d3d8: Moved the remaining code over to WineD3D (based on patches by
[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  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
22  */
23
24 /* Compile time diagnostics: */
25
26 /* Uncomment this to force only a single display mode to be exposed: */
27 /*#define DEBUG_SINGLE_MODE*/
28
29
30 #include "config.h"
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
35 #define GLINFO_LOCATION This->gl_info
36
37 /**********************************************************
38  * Utility functions follow
39  **********************************************************/
40
41 /* x11drv GDI escapes */
42 #define X11DRV_ESCAPE 6789
43 enum x11drv_escape_codes
44 {
45     X11DRV_GET_DISPLAY,   /* get X11 display for a DC */
46     X11DRV_GET_DRAWABLE,  /* get current drawable for a DC */
47     X11DRV_GET_FONT,      /* get current X font for a DC */
48 };
49
50 /* retrieve the X display to use on a given DC */
51 inline static Display *get_display( HDC hdc )
52 {
53     Display *display;
54     enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
55
56     if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
57                     sizeof(display), (LPSTR)&display )) display = NULL;
58     return display;
59 }
60
61 /* lookup tables */
62 int minLookup[MAX_LOOKUPS];
63 int maxLookup[MAX_LOOKUPS];
64 DWORD *stateLookup[MAX_LOOKUPS];
65
66 DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
67
68
69
70 /**
71  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
72  * ie there is no GL Context - Get a default rendering context to enable the
73  * function query some info from GL
74  */
75 static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
76     static WineD3D_Context ctx = { NULL, NULL, NULL, 0, 0 };
77     WineD3D_Context* ret = NULL;
78
79     if (glXGetCurrentContext() == NULL) {
80        BOOL         gotContext  = FALSE;
81        BOOL         created     = FALSE;
82        XVisualInfo  template;
83        HDC          device_context;
84        Visual*      visual;
85        BOOL         failed = FALSE;
86        int          num;
87        XWindowAttributes win_attr;
88
89        TRACE_(d3d_caps)("Creating Fake GL Context\n");
90
91        ctx.drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
92
93        /* Get the display */
94        device_context = GetDC(0);
95        ctx.display = get_display(device_context);
96        ReleaseDC(0, device_context);
97
98        /* Get the X visual */
99        ENTER_GL();
100        if (XGetWindowAttributes(ctx.display, ctx.drawable, &win_attr)) {
101            visual = win_attr.visual;
102        } else {
103            visual = DefaultVisual(ctx.display, DefaultScreen(ctx.display));
104        }
105        template.visualid = XVisualIDFromVisual(visual);
106        ctx.visInfo = XGetVisualInfo(ctx.display, VisualIDMask, &template, &num);
107        if (ctx.visInfo == NULL) {
108            LEAVE_GL();
109            WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
110            failed = TRUE;
111        }
112
113        /* Create a GL context */
114        if (!failed) {
115            ctx.glCtx = glXCreateContext(ctx.display, ctx.visInfo, NULL, GL_TRUE);
116
117            if (ctx.glCtx == NULL) {
118                LEAVE_GL();
119                WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
120                failed = TRUE;
121            }
122        }
123
124        /* Make it the current GL context */
125        if (!failed && glXMakeCurrent(ctx.display, ctx.drawable, ctx.glCtx) == False) {
126            glXDestroyContext(ctx.display, ctx.glCtx);
127            LEAVE_GL();
128            WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
129            failed = TRUE;
130        }
131
132        /* It worked! Wow... */
133        if (!failed) {
134            gotContext = TRUE;
135            created = TRUE;
136            ret = &ctx;
137        } else {
138            ret = NULL;
139        }
140
141    } else {
142      if (ctx.ref > 0) ret = &ctx;
143    }
144
145    if (NULL != ret) InterlockedIncrement(&ret->ref);
146    return ret;
147 }
148
149 static void WineD3D_ReleaseFakeGLContext(WineD3D_Context* ctx) {
150     /* If we created a dummy context, throw it away */
151     if (NULL != ctx) {
152         if (0 == InterlockedDecrement(&ctx->ref)) {
153             glXMakeCurrent(ctx->display, None, NULL);
154             glXDestroyContext(ctx->display, ctx->glCtx);
155             ctx->display = NULL;
156             ctx->glCtx = NULL;
157             LEAVE_GL();
158         }
159     }
160 }
161
162 /**********************************************************
163  * IUnknown parts follows
164  **********************************************************/
165
166 HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
167 {
168     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
169
170     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
171     if (IsEqualGUID(riid, &IID_IUnknown)
172         || IsEqualGUID(riid, &IID_IWineD3DBase)
173         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
174         IUnknown_AddRef(iface);
175         *ppobj = This;
176         return D3D_OK;
177     }
178
179     return E_NOINTERFACE;
180 }
181
182 ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
183     IWineD3DImpl *This = (IWineD3DImpl *)iface;
184     ULONG refCount = InterlockedIncrement(&This->ref);
185
186     TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
187     return refCount;
188 }
189
190 ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
191     IWineD3DImpl *This = (IWineD3DImpl *)iface;
192     ULONG ref;
193     TRACE("(%p) : Releasing from %ld\n", This, This->ref);
194     ref = InterlockedDecrement(&This->ref);
195     if (ref == 0) {
196         HeapFree(GetProcessHeap(), 0, This);
197     }
198
199     return ref;
200 }
201
202 /**********************************************************
203  * IWineD3D parts follows
204  **********************************************************/
205
206 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
207     const char *GL_Extensions    = NULL;
208     const char *GLX_Extensions   = NULL;
209     const char *gl_string        = NULL;
210     const char *gl_string_cursor = NULL;
211     GLint       gl_max;
212     GLfloat     gl_float;
213     Bool        test = 0;
214     int         major, minor;
215     WineD3D_Context *fake_ctx = NULL;
216     BOOL        gotContext    = FALSE;
217     int         i;
218
219     /* Make sure that we've got a context */
220     if (glXGetCurrentContext() == NULL) {
221         /* TODO: CreateFakeGLContext should really take a display as a parameter  */
222         fake_ctx = WineD3D_CreateFakeGLContext();
223         if (NULL != fake_ctx) gotContext = TRUE;
224     } else {
225         gotContext = TRUE;
226     }
227
228     TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);
229
230     gl_string = (const char *) glGetString(GL_RENDERER);
231     strcpy(gl_info->gl_renderer, gl_string);
232
233     /* Fill in the GL info retrievable depending on the display */
234     if (NULL != display) {
235         test = glXQueryVersion(display, &major, &minor);
236         gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
237     } else {
238         FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n");
239     }
240     gl_string = (const char *) glGetString(GL_VENDOR);
241
242     TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
243     if (gl_string != NULL) {
244         /* Fill in the GL vendor */
245         if (strstr(gl_string, "NVIDIA")) {
246             gl_info->gl_vendor = VENDOR_NVIDIA;
247         } else if (strstr(gl_string, "ATI")) {
248             gl_info->gl_vendor = VENDOR_ATI;
249         } else if (strstr(gl_string, "Intel(R)") || 
250                    strstr(gl_info->gl_renderer, "Intel(R)")) {
251             gl_info->gl_vendor = VENDOR_INTEL;
252         } else if (strstr(gl_string, "Mesa")) {
253             gl_info->gl_vendor = VENDOR_MESA;
254         } else {
255             gl_info->gl_vendor = VENDOR_WINE;
256         }
257     } else {
258         gl_info->gl_vendor = VENDOR_WINE;
259     }
260
261
262     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
263
264     /* Parse the GL_VERSION field into major and minor information */
265     gl_string = (const char *) glGetString(GL_VERSION);
266     if (gl_string != NULL) {
267
268         switch (gl_info->gl_vendor) {
269         case VENDOR_NVIDIA:
270             gl_string_cursor = strstr(gl_string, "NVIDIA");
271             if (!gl_string_cursor) {
272                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
273                 break;
274             }
275
276             gl_string_cursor = strstr(gl_string_cursor, " ");
277             if (!gl_string_cursor) {
278                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
279                 break;
280             }
281
282             while (*gl_string_cursor == ' ') {
283                 ++gl_string_cursor;
284             }
285
286             if (!*gl_string_cursor) {
287                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
288                 break;
289             }
290
291             major = atoi(gl_string_cursor);
292             while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
293                 ++gl_string_cursor;
294             }
295
296             if (*gl_string_cursor++ != '.') {
297                 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
298                 break;
299             }
300
301             minor = atoi(gl_string_cursor);
302             minor = major*100+minor;
303             major = 10;
304
305             break;
306
307         case VENDOR_ATI:
308             major = minor = 0;
309             gl_string_cursor = strchr(gl_string, '-');
310             if (gl_string_cursor) {
311                 int error = 0;
312                 gl_string_cursor++;
313
314                 /* Check if version number is of the form x.y.z */
315                 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
316                     error = 1;
317                 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
