wined3d: Add NVDB support.
[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_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
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())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
1002      * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1089     /* ATI cards */
1090     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1091     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1092     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1106     /* Intel cards */
1107     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1108     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1109     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1110     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1111     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128}
1114 };
1115
1116 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1117         enum wined3d_driver_model driver_model)
1118 {
1119     unsigned int i;
1120
1121     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1122     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1123     {
1124         const struct driver_version_information *entry = &driver_version_table[i];
1125
1126         if (entry->driver == driver && entry->driver_model == driver_model)
1127         {
1128             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1129                 entry->driver_name, entry->version, entry->subversion, entry->build);
1130
1131             return entry;
1132         }
1133     }
1134     return NULL;
1135 }
1136
1137 static void init_driver_info(struct wined3d_driver_info *driver_info,
1138         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1139 {
1140     OSVERSIONINFOW os_version;
1141     WORD driver_os_version;
1142     unsigned int i;
1143     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1144     enum wined3d_driver_model driver_model;
1145     const struct driver_version_information *version_info;
1146
1147     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1148     {
1149         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1150         vendor = wined3d_settings.pci_vendor_id;
1151     }
1152     driver_info->vendor = vendor;
1153
1154     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1155     {
1156         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1157         device = wined3d_settings.pci_device_id;
1158     }
1159     driver_info->device = device;
1160
1161     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1162      * overrides the pci ids to a card which is not in our database. */
1163     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1164
1165     memset(&os_version, 0, sizeof(os_version));
1166     os_version.dwOSVersionInfoSize = sizeof(os_version);
1167     if (!GetVersionExW(&os_version))
1168     {
1169         ERR("Failed to get OS version, reporting 2000/XP.\n");
1170         driver_os_version = 6;
1171         driver_model = DRIVER_MODEL_NT5X;
1172     }
1173     else
1174     {
1175         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1176         switch (os_version.dwMajorVersion)
1177         {
1178             case 4:
1179                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1180                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1181                  */
1182                 driver_os_version = 4;
1183                 driver_model = DRIVER_MODEL_WIN9X;
1184                 break;
1185
1186             case 5:
1187                 driver_os_version = 6;
1188                 driver_model = DRIVER_MODEL_NT5X;
1189                 break;
1190
1191             case 6:
1192                 if (os_version.dwMinorVersion == 0)
1193                 {
1194                     driver_os_version = 7;
1195                     driver_model = DRIVER_MODEL_NT6X;
1196                 }
1197                 else
1198                 {
1199                     if (os_version.dwMinorVersion > 1)
1200                     {
1201                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1202                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1203                     }
1204                     driver_os_version = 8;
1205                     driver_model = DRIVER_MODEL_NT6X;
1206                 }
1207                 break;
1208
1209             default:
1210                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1211                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1212                 driver_os_version = 6;
1213                 driver_model = DRIVER_MODEL_NT5X;
1214                 break;
1215         }
1216     }
1217
1218     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1219      * This means that unless the ids are overriden, we will always find a GPU description. */
1220     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1221     {
1222         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1223         {
1224             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1225
1226             driver_info->description = gpu_description_table[i].description;
1227             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1228             driver = gpu_description_table[i].driver;
1229             break;
1230         }
1231     }
1232
1233     if (wined3d_settings.emulated_textureram)
1234     {
1235         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1236         driver_info->vidmem = wined3d_settings.emulated_textureram;
1237     }
1238
1239     /* Try to obtain driver version information for the current Windows version. This fails in
1240      * some cases:
1241      * - the gpu is not available on the currently selected OS version:
1242      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1243      *     version information for the current Windows version is returned instead of faked info.
1244      *     We do the same and assume the default Windows version to emulate is WinXP.
1245      *
1246      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1247      *     For now return the XP driver info. Perhaps later on we should return VESA.
1248      *
1249      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1250      *   This could be an indication that our database is not up to date, so this should be fixed.
1251      */
1252     version_info = get_driver_version_info(driver, driver_model);
1253     if (version_info)
1254     {
1255         driver_info->name = version_info->driver_name;
1256         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1257         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1258     }
1259     else
1260     {
1261         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1262         if (version_info)
1263         {
1264             driver_info->name = version_info->driver_name;
1265             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1266             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1267         }
1268         else
1269         {
1270             driver_info->description = "Direct3D HAL";
1271             driver_info->name = "Display";
1272             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1273             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1274
1275             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1276                     vendor, device, driver_model);
1277         }
1278     }
1279
1280     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1281             driver_info->version_high, driver_info->version_low);
1282 }
1283
1284 /* Context activation is done by the caller. */
1285 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1286         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1287 {
1288     unsigned int i;
1289
1290     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1291     {
1292         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1293         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1294         quirk_table[i].apply(gl_info);
1295     }
1296
1297     /* Find out if PBOs work as they are supposed to. */
1298     test_pbo_functionality(gl_info);
1299 }
1300
1301 static DWORD wined3d_parse_gl_version(const char *gl_version)
1302 {
1303     const char *ptr = gl_version;
1304     int major, minor;
1305
1306     major = atoi(ptr);
1307     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1308
1309     while (isdigit(*ptr)) ++ptr;
1310     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1311
1312     minor = atoi(ptr);
1313
1314     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1315
1316     return MAKEDWORD_VERSION(major, minor);
1317 }
1318
1319 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1320 {
1321
1322     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1323      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1324      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1325      *
1326      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1327      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1328      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1329      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1330      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1331      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1332      * DirectDraw, not OpenGL. */
1333     if (gl_info->supported[APPLE_FENCE]
1334             && gl_info->supported[APPLE_CLIENT_STORAGE]
1335             && gl_info->supported[APPLE_FLUSH_RENDER]
1336             && gl_info->supported[APPLE_YCBCR_422])
1337         return GL_VENDOR_APPLE;
1338
1339     if (strstr(gl_vendor_string, "NVIDIA"))
1340         return GL_VENDOR_NVIDIA;
1341
1342     if (strstr(gl_vendor_string, "ATI"))
1343         return GL_VENDOR_FGLRX;
1344
1345     if (strstr(gl_vendor_string, "Intel(R)")
1346             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1347             || strstr(gl_renderer, "Intel")
1348             || strstr(gl_vendor_string, "Intel Inc."))
1349         return GL_VENDOR_INTEL;
1350
1351     if (strstr(gl_vendor_string, "Mesa")
1352             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1353             || strstr(gl_vendor_string, "DRI R300 Project")
1354             || strstr(gl_vendor_string, "X.Org R300 Project")
1355             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1356             || strstr(gl_vendor_string, "VMware, Inc.")
1357             || strstr(gl_renderer, "Mesa")
1358             || strstr(gl_renderer, "Gallium"))
1359         return GL_VENDOR_MESA;
1360
1361     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1362             debugstr_a(gl_vendor_string));
1363
1364     return GL_VENDOR_UNKNOWN;
1365 }
1366
1367 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1368 {
1369     if (strstr(gl_vendor_string, "NVIDIA"))
1370         return HW_VENDOR_NVIDIA;
1371
1372     if (strstr(gl_vendor_string, "ATI")
1373             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1374             || strstr(gl_vendor_string, "X.Org R300 Project")
1375             || strstr(gl_renderer, "R100")
1376             || strstr(gl_renderer, "R200")
1377             || strstr(gl_renderer, "R300")
1378             || strstr(gl_renderer, "R600")
1379             || strstr(gl_renderer, "R700"))
1380         return HW_VENDOR_ATI;
1381
1382     if (strstr(gl_vendor_string, "Intel(R)")
1383             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1384             || strstr(gl_renderer, "Intel")
1385             || strstr(gl_vendor_string, "Intel Inc."))
1386         return HW_VENDOR_INTEL;
1387
1388     if (strstr(gl_vendor_string, "Mesa")
1389             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1390             || strstr(gl_vendor_string, "VMware, Inc."))
