_UNORM:
3690             case WINED3DFMT_B2G3R3_UNORM:
3691             case WINED3DFMT_A8_UNORM:
3692             case WINED3DFMT_B2G3R3A8_UNORM:
3693             case WINED3DFMT_B4G4R4X4_UNORM:
3694             case WINED3DFMT_R10G10B10A2_UNORM:
3695             case WINED3DFMT_R8G8B8A8_UNORM:
3696             case WINED3DFMT_R8G8B8X8_UNORM:
3697             case WINED3DFMT_R16G16_UNORM:
3698             case WINED3DFMT_B10G10R10A2_UNORM:
3699             case WINED3DFMT_R16G16B16A16_UNORM:
3700             case WINED3DFMT_P8_UINT:
3701                 TRACE_(d3d_caps)("[OK]\n");
3702                 return TRUE;
3703             default:
3704                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3705                 return FALSE;
3706         }
3707     }
3708
3709     /* All format that are supported for textures are supported for surfaces as well */
3710     if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3711     /* All depth stencil formats are supported on surfaces */
3712     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3713
3714     /* If opengl can't process the format natively, the blitter may be able to convert it */
3715     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3716                                          NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3717                                          NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3718     {
3719         TRACE_(d3d_caps)("[OK]\n");
3720         return TRUE;
3721     }
3722
3723     /* Reject other formats */
3724     TRACE_(d3d_caps)("[FAILED]\n");
3725     return FALSE;
3726 }
3727
3728 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3729         const struct wined3d_format_desc *format_desc)
3730 {
3731     return adapter->gl_info.limits.vertex_samplers
3732             && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3733 }
3734
3735 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3736         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3737         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3738 {
3739     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3740     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3741     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3742     const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3743     const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3744     DWORD UsageCaps = 0;
3745
3746     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3747           This,
3748           Adapter,
3749           DeviceType, debug_d3ddevicetype(DeviceType),
3750           AdapterFormat, debug_d3dformat(AdapterFormat),
3751           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3752           RType, debug_d3dresourcetype(RType),
3753           CheckFormat, debug_d3dformat(CheckFormat));
3754
3755     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3756         return WINED3DERR_INVALIDCALL;
3757     }
3758
3759     switch (RType)
3760     {
3761         case WINED3DRTYPE_CUBETEXTURE:
3762             /* Cubetexture allows:
3763              *      - WINED3DUSAGE_AUTOGENMIPMAP
3764              *      - WINED3DUSAGE_DEPTHSTENCIL
3765              *      - WINED3DUSAGE_DYNAMIC
3766              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3767              *      - WINED3DUSAGE_RENDERTARGET
3768              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3769              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3770              */
3771             if (SurfaceType != SURFACE_OPENGL)
3772             {
3773                 TRACE_(d3d_caps)("[FAILED]\n");
3774                 return WINED3DERR_NOTAVAILABLE;
3775             }
3776
3777             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3778             {
3779                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3780                 return WINED3DERR_NOTAVAILABLE;
3781             }
3782
3783             if (!CheckTextureCapability(adapter, format_desc))
3784             {
3785                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3786                 return WINED3DERR_NOTAVAILABLE;
3787             }
3788
3789             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3790             {
3791                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3792                     /* When autogenmipmap isn't around continue and return
3793                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3794                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3795                 else
3796                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3797             }
3798
3799             /* Always report dynamic locking. */
3800             if (Usage & WINED3DUSAGE_DYNAMIC)
3801                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3802
3803             if (Usage & WINED3DUSAGE_RENDERTARGET)
3804             {
3805                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3806                 {
3807                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3808                     return WINED3DERR_NOTAVAILABLE;
3809                 }
3810                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3811             }
3812
3813             /* Always report software processing. */
3814             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3815                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3816
3817             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3818             {
3819                 if (!CheckFilterCapability(adapter, format_desc))
3820                 {
3821                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3822                     return WINED3DERR_NOTAVAILABLE;
3823                 }
3824                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3825             }
3826
3827             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3828             {
3829                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3830                 {
3831                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3832                     return WINED3DERR_NOTAVAILABLE;
3833                 }
3834                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3835             }
3836
3837             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3838             {
3839                 if (!CheckSrgbReadCapability(adapter, format_desc))
3840                 {
3841                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3842                     return WINED3DERR_NOTAVAILABLE;
3843                 }
3844                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3845             }
3846
3847             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3848             {
3849                 if (!CheckSrgbWriteCapability(adapter, format_desc))
3850                 {
3851                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3852                     return WINED3DERR_NOTAVAILABLE;
3853                 }
3854                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3855             }
3856
3857             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3858             {
3859                 if (!CheckVertexTextureCapability(adapter, format_desc))
3860                 {
3861                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3862                     return WINED3DERR_NOTAVAILABLE;
3863                 }
3864                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3865             }
3866
3867             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3868             {
3869                 if (!CheckWrapAndMipCapability(adapter, format_desc))
3870                 {
3871                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3872                     return WINED3DERR_NOTAVAILABLE;
3873                 }
3874                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3875             }
3876             break;
3877
3878         case WINED3DRTYPE_SURFACE:
3879             /* Surface allows:
3880              *      - WINED3DUSAGE_DEPTHSTENCIL
3881              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3882              *      - WINED3DUSAGE_RENDERTARGET
3883              */
3884             if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3885             {
3886                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3887                 return WINED3DERR_NOTAVAILABLE;
3888             }
3889
3890             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3891             {
3892                 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3893                 {
3894                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3895                     return WINED3DERR_NOTAVAILABLE;
3896                 }
3897                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3898             }
3899
3900             if (Usage & WINED3DUSAGE_RENDERTARGET)
3901             {
3902                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3903                 {
3904                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3905                     return WINED3DERR_NOTAVAILABLE;
3906                 }
3907                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3908             }
3909
3910             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3911             {
3912                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3913                 {
3914                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3915                     return WINED3DERR_NOTAVAILABLE;