318                     error = 1;
319                 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
320                     error = 1;
321                 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
322                     error = 1;
323
324                 /* Mark version number as malformed */
325                 if (error)
326                     gl_string_cursor = 0;
327             }
328
329             if (!gl_string_cursor)
330                 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
331             else {
332                 major = *gl_string_cursor - '0';
333                 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
334             }
335             break;
336
337         case VENDOR_INTEL:
338         case VENDOR_MESA:
339             gl_string_cursor = strstr(gl_string, "Mesa");
340             gl_string_cursor = strstr(gl_string_cursor, " ");
341             while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
342             if (*gl_string_cursor) {
343                 char tmp[16];
344                 int cursor = 0;
345
346                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
347                     tmp[cursor++] = *gl_string_cursor;
348                     ++gl_string_cursor;
349                 }
350                 tmp[cursor] = 0;
351                 major = atoi(tmp);
352
353                 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
354                 ++gl_string_cursor;
355
356                 cursor = 0;
357                 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
358                     tmp[cursor++] = *gl_string_cursor;
359                     ++gl_string_cursor;
360                 }
361                 tmp[cursor] = 0;
362                 minor = atoi(tmp);
363             }
364             break;
365
366         default:
367             major = 0;
368             minor = 9;
369         }
370         gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
371         TRACE_(d3d_caps)("found GL_VERSION  (%s)->%i.%i->(0x%08lx)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
372
373         /* Fill in the renderer information */
374
375         switch (gl_info->gl_vendor) {
376         case VENDOR_NVIDIA:
377             if (strstr(gl_info->gl_renderer, "GeForce4 Ti")) {
378                 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
379             } else if (strstr(gl_info->gl_renderer, "GeForceFX")) {
380                 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5900ULTRA;
381             } else if (strstr(gl_info->gl_renderer, "Quadro FX 3000")) {
382                 gl_info->gl_card = CARD_NVIDIA_QUADROFX_3000;
383             } else if (strstr(gl_info->gl_renderer, "GeForce 6800")) {
384                 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800ULTRA;
385             } else if (strstr(gl_info->gl_renderer, "Quadro FX 4000")) {
386                 gl_info->gl_card = CARD_NVIDIA_QUADROFX_4000;
387             } else if (strstr(gl_info->gl_renderer, "GeForce 7800")) {
388                 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800ULTRA;
389             } else {
390                 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
391             }
392             break;
393
394         case VENDOR_ATI:
395             if (strstr(gl_info->gl_renderer, "RADEON 9800 PRO")) {
396                 gl_info->gl_card = CARD_ATI_RADEON_9800PRO;
397             } else if (strstr(gl_info->gl_renderer, "RADEON 9700 PRO")) {
398                 gl_info->gl_card = CARD_ATI_RADEON_9700PRO;
399             } else {
400                 gl_info->gl_card = CARD_ATI_RADEON_8500;
401             }
402             break;
403
404         case VENDOR_INTEL:
405             if (strstr(gl_info->gl_renderer, "915GM")) {
406                 gl_info->gl_card = CARD_INTEL_I915GM;
407             } else if (strstr(gl_info->gl_renderer, "915G")) {
408                 gl_info->gl_card = CARD_INTEL_I915G;
409             } else if (strstr(gl_info->gl_renderer, "865G")) {
410                 gl_info->gl_card = CARD_INTEL_I865G;
411             } else if (strstr(gl_info->gl_renderer, "855G")) {
412                 gl_info->gl_card = CARD_INTEL_I855G;
413             } else if (strstr(gl_info->gl_renderer, "830G")) {
414                 gl_info->gl_card = CARD_INTEL_I830G;
415             } else {
416               gl_info->gl_card = CARD_INTEL_I915G;
417             }
418             break;
419
420         default:
421             gl_info->gl_card = CARD_WINE;
422             break;
423         }
424     } else {
425         FIXME("get version string returned null\n");
426     }
427
428     TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
429
430     /*
431      * Initialize openGL extension related variables
432      *  with Default values
433      */
434     memset(&gl_info->supported, 0, sizeof(gl_info->supported));
435     gl_info->max_textures   = 1;
436     gl_info->max_samplers   = 1;
437     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
438     gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
439     gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
440     gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
441
442     /* Now work out what GL support this card really has */
443 #define USE_GL_FUNC(type, pfn) gl_info->pfn = NULL;
444     GL_EXT_FUNCS_GEN;
445 #undef USE_GL_FUNC
446
447     /* Retrieve opengl defaults */
448     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
449     gl_info->max_clipplanes = min(D3DMAXUSERCLIPPLANES, gl_max);
450     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
451
452     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
453     gl_info->max_lights = gl_max;
454     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
455
456     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
457     gl_info->max_texture_size = gl_max;
458     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
459
460     glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float);
461     gl_info->max_pointsize = gl_float;
462     TRACE_(d3d_caps)("Maximum point size support - max texture size=%f\n", gl_float);
463
464     /* Parse the gl supported features, in theory enabling parts of our code appropriately */
465     GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
466     TRACE_(d3d_caps)("GL_Extensions reported:\n");
467
468     if (NULL == GL_Extensions) {
469         ERR("   GL_Extensions returns NULL\n");
470     } else {
471         while (*GL_Extensions != 0x00) {
472             const char *Start = GL_Extensions;
473             char        ThisExtn[256];
474
475             memset(ThisExtn, 0x00, sizeof(ThisExtn));
476             while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
477                 GL_Extensions++;
478             }
479             memcpy(ThisExtn, Start, (GL_Extensions - Start));
480             TRACE_(d3d_caps)("- %s\n", ThisExtn);
481
482             /**
483              * ARB
484              */
485             if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
486                 gl_info->ps_arb_version = PS_VERSION_11;
487                 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
488                 gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
489                 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
490                 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
491                 gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
492             } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
493                 TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
494                 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
495             } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
496                 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
497                 TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
498                 gl_info->supported[ARB_MULTITEXTURE] = TRUE;
499                 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
500                 gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
501             } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
502                 TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
503                 gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
504                 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
505                 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
506             } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
507                 TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
508                 gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
509             } else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
510                 TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
511                 gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
512             } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
513                 TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
514                 gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
515             } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
516                 TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
517                 gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
518             } else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
519                 TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
520                 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
521             } else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
522                 TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
523                 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
524             } else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) {
525                 TRACE_(d3d_caps)(" FOUND: ARB multisample support\n");
526                 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
527             } else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) {
528                 TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n");