1391         return HW_VENDOR_SOFTWARE;
1392
1393     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1394
1395     return HW_VENDOR_NVIDIA;
1396 }
1397
1398
1399
1400 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1401         const char *gl_renderer)
1402 {
1403     if (WINE_D3D10_CAPABLE(gl_info))
1404     {
1405         /* Geforce 400 - highend */
1406         if (strstr(gl_renderer, "GTX 480"))
1407         {
1408             return CARD_NVIDIA_GEFORCE_GTX480;
1409         }
1410
1411         /* Geforce 400 - midend high */
1412         if (strstr(gl_renderer, "GTX 470"))
1413         {
1414             return CARD_NVIDIA_GEFORCE_GTX470;
1415         }
1416
1417         /* Geforce 400 - midend */
1418         if (strstr(gl_renderer, "GTX 465"))
1419         {
1420             return CARD_NVIDIA_GEFORCE_GTX465;
1421         }
1422
1423         /* Geforce 400 - midend */
1424         if (strstr(gl_renderer, "GTX 460"))
1425         {
1426             return CARD_NVIDIA_GEFORCE_GTX460;
1427         }
1428
1429         /* Geforce 300 highend mobile */
1430         if (strstr(gl_renderer, "GTS 350M")
1431                 || strstr(gl_renderer, "GTS 360M"))
1432         {
1433             return CARD_NVIDIA_GEFORCE_GTS350M;
1434         }
1435
1436         /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1437         if (strstr(gl_renderer, "GT 325M")
1438                 || strstr(gl_renderer, "GT 330M"))
1439         {
1440             return CARD_NVIDIA_GEFORCE_GT325M;
1441         }
1442
1443         /* Geforce 200 - highend */
1444         if (strstr(gl_renderer, "GTX 280")
1445                 || strstr(gl_renderer, "GTX 285")
1446                 || strstr(gl_renderer, "GTX 295"))
1447         {
1448             return CARD_NVIDIA_GEFORCE_GTX280;
1449         }
1450
1451         /* Geforce 200 - midend high */
1452         if (strstr(gl_renderer, "GTX 275"))
1453         {
1454             return CARD_NVIDIA_GEFORCE_GTX275;
1455         }
1456
1457         /* Geforce 200 - midend */
1458         if (strstr(gl_renderer, "GTX 260"))
1459         {
1460             return CARD_NVIDIA_GEFORCE_GTX260;
1461         }
1462         /* Geforce 200 - midend */
1463         if (strstr(gl_renderer, "GT 240"))
1464         {
1465            return CARD_NVIDIA_GEFORCE_GT240;
1466         }
1467
1468         /* Geforce 200 lowend */
1469         if (strstr(gl_renderer, "GT 220"))
1470         {
1471            return CARD_NVIDIA_GEFORCE_GT220;
1472         }
1473         /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1474         if (strstr(gl_renderer, "Geforce 210")
1475                 || strstr(gl_renderer, "G 210")
1476                 || strstr(gl_renderer, "Geforce 305")
1477                 || strstr(gl_renderer, "Geforce 310"))
1478         {
1479            return CARD_NVIDIA_GEFORCE_210;
1480         }
1481
1482         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1483         if (strstr(gl_renderer, "9800")
1484                 || strstr(gl_renderer, "GTS 150")
1485                 || strstr(gl_renderer, "GTS 250"))
1486         {
1487             return CARD_NVIDIA_GEFORCE_9800GT;
1488         }
1489
1490         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1491         if (strstr(gl_renderer, "9600")
1492                 || strstr(gl_renderer, "GT 140"))
1493         {
1494             return CARD_NVIDIA_GEFORCE_9600GT;
1495         }
1496
1497         /* Geforce9 - midend low / Geforce 200 - low */
1498         if (strstr(gl_renderer, "9500")
1499                 || strstr(gl_renderer, "GT 120")
1500                 || strstr(gl_renderer, "GT 130"))
1501         {
1502             return CARD_NVIDIA_GEFORCE_9500GT;
1503         }
1504
1505         /* Geforce9 - lowend */
1506         if (strstr(gl_renderer, "9400"))
1507         {
1508             return CARD_NVIDIA_GEFORCE_9400GT;
1509         }
1510
1511         /* Geforce9 - lowend low */
1512         if (strstr(gl_renderer, "9100")
1513                 || strstr(gl_renderer, "9200")
1514                 || strstr(gl_renderer, "9300")
1515                 || strstr(gl_renderer, "G 100"))
1516         {
1517             return CARD_NVIDIA_GEFORCE_9200;
1518         }
1519
1520         /* Geforce8 - highend high*/
1521         if (strstr(gl_renderer, "8800 GTX"))
1522         {
1523             return CARD_NVIDIA_GEFORCE_8800GTX;
1524         }
1525
1526         /* Geforce8 - highend */
1527         if (strstr(gl_renderer, "8800"))
1528         {
1529             return CARD_NVIDIA_GEFORCE_8800GTS;
1530         }
1531
1532         /* Geforce8 - midend mobile */
1533         if (strstr(gl_renderer, "8600 M"))
1534         {
1535             return CARD_NVIDIA_GEFORCE_8600MGT;
1536         }
1537
1538         /* Geforce8 - midend */
1539         if (strstr(gl_renderer, "8600")
1540                 || strstr(gl_renderer, "8700"))
1541         {
1542             return CARD_NVIDIA_GEFORCE_8600GT;
1543         }
1544
1545         /* Geforce8 - mid-lowend */
1546         if (strstr(gl_renderer, "8400")
1547                 || strstr(gl_renderer, "8500"))
1548         {
1549             return CARD_NVIDIA_GEFORCE_8400GS;
1550         }
1551
1552         /* Geforce8 - lowend */
1553         if (strstr(gl_renderer, "8100")
1554                 || strstr(gl_renderer, "8200")
1555                 || strstr(gl_renderer, "8300"))
1556         {
1557             return CARD_NVIDIA_GEFORCE_8300GS;
1558         }
1559
1560         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1561         return CARD_NVIDIA_GEFORCE_8300GS;
1562     }
1563
1564     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1565      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1566      */
1567     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1568     {
1569         /* Geforce7 - highend */
1570         if (strstr(gl_renderer, "7800")
1571                 || strstr(gl_renderer, "7900")
1572                 || strstr(gl_renderer, "7950")
1573                 || strstr(gl_renderer, "Quadro FX 4")
1574                 || strstr(gl_renderer, "Quadro FX 5"))
1575         {
1576             return CARD_NVIDIA_GEFORCE_7800GT;
1577         }
1578
1579         /* Geforce7 midend */
1580         if (strstr(gl_renderer, "7600")
1581                 || strstr(gl_renderer, "7700"))
1582         {
1583             return CARD_NVIDIA_GEFORCE_7600;
1584         }
1585
1586         /* Geforce7 lower medium */
1587         if (strstr(gl_renderer, "7400"))
1588         {
1589             return CARD_NVIDIA_GEFORCE_7400;
1590         }
1591
1592         /* Geforce7 lowend */
1593         if (strstr(gl_renderer, "7300"))
1594         {
1595             return CARD_NVIDIA_GEFORCE_7300;
1596         }
1597
1598         /* Geforce6 highend */
1599         if (strstr(gl_renderer, "6800"))
1600         {
1601             return CARD_NVIDIA_GEFORCE_6800;
1602         }
1603
1604         /* Geforce6 - midend */
1605         if (strstr(gl_renderer, "6600")
1606                 || strstr(gl_renderer, "6610")
1607                 || strstr(gl_renderer, "6700"))
1608         {
1609             return CARD_NVIDIA_GEFORCE_6600GT;
1610         }
1611
1612         /* Geforce6/7 lowend */
1613         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1614     }
1615
1616     if (WINE_D3D9_CAPABLE(gl_info))
1617     {
1618         /* GeforceFX - highend */
1619         if (strstr(gl_renderer, "5800")
1620                 || strstr(gl_renderer, "5900")
1621                 || strstr(gl_renderer, "5950")
1622                 || strstr(gl_renderer, "Quadro FX"))
1623         {
1624             return CARD_NVIDIA_GEFORCEFX_5800;
1625         }
1626
1627         /* GeforceFX - midend */
1628         if (strstr(gl_renderer, "5600")
1629                 || strstr(gl_renderer, "5650")
1630                 || strstr(gl_renderer, "5700")
1631                 || strstr(gl_renderer, "5750"))
1632         {
1633             return CARD_NVIDIA_GEFORCEFX_5600;
1634         }
1635
1636         /* GeforceFX - lowend */
1637         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1638     }
1639
1640     if (WINE_D3D8_CAPABLE(gl_info))
1641     {
1642         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1643         {
1644             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1645         }
1646
1647         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1648     }
1649
1650     if (WINE_D3D7_CAPABLE(gl_info))
1651     {
1652         if (strstr(gl_renderer, "GeForce4 MX"))
1653         {
1654             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1655         }
1656
1657         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1658         {
1659             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1660         }
1661
1662         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1663         {
1664             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1665         }
1666
1667         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1668     }
1669
1670     if (strstr(gl_renderer, "TNT2"))
1671     {
1672         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1673     }
1674
1675     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1676 }
1677
1678 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1679         const char *gl_renderer)
1680 {
1681     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1682      *
1683      * Beware: renderer string do not match exact card model,
1684      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1685     if (WINE_D3D10_CAPABLE(gl_info))
1686     {
1687         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1688         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1689                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1690                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1691         {
1692             return CARD_ATI_RADEON_HD5800;
1693         }
1694
1695         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1696         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1697                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1698                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1699         {
1700             return CARD_ATI_RADEON_HD5700;
1701         }
1702
1703         /* Radeon R7xx HD4800 - highend */
1704         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1705                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1706                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1707                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1708                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1709         {
1710             return CARD_ATI_RADEON_HD4800;
1711         }
1712
1713         /* Radeon R740 HD4700 - midend */
1714         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1715                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1716         {
1717             return CARD_ATI_RADEON_HD4700;
1718         }
1719
1720         /* Radeon R730 HD4600 - midend */
1721         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1722                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1723                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1724         {
1725             return CARD_ATI_RADEON_HD4600;
1726         }
1727
1728         /* Radeon R710 HD4500/HD4350 - lowend */
1729         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1730                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1731         {
1732             return CARD_ATI_RADEON_HD4350;
1733         }
1734
1735         /* Radeon R6xx HD2900/HD3800 - highend */
1736         if (strstr(gl_renderer, "HD 2900")
1737                 || strstr(gl_renderer, "HD 3870")
1738                 || strstr(gl_renderer, "HD 3850"))
1739         {
1740             return CARD_ATI_RADEON_HD2900;
1741         }
1742
1743         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1744         if (strstr(gl_renderer, "HD 2600")
1745                 || strstr(gl_renderer, "HD 3830")
1746                 || strstr(gl_renderer, "HD 3690")
1747                 || strstr(gl_renderer, "HD 3650"))
1748         {