3916                 }
3917                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3918             }
3919             break;
3920
3921         case WINED3DRTYPE_TEXTURE:
3922             /* Texture allows:
3923              *      - WINED3DUSAGE_AUTOGENMIPMAP
3924              *      - WINED3DUSAGE_DEPTHSTENCIL
3925              *      - WINED3DUSAGE_DMAP
3926              *      - WINED3DUSAGE_DYNAMIC
3927              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3928              *      - WINED3DUSAGE_RENDERTARGET
3929              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3930              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3931              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3932              */
3933             if (SurfaceType != SURFACE_OPENGL)
3934             {
3935                 TRACE_(d3d_caps)("[FAILED]\n");
3936                 return WINED3DERR_NOTAVAILABLE;
3937             }
3938
3939             if (!CheckTextureCapability(adapter, format_desc))
3940             {
3941                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3942                 return WINED3DERR_NOTAVAILABLE;
3943             }
3944
3945             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3946             {
3947                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3948                     /* When autogenmipmap isn't around continue and return
3949                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3950                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3951                 else
3952                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3953             }
3954
3955             /* Always report dynamic locking. */
3956             if (Usage & WINED3DUSAGE_DYNAMIC)
3957                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3958
3959             if (Usage & WINED3DUSAGE_RENDERTARGET)
3960             {
3961                 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3962                 {
3963                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3964                     return WINED3DERR_NOTAVAILABLE;
3965                 }
3966                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3967             }
3968
3969             /* Always report software processing. */
3970             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3971                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3972
3973             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3974             {
3975                 if (!CheckFilterCapability(adapter, format_desc))
3976                 {
3977                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3978                     return WINED3DERR_NOTAVAILABLE;
3979                 }
3980                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3981             }
3982
3983             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3984             {
3985                 if (!CheckBumpMapCapability(adapter, format_desc))
3986                 {
3987                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3988                     return WINED3DERR_NOTAVAILABLE;
3989                 }
3990                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3991             }
3992
3993             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3994             {
3995                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3996                 {
3997                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3998                     return WINED3DERR_NOTAVAILABLE;
3999                 }
4000                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4001             }
4002
4003             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4004             {
4005                 if (!CheckSrgbReadCapability(adapter, format_desc))
4006                 {
4007                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4008                     return WINED3DERR_NOTAVAILABLE;
4009                 }
4010                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4011             }
4012
4013             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4014             {
4015                 if (!CheckSrgbWriteCapability(adapter, format_desc))
4016                 {
4017                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4018                     return WINED3DERR_NOTAVAILABLE;
4019                 }
4020                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4021             }
4022
4023             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4024             {
4025                 if (!CheckVertexTextureCapability(adapter, format_desc))
4026                 {
4027                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4028                     return WINED3DERR_NOTAVAILABLE;
4029                 }
4030                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4031             }
4032
4033             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4034             {
4035                 if (!CheckWrapAndMipCapability(adapter, format_desc))
4036                 {
4037                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4038                     return WINED3DERR_NOTAVAILABLE;
4039                 }
4040                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4041             }
4042
4043             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4044             {
4045                 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4046                 {
4047                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4048                     return WINED3DERR_NOTAVAILABLE;
4049                 }
4050                 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4051                 {
4052                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4053                     return WINED3DERR_NOTAVAILABLE;
4054                 }
4055                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4056             }
4057             break;
4058
4059         case WINED3DRTYPE_VOLUMETEXTURE:
4060         case WINED3DRTYPE_VOLUME:
4061             /* Volume is to VolumeTexture what Surface is to Texture, but its
4062              * usage caps are not documented. Most driver seem to offer
4063              * (nearly) the same on Volume and VolumeTexture, so do that too.
4064              *
4065              * Volumetexture allows:
4066              *      - D3DUSAGE_DYNAMIC
4067              *      - D3DUSAGE_NONSECURE (d3d9ex)
4068              *      - D3DUSAGE_SOFTWAREPROCESSING
4069              *      - D3DUSAGE_QUERY_WRAPANDMIP
4070              */
4071             if (SurfaceType != SURFACE_OPENGL)
4072             {
4073                 TRACE_(d3d_caps)("[FAILED]\n");
4074                 return WINED3DERR_NOTAVAILABLE;
4075             }
4076
4077             if (!gl_info->supported[EXT_TEXTURE3D])
4078             {
4079                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4080                 return WINED3DERR_NOTAVAILABLE;
4081             }
4082
4083             if (!CheckTextureCapability(adapter, format_desc))
4084             {
4085                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4086                 return WINED3DERR_NOTAVAILABLE;
4087             }
4088
4089             /* Filter formats that need conversion; For one part, this
4090              * conversion is unimplemented, and volume textures are huge, so
4091              * it would be a big performance hit. Unless we hit an application
4092              * needing one of those formats, don't advertize them to avoid
4093              * leading applications into temptation. The windows drivers don't
4094              * support most of those formats on volumes anyway, except for
4095              * WINED3DFMT_R32_FLOAT. */
4096             switch (CheckFormat)
4097             {
4098                 case WINED3DFMT_P8_UINT:
4099                 case WINED3DFMT_L4A4_UNORM:
4100                 case WINED3DFMT_R32_FLOAT:
4101                 case WINED3DFMT_R16_FLOAT:
4102                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4103                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4104                 case WINED3DFMT_R16G16_UNORM:
4105                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4106                     return WINED3DERR_NOTAVAILABLE;
4107
4108                 case WINED3DFMT_R8G8B8A8_SNORM:
4109                 case WINED3DFMT_R16G16_SNORM:
4110                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4111                     {
4112                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4113                         return WINED3DERR_NOTAVAILABLE;
4114                     }
4115                     break;
4116
4117                 case WINED3DFMT_R8G8_SNORM:
4118                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4119                     {
4120                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4121                         return WINED3DERR_NOTAVAILABLE;
4122                     }
4123                     break;
4124
4125                 case WINED3DFMT_DXT1:
4126                 case WINED3DFMT_DXT2:
4127                 case WINED3DFMT_DXT3:
4128                 case WINED3DFMT_DXT4:
4129                 case WINED3DFMT_DXT5:
4130                     /* The GL_EXT_texture_compression_s3tc spec requires that
4131                      * loading an s3tc compressed texture results in an error.