529                 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE;
530             } else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) {
531                 TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n");
532                 gl_info->supported[ARB_POINT_SPRITE] = TRUE;
533             } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
534                 gl_info->vs_arb_version = VS_VERSION_11;
535                 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
536                 gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
537             } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
538                 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
539                 TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max);
540                 gl_info->max_blends = gl_max;
541                 gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
542             } else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
543                 TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
544                 gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
545             } else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) {
546                 TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n");
547                 gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE;
548             } else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) {
549                 TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n");
550                 gl_info->supported[ARB_POINT_PARAMETERS] = TRUE;
551             /**
552              * EXT
553              */
554             } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
555                 TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
556                 gl_info->supported[EXT_FOG_COORD] = TRUE;
557             } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) {
558                 TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n");
559                 gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE;
560             } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
561                 TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
562                 gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
563             } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
564                 TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
565                 gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
566             } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
567                 TRACE_(d3d_caps)(" FOUND: EXT Secondary coord support\n");
568                 gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
569             } else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
570                 TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
571                 gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
572             } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
573                 TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
574                 gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
575             } else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
576                 TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
577                 gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
578             } else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
579                 TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
580                 gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
581             } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
582                 TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
583                 gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
584             } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
585                 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
586                 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
587                 TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max);
588                 gl_info->max_anisotropy = gl_max;
589             } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
590                 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
591                 gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
592             } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
593                 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
594                 gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
595             } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
596                 TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
597                 gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
598
599             /**
600              * NVIDIA
601              */
602             } else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
603                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
604                 gl_info->supported[NV_FOG_DISTANCE] = TRUE;
605             } else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
606                 gl_info->ps_nv_version = PS_VERSION_11;
607                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
608             } else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
609                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support\n");
610                 gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
611             } else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
612                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
613                 gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
614             } else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
615                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
616                 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
617             } else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
618                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
619                 gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
620             } else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
621                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
622                 gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
623             } else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
624                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
625                 gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
626             } else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
627                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
628                 gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
629             } else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) {
630                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n");
631                 gl_info->supported[NV_OCCLUSION_QUERY] = TRUE;
632             } else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
633                 gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program1_1")) ? VS_VERSION_11 : VS_VERSION_10);
634                 gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program2"))   ? VS_VERSION_20 : VS_VERSION_10);
635                 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
636                 gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;
637
638             /**
639              * ATI
640              */
641             /** TODO */
642             } else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
643                 TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
644                 gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
645             } else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
646                 TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
647                 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
648             } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
649                 gl_info->vs_ati_version = VS_VERSION_11;
650                 TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
651                 gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
652             }
653
654
655             if (*GL_Extensions == ' ') GL_Extensions++;
656         }
657     }
658
659     /* Load all the lookup tables
660     TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
661     minLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_WRAP;
662     maxLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_MIRRORONCE;
663
664     minLookup[WINELOOKUP_MAGFILTER] = D3DTEXF_NONE;
665     maxLookup[WINELOOKUP_MAGFILTER] = D3DTEXF_ANISOTROPIC;
666
667
668     for (i = 0; i < MAX_LOOKUPS; i++) {
669         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
670     }
671
672     stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
673     stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
674     stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
675              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
676     stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
677              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
678     stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
679              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
680     stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
681              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
682
683     stateLookup[WINELOOKUP_MAGFILTER][D3DTEXF_NONE        - minLookup[WINELOOKUP_MAGFILTER]]  = GL_NEAREST;
684     stateLookup[WINELOOKUP_MAGFILTER][D3DTEXF_POINT       - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
685     stateLookup[WINELOOKUP_MAGFILTER][D3DTEXF_LINEAR      - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
686     stateLookup[WINELOOKUP_MAGFILTER][D3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