1749             return CARD_ATI_RADEON_HD2600;
1750         }
1751
1752         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1753          * Note HD2300=DX9, HD2350=DX10 */
1754         if (strstr(gl_renderer, "HD 2350")
1755                 || strstr(gl_renderer, "HD 2400")
1756                 || strstr(gl_renderer, "HD 3470")
1757                 || strstr(gl_renderer, "HD 3450")
1758                 || strstr(gl_renderer, "HD 3430")
1759                 || strstr(gl_renderer, "HD 3400"))
1760         {
1761             return CARD_ATI_RADEON_HD2350;
1762         }
1763
1764         /* Radeon R6xx/R7xx integrated */
1765         if (strstr(gl_renderer, "HD 3100")
1766                 || strstr(gl_renderer, "HD 3200")
1767                 || strstr(gl_renderer, "HD 3300"))
1768         {
1769             return CARD_ATI_RADEON_HD3200;
1770         }
1771
1772         /* Default for when no GPU has been found */
1773         return CARD_ATI_RADEON_HD3200;
1774     }
1775
1776     if (WINE_D3D8_CAPABLE(gl_info))
1777     {
1778         /* Radeon R5xx */
1779         if (strstr(gl_renderer, "X1600")
1780                 || strstr(gl_renderer, "X1650")
1781                 || strstr(gl_renderer, "X1800")
1782                 || strstr(gl_renderer, "X1900")
1783                 || strstr(gl_renderer, "X1950"))
1784         {
1785             return CARD_ATI_RADEON_X1600;
1786         }
1787
1788         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1789          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1790         if (strstr(gl_renderer, "X700")
1791                 || strstr(gl_renderer, "X800")
1792                 || strstr(gl_renderer, "X850")
1793                 || strstr(gl_renderer, "X1300")
1794                 || strstr(gl_renderer, "X1400")
1795                 || strstr(gl_renderer, "X1450")
1796                 || strstr(gl_renderer, "X1550")
1797                 || strstr(gl_renderer, "X2300")
1798                 || strstr(gl_renderer, "X2500")
1799                 || strstr(gl_renderer, "HD 2300")
1800                 )
1801         {
1802             return CARD_ATI_RADEON_X700;
1803         }
1804
1805         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1806         if (strstr(gl_renderer, "Radeon Xpress"))
1807         {
1808             return CARD_ATI_RADEON_XPRESS_200M;
1809         }
1810
1811         /* Radeon R3xx */
1812         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1813     }
1814
1815     if (WINE_D3D8_CAPABLE(gl_info))
1816     {
1817         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1818     }
1819
1820     if (WINE_D3D7_CAPABLE(gl_info))
1821     {
1822         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1823     }
1824
1825     return CARD_ATI_RAGE_128PRO;
1826 }
1827
1828 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1829         const char *gl_renderer)
1830 {
1831     if (strstr(gl_renderer, "X3100"))
1832     {
1833         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1834         return CARD_INTEL_X3100;
1835     }
1836
1837     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1838     {
1839         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1840         return CARD_INTEL_I945GM;
1841     }
1842
1843     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1844     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1845     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1846     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1847     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1848     return CARD_INTEL_I915G;
1849
1850 }
1851
1852 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1853         const char *gl_renderer)
1854 {
1855     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1856      *
1857      * Beware: renderer string do not match exact card model,
1858      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1859     if (strstr(gl_renderer, "Gallium"))
1860     {
1861         /* Radeon R7xx HD4800 - highend */
1862         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1863                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1864                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1865         {
1866             return CARD_ATI_RADEON_HD4800;
1867         }
1868
1869         /* Radeon R740 HD4700 - midend */
1870         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1871         {
1872             return CARD_ATI_RADEON_HD4700;
1873         }
1874
1875         /* Radeon R730 HD4600 - midend */
1876         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1877         {
1878             return CARD_ATI_RADEON_HD4600;
1879         }
1880
1881         /* Radeon R710 HD4500/HD4350 - lowend */
1882         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1883         {
1884             return CARD_ATI_RADEON_HD4350;
1885         }
1886
1887         /* Radeon R6xx HD2900/HD3800 - highend */
1888         if (strstr(gl_renderer, "R600")
1889                 || strstr(gl_renderer, "RV670")
1890                 || strstr(gl_renderer, "R680"))
1891         {
1892             return CARD_ATI_RADEON_HD2900;
1893         }
1894
1895         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1896         if (strstr(gl_renderer, "RV630")
1897                 || strstr(gl_renderer, "RV635"))
1898         {
1899             return CARD_ATI_RADEON_HD2600;
1900         }
1901
1902         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1903         if (strstr(gl_renderer, "RV610")
1904                 || strstr(gl_renderer, "RV620"))
1905         {
1906             return CARD_ATI_RADEON_HD2350;
1907         }
1908
1909         /* Radeon R6xx/R7xx integrated */
1910         if (strstr(gl_renderer, "RS780")
1911                 || strstr(gl_renderer, "RS880"))
1912         {
1913             return CARD_ATI_RADEON_HD3200;
1914         }
1915
1916         /* Radeon R5xx */
1917         if (strstr(gl_renderer, "RV530")
1918                 || strstr(gl_renderer, "RV535")
1919                 || strstr(gl_renderer, "RV560")
1920                 || strstr(gl_renderer, "R520")
1921                 || strstr(gl_renderer, "RV570")
1922                 || strstr(gl_renderer, "R580"))
1923         {
1924             return CARD_ATI_RADEON_X1600;
1925         }
1926
1927         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1928         if (strstr(gl_renderer, "R410")
1929                 || strstr(gl_renderer, "R420")
1930                 || strstr(gl_renderer, "R423")
1931                 || strstr(gl_renderer, "R430")
1932                 || strstr(gl_renderer, "R480")
1933                 || strstr(gl_renderer, "R481")
1934                 || strstr(gl_renderer, "RV410")
1935                 || strstr(gl_renderer, "RV515")
1936                 || strstr(gl_renderer, "RV516"))
1937         {
1938             return CARD_ATI_RADEON_X700;
1939         }
1940
1941         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1942         if (strstr(gl_renderer, "RS400")
1943                 || strstr(gl_renderer, "RS480")
1944                 || strstr(gl_renderer, "RS482")
1945                 || strstr(gl_renderer, "RS485")
1946                 || strstr(gl_renderer, "RS600")
1947                 || strstr(gl_renderer, "RS690")
1948                 || strstr(gl_renderer, "RS740"))
1949         {
1950             return CARD_ATI_RADEON_XPRESS_200M;
1951         }
1952
1953         /* Radeon R3xx */
1954         if (strstr(gl_renderer, "R300")
1955                 || strstr(gl_renderer, "RV350")
1956                 || strstr(gl_renderer, "RV351")
1957                 || strstr(gl_renderer, "RV360")
1958                 || strstr(gl_renderer, "RV370")
1959                 || strstr(gl_renderer, "R350")
1960                 || strstr(gl_renderer, "R360"))
1961         {
1962             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1963         }
1964     }
1965
1966     if (WINE_D3D9_CAPABLE(gl_info))
1967     {
1968         /* Radeon R7xx HD4800 - highend */
1969         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1970                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1971                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1972         {
1973             return CARD_ATI_RADEON_HD4800;
1974         }
1975
1976         /* Radeon R740 HD4700 - midend */
1977         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1978         {
1979             return CARD_ATI_RADEON_HD4700;
1980         }
1981
1982         /* Radeon R730 HD4600 - midend */
1983         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1984         {
1985             return CARD_ATI_RADEON_HD4600;
1986         }
1987
1988         /* Radeon R710 HD4500/HD4350 - lowend */
1989         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1990         {
1991             return CARD_ATI_RADEON_HD4350;
1992         }
1993
1994         /* Radeon R6xx HD2900/HD3800 - highend */
1995         if (strstr(gl_renderer, "(R600")
1996                 || strstr(gl_renderer, "(RV670")
1997                 || strstr(gl_renderer, "(R680"))
1998         {
1999             return CARD_ATI_RADEON_HD2900;
2000         }
2001
2002         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2003         if (strstr(gl_renderer, "(RV630")
2004                 || strstr(gl_renderer, "(RV635"))
2005         {
2006             return CARD_ATI_RADEON_HD2600;
2007         }
2008
2009         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2010         if (strstr(gl_renderer, "(RV610")
2011                 || strstr(gl_renderer, "(RV620"))
2012         {
2013             return CARD_ATI_RADEON_HD2350;
2014         }
2015
2016         /* Radeon R6xx/R7xx integrated */
2017         if (strstr(gl_renderer, "(RS780")
2018                 || strstr(gl_renderer, "(RS880"))
2019         {
2020             return CARD_ATI_RADEON_HD3200;
2021         }
2022     }
2023
2024     if (WINE_D3D8_CAPABLE(gl_info))
2025     {
2026         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2027     }
2028
2029     if (WINE_D3D7_CAPABLE(gl_info))
2030     {
2031         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2032     }
2033
2034     return CARD_ATI_RAGE_128PRO;
2035 }
2036
2037 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2038         const char *gl_renderer)
2039 {
2040     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2041     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2042     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2043     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2044     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2045     return CARD_NVIDIA_RIVA_128;
2046 }
2047
2048 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2049         const char *gl_renderer)
2050 {
2051     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2052     return CARD_INTEL_I915G;
2053 }
2054
2055
2056 struct vendor_card_selection
2057 {
2058     enum wined3d_gl_vendor gl_vendor;
2059     enum wined3d_pci_vendor card_vendor;
2060     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2061     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2062 };
2063
2064 static const struct vendor_card_selection vendor_card_select_table[] =
2065 {
2066     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2067     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2068     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
2069     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
2070     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
2071     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
2072     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2073     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa},
2074     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
2075 };
2076
2077
2078 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2079         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2080 {
2081     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2082      * different GPUs with roughly the same features. In most cases GPUs from a
2083      * certain family differ in clockspeeds, the amount of video memory and the
2084      * number of shader pipelines.