4132                      * While the D3D refrast does support s3tc volumes, at
4133                      * least the nvidia windows driver does not, so we're free
4134                      * not to support this format. */
4135                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4136                     return WINED3DERR_NOTAVAILABLE;
4137
4138                 default:
4139                     /* Do nothing, continue with checking the format below */
4140                     break;
4141             }
4142
4143             /* Always report dynamic locking. */
4144             if (Usage & WINED3DUSAGE_DYNAMIC)
4145                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4146
4147             /* Always report software processing. */
4148             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4149                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4150
4151             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4152             {
4153                 if (!CheckFilterCapability(adapter, format_desc))
4154                 {
4155                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4156                     return WINED3DERR_NOTAVAILABLE;
4157                 }
4158                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4159             }
4160
4161             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4162             {
4163                 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4164                 {
4165                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4166                     return WINED3DERR_NOTAVAILABLE;
4167                 }
4168                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4169             }
4170
4171             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4172             {
4173                 if (!CheckSrgbReadCapability(adapter, format_desc))
4174                 {
4175                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4176                     return WINED3DERR_NOTAVAILABLE;
4177                 }
4178                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4179             }
4180
4181             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4182             {
4183                 if (!CheckSrgbWriteCapability(adapter, format_desc))
4184                 {
4185                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4186                     return WINED3DERR_NOTAVAILABLE;
4187                 }
4188                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4189             }
4190
4191             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4192             {
4193                 if (!CheckVertexTextureCapability(adapter, format_desc))
4194                 {
4195                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4196                     return WINED3DERR_NOTAVAILABLE;
4197                 }
4198                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4199             }
4200
4201             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4202             {
4203                 if (!CheckWrapAndMipCapability(adapter, format_desc))
4204                 {
4205                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4206                     return WINED3DERR_NOTAVAILABLE;
4207                 }
4208                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4209             }
4210             break;
4211
4212         default:
4213             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4214             return WINED3DERR_NOTAVAILABLE;
4215     }
4216
4217     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4218      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4219      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4220     if (UsageCaps == Usage)
4221         return WINED3D_OK;
4222     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4223         return WINED3DOK_NOAUTOGEN;
4224
4225     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4226             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4227
4228     return WINED3DERR_NOTAVAILABLE;
4229 }
4230
4231 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4232         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4233 {
4234     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4235             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4236             debug_d3dformat(dst_format));
4237
4238     return WINED3D_OK;
4239 }
4240
4241 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4242       subset of a D3DCAPS9 structure. However, it has to come via a void *
4243       as the d3d8 interface cannot import the d3d9 header                  */
4244 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4245
4246     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4247     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4248     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4249     int vs_selected_mode;
4250     int ps_selected_mode;
4251     struct shader_caps shader_caps;
4252     struct fragment_caps fragment_caps;
4253     DWORD ckey_caps, blit_caps, fx_caps;
4254
4255     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4256
4257     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4258         return WINED3DERR_INVALIDCALL;
4259     }
4260
4261     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4262
4263     /* ------------------------------------------------
4264        The following fields apply to both d3d8 and d3d9
4265        ------------------------------------------------ */
4266     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4267     pCaps->AdapterOrdinal          = Adapter;
4268
4269     pCaps->Caps                    = 0;
4270     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4271                                      WINED3DCAPS2_FULLSCREENGAMMA |
4272                                      WINED3DCAPS2_DYNAMICTEXTURES;
4273     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4274     {
4275         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4276     }
4277
4278     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4279                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4280                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4281
4282     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4283                                      WINED3DPRESENT_INTERVAL_ONE;
4284
4285     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4286                                      WINED3DCURSORCAPS_LOWRES;
4287
4288     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4289                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4290                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4291                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4292                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4293                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4294                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4295                                      WINED3DDEVCAPS_PUREDEVICE          |
4296                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4297                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4298                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4299                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4300                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4301                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4302                                      WINED3DDEVCAPS_RTPATCHES;
4303
4304     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4305                                      WINED3DPMISCCAPS_CULLCCW               |
4306                                      WINED3DPMISCCAPS_CULLCW                |
4307                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4308                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4309                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4310                                      WINED3DPMISCCAPS_MASKZ                 |
4311                                      WINED3DPMISCCAPS_BLENDOP               |
4312                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4313                                     /* TODO:
4314                                         WINED3DPMISCCAPS_NULLREFERENCE
4315                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4316                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4317                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4318
4319     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4320         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4321     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4322         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4323
4324     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4325                                      WINED3DPRASTERCAPS_PAT       |
4326                                      WINED3DPRASTERCAPS_WFOG      |
4327                                      WINED3DPRASTERCAPS_ZFOG      |
4328                                      WINED3DPRASTERCAPS_FOGVERTEX |
4329                                      WINED3DPRASTERCAPS_FOGTABLE  |
4330                                      WINED3DPRASTERCAPS_STIPPLE   |
4331                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4332                                      WINED3DPRASTERCAPS_ZTEST     |
4333                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4334                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4335                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4336
4337     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4338     {