687              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
688
689
690     minMipLookup[D3DTEXF_NONE][D3DTEXF_NONE]     = GL_LINEAR;
691     minMipLookup[D3DTEXF_NONE][D3DTEXF_POINT]    = GL_LINEAR;
692     minMipLookup[D3DTEXF_NONE][D3DTEXF_LINEAR]   = GL_LINEAR;
693     minMipLookup[D3DTEXF_POINT][D3DTEXF_NONE]    = GL_NEAREST;
694     minMipLookup[D3DTEXF_POINT][D3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
695     minMipLookup[D3DTEXF_POINT][D3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
696     minMipLookup[D3DTEXF_LINEAR][D3DTEXF_NONE]   = GL_LINEAR;
697     minMipLookup[D3DTEXF_LINEAR][D3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
698     minMipLookup[D3DTEXF_LINEAR][D3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
699     minMipLookup[D3DTEXF_ANISOTROPIC][D3DTEXF_NONE]   = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
700     GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
701     minMipLookup[D3DTEXF_ANISOTROPIC][D3DTEXF_POINT]  = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
702     minMipLookup[D3DTEXF_ANISOTROPIC][D3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
703
704 /* TODO: config lookups */
705
706
707 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
708     GL_EXT_FUNCS_GEN;
709 #undef USE_GL_FUNC
710
711     if (display != NULL) {
712         GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
713         TRACE_(d3d_caps)("GLX_Extensions reported:\n");
714
715         if (NULL == GLX_Extensions) {
716             ERR("   GLX_Extensions returns NULL\n");
717         } else {
718             while (*GLX_Extensions != 0x00) {
719                 const char *Start = GLX_Extensions;
720                 char ThisExtn[256];
721
722                 memset(ThisExtn, 0x00, sizeof(ThisExtn));
723                 while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
724                     GLX_Extensions++;
725                 }
726                 memcpy(ThisExtn, Start, (GLX_Extensions - Start));
727                 TRACE_(d3d_caps)("- %s\n", ThisExtn);
728                 if (*GLX_Extensions == ' ') GLX_Extensions++;
729             }
730         }
731     }
732
733 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
734     GLX_EXT_FUNCS_GEN;
735 #undef USE_GL_FUNC
736
737     /* If we created a dummy context, throw it away */
738     if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx);
739
740     /* Only save the values obtained when a display is provided */
741     if (fake_ctx == NULL) {
742         return TRUE;
743     } else {
744         return FALSE;
745     }
746 }
747
748 /**********************************************************
749  * IWineD3D implementation follows
750  **********************************************************/
751
752 UINT     WINAPI  IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
753     IWineD3DImpl *This = (IWineD3DImpl *)iface;
754
755     /* FIXME: Set to one for now to imply the display */
756     TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
757     return 1;
758 }
759
760 HRESULT  WINAPI  IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
761     IWineD3DImpl *This = (IWineD3DImpl *)iface;
762     FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
763     return D3D_OK;
764 }
765
766 HMONITOR WINAPI  IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
767     IWineD3DImpl *This = (IWineD3DImpl *)iface;
768     FIXME_(d3d_caps)("(%p)->(Adptr:%d)\n", This, Adapter);
769     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
770         return NULL;
771     }
772     return D3D_OK;
773 }
774
775 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
776      of the same bpp but different resolutions                                  */
777
778 /* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
779 UINT     WINAPI  IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
780     IWineD3DImpl *This = (IWineD3DImpl *)iface;
781     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
782
783     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
784         return 0;
785     }
786
787     if (Adapter == 0) { /* Display */
788         int i = 0;
789         int j = 0;
790 #if !defined( DEBUG_SINGLE_MODE )
791         DEVMODEW DevModeW;
792
793         /* Work out the current screen bpp */
794         HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
795         int bpp = GetDeviceCaps(hdc, BITSPIXEL);
796         DeleteDC(hdc);
797
798         while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
799             j++;
800             switch (Format)
801             {
802             case D3DFMT_UNKNOWN:
803                    i++;
804                    break;
805             case D3DFMT_X8R8G8B8:
806             case D3DFMT_A8R8G8B8:
807                    if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++;
808                    if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++;
809                    break;
810             case D3DFMT_X1R5G5B5:
811             case D3DFMT_A1R5G5B5:
812             case D3DFMT_R5G6B5:
813                    if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
814                    break;
815             default:
816                    /* Skip other modes as they do not match requested format */
817                    break;
818             }
819         }
820 #else
821         i = 1;
822         j = 1;
823 #endif
824         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
825         return i;
826     } else {
827         FIXME_(d3d_caps)("Adapter not primary display\n");
828     }
829     return 0;
830 }
831
832 /* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
833 HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode) {
834     IWineD3DImpl *This = (IWineD3DImpl *)iface;
835     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
836
837     /* Validate the parameters as much as possible */
838     if (NULL == pMode ||
839         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
840         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
841         return D3DERR_INVALIDCALL;
842     }
843
844     if (Adapter == 0) { /* Display */
845 #if !defined( DEBUG_SINGLE_MODE )
846         DEVMODEW DevModeW;
847         int ModeIdx = 0;
848
849         /* Work out the current screen bpp */
850         HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
851         int bpp = GetDeviceCaps(hdc, BITSPIXEL);
852         DeleteDC(hdc);
853
854         /* If we are filtering to a specific format, then need to skip all unrelated
855            modes, but if mode is irrelevant, then we can use the index directly      */
856         if (Format == D3DFMT_UNKNOWN)
857         {
858             ModeIdx = Mode;
859         } else {
860             int i = 0;
861             int j = 0;
862             DEVMODEW DevModeWtmp;
863
864
865             while (i<(Mode) && EnumDisplaySettingsExW(NULL, j, &DevModeWtmp, 0)) {
866                 j++;
867                 switch (Format)
868                 {
869                 case D3DFMT_UNKNOWN:
870                        i++;
871                        break;
872                 case D3DFMT_X8R8G8B8:
873                 case D3DFMT_A8R8G8B8:
874                        if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++;
875                        if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++;
876                        break;
877                 case D3DFMT_X1R5G5B5:
878                 case D3DFMT_A1R5G5B5:
879                 case D3DFMT_R5G6B5:
880                        if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++;
881                        break;
882                 default:
883                        /* Skip other modes as they do not match requested format */
884                        break;
885                 }
886             }
887             ModeIdx = j;
888         }
889
890         /* Now get the display mode via the calculated index */
891         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
892         {
893             pMode->Width        = DevModeW.dmPelsWidth;
894             pMode->Height       = DevModeW.dmPelsHeight;
895             bpp                 = min(DevModeW.dmBitsPerPel, bpp);
896             pMode->RefreshRate  = D3DADAPTER_DEFAULT;
897             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
898             {
899                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
900             }
901
902             if (Format == D3DFMT_UNKNOWN)
903             {
904                 switch (bpp) {
905                 case  8: pMode->Format = D3DFMT_R3G3B2;   break;
906                 case 16: pMode->Format = D3DFMT_R5G6B5;   break;
907                 case 24: /* Robots and EVE Online need 24 and 32 bit as A8R8G8B8 to start */
908                 case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
909                 default: pMode->Format = D3DFMT_UNKNOWN;
910                 }
911             } else {
912                 pMode->Format = Format;
913             }
914         }
915         else
916         {
917             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
918             return D3DERR_INVALIDCALL;
919         }
920
921 #else
922         /* Return one setting of the format requested */
923         if (Mode > 0) return D3DERR_INVALIDCALL;
924         pMode->Width        = 800;
925         pMode->Height       = 600;
926         pMode->RefreshRate  = D3DADAPTER_DEFAULT;
927         pMode->Format       = (Format == D3DFMT_UNKNOWN) ? D3DFMT_A8R8G8B8 : Format;
928         bpp = 32;
929 #endif
930         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
931                  pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp);
932
933     } else {
934         FIXME_(d3d_caps)("Adapter not primary display\n");
935     }
936
937     return D3D_OK;
938 }
939
940 HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, D3DDISPLAYMODE* pMode) {
941     IWineD3DImpl *This = (IWineD3DImpl *)iface;
942     TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
943
944     if (NULL == pMode ||
945         Adapter >= IWineD3D_GetAdapterCount(iface)) {
946         return D3DERR_INVALIDCALL;
947     }
948