2085      *
2086      * A Direct3D device object contains the PCI id (vendor + device) of the
2087      * videocard which is used for rendering. Various applications use this
2088      * information to get a rough estimation of the features of the card and
2089      * some might use it for enabling 3d effects only on certain types of
2090      * videocards. In some cases games might even use it to work around bugs
2091      * which happen on certain videocards/driver combinations. The problem is
2092      * that OpenGL only exposes a rendering string containing the name of the
2093      * videocard and not the PCI id.
2094      *
2095      * Various games depend on the PCI id, so somehow we need to provide one.
2096      * A simple option is to parse the renderer string and translate this to
2097      * the right PCI id. This is a lot of work because there are more than 200
2098      * GPUs just for Nvidia. Various cards share the same renderer string, so
2099      * the amount of code might be 'small' but there are quite a number of
2100      * exceptions which would make this a pain to maintain. Another way would
2101      * be to query the PCI id from the operating system (assuming this is the
2102      * videocard which is used for rendering which is not always the case).
2103      * This would work but it is not very portable. Second it would not work
2104      * well in, let's say, a remote X situation in which the amount of 3d
2105      * features which can be used is limited.
2106      *
2107      * As said most games only use the PCI id to get an indication of the
2108      * capabilities of the card. It doesn't really matter if the given id is
2109      * the correct one if we return the id of a card with similar 3d features.
2110      *
2111      * The code below checks the OpenGL capabilities of a videocard and matches
2112      * that to a certain level of Direct3D functionality. Once a card passes
2113      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2114      * least a GeforceFX. To give a better estimate we do a basic check on the
2115      * renderer string but if that won't pass we return a default card. This
2116      * way is better than maintaining a full card database as even without a
2117      * full database we can return a card with similar features. Second the
2118      * size of the database can be made quite small because when you know what
2119      * type of 3d functionality a card has, you know to which GPU family the
2120      * GPU must belong. Because of this you only have to check a small part of
2121      * the renderer string to distinguishes between different models from that
2122      * family.
2123      *
2124      * The code also selects a default amount of video memory which we will
2125      * use for an estimation of the amount of free texture memory. In case of
2126      * real D3D the amount of texture memory includes video memory and system
2127      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2128      * HyperMemory). We don't know how much system memory can be addressed by
2129      * the system but we can make a reasonable estimation about the amount of
2130      * video memory. If the value is slightly wrong it doesn't matter as we
2131      * didn't include AGP-like memory which makes the amount of addressable
2132      * memory higher and second OpenGL isn't that critical it moves to system
2133      * memory behind our backs if really needed. Note that the amount of video
2134      * memory can be overruled using a registry setting. */
2135
2136     int i;
2137
2138     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2139     {
2140         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2141             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2142                 continue;
2143         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2144         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2145     }
2146
2147     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2148                      *gl_vendor, *card_vendor);
2149
2150     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2151      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2152      * them a good generic choice. */
2153     *card_vendor = HW_VENDOR_NVIDIA;
2154     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2155     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2156     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2157     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2158     return CARD_NVIDIA_RIVA_128;
2159 }
2160
2161 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2162 {
2163     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2164     int vs_selected_mode, ps_selected_mode;
2165
2166     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2167     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2168             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2169     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2170     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2171             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2172     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2173     else return &ffp_fragment_pipeline;
2174 }
2175
2176 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2177 {
2178     int vs_selected_mode, ps_selected_mode;
2179
2180     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2181     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2182     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2183     return &none_shader_backend;
2184 }
2185
2186 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2187 {
2188     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2189     int vs_selected_mode, ps_selected_mode;
2190
2191     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2192     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2193             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2194     else return &ffp_blit;
2195 }
2196
2197 /* Context activation is done by the caller. */
2198 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2199 {
2200     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2201     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2202     const char *GL_Extensions    = NULL;
2203     const char *WGL_Extensions   = NULL;
2204     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2205     struct fragment_caps fragment_caps;
2206     enum wined3d_gl_vendor gl_vendor;
2207     enum wined3d_pci_vendor card_vendor;
2208     enum wined3d_pci_device device;
2209     GLint       gl_max;
2210     GLfloat     gl_floatv[2];
2211     unsigned    i;
2212     HDC         hdc;
2213     DWORD gl_version;
2214     size_t len;
2215
2216     TRACE_(d3d_caps)("(%p)\n", gl_info);
2217
2218     ENTER_GL();
2219
2220     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2221     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2222     if (!gl_renderer_str)
2223     {
2224         LEAVE_GL();
2225         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2226         return FALSE;
2227     }
2228
2229     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2230     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2231     if (!gl_vendor_str)
2232     {
2233         LEAVE_GL();
2234         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2235         return FALSE;
2236     }
2237
2238     /* Parse the GL_VERSION field into major and minor information */
2239     gl_version_str = (const char *)glGetString(GL_VERSION);
2240     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2241     if (!gl_version_str)
2242     {
2243         LEAVE_GL();
2244         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2245         return FALSE;
2246     }
2247     gl_version = wined3d_parse_gl_version(gl_version_str);
2248
2249     /*
2250      * Initialize openGL extension related variables
2251      *  with Default values
2252      */
2253     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2254     gl_info->limits.blends = 1;
2255     gl_info->limits.buffers = 1;
2256     gl_info->limits.textures = 1;
2257     gl_info->limits.fragment_samplers = 1;
2258     gl_info->limits.vertex_samplers = 0;
2259     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2260     gl_info->limits.sampler_stages = 1;
2261     gl_info->limits.glsl_vs_float_constants = 0;
2262     gl_info->limits.glsl_ps_float_constants = 0;
2263     gl_info->limits.arb_vs_float_constants = 0;
2264     gl_info->limits.arb_vs_native_constants = 0;
2265     gl_info->limits.arb_vs_instructions = 0;
2266     gl_info->limits.arb_vs_temps = 0;
2267     gl_info->limits.arb_ps_float_constants = 0;
2268     gl_info->limits.arb_ps_local_constants = 0;
2269     gl_info->limits.arb_ps_instructions = 0;
2270     gl_info->limits.arb_ps_temps = 0;
2271
2272     /* Retrieve opengl defaults */
2273     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2274     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2275     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2276
2277     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2278     gl_info->limits.lights = gl_max;
2279     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2280
2281     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2282     gl_info->limits.texture_size = gl_max;
2283     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2284
2285     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2286     gl_info->limits.pointsize_min = gl_floatv[0];
2287     gl_info->limits.pointsize_max = gl_floatv[1];
2288     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2289
2290     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2291     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2292     if (!GL_Extensions)
2293     {
2294         LEAVE_GL();
2295         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2296         return FALSE;
2297     }
2298
2299     LEAVE_GL();
2300
2301     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2302
2303     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2304
2305     while (*GL_Extensions)
2306     {
2307         const char *start;
2308
2309         while (isspace(*GL_Extensions)) ++GL_Extensions;
2310         start = GL_Extensions;
2311         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2312
2313         len = GL_Extensions - start;
2314         if (!len) continue;
2315
2316         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2317
2318         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2319         {
2320             if (len == strlen(EXTENSION_MAP[i].extension_string)
2321                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2322             {
2323                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2324                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2325                 break;
2326             }
2327         }
2328     }
2329
2330     /* Now work out what GL support this card really has */
2331 #define USE_GL_FUNC(type, pfn, ext, replace) \
2332 { \
2333     DWORD ver = ver_for_ext(ext); \
2334     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2335     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2336     else gl_info->pfn = NULL; \
2337 }
2338     GL_EXT_FUNCS_GEN;
2339 #undef USE_GL_FUNC
2340
2341 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2342     WGL_EXT_FUNCS_GEN;
2343 #undef USE_GL_FUNC
2344
2345     ENTER_GL();
2346
2347     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2348      * loading the functions, otherwise the code above will load the extension entry points instead of the
2349      * core functions, which may not work. */
2350     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2351     {
2352         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2353                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2354         {
2355             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2356             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2357         }
2358     }
2359
2360     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2361
2362     if (gl_info->supported[APPLE_FENCE])
2363     {
2364         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2365          * The apple extension interacts with some other apple exts. Disable the NV
2366          * extension if the apple one is support to prevent confusion in other parts
2367          * of the code. */
2368         gl_info->supported[NV_FENCE] = FALSE;
2369     }
2370     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2371     {
2372         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2373          *
2374          * The enums are the same:
2375          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2376          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2377          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2378          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2379          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2380          */
2381         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2382         {
2383             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2384             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2385         }
2386         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2387         {
2388             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2389             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2390         }
2391     }
2392     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2393     {
2394         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2395          * functionality. Prefer the ARB extension */
2396         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2397     }
2398     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2399     {
2400         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2401         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2402     }
2403     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2404     {
2405         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2406         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2407     }
2408     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2409     {
2410         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2411         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2412     }
2413     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2414     {
2415         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2416         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2417     }
2418     if (gl_info->supported[NV_TEXTURE_SHADER2])
2419     {
2420         if (gl_info->supported[NV_REGISTER_COMBINERS])
2421         {
2422             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2423              * are supported. The nv extensions provide the same functionality as the
2424              * ATI one, and a bit more(signed pixelformats). */
2425             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2426         }
2427     }
2428
2429     if (gl_info->supported[NV_REGISTER_COMBINERS])
2430     {
2431         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2432         gl_info->limits.general_combiners = gl_max;
2433         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2434     }
2435     if (gl_info->supported[ARB_DRAW_BUFFERS])
2436     {
2437         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2438         gl_info->limits.buffers = gl_max;
2439         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2440     }
2441     if (gl_info->supported[ARB_MULTITEXTURE])
2442     {
2443         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2444         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2445         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2446
2447         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2448         {
2449             GLint tmp;
2450             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2451             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2452         }
2453         else
2454         {
2455             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2456         }
2457         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2458
2459         if (gl_info->supported[ARB_VERTEX_SHADER])
2460         {
2461             GLint tmp;
2462             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2463             gl_info->limits.vertex_samplers = tmp;
2464             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2465             gl_info->limits.combined_samplers = tmp;
2466
2467             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2468              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2469              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2470              * shader is used with fixed function vertex processing we're fine too because fixed function
2471              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2472              * used we have to make sure that all vertex sampler setups are valid together with all
2473              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2474              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2475              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2476              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2477              * a fixed function pipeline anymore.