4339         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4340                              WINED3DPRASTERCAPS_ZBIAS         |
4341                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4342     }
4343     if (gl_info->supported[NV_FOG_DISTANCE])
4344     {
4345         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4346     }
4347                         /* FIXME Add:
4348                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4349                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4350                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4351                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4352                            WINED3DPRASTERCAPS_WBUFFER */
4353
4354     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4355                       WINED3DPCMPCAPS_EQUAL        |
4356                       WINED3DPCMPCAPS_GREATER      |
4357                       WINED3DPCMPCAPS_GREATEREQUAL |
4358                       WINED3DPCMPCAPS_LESS         |
4359                       WINED3DPCMPCAPS_LESSEQUAL    |
4360                       WINED3DPCMPCAPS_NEVER        |
4361                       WINED3DPCMPCAPS_NOTEQUAL;
4362
4363     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4364                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4365                            WINED3DPBLENDCAPS_DESTALPHA       |
4366                            WINED3DPBLENDCAPS_DESTCOLOR       |
4367                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4368                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4369                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4370                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4371                            WINED3DPBLENDCAPS_ONE             |
4372                            WINED3DPBLENDCAPS_SRCALPHA        |
4373                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4374                            WINED3DPBLENDCAPS_SRCCOLOR        |
4375                            WINED3DPBLENDCAPS_ZERO;
4376
4377     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4378                            WINED3DPBLENDCAPS_DESTCOLOR       |
4379                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4380                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4381                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4382                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4383                            WINED3DPBLENDCAPS_ONE             |
4384                            WINED3DPBLENDCAPS_SRCALPHA        |
4385                            WINED3DPBLENDCAPS_SRCCOLOR        |
4386                            WINED3DPBLENDCAPS_ZERO;
4387     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4388      * according to the glBlendFunc manpage
4389      *
4390      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4391      * legacy settings for srcblend only
4392      */
4393
4394     if (gl_info->supported[EXT_BLEND_COLOR])
4395     {
4396         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4397         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4398     }
4399
4400
4401     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4402                           WINED3DPCMPCAPS_EQUAL        |
4403                           WINED3DPCMPCAPS_GREATER      |
4404                           WINED3DPCMPCAPS_GREATEREQUAL |
4405                           WINED3DPCMPCAPS_LESS         |
4406                           WINED3DPCMPCAPS_LESSEQUAL    |
4407                           WINED3DPCMPCAPS_NEVER        |
4408                           WINED3DPCMPCAPS_NOTEQUAL;
4409
4410     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4411                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4412                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4413                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4414                            WINED3DPSHADECAPS_COLORFLATRGB       |
4415                            WINED3DPSHADECAPS_FOGFLAT            |
4416                            WINED3DPSHADECAPS_FOGGOURAUD         |
4417                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4418
4419     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4420                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4421                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4422                           WINED3DPTEXTURECAPS_BORDER             |
4423                           WINED3DPTEXTURECAPS_MIPMAP             |
4424                           WINED3DPTEXTURECAPS_PROJECTED          |
4425                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4426
4427     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4428     {
4429         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4430                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4431     }
4432
4433     if (gl_info->supported[EXT_TEXTURE3D])
4434     {
4435         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4436                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4437                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4438     }
4439
4440     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4441     {
4442         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4443                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4444                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4445
4446     }
4447
4448     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4449                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4450                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4451                                WINED3DPTFILTERCAPS_MINFPOINT        |
4452                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4453                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4454                                WINED3DPTFILTERCAPS_LINEAR           |
4455                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4456                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4457                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4458                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4459                                WINED3DPTFILTERCAPS_NEAREST;
4460
4461     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4462     {
4463         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4464                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4465     }
4466
4467     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4468     {
4469         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4470                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4471                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4472                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4473                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4474                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4475                                        WINED3DPTFILTERCAPS_LINEAR           |
4476                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4477                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4478                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4479                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4480                                        WINED3DPTFILTERCAPS_NEAREST;
4481
4482         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4483         {
4484             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4485                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4486         }
4487     } else
4488         pCaps->CubeTextureFilterCaps = 0;
4489
4490     if (gl_info->supported[EXT_TEXTURE3D])
4491     {
4492         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4493                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4494                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4495                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4496                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4497                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4498                                          WINED3DPTFILTERCAPS_LINEAR           |
4499                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4500                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4501                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4502                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4503                                          WINED3DPTFILTERCAPS_NEAREST;
4504     } else
4505         pCaps->VolumeTextureFilterCaps = 0;
4506
4507     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4508                                  WINED3DPTADDRESSCAPS_CLAMP  |
4509                                  WINED3DPTADDRESSCAPS_WRAP;
4510
4511     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4512     {
4513         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4514     }
4515     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4516     {
4517         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4518     }
4519     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4520     {
4521         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4522     }
4523
4524     if (gl_info->supported[EXT_TEXTURE3D])
4525     {
4526         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4527                                            WINED3DPTADDRESSCAPS_CLAMP  |
4528                                            WINED3DPTADDRESSCAPS_WRAP;
4529         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4530         {