949     if (Adapter == 0) { /* Display */
950         int bpp = 0;
951         DEVMODEW DevModeW;
952
953         EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
954         pMode->Width        = DevModeW.dmPelsWidth;
955         pMode->Height       = DevModeW.dmPelsHeight;
956         bpp                 = DevModeW.dmBitsPerPel;
957         pMode->RefreshRate  = D3DADAPTER_DEFAULT;
958         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
959         {
960             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
961         }
962
963         switch (bpp) {
964         case  8: pMode->Format       = D3DFMT_R3G3B2;   break;
965         case 16: pMode->Format       = D3DFMT_R5G6B5;   break;
966         case 24: pMode->Format       = D3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
967         case 32: pMode->Format       = D3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
968         default: pMode->Format       = D3DFMT_UNKNOWN;
969         }
970
971     } else {
972         FIXME_(d3d_caps)("Adapter not primary display\n");
973     }
974
975     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
976           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
977     return D3D_OK;
978 }
979
980 static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) {
981     Display *display;
982     HDC     device_context;
983     /* only works with one adapter at the moment... */
984
985     /* Get the display */
986     device_context = GetDC(0);
987     display = get_display(device_context);
988     ReleaseDC(0, device_context);
989     return display;
990 }
991
992 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
993    and fields being inserted in the middle, a new structure is used in place    */
994 HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
995                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
996     IWineD3DImpl *This = (IWineD3DImpl *)iface;
997
998     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %lx, pId=%p)\n", This, Adapter, Flags, pIdentifier);
999
1000     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1001         return D3DERR_INVALIDCALL;
1002     }
1003
1004     if (Adapter == 0) { /* Display - only device supported for now */
1005
1006         BOOL isGLInfoValid = This->isGLInfoValid;
1007
1008         /* FillGLCaps updates gl_info, but we only want to store and
1009            reuse the values once we have a context which is valid. Values from
1010            a temporary context may differ from the final ones                 */
1011         if (isGLInfoValid == FALSE) {
1012             /* If we don't know the device settings, go query them now */
1013             isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1014         }
1015
1016         /* If it worked, return the information requested */
1017         if (isGLInfoValid) {
1018           TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1019           strcpy(pIdentifier->Driver, "Display");
1020           strcpy(pIdentifier->Description, "Direct3D HAL");
1021
1022           /* Note dx8 doesn't supply a DeviceName */
1023           if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1024           /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1025           pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1026           pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
1027           *(pIdentifier->VendorId) = This->gl_info.gl_vendor;
1028           *(pIdentifier->DeviceId) = This->gl_info.gl_card;
1029           *(pIdentifier->SubSysId) = 0;
1030           *(pIdentifier->Revision) = 0;
1031
1032         } else {
1033
1034           /* If it failed, return dummy values from an NVidia driver */
1035           WARN_(d3d_caps)("Cannot get GLCaps for device/Vendor Name and Version detection using FillGLCaps, currently using NVIDIA identifiers\n");
1036           strcpy(pIdentifier->Driver, "Display");
1037           strcpy(pIdentifier->Description, "Direct3D HAL");
1038           if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1039           /* Current Windows Nvidia drivers have versions like e.g. 6.14.10.5672 */
1040           pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1041           /* 71.74 is a current Linux Nvidia driver version */
1042           pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(10, (71*100+74));
1043           *(pIdentifier->VendorId) = VENDOR_NVIDIA;
1044           *(pIdentifier->DeviceId) = CARD_NVIDIA_GEFORCE4_TI4600;
1045           *(pIdentifier->SubSysId) = 0;
1046           *(pIdentifier->Revision) = 0;
1047         }
1048
1049         /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1050         if (Flags & D3DENUM_NO_WHQL_LEVEL) {
1051             *(pIdentifier->WHQLLevel) = 0;
1052         } else {
1053             *(pIdentifier->WHQLLevel) = 1;
1054         }
1055
1056     } else {
1057         FIXME_(d3d_caps)("Adapter not primary display\n");
1058     }
1059
1060     return D3D_OK;
1061 }
1062
1063 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1064 #if 0 /* This code performs a strict test between the format and the current X11  buffer depth, which may give the best performance */
1065   int gl_test;
1066   int rb, gb, bb, ab, type, buf_sz;
1067
1068   gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RED_SIZE,   &rb);
1069   gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_GREEN_SIZE, &gb);
1070   gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BLUE_SIZE,  &bb);
1071   gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_ALPHA_SIZE, &ab);
1072   gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RENDER_TYPE, &type);
1073   gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BUFFER_SIZE, &buf_sz);
1074
1075   switch (Format) {
1076   case WINED3DFMT_X8R8G8B8:
1077   case WINED3DFMT_R8G8B8:
1078     if (8 == rb && 8 == gb && 8 == bb) return TRUE;
1079     break;
1080   case WINED3DFMT_A8R8G8B8:
1081     if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE;
1082     break;
1083   case WINED3DFMT_A2R10G10B10:
1084     if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE;
1085     break;
1086   case WINED3DFMT_X1R5G5B5:
1087     if (5 == rb && 5 == gb && 5 == bb) return TRUE;
1088     break;
1089   case WINED3DFMT_A1R5G5B5:
1090     if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE;
1091     break;
1092   case WINED3DFMT_X4R4G4B4:
1093     if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE;
1094     break;
1095   case WINED3DFMT_R5G6B5:
1096     if (5 == rb && 6 == gb && 5 == bb) return TRUE;
1097     break;
1098   case WINED3DFMT_R3G3B2:
1099     if (3 == rb && 3 == gb && 2 == bb) return TRUE;
1100     break;
1101   case WINED3DFMT_A8P8:
1102     if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE;
1103     break;
1104   case WINED3DFMT_P8:
1105     if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE;
1106     break;
1107   default:
1108     ERR("unsupported format %s\n", debug_d3dformat(Format));
1109     break;
1110   }
1111   return FALSE;
1112 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1113 switch (Format) {
1114   case WINED3DFMT_X8R8G8B8:
1115   case WINED3DFMT_R8G8B8:
1116   case WINED3DFMT_A8R8G8B8:
1117   case WINED3DFMT_A2R10G10B10:
1118   case WINED3DFMT_X1R5G5B5:
1119   case WINED3DFMT_A1R5G5B5:
1120   case WINED3DFMT_R5G6B5:
1121   case WINED3DFMT_R3G3B2:
1122   case WINED3DFMT_A8P8:
1123   case WINED3DFMT_P8:
1124 return TRUE;
1125   default:
1126     ERR("unsupported format %s\n", debug_d3dformat(Format));
1127     break;
1128   }
1129 return FALSE;
1130 #endif
1131 }
1132
1133 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1134 #if 0/* This code performs a strict test between the format and the current X11  buffer depth, which may give the best performance */
1135   int gl_test;
1136   int db, sb;
1137
1138   gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_DEPTH_SIZE, &db);
1139   gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_STENCIL_SIZE, &sb);
1140
1141   switch (Format) {
1142   case WINED3DFMT_D16:
1143   case WINED3DFMT_D16_LOCKABLE:
1144     if (16 == db) return TRUE;
1145     break;
1146   case WINED3DFMT_D32:
1147     if (32 == db) return TRUE;
1148     break;
1149   case WINED3DFMT_D15S1:
1150     if (15 == db) return TRUE;
1151     break;
1152   case WINED3DFMT_D24S8:
1153     if (24 == db && 8 == sb) return TRUE;
1154     break;
1155   case WINED3DFMT_D24FS8:
1156     if (24 == db && 8 == sb) return TRUE;
1157     break;
1158   case WINED3DFMT_D24X8:
1159     if (24 == db) return TRUE;
1160     break;
1161   case WINED3DFMT_D24X4S4:
1162     if (24 == db && 4 == sb) return TRUE;
1163     break;
1164   case WINED3DFMT_D32F_LOCKABLE:
1165     if (32 == db) return TRUE;
1166     break;
1167   default:
1168     ERR("unsupported format %s\n", debug_d3dformat(Format));
1169     break;
1170   }
1171   return FALSE;
1172 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1173   switch (Format) {
1174   case WINED3DFMT_D16:
1175   case WINED3DFMT_D16_LOCKABLE:
1176   case WINED3DFMT_D32:
1177   case WINED3DFMT_D15S1:
1178   case WINED3DFMT_D24S8:
1179   case WINED3DFMT_D24FS8:
1180   case WINED3DFMT_D24X8:
1181   case WINED3DFMT_D24X4S4:
1182   case WINED3DFMT_D32F_LOCKABLE:
1183     return TRUE;
1184   default:
1185     ERR("unsupported format %s\n", debug_d3dformat(Format));
1186     break;
1187   }
1188   return FALSE;
1189 #endif
1190 }
1191
1192 HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
1193                                                    WINED3DFORMAT AdapterFormat,
1194                                                    WINED3DFORMAT RenderTargetFormat,
1195                                                    WINED3DFORMAT DepthStencilFormat) {
1196     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1197     HRESULT hr = D3DERR_NOTAVAILABLE;
1198     WineD3D_Context* ctx = NULL;
1199     GLXFBConfig* cfgs = NULL;
1200     int nCfgs = 0;
1201     int it;
1202
1203     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1204            This, Adapter,
1205            DeviceType, debug_d3ddevicetype(DeviceType),
1206            AdapterFormat, debug_d3dformat(AdapterFormat),