2478              *
2479              * So this is just a check to check that our assumption holds true. If not, write a warning
2480              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2481             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2482                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2483             {
2484                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2485                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2486                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2487                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2488                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2489                 else
2490                     gl_info->limits.vertex_samplers = 0;
2491             }
2492         }
2493         else
2494         {
2495             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2496         }
2497         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2498         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2499     }
2500     if (gl_info->supported[ARB_VERTEX_BLEND])
2501     {
2502         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2503         gl_info->limits.blends = gl_max;
2504         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2505     }
2506     if (gl_info->supported[EXT_TEXTURE3D])
2507     {
2508         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2509         gl_info->limits.texture3d_size = gl_max;
2510         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2511     }
2512     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2513     {
2514         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2515         gl_info->limits.anisotropy = gl_max;
2516         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2517     }
2518     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2519     {
2520         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2521         gl_info->limits.arb_ps_float_constants = gl_max;
2522         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2523         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2524         gl_info->limits.arb_ps_native_constants = gl_max;
2525         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2526                 gl_info->limits.arb_ps_native_constants);
2527         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2528         gl_info->limits.arb_ps_temps = gl_max;
2529         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2530         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2531         gl_info->limits.arb_ps_instructions = gl_max;
2532         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2533         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2534         gl_info->limits.arb_ps_local_constants = gl_max;
2535         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2536     }
2537     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2538     {
2539         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2540         gl_info->limits.arb_vs_float_constants = gl_max;
2541         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2542         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2543         gl_info->limits.arb_vs_native_constants = gl_max;
2544         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2545                 gl_info->limits.arb_vs_native_constants);
2546         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2547         gl_info->limits.arb_vs_temps = gl_max;
2548         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2549         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2550         gl_info->limits.arb_vs_instructions = gl_max;
2551         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2552
2553         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2554     }
2555     if (gl_info->supported[ARB_VERTEX_SHADER])
2556     {
2557         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2558         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2559         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2560     }
2561     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2562     {
2563         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2564         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2565         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2566         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2567         gl_info->limits.glsl_varyings = gl_max;
2568         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2569     }
2570     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2571     {
2572         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2573         unsigned int major, minor;
2574
2575         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2576
2577         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2578         sscanf(str, "%u.%u", &major, &minor);
2579         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2580     }
2581     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2582     {
2583         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2584     }
2585     else
2586     {
2587         gl_info->limits.shininess = 128.0f;
2588     }
2589     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2590     {
2591         /* If we have full NP2 texture support, disable
2592          * GL_ARB_texture_rectangle because we will never use it.
2593          * This saves a few redundant glDisable calls. */
2594         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2595     }
2596     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2597     {
2598         /* Disable NV_register_combiners and fragment shader if this is supported.
2599          * generally the NV extensions are preferred over the ATI ones, and this
2600          * extension is disabled if register_combiners and texture_shader2 are both
2601          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2602          * fragment processing support. */
2603         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2604         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2605         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2606         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2607     }
2608     if (gl_info->supported[NV_HALF_FLOAT])
2609     {
2610         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2611         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2612     }
2613     if (gl_info->supported[ARB_POINT_SPRITE])
2614     {
2615         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2616     }
2617     else
2618     {
2619         gl_info->limits.point_sprite_units = 0;
2620     }
2621     checkGLcall("extension detection");
2622
2623     LEAVE_GL();
2624
2625     adapter->fragment_pipe = select_fragment_implementation(adapter);
2626     adapter->shader_backend = select_shader_backend(adapter);
2627     adapter->blitter = select_blit_implementation(adapter);
2628
2629     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2630     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2631     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2632
2633     /* In some cases the number of texture stages can be larger than the number
2634      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2635      * shaders), but 8 texture stages (register combiners). */
2636     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2637
2638     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2639     {
2640         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2641         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2642         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2643         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2644         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2645         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2646         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2647         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2648         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2649         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2650         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2651         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2652         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2653         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2654         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2655         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2656         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2657         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2658         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2659     }
2660     else
2661     {
2662         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2663         {
2664             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2665             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2666             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2667             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2668             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2669             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2670             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2671             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2672             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2673             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2674             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2675             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2676             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2677             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2678             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2679             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2680             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2681         }
2682         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2683         {
2684             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2685             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2686         }
2687         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2688         {
2689             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2690         }
2691         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2692         {
2693             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2694         }
2695     }
2696
2697     /* MRTs are currently only supported when FBOs are used. */
2698     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2699     {
2700         gl_info->limits.buffers = 1;
2701     }
2702
2703     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2704     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2705     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2706
2707     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2708     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2709
2710     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2711     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2712             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2713     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2714     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2715             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2716     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2717             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2718
2719     /* Make sure there's an active HDC else the WGL extensions will fail */
2720     hdc = pwglGetCurrentDC();
2721     if (hdc) {
2722         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2723         if(GL_EXTCALL(wglGetExtensionsStringARB))
2724             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2725
2726         if (!WGL_Extensions)
2727         {
2728             ERR("   WGL_Extensions returns NULL\n");
2729         }
2730         else
2731         {
2732             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2733             while (*WGL_Extensions)
2734             {
2735                 const char *Start;
2736                 char ThisExtn[256];
2737
2738                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2739                 Start = WGL_Extensions;
2740                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2741
2742                 len = WGL_Extensions - Start;
2743                 if (!len || len >= sizeof(ThisExtn))
2744                     continue;
2745
2746                 memcpy(ThisExtn, Start, len);
2747                 ThisExtn[len] = '\0';
2748                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2749
2750                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2751                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2752                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2753                 }
2754                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2755                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2756                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2757                 }
2758             }
2759         }
2760     }
2761
2762     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2763     init_driver_info(driver_info, card_vendor, device);
2764     add_gl_compat_wrappers(gl_info);
2765
2766     return TRUE;
2767 }
2768
2769 /**********************************************************
2770  * IWineD3D implementation follows
2771  **********************************************************/
2772
2773 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2774     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2775
2776     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2777
2778     return This->adapter_count;
2779 }
2780
2781 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2782 {
2783     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2784
2785     return WINED3D_OK;
2786 }
2787
2788 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2789     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2790