4531             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4532         }
4533         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4534         {
4535             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4536         }
4537         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4538         {
4539             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4540         }
4541     } else
4542         pCaps->VolumeTextureAddressCaps = 0;
4543
4544     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4545                       WINED3DLINECAPS_ZTEST         |
4546                       WINED3DLINECAPS_BLEND         |
4547                       WINED3DLINECAPS_ALPHACMP      |
4548                       WINED3DLINECAPS_FOG;
4549     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4550      * idea how generating the smoothing alpha values works; the result is different
4551      */
4552
4553     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4554     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4555
4556     if (gl_info->supported[EXT_TEXTURE3D])
4557         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4558     else
4559         pCaps->MaxVolumeExtent = 0;
4560
4561     pCaps->MaxTextureRepeat = 32768;
4562     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4563     pCaps->MaxVertexW = 1.0f;
4564
4565     pCaps->GuardBandLeft = 0.0f;
4566     pCaps->GuardBandTop = 0.0f;
4567     pCaps->GuardBandRight = 0.0f;
4568     pCaps->GuardBandBottom = 0.0f;
4569
4570     pCaps->ExtentsAdjust = 0.0f;
4571
4572     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4573                           WINED3DSTENCILCAPS_INCRSAT |
4574                           WINED3DSTENCILCAPS_INVERT  |
4575                           WINED3DSTENCILCAPS_KEEP    |
4576                           WINED3DSTENCILCAPS_REPLACE |
4577                           WINED3DSTENCILCAPS_ZERO;
4578     if (gl_info->supported[EXT_STENCIL_WRAP])
4579     {
4580         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4581                               WINED3DSTENCILCAPS_INCR;
4582     }
4583     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4584     {
4585         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4586     }
4587
4588     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4589
4590     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4591     pCaps->MaxActiveLights = gl_info->limits.lights;
4592
4593     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4594     pCaps->MaxVertexBlendMatrixIndex   = 0;
4595
4596     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4597     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4598
4599
4600     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4601     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4602                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4603                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4604                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4605                                   WINED3DVTXPCAPS_VERTEXFOG         |
4606                                   WINED3DVTXPCAPS_TEXGEN;
4607
4608     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4609     pCaps->MaxVertexIndex      = 0xFFFFF;
4610     pCaps->MaxStreams          = MAX_STREAMS;
4611     pCaps->MaxStreamStride     = 1024;
4612
4613     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4614     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4615                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4616     pCaps->MaxNpatchTessellationLevel        = 0;
4617     pCaps->MasterAdapterOrdinal              = 0;
4618     pCaps->AdapterOrdinalInGroup             = 0;
4619     pCaps->NumberOfAdaptersInGroup           = 1;
4620
4621     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4622
4623     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4624                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4625                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4626                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4627     pCaps->VertexTextureFilterCaps           = 0;
4628
4629     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4630     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4631
4632     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4633     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4634
4635     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4636      * Ignore shader model capabilities if disabled in config
4637      */
4638     if(vs_selected_mode == SHADER_NONE) {
4639         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4640         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4641         pCaps->MaxVertexShaderConst         = 0;
4642     } else {
4643         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4644         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4645     }
4646
4647     if(ps_selected_mode == SHADER_NONE) {
4648         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4649         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4650         pCaps->PixelShader1xMaxValue        = 0.0f;
4651     } else {
4652         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4653         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4654     }
4655
4656     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4657     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4658     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4659
4660     /* The following caps are shader specific, but they are things we cannot detect, or which
4661      * are the same among all shader models. So to avoid code duplication set the shader version
4662      * specific, but otherwise constant caps here
4663      */
4664     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4665         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4666         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4667         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4668         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4669         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4670         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4671
4672         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4673         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4674     }
4675     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4676     {
4677         pCaps->VS20Caps.Caps                     = 0;
4678         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4679         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4680         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4681
4682         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4683         pCaps->MaxVertexShader30InstructionSlots = 0;
4684     } else { /* VS 1.x */
4685         pCaps->VS20Caps.Caps                     = 0;
4686         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4687         pCaps->VS20Caps.NumTemps                 = 0;
4688         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4689
4690         pCaps->MaxVShaderInstructionsExecuted    = 0;
4691         pCaps->MaxVertexShader30InstructionSlots = 0;
4692     }
4693
4694     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4695         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4696         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4697
4698         /* 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 */
4699         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4700                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4701                 WINED3DPS20CAPS_PREDICATION          |
4702                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4703                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4704         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4705         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4706         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4707         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4708
4709         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4710         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4711                 adapter->gl_info.limits.arb_ps_instructions);
4712     }
4713     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4714     {
4715         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4716         pCaps->PS20Caps.Caps                     = 0;
4717         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4718         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4719         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4720         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4721
4722         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4723         pCaps->MaxPixelShader30InstructionSlots  = 0;
4724     } else { /* PS 1.x */
4725         pCaps->PS20Caps.Caps                     = 0;
4726         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4727         pCaps->PS20Caps.NumTemps                 = 0;
4728         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4729         pCaps->PS20Caps.NumInstructionSlots      = 0;
4730
4731         pCaps->MaxPShaderInstructionsExecuted    = 0;
4732         pCaps->MaxPixelShader30InstructionSlots  = 0;
4733     }
4734
4735     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4736         /* OpenGL supports all the formats below, perhaps not always
4737          * without conversion, but it supports them.
4738          * Further GLSL doesn't seem to have an official unsigned type so
4739          * don't advertise it yet as I'm not sure how we handle it.
4740          * We might need to add some clamping in the shader engine to
4741          * support it.