1207            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1208            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1209
1210     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1211         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning D3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1212         return D3DERR_INVALIDCALL;
1213     }
1214     /* TODO: use the real context if it's available */
1215     ctx = WineD3D_CreateFakeGLContext();
1216     if(NULL !=  ctx) {
1217         cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
1218     } else {
1219         TRACE_(d3d_caps)("(%p) : Unable to create a fake context at this time (there may already be an active context)\n", This);
1220     }
1221
1222     if (NULL != cfgs) {
1223         for (it = 0; it < nCfgs; ++it) {
1224             if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], RenderTargetFormat)) {
1225                 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(ctx, cfgs[it], DepthStencilFormat)) {
1226                     hr = D3D_OK;
1227                     break ;
1228                 }
1229             }
1230         }
1231         XFree(cfgs);
1232         cfgs = NULL;
1233     } else {
1234         /* If there's a corrent context then we cannot create a fake one so pass everything */
1235         hr = D3D_OK;
1236     }
1237
1238     if (ctx != NULL)
1239         WineD3D_ReleaseFakeGLContext(ctx);
1240
1241     if (hr != D3D_OK)
1242         TRACE_(d3d_caps)("Failed to match stencil format to device\b");
1243
1244     TRACE_(d3d_caps)("(%p) : Returning %lx\n", This, hr);
1245     return hr;
1246 }
1247
1248 HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, 
1249                                                        WINED3DFORMAT SurfaceFormat,
1250                                                        BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
1251
1252     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1253     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1254           This,
1255           Adapter,
1256           DeviceType, debug_d3ddevicetype(DeviceType),
1257           SurfaceFormat, debug_d3dformat(SurfaceFormat),
1258           Windowed,
1259           MultiSampleType,
1260           pQualityLevels);
1261
1262     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1263         return D3DERR_INVALIDCALL;
1264     }
1265
1266     if (pQualityLevels != NULL) {
1267         static int s_single_shot = 0;
1268         if (!s_single_shot) {
1269             FIXME("Quality levels unsupported at present\n");
1270             s_single_shot = 1;
1271         }
1272         *pQualityLevels = 1; /* Guess at a value! */
1273     }
1274
1275     if (D3DMULTISAMPLE_NONE == MultiSampleType) return D3D_OK;
1276     return D3DERR_NOTAVAILABLE;
1277 }
1278
1279 HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE CheckType,
1280                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1281
1282     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1283     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1284           This,
1285           Adapter,
1286           CheckType, debug_d3ddevicetype(CheckType),
1287           DisplayFormat, debug_d3dformat(DisplayFormat),
1288           BackBufferFormat, debug_d3dformat(BackBufferFormat),
1289           Windowed);
1290
1291     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1292         return D3DERR_INVALIDCALL;
1293     }
1294
1295     {
1296       GLXFBConfig* cfgs = NULL;
1297       int nCfgs = 0;
1298       int it;
1299       HRESULT hr = D3DERR_NOTAVAILABLE;
1300
1301       WineD3D_Context* ctx = WineD3D_CreateFakeGLContext();
1302       if (NULL != ctx) {
1303         cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
1304         for (it = 0; it < nCfgs; ++it) {
1305             if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], DisplayFormat)) {
1306                 hr = D3D_OK;
1307                 break ;
1308             }
1309         }
1310         XFree(cfgs);
1311
1312         WineD3D_ReleaseFakeGLContext(ctx);
1313         return hr;
1314       }
1315     }
1316
1317     return D3DERR_NOTAVAILABLE;
1318 }
1319
1320 HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, 
1321                                               WINED3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1322     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1323     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ",
1324           This,
1325           Adapter,
1326           DeviceType, debug_d3ddevicetype(DeviceType),
1327           AdapterFormat, debug_d3dformat(AdapterFormat),
1328           Usage, debug_d3dusage(Usage),
1329           RType, debug_d3dresourcetype(RType),
1330           CheckFormat, debug_d3dformat(CheckFormat));
1331
1332     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1333         return D3DERR_INVALIDCALL;
1334     }
1335
1336     if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1337         switch (CheckFormat) {
1338         case D3DFMT_DXT1:
1339         case D3DFMT_DXT2:
1340         case D3DFMT_DXT3:
1341         case D3DFMT_DXT4:
1342         case D3DFMT_DXT5:
1343           TRACE_(d3d_caps)("[OK]\n");
1344           return D3D_OK;
1345         default:
1346             break; /* Avoid compiler warnings */
1347         }
1348     }
1349
1350     switch (CheckFormat) {
1351     /*****
1352      * check supported using GL_SUPPORT
1353      */
1354     case D3DFMT_DXT1:
1355     case D3DFMT_DXT2:
1356     case D3DFMT_DXT3:
1357     case D3DFMT_DXT4:
1358     case D3DFMT_DXT5:
1359
1360     /*****
1361      *  supported
1362      */
1363       /*case D3DFMT_R5G6B5: */
1364       /*case D3DFMT_X1R5G5B5:*/
1365       /*case D3DFMT_A1R5G5B5: */
1366       /*case D3DFMT_A4R4G4B4:*/
1367
1368     /*****
1369      * unsupported
1370      */
1371
1372       /* color buffer */
1373       /*case D3DFMT_X8R8G8B8:*/
1374     case D3DFMT_A8R3G3B2:
1375
1376       /* Paletted */
1377     case D3DFMT_P8:
1378     case D3DFMT_A8P8:
1379
1380       /* Luminance */
1381     case D3DFMT_L8:
1382     case D3DFMT_A8L8:
1383     case D3DFMT_A4L4:
1384
1385       /* Bump */
1386 #if 0
1387     case D3DFMT_V8U8:
1388     case D3DFMT_V16U16:
1389 #endif
1390     case D3DFMT_L6V5U5:
1391     case D3DFMT_X8L8V8U8:
1392     case D3DFMT_Q8W8V8U8:
1393     case D3DFMT_W11V11U10:
1394
1395     /****
1396      * currently hard to support
1397      */
1398     case D3DFMT_UYVY:
1399     case D3DFMT_YUY2:
1400
1401       /* Since we do not support these formats right now, don't pretend to. */
1402       TRACE_(d3d_caps)("[FAILED]\n");
1403       return D3DERR_NOTAVAILABLE;
1404     default:
1405       break;
1406     }
1407
1408     TRACE_(d3d_caps)("[OK]\n");
1409     return D3D_OK;
1410 }
1411
1412 HRESULT  WINAPI  IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
1413                                                           WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
1414     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1415
1416     FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))",
1417           This,
1418           Adapter,
1419           DeviceType, debug_d3ddevicetype(DeviceType),
1420           SourceFormat, debug_d3dformat(SourceFormat),
1421           TargetFormat, debug_d3dformat(TargetFormat));
1422     return D3D_OK;
1423 }
1424
1425 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
1426       subset of a D3DCAPS9 structure. However, it has to come via a void *
1427       as the d3d8 interface cannot import the d3d9 header                  */
1428 HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
1429
1430     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
1431
1432     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
1433
1434     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1435         return D3DERR_INVALIDCALL;
1436     }
1437
1438     /* If we don't know the device settings, go query them now */
1439     if (This->isGLInfoValid == FALSE) {
1440         /* use the desktop window to fill gl caps */
1441         BOOL rc = IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1442
1443         /* We are running off a real context, save the values */
1444         if (rc) This->isGLInfoValid = TRUE;
1445
1446     }
1447
1448     /* ------------------------------------------------
1449        The following fields apply to both d3d8 and d3d9
1450        ------------------------------------------------ */
1451     *pCaps->DeviceType              = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
1452     *pCaps->AdapterOrdinal          = Adapter;
1453
1454     *pCaps->Caps                    = 0;
1455     *pCaps->Caps2                   = D3DCAPS2_CANRENDERWINDOWED;
1456     *pCaps->Caps3                   = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
1457     *pCaps->PresentationIntervals   = D3DPRESENT_INTERVAL_IMMEDIATE;
1458
1459     *pCaps->CursorCaps              = 0;
1460
1461
1462     *pCaps->DevCaps                 = D3DDEVCAPS_DRAWPRIMTLVERTEX    |
1463                                       D3DDEVCAPS_HWTRANSFORMANDLIGHT |
1464                                       D3DDEVCAPS_EXECUTEVIDEOMEMORY  |
1465                                       D3DDEVCAPS_PUREDEVICE          |
1466                                       D3DDEVCAPS_HWRASTERIZATION     |
1467                                       D3DDEVCAPS_TEXTUREVIDEOMEMORY;
1468
1469
1470     *pCaps->PrimitiveMiscCaps       = D3DPMISCCAPS_CULLCCW               |
1471                                       D3DPMISCCAPS_CULLCW                |
1472                                       D3DPMISCCAPS_COLORWRITEENABLE      |
1473                                       D3DPMISCCAPS_CLIPTLVERTS           |
1474                                       D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
1475                                       D3DPMISCCAPS_MASKZ;
1476                                /*NOT: D3DPMISCCAPS_TSSARGTEMP*/
1477
1478     *pCaps->RasterCaps              = D3DPRASTERCAPS_DITHER    |
1479                                       D3DPRASTERCAPS_PAT       |
1480                                       D3DPRASTERCAPS_WFOG      |
1481                                       D3DPRASTERCAPS_ZFOG      |