2791     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2792
2793     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2794         return NULL;
2795     }
2796
2797     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2798 }
2799
2800 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2801      of the same bpp but different resolutions                                  */
2802
2803 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2804 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2805 {
2806     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2807
2808     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2809
2810     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2811         return 0;
2812     }
2813
2814     /* TODO: Store modes per adapter and read it from the adapter structure */
2815     if (Adapter == 0)
2816     {
2817         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2818         UINT format_bits = format->byte_count * CHAR_BIT;
2819         unsigned int i = 0;
2820         unsigned int j = 0;
2821         DEVMODEW mode;
2822
2823         memset(&mode, 0, sizeof(mode));
2824         mode.dmSize = sizeof(mode);
2825
2826         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2827         {
2828             ++j;
2829
2830             if (format_id == WINED3DFMT_UNKNOWN)
2831             {
2832                 /* This is for D3D8, do not enumerate P8 here */
2833                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2834             }
2835             else if (mode.dmBitsPerPel == format_bits)
2836             {
2837                 ++i;
2838             }
2839         }
2840
2841         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2842         return i;
2843     } else {
2844         FIXME_(d3d_caps)("Adapter not primary display\n");
2845     }
2846     return 0;
2847 }
2848
2849 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2850 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2851         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2852 {
2853     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2854
2855     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2856             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2857
2858     /* Validate the parameters as much as possible */
2859     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2860             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2861     {
2862         return WINED3DERR_INVALIDCALL;
2863     }
2864
2865     /* TODO: Store modes per adapter and read it from the adapter structure */
2866     if (Adapter == 0)
2867     {
2868         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2869         UINT format_bits = format->byte_count * CHAR_BIT;
2870         DEVMODEW DevModeW;
2871         int ModeIdx = 0;
2872         UINT i = 0;
2873         int j = 0;
2874
2875         ZeroMemory(&DevModeW, sizeof(DevModeW));
2876         DevModeW.dmSize = sizeof(DevModeW);
2877
2878         /* If we are filtering to a specific format (D3D9), then need to skip
2879            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2880            just count through the ones with valid bit depths */
2881         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2882         {
2883             if (format_id == WINED3DFMT_UNKNOWN)
2884             {
2885                 /* This is for D3D8, do not enumerate P8 here */
2886                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2887             }
2888             else if (DevModeW.dmBitsPerPel == format_bits)
2889             {
2890                 ++i;
2891             }
2892         }
2893
2894         if (!i)
2895         {
2896             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2897             return WINED3DERR_INVALIDCALL;
2898         }
2899         ModeIdx = j - 1;
2900
2901         /* Now get the display mode via the calculated index */
2902         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2903             pMode->Width        = DevModeW.dmPelsWidth;
2904             pMode->Height       = DevModeW.dmPelsHeight;
2905             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2906             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2907                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2908
2909             if (format_id == WINED3DFMT_UNKNOWN)
2910                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2911             else
2912                 pMode->Format = format_id;
2913         }
2914         else
2915         {
2916             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2917             return WINED3DERR_INVALIDCALL;
2918         }
2919
2920         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2921                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2922                 DevModeW.dmBitsPerPel);
2923
2924     }
2925     else
2926     {
2927         FIXME_(d3d_caps)("Adapter not primary display\n");
2928     }
2929
2930     return WINED3D_OK;
2931 }
2932
2933 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2934 {
2935     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2936
2937     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2938         return WINED3DERR_INVALIDCALL;
2939
2940     if (Adapter == 0) { /* Display */
2941         int bpp = 0;
2942         DEVMODEW DevModeW;
2943
2944         ZeroMemory(&DevModeW, sizeof(DevModeW));
2945         DevModeW.dmSize = sizeof(DevModeW);
2946
2947         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2948         pMode->Width        = DevModeW.dmPelsWidth;
2949         pMode->Height       = DevModeW.dmPelsHeight;
2950         bpp                 = DevModeW.dmBitsPerPel;
2951         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2952         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2953         {
2954             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2955         }
2956
2957         pMode->Format = pixelformat_for_depth(bpp);
2958     } else {
2959         FIXME_(d3d_caps)("Adapter not primary display\n");
2960     }
2961
2962     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2963           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2964     return WINED3D_OK;
2965 }
2966
2967 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2968    and fields being inserted in the middle, a new structure is used in place    */
2969 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2970                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2971     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2972     struct wined3d_adapter *adapter;
2973     size_t len;
2974
2975     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2976
2977     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2978         return WINED3DERR_INVALIDCALL;
2979     }
2980
2981     adapter = &This->adapters[Adapter];
2982
2983     /* Return the information requested */
2984     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2985
2986     if (pIdentifier->driver_size)
2987     {
2988         const char *name = adapter->driver_info.name;
2989         len = min(strlen(name), pIdentifier->driver_size - 1);
2990         memcpy(pIdentifier->driver, name, len);
2991         pIdentifier->driver[len] = '\0';
2992     }
2993
2994     if (pIdentifier->description_size)
2995     {
2996         const char *description = adapter->driver_info.description;
2997         len = min(strlen(description), pIdentifier->description_size - 1);
2998         memcpy(pIdentifier->description, description, len);
2999         pIdentifier->description[len] = '\0';
3000     }
3001
3002     /* Note that d3d8 doesn't supply a device name. */
3003     if (pIdentifier->device_name_size)
3004     {
3005         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3006
3007         len = strlen(device_name);
3008         if (len >= pIdentifier->device_name_size)
3009         {
3010             ERR("Device name size too small.\n");
3011             return WINED3DERR_INVALIDCALL;
3012         }
3013
3014         memcpy(pIdentifier->device_name, device_name, len);
3015         pIdentifier->device_name[len] = '\0';
3016     }
3017
3018     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3019     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3020     pIdentifier->vendor_id = adapter->driver_info.vendor;
3021     pIdentifier->device_id = adapter->driver_info.device;
3022     pIdentifier->subsystem_id = 0;
3023     pIdentifier->revision = 0;
3024     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3025     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3026     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3027     pIdentifier->video_memory = adapter->TextureRam;
3028
3029     return WINED3D_OK;
3030 }
3031
3032 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3033         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3034 {
3035     short redSize, greenSize, blueSize, alphaSize, colorBits;
3036
3037     if(!cfg)
3038         return FALSE;
3039
3040     /* Float formats need FBOs. If FBOs are used this function isn't called */
3041     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3042
3043     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3044         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3045         {
3046             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3047             return FALSE;
3048         }
3049
3050         if(cfg->redSize < redSize)
3051             return FALSE;
3052
3053         if(cfg->greenSize < greenSize)
3054             return FALSE;
3055
3056         if(cfg->blueSize < blueSize)
3057             return FALSE;
3058
3059         if(cfg->alphaSize < alphaSize)
3060             return FALSE;
3061
3062         return TRUE;
3063     }
3064
3065     /* Probably a RGBA_float or color index mode */
3066     return FALSE;
3067 }
3068
3069 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3070         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3071 {
3072     short depthSize, stencilSize;
3073     BOOL lockable = FALSE;
3074
3075     if(!cfg)
3076         return FALSE;
3077
3078     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3079     {
3080         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3081         return FALSE;
3082     }
3083
3084     /* Float formats need FBOs. If FBOs are used this function isn't called */
3085     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3086
3087     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3088         lockable = TRUE;
3089
3090     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3091      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3092      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3093     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3094         return FALSE;
3095
3096     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3097      * allow more stencil bits than requested. */
3098     if(cfg->stencilSize < stencilSize)
3099         return FALSE;
3100
3101     return TRUE;
3102 }
3103
3104 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3105         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3106         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3107 {
3108     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3109     int nCfgs;
3110     const WineD3D_PixelFormat *cfgs;
3111     const struct wined3d_adapter *adapter;
3112     const struct wined3d_format *rt_format;
3113     const struct wined3d_format *ds_format;
3114     int it;
3115
3116     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3117            This, Adapter,
3118            DeviceType, debug_d3ddevicetype(DeviceType),
3119            AdapterFormat, debug_d3dformat(AdapterFormat),
3120            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3121            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3122
3123     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3124         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3125         return WINED3DERR_INVALIDCALL;
3126     }
3127
3128     adapter = &This->adapters[Adapter];
3129     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3130     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3131     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3132     {
3133         if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3134                 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3135         {
3136             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3137             return WINED3D_OK;
3138         }
3139     }
3140     else
3141     {
3142         cfgs = adapter->cfgs;
3143         nCfgs = adapter->nCfgs;
3144         for (it = 0; it < nCfgs; ++it)
3145         {
3146             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3147             {
3148                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3149                 {
3150                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3151                     return WINED3D_OK;
3152                 }
3153             }
3154         }
3155     }
3156     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3157
3158     return WINED3DERR_NOTAVAILABLE;
3159 }
3160
3161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3162         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3163         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3164 {
3165     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3166     const struct wined3d_adapter *adapter;
3167     const struct wined3d_format *format;
3168
3169     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3170           This,
3171           Adapter,
3172           DeviceType, debug_d3ddevicetype(DeviceType),
3173           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3174           Windowed,
3175           MultiSampleType,
3176           pQualityLevels);
3177
3178     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3179         return WINED3DERR_INVALIDCALL;
3180     }
3181
3182     /* TODO: handle Windowed, add more quality levels */
3183
3184     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3185         if(pQualityLevels) *pQualityLevels = 1;
3186         return WINED3D_OK;
3187     }
3188
3189     /* By default multisampling is disabled right now as it causes issues
3190      * on some Nvidia driver versions and it doesn't work well in combination