4742          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4743         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4744                            WINED3DDTCAPS_UBYTE4N   |
4745                            WINED3DDTCAPS_SHORT2N   |
4746                            WINED3DDTCAPS_SHORT4N;
4747         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4748         {
4749             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4750                                 WINED3DDTCAPS_FLOAT16_4;
4751         }
4752     } else
4753         pCaps->DeclTypes                         = 0;
4754
4755     /* Set DirectDraw helper Caps */
4756     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4757                                         WINEDDCKEYCAPS_SRCBLT;
4758     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4759                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4760                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4761                                         WINEDDFXCAPS_BLTROTATION90          |
4762                                         WINEDDFXCAPS_BLTSHRINKX             |
4763                                         WINEDDFXCAPS_BLTSHRINKXN            |
4764                                         WINEDDFXCAPS_BLTSHRINKY             |
4765                                         WINEDDFXCAPS_BLTSHRINKXN            |
4766                                         WINEDDFXCAPS_BLTSTRETCHX            |
4767                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4768                                         WINEDDFXCAPS_BLTSTRETCHY            |
4769                                         WINEDDFXCAPS_BLTSTRETCHYN;
4770     blit_caps =                         WINEDDCAPS_BLT                      |
4771                                         WINEDDCAPS_BLTCOLORFILL             |
4772                                         WINEDDCAPS_BLTDEPTHFILL             |
4773                                         WINEDDCAPS_BLTSTRETCH               |
4774                                         WINEDDCAPS_CANBLTSYSMEM             |
4775                                         WINEDDCAPS_CANCLIP                  |
4776                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4777                                         WINEDDCAPS_COLORKEY                 |
4778                                         WINEDDCAPS_COLORKEYHWASSIST         |
4779                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4780
4781     /* Fill the ddraw caps structure */
4782     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4783                                         WINEDDCAPS_PALETTE                  |
4784                                         blit_caps;
4785     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4786                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4787                                         WINEDDCAPS2_PRIMARYGAMMA             |
4788                                         WINEDDCAPS2_WIDESURFACES             |
4789                                         WINEDDCAPS2_CANRENDERWINDOWED;
4790     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4791     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4792     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4793     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4794     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4795     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4796     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4797     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4798     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4799
4800     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4801                                         WINEDDSCAPS_BACKBUFFER              |
4802                                         WINEDDSCAPS_FLIP                    |
4803                                         WINEDDSCAPS_FRONTBUFFER             |
4804                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4805                                         WINEDDSCAPS_PALETTE                 |
4806                                         WINEDDSCAPS_PRIMARYSURFACE          |
4807                                         WINEDDSCAPS_SYSTEMMEMORY            |
4808                                         WINEDDSCAPS_VIDEOMEMORY             |
4809                                         WINEDDSCAPS_VISIBLE;
4810     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4811
4812     /* Set D3D caps if OpenGL is available. */
4813     if (adapter->opengl)
4814     {
4815         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4816                                         WINEDDSCAPS_MIPMAP                  |
4817                                         WINEDDSCAPS_TEXTURE                 |
4818                                         WINEDDSCAPS_ZBUFFER;
4819         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4820     }
4821
4822     return WINED3D_OK;
4823 }
4824
4825 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4826         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4827         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4828 {
4829     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4830     IWineD3DDeviceImpl *object;
4831     HRESULT hr;
4832
4833     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4834             "parent %p, device_parent %p, device %p.\n",
4835             iface, adapter_idx, device_type, focus_window, flags,
4836             parent, device_parent, device);
4837
4838     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4839      * number and create a device without a 3D adapter for 2D only operation. */
4840     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4841     {
4842         return WINED3DERR_INVALIDCALL;
4843     }
4844
4845     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4846     if (!object)
4847     {
4848         ERR("Failed to allocate device memory.\n");
4849         return E_OUTOFMEMORY;
4850     }
4851
4852     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4853     if (FAILED(hr))
4854     {
4855         WARN("Failed to initialize device, hr %#x.\n", hr);
4856         HeapFree(GetProcessHeap(), 0, object);
4857         return hr;
4858     }
4859
4860     TRACE("Created device %p.\n", object);
4861     *device = (IWineD3DDevice *)object;
4862
4863     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4864
4865     return WINED3D_OK;
4866 }
4867
4868 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4869     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4870     IUnknown_AddRef(This->parent);
4871     *pParent = This->parent;
4872     return WINED3D_OK;
4873 }
4874
4875 static void WINE_GLAPI invalid_func(const void *data)
4876 {
4877     ERR("Invalid vertex attribute function called\n");
4878     DebugBreak();
4879 }
4880
4881 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4882 {
4883     ERR("Invalid texcoord function called\n");
4884     DebugBreak();
4885 }
4886
4887 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4888  * the extension detection and are used in drawStridedSlow
4889  */
4890 static void WINE_GLAPI position_d3dcolor(const void *data)
4891 {
4892     DWORD pos = *((const DWORD *)data);
4893
4894     FIXME("Add a test for fixed function position from d3dcolor type\n");
4895     glVertex4s(D3DCOLOR_B_R(pos),
4896                D3DCOLOR_B_G(pos),
4897                D3DCOLOR_B_B(pos),
4898                D3DCOLOR_B_A(pos));
4899 }
4900
4901 static void WINE_GLAPI position_float4(const void *data)
4902 {
4903     const GLfloat *pos = data;
4904
4905     if (pos[3] != 0.0f && pos[3] != 1.0f)
4906     {
4907         float w = 1.0f / pos[3];
4908
4909         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4910     }
4911     else
4912     {
4913         glVertex3fv(pos);
4914     }
4915 }
4916
4917 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4918 {
4919     DWORD diffuseColor = *((const DWORD *)data);
4920
4921     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4922                D3DCOLOR_B_G(diffuseColor),
4923                D3DCOLOR_B_B(diffuseColor),
4924                D3DCOLOR_B_A(diffuseColor));
4925 }
4926
4927 static void WINE_GLAPI specular_d3dcolor(const void *data)
4928 {
4929     DWORD specularColor = *((const DWORD *)data);
4930     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4931             D3DCOLOR_B_G(specularColor),
4932             D3DCOLOR_B_B(specularColor)};
4933
4934     specular_func_3ubv(d);
4935 }
4936
4937 static void WINE_GLAPI warn_no_specular_func(const void *data)
4938 {
4939     WARN("GL_EXT_secondary_color not supported\n");
4940 }
4941
4942 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4943 {
4944     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4945     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4946     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4947     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4948     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4949     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4950     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4951     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4952     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4953     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4954     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4955     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4956     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4957     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4958     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4959     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4960     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4961
4962     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4963     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4964     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4965     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4966     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4967     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4968     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4969     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4970     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4971     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4972     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4973     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4974     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4975     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4976     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4977     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4978     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4979
4980     /* No 4 component entry points here */
4981     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4982     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4983     if (gl_info->supported[EXT_SECONDARY_COLOR])
4984     {
4985         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4986     }
4987     else
4988     {
4989         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4990     }
4991     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4992     if (gl_info->supported[EXT_SECONDARY_COLOR])
4993     {
4994         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4995         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4996     }