1482                                       D3DPRASTERCAPS_FOGVERTEX |
1483                                       D3DPRASTERCAPS_FOGTABLE  |
1484                                       D3DPRASTERCAPS_FOGRANGE;
1485
1486     if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
1487       *pCaps->RasterCaps |= D3DPRASTERCAPS_ANISOTROPY    |
1488                             D3DPRASTERCAPS_ZBIAS         |
1489                             D3DPRASTERCAPS_MIPMAPLODBIAS;
1490     }
1491                         /* FIXME Add:
1492                            D3DPRASTERCAPS_COLORPERSPECTIVE
1493                            D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
1494                            D3DPRASTERCAPS_ANTIALIASEDGES
1495                            D3DPRASTERCAPS_ZBUFFERLESSHSR
1496                            D3DPRASTERCAPS_WBUFFER */
1497
1498     *pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS       |
1499                        D3DPCMPCAPS_EQUAL        |
1500                        D3DPCMPCAPS_GREATER      |
1501                        D3DPCMPCAPS_GREATEREQUAL |
1502                        D3DPCMPCAPS_LESS         |
1503                        D3DPCMPCAPS_LESSEQUAL    |
1504                        D3DPCMPCAPS_NEVER        |
1505                        D3DPCMPCAPS_NOTEQUAL;
1506
1507     *pCaps->SrcBlendCaps  = 0xFFFFFFFF;   /*FIXME: Tidy up later */
1508     *pCaps->DestBlendCaps = 0xFFFFFFFF;   /*FIXME: Tidy up later */
1509     *pCaps->AlphaCmpCaps  = 0xFFFFFFFF;   /*FIXME: Tidy up later */
1510
1511     *pCaps->ShadeCaps     = D3DPSHADECAPS_SPECULARGOURAUDRGB |
1512                             D3DPSHADECAPS_COLORGOURAUDRGB;
1513
1514     *pCaps->TextureCaps =  D3DPTEXTURECAPS_ALPHA              |
1515                            D3DPTEXTURECAPS_ALPHAPALETTE       |
1516                            D3DPTEXTURECAPS_VOLUMEMAP          |
1517                            D3DPTEXTURECAPS_MIPMAP             |
1518                            D3DPTEXTURECAPS_PROJECTED          |
1519                            D3DPTEXTURECAPS_PERSPECTIVE        |
1520                            D3DPTEXTURECAPS_VOLUMEMAP_POW2 ;
1521                           /* TODO: add support for NON-POW2 if avaialble
1522
1523                           */
1524     if (This->dxVersion >= 8) {
1525         *pCaps->TextureCaps |= D3DPTEXTURECAPS_NONPOW2CONDITIONAL;
1526
1527     } else {  /* NONPOW2 isn't accessible by d3d8 yet */
1528         *pCaps->TextureCaps |= D3DPTEXTURECAPS_POW2;
1529     }
1530
1531     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1532         *pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP     |
1533                              D3DPTEXTURECAPS_MIPCUBEMAP    |
1534                              D3DPTEXTURECAPS_CUBEMAP_POW2;
1535
1536     }
1537
1538     *pCaps->TextureFilterCaps = D3DPTFILTERCAPS_MAGFLINEAR |
1539                                 D3DPTFILTERCAPS_MAGFPOINT  |
1540                                 D3DPTFILTERCAPS_MINFLINEAR |
1541                                 D3DPTFILTERCAPS_MINFPOINT  |
1542                                 D3DPTFILTERCAPS_MIPFLINEAR |
1543                                 D3DPTFILTERCAPS_MIPFPOINT;
1544
1545     *pCaps->CubeTextureFilterCaps = 0;
1546     *pCaps->VolumeTextureFilterCaps = 0;
1547
1548     *pCaps->TextureAddressCaps =  D3DPTADDRESSCAPS_BORDER |
1549                                   D3DPTADDRESSCAPS_CLAMP  |
1550                                   D3DPTADDRESSCAPS_WRAP;
1551
1552     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
1553         *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
1554     }
1555     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
1556         *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
1557     }
1558     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
1559         *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
1560     }
1561
1562     *pCaps->VolumeTextureAddressCaps = 0;
1563
1564     *pCaps->LineCaps = D3DLINECAPS_TEXTURE |
1565                        D3DLINECAPS_ZTEST;
1566                       /* FIXME: Add
1567                          D3DLINECAPS_BLEND
1568                          D3DLINECAPS_ALPHACMP
1569                          D3DLINECAPS_FOG */
1570
1571     *pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
1572     *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
1573
1574     *pCaps->MaxVolumeExtent = 0;
1575
1576     *pCaps->MaxTextureRepeat = 32768;
1577     *pCaps->MaxTextureAspectRatio = 32768;
1578     *pCaps->MaxVertexW = 1.0;
1579
1580     *pCaps->GuardBandLeft = 0;
1581     *pCaps->GuardBandTop = 0;
1582     *pCaps->GuardBandRight = 0;
1583     *pCaps->GuardBandBottom = 0;
1584
1585     *pCaps->ExtentsAdjust = 0;
1586
1587     *pCaps->StencilCaps =  D3DSTENCILCAPS_DECRSAT |
1588                            D3DSTENCILCAPS_INCRSAT |
1589                            D3DSTENCILCAPS_INVERT  |
1590                            D3DSTENCILCAPS_KEEP    |
1591                            D3DSTENCILCAPS_REPLACE |
1592                            D3DSTENCILCAPS_ZERO;
1593     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
1594       *pCaps->StencilCaps |= D3DSTENCILCAPS_DECR  |
1595                              D3DSTENCILCAPS_INCR;
1596     }
1597
1598     *pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
1599
1600     *pCaps->TextureOpCaps =  D3DTEXOPCAPS_ADD         |
1601                              D3DTEXOPCAPS_ADDSIGNED   |
1602                              D3DTEXOPCAPS_ADDSIGNED2X |
1603                              D3DTEXOPCAPS_MODULATE    |
1604                              D3DTEXOPCAPS_MODULATE2X  |
1605                              D3DTEXOPCAPS_MODULATE4X  |
1606                              D3DTEXOPCAPS_SELECTARG1  |
1607                              D3DTEXOPCAPS_SELECTARG2  |
1608                              D3DTEXOPCAPS_DISABLE;
1609 #if defined(GL_VERSION_1_3)
1610     *pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 |
1611                              D3DTEXOPCAPS_SUBTRACT;
1612 #endif
1613     if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
1614         GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
1615         GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1616         *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1617                                 D3DTEXOPCAPS_BLENDTEXTUREALPHA  |
1618                                 D3DTEXOPCAPS_BLENDFACTORALPHA   |
1619                                 D3DTEXOPCAPS_BLENDCURRENTALPHA  |
1620                                 D3DTEXOPCAPS_LERP;
1621     }
1622     if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1623         *pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH             |
1624                                 D3DTEXOPCAPS_MULTIPLYADD            |
1625                                 D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1626                                 D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1627                                 D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
1628     }
1629
1630 #if 0
1631     *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP;
1632                             /* FIXME: Add
1633                             D3DTEXOPCAPS_BUMPENVMAPLUMINANCE 
1634                             D3DTEXOPCAPS_PREMODULATE */
1635 #endif
1636
1637     *pCaps->MaxTextureBlendStages   = GL_LIMITS(textures);
1638     *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
1639     *pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
1640     *pCaps->MaxActiveLights         = GL_LIMITS(lights);
1641
1642
1643
1644 #if 0 /* TODO: Blends support in drawprim */
1645     *pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
1646 #else
1647     *pCaps->MaxVertexBlendMatrices      = 0;
1648 #endif
1649     *pCaps->MaxVertexBlendMatrixIndex   = 1;
1650
1651     *pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
1652     *pCaps->MaxPointSize    = GL_LIMITS(pointsize);
1653
1654
1655     *pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS |
1656                                    D3DVTXPCAPS_MATERIALSOURCE7   |
1657                                    D3DVTXPCAPS_POSITIONALLIGHTS  |
1658                                    D3DVTXPCAPS_LOCALVIEWER |
1659                                    D3DVTXPCAPS_TEXGEN;
1660                                   /* FIXME: Add 
1661                                      D3DVTXPCAPS_TWEENING */
1662
1663     *pCaps->MaxPrimitiveCount   = 0xFFFFFFFF;
1664     *pCaps->MaxVertexIndex      = 0xFFFFFFFF;
1665     *pCaps->MaxStreams          = MAX_STREAMS;
1666     *pCaps->MaxStreamStride     = 1024;
1667
1668     if (((wined3d_settings.vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (wined3d_settings.vs_mode == VS_SW) || (DeviceType == D3DDEVTYPE_REF)) {
1669       *pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
1670
1671       if (This->gl_info.gl_vendor == VENDOR_MESA ||
1672           This->gl_info.gl_vendor == VENDOR_WINE) {
1673         *pCaps->MaxVertexShaderConst = 95;
1674       } else {
1675         *pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
1676       }
1677     } else {
1678         *pCaps->VertexShaderVersion  = 0;
1679         *pCaps->MaxVertexShaderConst = 0;
1680     }
1681
1682     if ((wined3d_settings.ps_mode == PS_HW) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType != D3DDEVTYPE_REF)) {
1683         *pCaps->PixelShaderVersion    = D3DPS_VERSION(1,4);
1684         *pCaps->PixelShader1xMaxValue = 1.0;
1685     } else {
1686         *pCaps->PixelShaderVersion    = 0;
1687         *pCaps->PixelShader1xMaxValue = 0.0;
1688     }
1689     /* TODO: ARB_FRAGMENT_PROGRAM_100 */
1690
1691     /* ------------------------------------------------
1692        The following fields apply to d3d9 only
1693        ------------------------------------------------ */
1694     if (This->dxVersion > 8) {
1695         GLint max_buffers = 1;
1696         FIXME("Caps support for directx9 is nonexistent at the moment!\n");
1697         *pCaps->DevCaps2                          = 0;
1698         /* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES */
1699         *pCaps->MaxNpatchTessellationLevel        = 0;
1700         *pCaps->MasterAdapterOrdinal              = 0;
1701         *pCaps->AdapterOrdinalInGroup             = 0;
1702         *pCaps->NumberOfAdaptersInGroup           = 1;
1703         *pCaps->DeclTypes                         = 0;
1704 #if 0 /*FIXME: Simultaneous render targets*/
1705         GL_MAX_DRAW_BUFFERS_ATI 0x00008824
1706         if (GL_SUPPORT(GL_MAX_DRAW_BUFFERS_ATI)) {
1707             ENTER_GL();
1708             glEnable(GL_MAX_DRAW_BUFFERS_ATI);
1709             glGetIntegerv(GL_MAX_DRAW_BUFFERS_ATI, &max_buffers);
1710             glDisable(GL_MAX_DRAW_BUFFERS_ATI);
1711             LEAVE_GL();
1712         }
1713 #endif
1714         *pCaps->NumSimultaneousRTs                = max_buffers;
1715         *pCaps->StretchRectFilterCaps             = 0;
1716         /* TODO: add
1717            D3DPTFILTERCAPS_MINFPOINT
1718            D3DPTFILTERCAPS_MAGFPOINT
1719            D3DPTFILTERCAPS_MINFLINEAR
1720            D3DPTFILTERCAPS_MAGFLINEAR
1721         */
1722         *pCaps->VS20Caps.Caps                     = 0;
1723         *pCaps->PS20Caps.Caps                     = 0;
1724         *pCaps->VertexTextureFilterCaps           = 0;
1725         *pCaps->MaxVShaderInstructionsExecuted    = 0;
1726         *pCaps->MaxPShaderInstructionsExecuted    = 0;
1727         *pCaps->MaxVertexShader30InstructionSlots = 0;
1728         *pCaps->MaxPixelShader30InstructionSlots  = 0;
1729     }
1730
1731     return D3D_OK;
1732 }
1733
1734
1735 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
1736    and fields being inserted in the middle, a new structure is used in place    */
1737 HRESULT  WINAPI  IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
1738                                            DWORD BehaviourFlags, WINED3DPRESENT_PARAMETERS* pPresentationParameters,
1739                                            IWineD3DDevice** ppReturnedDeviceInterface, IUnknown *parent,
1740                                            D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1741
1742     IWineD3DDeviceImpl *object  = NULL;
1743     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
1744     IWineD3DSwapChainImpl *swapchain;
1745
1746     /* Validate the adapter number */
1747     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1748         return D3DERR_INVALIDCALL;
1749     }
1750
1751     /* Create a WineD3DDevice object */
1752     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
1753     *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
1754     TRACE("Created WineD3DDevice object @ %p\n", object);
1755     if (NULL == object) {
1756       return D3DERR_OUTOFVIDEOMEMORY;
1757     }
1758
1759     /* Set up initial COM information */
1760     object->lpVtbl  = &IWineD3DDevice_Vtbl;
1761     object->ref     = 1;
1762     object->wineD3D = iface;
1763     IWineD3D_AddRef(object->wineD3D);
1764     object->parent  = parent;
1765
1766     /* Set the state up as invalid until the device is fully created */
1767     object->state   = D3DERR_DRIVERINTERNALERROR;
1768
1769     TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
1770           hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
1771     TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
1772           *(pPresentationParameters->AutoDepthStencilFormat), debug_d3dformat(*(pPresentationParameters->AutoDepthStencilFormat)),
1773           *(pPresentationParameters->BackBufferFormat), debug_d3dformat(*(pPresentationParameters->BackBufferFormat)));
1774
1775     /* Save the creation parameters */
1776     object->createParms.AdapterOrdinal = Adapter;
1777     object->createParms.DeviceType     = DeviceType;
1778     object->createParms.hFocusWindow   = hFocusWindow;
1779     object->createParms.BehaviorFlags  = BehaviourFlags;
1780
1781     /* Initialize other useful values */
1782     object->adapterNo                    = Adapter;
1783     object->devType                      = DeviceType;
1784
1785     /* FIXME: Use for dx7 code eventually too! */
1786     /* Deliberately no indentation here, as this if will be removed when dx8 support merged in */
1787     if (This->dxVersion >= 8) {
1788         TRACE("(%p) : Creating stateblock\n", This);
1789         /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
1790         if (D3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
1791                                          WINED3DSBT_INIT,
1792                                         (IWineD3DStateBlock **)&object->stateBlock,
1793                                         NULL)  || NULL == object->stateBlock) {   /* Note: No parent needed for initial internal stateblock */
1794             WARN("Failed to create stateblock\n");
1795             goto create_device_error;
1796         }
1797         TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
1798         object->updateStateBlock = object->stateBlock;
1799         IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
1800         /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
1801
1802         /* Setup some defaults for creating the implicit swapchain */
1803         ENTER_GL();
1804         IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1805         LEAVE_GL();
1806
1807         /* Setup the implicit swapchain */
1808         TRACE("Creating implicit swapchain\n");
1809         if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) object->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
1810             WARN("Failed to create implicit swapchain\n");
1811             goto create_device_error;
1812         }
1813
1814         object->renderTarget = swapchain->backBuffer;
1815         IWineD3DSurface_AddRef(object->renderTarget);
1816         /* Depth Stencil support */
1817         object->stencilBufferTarget = object->depthStencilBuffer;
1818         if (NULL != object->stencilBufferTarget) {
1819             IWineD3DSurface_AddRef(object->stencilBufferTarget);
1820         }
1821
1822         /* Set up some starting GL setup */
1823         ENTER_GL();
1824         /*
1825         * Initialize openGL extension related variables
1826         *  with Default values
1827         */
1828
1829         This->isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, swapchain->display);
1830         /* Setup all the devices defaults */
1831         IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)object->stateBlock);
1832 #if 0
1833         IWineD3DImpl_CheckGraphicsMemory();
1834 #endif
1835         LEAVE_GL();
1836
1837         { /* Set a default viewport */
1838             D3DVIEWPORT9 vp;
1839             vp.X      = 0;
1840             vp.Y      = 0;
1841             vp.Width  = *(pPresentationParameters->BackBufferWidth);
1842             vp.Height = *(pPresentationParameters->BackBufferHeight);
1843             vp.MinZ   = 0.0f;
1844             vp.MaxZ   = 1.0f;
1845             IWineD3DDevice_SetViewport((IWineD3DDevice *)object, &vp);
1846         }
1847
1848
1849         /* Initialize the current view state */
1850         object->modelview_valid = 1;
1851         object->proj_valid = 0;
1852         object->view_ident = 1;
1853         object->last_was_rhw = 0;
1854         glGetIntegerv(GL_MAX_LIGHTS, &object->maxConcurrentLights);
1855         TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object);
1856
1857         /* Clear the screen */
1858         IWineD3DDevice_Clear((IWineD3DDevice *) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
1859
1860     } else { /* End of FIXME: remove when dx8 merged in */
1861
1862         FIXME("(%p) Incomplete stub for d3d8\n", This);
1863
1864     }
1865
1866     /* set the state of the device to valid */
1867     object->state = D3D_OK;
1868
1869     return D3D_OK;
1870 create_device_error:
1871
1872     /* Set the device state to error */
1873     object->state = D3DERR_DRIVERINTERNALERROR;
1874
1875     if (object->updateStateBlock != NULL) {
1876         IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
1877         object->updateStateBlock = NULL;
1878     }
1879     if (object->stateBlock != NULL) {
1880         IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
1881         object->stateBlock = NULL;
1882     }
1883     if (object->renderTarget != NULL) {
1884         IWineD3DSurface_Release(object->renderTarget);
1885         object->renderTarget = NULL;
1886     }
1887     if (object->stencilBufferTarget != NULL) {
1888         IWineD3DSurface_Release(object->stencilBufferTarget);
1889         object->stencilBufferTarget = NULL;
1890     }
1891     if (object->stencilBufferTarget != NULL) {
1892         IWineD3DSurface_Release(object->stencilBufferTarget);
1893         object->stencilBufferTarget = NULL;
1894     }
1895     if (swapchain != NULL) {
1896         IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1897         swapchain = NULL;
1898     }
1899     HeapFree(GetProcessHeap(), 0, object);
1900     *ppReturnedDeviceInterface = NULL;
1901     return D3DERR_INVALIDCALL;
1902
1903 }
1904
1905 HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
1906     IWineD3DImpl *This = (IWineD3DImpl *)iface;
1907     IUnknown_AddRef(This->parent);
1908     *pParent = This->parent;
1909     return D3D_OK;
1910 }
1911
1912 /**********************************************************
1913  * IWineD3D VTbl follows
1914  **********************************************************/
1915
1916 const IWineD3DVtbl IWineD3D_Vtbl =
1917 {
1918     /* IUnknown */
1919     IWineD3DImpl_QueryInterface,
1920     IWineD3DImpl_AddRef,
1921     IWineD3DImpl_Release,
1922     /* IWineD3D */
1923     IWineD3DImpl_GetParent,
1924     IWineD3DImpl_GetAdapterCount,
1925     IWineD3DImpl_RegisterSoftwareDevice,
1926     IWineD3DImpl_GetAdapterMonitor,
1927     IWineD3DImpl_GetAdapterModeCount,
1928     IWineD3DImpl_EnumAdapterModes,
1929     IWineD3DImpl_GetAdapterDisplayMode,
1930     IWineD3DImpl_GetAdapterIdentifier,
1931     IWineD3DImpl_CheckDeviceMultiSampleType,
1932     IWineD3DImpl_CheckDepthStencilMatch,
1933     IWineD3DImpl_CheckDeviceType,
1934     IWineD3DImpl_CheckDeviceFormat,
1935     IWineD3DImpl_CheckDeviceFormatConversion,
1936     IWineD3DImpl_GetDeviceCaps,
1937     IWineD3DImpl_CreateDevice
1938 };