3191      * with FBOs yet. */
3192     if(!wined3d_settings.allow_multisampling)
3193         return WINED3DERR_NOTAVAILABLE;
3194
3195     adapter = &This->adapters[Adapter];
3196     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3197     if (!format) return WINED3DERR_INVALIDCALL;
3198
3199     if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3200     {
3201         int i, nCfgs;
3202         const WineD3D_PixelFormat *cfgs;
3203
3204         cfgs = adapter->cfgs;
3205         nCfgs = adapter->nCfgs;
3206         for(i=0; i<nCfgs; i++) {
3207             if(cfgs[i].numSamples != MultiSampleType)
3208                 continue;
3209
3210             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3211                 continue;
3212
3213             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3214
3215             if(pQualityLevels)
3216                 *pQualityLevels = 1; /* Guess at a value! */
3217             return WINED3D_OK;
3218         }
3219     }
3220     else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3221     {
3222         short redSize, greenSize, blueSize, alphaSize, colorBits;
3223         int i, nCfgs;
3224         const WineD3D_PixelFormat *cfgs;
3225
3226         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3227         {
3228             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3229             return WINED3DERR_NOTAVAILABLE;
3230         }
3231
3232         cfgs = adapter->cfgs;
3233         nCfgs = adapter->nCfgs;
3234         for(i=0; i<nCfgs; i++) {
3235             if(cfgs[i].numSamples != MultiSampleType)
3236                 continue;
3237             if(cfgs[i].redSize != redSize)
3238                 continue;
3239             if(cfgs[i].greenSize != greenSize)
3240                 continue;
3241             if(cfgs[i].blueSize != blueSize)
3242                 continue;
3243             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3244             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3245                 continue;
3246             if (cfgs[i].colorSize != (format->byte_count << 3))
3247                 continue;
3248
3249             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3250
3251             if(pQualityLevels)
3252                 *pQualityLevels = 1; /* Guess at a value! */
3253             return WINED3D_OK;
3254         }
3255     }
3256     return WINED3DERR_NOTAVAILABLE;
3257 }
3258
3259 /* Check if we support bumpmapping for a format */
3260 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3261 {
3262     /* Ask the fixed function pipeline implementation if it can deal
3263      * with the conversion. If we've got a GL extension giving native
3264      * support this will be an identity conversion. */
3265     return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3266             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3267 }
3268
3269 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3270 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3271         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3272 {
3273     int it=0;
3274
3275     /* Only allow depth/stencil formats */
3276     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3277
3278     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3279     {
3280         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3281         if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3282     }
3283     else
3284     {
3285         /* Walk through all WGL pixel formats to find a match */
3286         for (it = 0; it < adapter->nCfgs; ++it)
3287         {
3288             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3289             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3290             {
3291                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3292                 {
3293                     return TRUE;
3294                 }
3295             }
3296         }
3297     }
3298
3299     return FALSE;
3300 }
3301
3302 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3303 {
3304     /* The flags entry of a format contains the filtering capability */
3305     if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3306
3307     return FALSE;
3308 }
3309
3310 /* Check the render target capabilities of a format */
3311 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3312         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3313 {
3314     /* Filter out non-RT formats */
3315     if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3316     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3317     {
3318         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3319         int it;
3320         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3321         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3322
3323         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3324         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3325
3326         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3327          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3328         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3329             TRACE_(d3d_caps)("[FAILED]\n");
3330             return FALSE;
3331         }
3332
3333         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3334          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3335         for (it = 0; it < adapter->nCfgs; ++it)
3336         {
3337             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3338                     &cfgs[it], check_format))
3339             {
3340                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3341                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3342                 return TRUE;
3343             }
3344         }
3345     }
3346     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3347     {
3348         /* For now return TRUE for FBOs until we have some proper checks.
3349          * Note that this function will only be called when the format is around for texturing. */
3350         return TRUE;
3351     }
3352     return FALSE;
3353 }
3354
3355 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3356 {
3357     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3358 }
3359
3360 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3361 {
3362     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3363      * doing the color fixup in shaders.
3364      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3365     if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3366     {
3367         int vs_selected_mode;
3368         int ps_selected_mode;
3369         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3370
3371         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3372             TRACE_(d3d_caps)("[OK]\n");
3373             return TRUE;
3374         }
3375     }
3376
3377     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3378     return FALSE;
3379 }
3380
3381 /* Check if a format support blending in combination with pixel shaders */
3382 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3383         const struct wined3d_format *format)
3384 {
3385     /* The flags entry of a format contains the post pixel shader blending capability */
3386     if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3387
3388     return FALSE;
3389 }
3390
3391 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3392 {
3393     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3394      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3395      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3396      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3397      * capability anyway.
3398      *
3399      * For now lets report this on all formats, but in the future we may want to
3400      * restrict it to some should games need that
3401      */
3402     return TRUE;
3403 }
3404
3405 /* Check if a texture format is supported on the given adapter */
3406 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3407 {
3408     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3409
3410     switch (format->id)
3411     {
3412         /*****
3413          *  supported: RGB(A) formats
3414          */
3415         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3416         case WINED3DFMT_B8G8R8A8_UNORM:
3417         case WINED3DFMT_B8G8R8X8_UNORM:
3418         case WINED3DFMT_B5G6R5_UNORM:
3419         case WINED3DFMT_B5G5R5X1_UNORM:
3420         case WINED3DFMT_B5G5R5A1_UNORM:
3421         case WINED3DFMT_B4G4R4A4_UNORM:
3422         case WINED3DFMT_A8_UNORM:
3423         case WINED3DFMT_B4G4R4X4_UNORM:
3424         case WINED3DFMT_R8G8B8A8_UNORM:
3425         case WINED3DFMT_R8G8B8X8_UNORM:
3426         case WINED3DFMT_B10G10R10A2_UNORM:
3427         case WINED3DFMT_R10G10B10A2_UNORM:
3428         case WINED3DFMT_R16G16_UNORM:
3429             TRACE_(d3d_caps)("[OK]\n");
3430             return TRUE;
3431
3432         case WINED3DFMT_B2G3R3_UNORM:
3433             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3434             return FALSE;
3435
3436         /*****
3437          *  Not supported: Palettized
3438          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3439          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3440          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3441          */
3442         case WINED3DFMT_P8_UINT:
3443         case WINED3DFMT_P8_UINT_A8_UNORM:
3444             return FALSE;
3445
3446         /*****
3447          *  Supported: (Alpha)-Luminance
3448          */
3449         case WINED3DFMT_L8_UNORM:
3450         case WINED3DFMT_L8A8_UNORM:
3451         case WINED3DFMT_L16_UNORM:
3452             TRACE_(d3d_caps)("[OK]\n");
3453             return TRUE;
3454
3455         /* Not supported on Windows, thus disabled */
3456         case WINED3DFMT_L4A4_UNORM:
3457             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3458             return FALSE;
3459
3460         /*****
3461          *  Supported: Depth/Stencil formats
3462          */
3463         case WINED3DFMT_D16_LOCKABLE:
3464         case WINED3DFMT_D16_UNORM:
3465         case WINED3DFMT_S1_UINT_D15_UNORM:
3466         case WINED3DFMT_X8D24_UNORM:
3467         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3468         case WINED3DFMT_D24_UNORM_S8_UINT:
3469         case WINED3DFMT_S8_UINT_D24_FLOAT:
3470         case WINED3DFMT_D32_UNORM:
3471         case WINED3DFMT_D32_FLOAT:
3472             return TRUE;
3473
3474         /*****
3475          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3476          *  GL_NV_texture_shader). Emulated by shaders
3477          */
3478         case WINED3DFMT_R8G8_SNORM:
3479         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3480         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3481         case WINED3DFMT_R8G8B8A8_SNORM:
3482         case WINED3DFMT_R16G16_SNORM:
3483             /* Ask the shader backend if it can deal with the conversion. If
3484              * we've got a GL extension giving native support this will be an
3485              * identity conversion. */
3486             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3487             {
3488                 TRACE_(d3d_caps)("[OK]\n");
3489                 return TRUE;
3490             }
3491             TRACE_(d3d_caps)("[FAILED]\n");
3492             return FALSE;
3493
3494         case WINED3DFMT_DXT1:
3495         case WINED3DFMT_DXT2:
3496         case WINED3DFMT_DXT3:
3497         case WINED3DFMT_DXT4:
3498         case WINED3DFMT_DXT5:
3499             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3500             {
3501                 TRACE_(d3d_caps)("[OK]\n");
3502                 return TRUE;
3503             }
3504             TRACE_(d3d_caps)("[FAILED]\n");
3505             return FALSE;
3506
3507
3508         /*****
3509          *  Odd formats - not supported
3510          */
3511         case WINED3DFMT_VERTEXDATA:
3512         case WINED3DFMT_R16_UINT:
3513         case WINED3DFMT_R32_UINT:
3514         case WINED3DFMT_R16G16B16A16_SNORM:
3515         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3516         case WINED3DFMT_R10G11B11_SNORM:
3517             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3518             return FALSE;
3519
3520         /*****
3521          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3522          */
3523         case WINED3DFMT_R8G8_SNORM_Cx:
3524             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3525             return FALSE;
3526
3527         /* YUV formats */
3528         case WINED3DFMT_UYVY:
3529         case WINED3DFMT_YUY2:
3530             if (gl_info->supported[APPLE_YCBCR_422])
3531             {
3532                 TRACE_(d3d_caps)("[OK]\n");
3533                 return TRUE;
3534             }
3535             TRACE_(d3d_caps)("[FAILED]\n");
3536             return FALSE;
3537         case WINED3DFMT_YV12:
3538             TRACE_(d3d_caps)("[FAILED]\n");
3539             return FALSE;
3540
3541             /* Not supported */
3542         case WINED3DFMT_R16G16B16A16_UNORM:
3543         case WINED3DFMT_B2G3R3A8_UNORM:
3544             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3545             return FALSE;
3546
3547             /* Floating point formats */
3548         case WINED3DFMT_R16_FLOAT:
3549         case WINED3DFMT_R16G16_FLOAT:
3550         case WINED3DFMT_R16G16B16A16_FLOAT:
3551             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3552             {
3553                 TRACE_(d3d_caps)("[OK]\n");
3554                 return TRUE;
3555             }
3556             TRACE_(d3d_caps)("[FAILED]\n");
3557             return FALSE;
3558
3559         case WINED3DFMT_R32_FLOAT:
3560         case WINED3DFMT_R32G32_FLOAT:
3561         case WINED3DFMT_R32G32B32A32_FLOAT:
3562             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3563             {
3564                 TRACE_(d3d_caps)("[OK]\n");
3565                 return TRUE;
3566             }
3567             TRACE_(d3d_caps)("[FAILED]\n");
3568             return FALSE;
3569
3570         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3571          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3572          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3573          * We can do instancing with all shader versions, but we need vertex shaders.