4997     else
4998     {
4999         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5000     }
5001     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5002     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5003     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5004     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5005     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5006     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5007     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5008     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5009     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5010     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5011     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5012     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5013
5014     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5015      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5016      */
5017     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5018     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5019     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5020     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5021     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5022     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5023     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5024     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5025     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5026     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5027     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5028     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5029     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5030     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5031     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5032     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5033     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5034
5035     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5036     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5037     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5038     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5039     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5040     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5041     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5042     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5043     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5044     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5045     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5046     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5047     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5048     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5049     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5050     if (gl_info->supported[NV_HALF_FLOAT])
5051     {
5052         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5053         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5054         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5055     } else {
5056         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5057         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5058     }
5059 }
5060
5061 static BOOL InitAdapters(IWineD3DImpl *This)
5062 {
5063     static HMODULE mod_gl;
5064     BOOL ret;
5065     int ps_selected_mode, vs_selected_mode;
5066
5067     /* No need to hold any lock. The calling library makes sure only one thread calls
5068      * wined3d simultaneously
5069      */
5070
5071     TRACE("Initializing adapters\n");
5072
5073     if(!mod_gl) {
5074 #ifdef USE_WIN32_OPENGL
5075 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5076         mod_gl = LoadLibraryA("opengl32.dll");
5077         if(!mod_gl) {
5078             ERR("Can't load opengl32.dll!\n");
5079             goto nogl_adapter;
5080         }
5081 #else
5082 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5083         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5084         mod_gl = GetModuleHandleA("gdi32.dll");
5085 #endif
5086     }
5087
5088 /* Load WGL core functions from opengl32.dll */
5089 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5090     WGL_FUNCS_GEN;
5091 #undef USE_WGL_FUNC
5092
5093     if(!pwglGetProcAddress) {
5094         ERR("Unable to load wglGetProcAddress!\n");
5095         goto nogl_adapter;
5096     }
5097
5098 /* Dynamically load all GL core functions */
5099     GL_FUNCS_GEN;
5100 #undef USE_GL_FUNC
5101
5102     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5103      * otherwise because we have to use winex11.drv's override
5104      */
5105 #ifdef USE_WIN32_OPENGL
5106     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5107     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5108 #else
5109     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5110     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5111 #endif
5112
5113     glEnableWINE = glEnable;
5114     glDisableWINE = glDisable;
5115
5116     /* For now only one default adapter */
5117     {
5118         struct wined3d_adapter *adapter = &This->adapters[0];
5119         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5120         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5121         int iPixelFormat;
5122         int res;
5123         int i;
5124         WineD3D_PixelFormat *cfgs;
5125         DISPLAY_DEVICEW DisplayDevice;
5126         HDC hdc;
5127
5128         TRACE("Initializing default adapter\n");
5129         adapter->ordinal = 0;
5130         adapter->monitorPoint.x = -1;
5131         adapter->monitorPoint.y = -1;
5132
5133         if (!AllocateLocallyUniqueId(&adapter->luid))
5134         {
5135             DWORD err = GetLastError();
5136             ERR("Failed to set adapter LUID (%#x).\n", err);
5137             goto nogl_adapter;
5138         }
5139         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5140                 adapter->luid.HighPart, adapter->luid.LowPart);
5141
5142         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5143         {
5144             ERR("Failed to get a gl context for default adapter\n");
5145             goto nogl_adapter;
5146         }
5147
5148         ret = IWineD3DImpl_FillGLCaps(adapter);
5149         if(!ret) {
5150             ERR("Failed to initialize gl caps for default adapter\n");
5151             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5152             goto nogl_adapter;
5153         }
5154         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5155         if(!ret) {
5156             ERR("Failed to init gl formats\n");
5157             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5158             goto nogl_adapter;
5159         }
5160
5161         hdc = fake_gl_ctx.dc;
5162
5163         /* Use the VideoRamSize registry setting when set */
5164         if(wined3d_settings.emulated_textureram)
5165             adapter->TextureRam = wined3d_settings.emulated_textureram;
5166         else
5167             adapter->TextureRam = adapter->gl_info.vidmem;
5168         adapter->UsedTextureRam = 0;
5169         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5170
5171         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5172         DisplayDevice.cb = sizeof(DisplayDevice);
5173         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5174         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5175         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5176
5177         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5178         {
5179             int attribute;
5180             int attribs[11];
5181             int values[11];
5182             int nAttribs = 0;
5183
5184             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5185             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5186
5187             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5188             cfgs = adapter->cfgs;
5189             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5190             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5191             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5192             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5193             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5194             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5195             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5196             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5197             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5198             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5199             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5200
5201             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5202             {
5203                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5204
5205                 if(!res)
5206                     continue;
5207
5208                 /* Cache the pixel format */
5209                 cfgs->iPixelFormat = iPixelFormat;
5210                 cfgs->redSize = values[0];
5211                 cfgs->greenSize = values[1];
5212                 cfgs->blueSize = values[2];
5213                 cfgs->alphaSize = values[3];
5214                 cfgs->colorSize = values[4];
5215                 cfgs->depthSize = values[5];
5216                 cfgs->stencilSize = values[6];
5217                 cfgs->windowDrawable = values[7];
5218                 cfgs->iPixelType = values[8];
5219                 cfgs->doubleBuffer = values[9];
5220                 cfgs->auxBuffers = values[10];
5221
5222                 cfgs->numSamples = 0;
5223                 /* Check multisample support */
5224                 if (gl_info->supported[ARB_MULTISAMPLE])
5225                 {
5226                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5227                     int value[2];
5228                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5229                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5230                         * value[1] = number of multi sample buffers*/
5231                         if(value[0])
5232                             cfgs->numSamples = value[1];
5233                     }
5234                 }
5235
5236                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5237                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5238                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5239                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5240                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5241                 cfgs++;
5242             }
5243         }
5244         else
5245         {
5246             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5247             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5248             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5249
5250             cfgs = adapter->cfgs;
5251             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5252             {
5253                 PIXELFORMATDESCRIPTOR ppfd;
5254
5255                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5256                 if(!res)
5257                     continue;
5258
5259                 /* We only want HW acceleration using an OpenGL ICD driver.
5260                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5261                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5262                  */
5263                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5264                 {
5265                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5266                     continue;
5267                 }
5268
5269                 cfgs->iPixelFormat = iPixelFormat;
5270                 cfgs->redSize = ppfd.cRedBits;
5271                 cfgs->greenSize = ppfd.cGreenBits;
5272                 cfgs->blueSize = ppfd.cBlueBits;
5273                 cfgs->alphaSize = ppfd.cAlphaBits;
5274                 cfgs->colorSize = ppfd.cColorBits;
5275                 cfgs->depthSize = ppfd.cDepthBits;
5276                 cfgs->stencilSize = ppfd.cStencilBits;
5277                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5278                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5279                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5280                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5281                 cfgs->numSamples = 0;
5282
5283                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5284                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5285                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5286                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5287                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5288                 cfgs++;
5289                 adapter->nCfgs++;
5290             }
5291
5292             /* 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 */
5293             if(!adapter->nCfgs)
5294             {
5295                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5296
5297                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5298                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5299                 goto nogl_adapter;
5300             }
5301         }
5302
5303         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5304          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5305          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5306          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5307          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5308          * driver is allowed to consume more bits EXCEPT for stencil bits.
5309          *
5310          * Mark an adapter with this broken stencil behavior.
5311          */
5312         adapter->brokenStencil = TRUE;
5313         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5314         {
5315             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5316             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5317                 adapter->brokenStencil = FALSE;
5318                 break;
5319             }
5320         }
5321
5322         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5323
5324         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5325         fillGLAttribFuncs(&adapter->gl_info);
5326         adapter->opengl = TRUE;
5327     }
5328     This->adapter_count = 1;
5329     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5330
5331     return TRUE;
5332
5333 nogl_adapter:
5334     /* Initialize an adapter for ddraw-only memory counting */
5335     memset(This->adapters, 0, sizeof(This->adapters));
5336     This->adapters[0].ordinal = 0;
5337     This->adapters[0].opengl = FALSE;
5338     This->adapters[0].monitorPoint.x = -1;
5339     This->adapters[0].monitorPoint.y = -1;
5340
5341     This->adapters[0].driver_info.name = "Display";
5342     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5343     if(wined3d_settings.emulated_textureram) {
5344         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5345     } else {
5346         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5347     }
5348
5349     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5350
5351     This->adapter_count = 1;
5352     return FALSE;
5353 }
5354
5355 /**********************************************************
5356  * IWineD3D VTbl follows
5357  **********************************************************/
5358
5359 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5360 {
5361     /* IUnknown */
5362     IWineD3DImpl_QueryInterface,
5363     IWineD3DImpl_AddRef,
5364     IWineD3DImpl_Release,
5365     /* IWineD3D */
5366     IWineD3DImpl_GetParent,
5367     IWineD3DImpl_GetAdapterCount,
5368     IWineD3DImpl_RegisterSoftwareDevice,
5369     IWineD3DImpl_GetAdapterMonitor,
5370     IWineD3DImpl_GetAdapterModeCount,
5371     IWineD3DImpl_EnumAdapterModes,
5372     IWineD3DImpl_GetAdapterDisplayMode,
5373     IWineD3DImpl_GetAdapterIdentifier,
5374     IWineD3DImpl_CheckDeviceMultiSampleType,
5375     IWineD3DImpl_CheckDepthStencilMatch,
5376     IWineD3DImpl_CheckDeviceType,
5377     IWineD3DImpl_CheckDeviceFormat,
5378     IWineD3DImpl_CheckDeviceFormatConversion,
5379     IWineD3DImpl_GetDeviceCaps,
5380     IWineD3DImpl_CreateDevice
5381 };
5382
5383 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5384
5385 const struct wined3d_parent_ops wined3d_null_parent_ops =
5386 {
5387     wined3d_null_wined3d_object_destroyed,
5388 };
5389
5390 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5391 {
5392     wined3d->lpVtbl = &IWineD3D_Vtbl;
5393     wined3d->dxVersion = version;
5394     wined3d->ref = 1;
5395     wined3d->parent = parent;
5396
5397     if (!InitAdapters(wined3d))
5398     {
5399         WARN("Failed to initialize adapters.\n");
5400         if (version > 7)
5401         {
5402             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5403             return E_FAIL;
5404         }
5405     }
5406
5407     return WINED3D_OK;
5408 }