3574          *
3575          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3576          * to enable instancing. WineD3D doesn't need that and just ignores it.
3577          *
3578          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3579          */
3580         case WINED3DFMT_INST:
3581             TRACE("ATI Instancing check hack\n");
3582             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3583             {
3584                 TRACE_(d3d_caps)("[OK]\n");
3585                 return TRUE;
3586             }
3587             TRACE_(d3d_caps)("[FAILED]\n");
3588             return FALSE;
3589
3590         /* Some weird FOURCC formats */
3591         case WINED3DFMT_R8G8_B8G8:
3592         case WINED3DFMT_G8R8_G8B8:
3593         case WINED3DFMT_MULTI2_ARGB8:
3594             TRACE_(d3d_caps)("[FAILED]\n");
3595             return FALSE;
3596
3597         /* Vendor specific formats */
3598         case WINED3DFMT_ATI2N:
3599             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3600                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3601             {
3602                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3603                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3604                 {
3605                     TRACE_(d3d_caps)("[OK]\n");
3606                     return TRUE;
3607                 }
3608
3609                 TRACE_(d3d_caps)("[OK]\n");
3610                 return TRUE;
3611             }
3612             TRACE_(d3d_caps)("[FAILED]\n");
3613             return FALSE;
3614
3615         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3616          * format MAKEFOURCC('N','V','D','B') is used.
3617          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3618          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3619          * to test value.
3620          */
3621         case WINED3DFMT_NVDB:
3622             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3623             {
3624                 TRACE_(d3d_caps)("[OK]\n");
3625                 return TRUE;
3626             }
3627             TRACE_(d3d_caps)("[FAILED]\n");
3628             return FALSE;
3629
3630         case WINED3DFMT_NVHU:
3631         case WINED3DFMT_NVHS:
3632             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3633              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3634              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3635              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3636              * Applications have to deal with not having NVHS and NVHU.
3637              */
3638             TRACE_(d3d_caps)("[FAILED]\n");
3639             return FALSE;
3640
3641         case WINED3DFMT_UNKNOWN:
3642             return FALSE;
3643
3644         default:
3645             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3646             break;
3647     }
3648     return FALSE;
3649 }
3650
3651 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3652         const struct wined3d_format *adapter_format,
3653         const struct wined3d_format *check_format,
3654         WINED3DSURFTYPE SurfaceType)
3655 {
3656     if (SurfaceType == SURFACE_GDI)
3657     {
3658         switch (check_format->id)
3659         {
3660             case WINED3DFMT_B8G8R8_UNORM:
3661             case WINED3DFMT_B8G8R8A8_UNORM:
3662             case WINED3DFMT_B8G8R8X8_UNORM:
3663             case WINED3DFMT_B5G6R5_UNORM:
3664             case WINED3DFMT_B5G5R5X1_UNORM:
3665             case WINED3DFMT_B5G5R5A1_UNORM:
3666             case WINED3DFMT_B4G4R4A4_UNORM:
3667             case WINED3DFMT_B2G3R3_UNORM:
3668             case WINED3DFMT_A8_UNORM:
3669             case WINED3DFMT_B2G3R3A8_UNORM:
3670             case WINED3DFMT_B4G4R4X4_UNORM:
3671             case WINED3DFMT_R10G10B10A2_UNORM:
3672             case WINED3DFMT_R8G8B8A8_UNORM:
3673             case WINED3DFMT_R8G8B8X8_UNORM:
3674             case WINED3DFMT_R16G16_UNORM:
3675             case WINED3DFMT_B10G10R10A2_UNORM:
3676             case WINED3DFMT_R16G16B16A16_UNORM:
3677             case WINED3DFMT_P8_UINT:
3678                 TRACE_(d3d_caps)("[OK]\n");
3679                 return TRUE;
3680             default:
3681                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3682                 return FALSE;
3683         }
3684     }
3685
3686     /* All format that are supported for textures are supported for surfaces as well */
3687     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3688     /* All depth stencil formats are supported on surfaces */
3689     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3690
3691     /* If opengl can't process the format natively, the blitter may be able to convert it */
3692     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3693             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3694             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3695     {
3696         TRACE_(d3d_caps)("[OK]\n");
3697         return TRUE;
3698     }
3699
3700     /* Reject other formats */
3701     TRACE_(d3d_caps)("[FAILED]\n");
3702     return FALSE;
3703 }
3704
3705 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3706         const struct wined3d_format *format)
3707 {
3708     return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3709 }
3710
3711 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3712         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3713         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3714 {
3715     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3716     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3717     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3718     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3719     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3720     DWORD UsageCaps = 0;
3721
3722     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3723           This,
3724           Adapter,
3725           DeviceType, debug_d3ddevicetype(DeviceType),
3726           AdapterFormat, debug_d3dformat(AdapterFormat),
3727           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3728           RType, debug_d3dresourcetype(RType),
3729           CheckFormat, debug_d3dformat(CheckFormat));
3730
3731     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3732         return WINED3DERR_INVALIDCALL;
3733     }
3734
3735     switch (RType)
3736     {
3737         case WINED3DRTYPE_CUBETEXTURE:
3738             /* Cubetexture allows:
3739              *      - WINED3DUSAGE_AUTOGENMIPMAP
3740              *      - WINED3DUSAGE_DEPTHSTENCIL
3741              *      - WINED3DUSAGE_DYNAMIC
3742              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3743              *      - WINED3DUSAGE_RENDERTARGET
3744              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3745              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3746              */
3747             if (SurfaceType != SURFACE_OPENGL)
3748             {
3749                 TRACE_(d3d_caps)("[FAILED]\n");
3750                 return WINED3DERR_NOTAVAILABLE;
3751             }
3752
3753             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3754             {
3755                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3756                 return WINED3DERR_NOTAVAILABLE;
3757             }
3758
3759             if (!CheckTextureCapability(adapter, format))
3760             {
3761                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3762                 return WINED3DERR_NOTAVAILABLE;
3763             }
3764
3765             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3766             {
3767                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3768                     /* When autogenmipmap isn't around continue and return
3769                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3770                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3771                 else
3772                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3773             }
3774
3775             /* Always report dynamic locking. */
3776             if (Usage & WINED3DUSAGE_DYNAMIC)
3777                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3778
3779             if (Usage & WINED3DUSAGE_RENDERTARGET)
3780             {
3781                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3782                 {
3783                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3784                     return WINED3DERR_NOTAVAILABLE;
3785                 }
3786                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3787             }
3788
3789             /* Always report software processing. */
3790             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3791                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3792
3793             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3794             {
3795                 if (!CheckFilterCapability(adapter, format))
3796                 {
3797                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3798                     return WINED3DERR_NOTAVAILABLE;
3799                 }
3800                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3801             }
3802
3803             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3804             {
3805                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3806                 {
3807                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3808                     return WINED3DERR_NOTAVAILABLE;
3809                 }
3810                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3811             }
3812
3813             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3814             {
3815                 if (!CheckSrgbReadCapability(adapter, format))
3816                 {
3817                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3818                     return WINED3DERR_NOTAVAILABLE;
3819                 }
3820                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3821             }
3822
3823             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3824             {
3825                 if (!CheckSrgbWriteCapability(adapter, format))
3826                 {
3827                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3828                     return WINED3DERR_NOTAVAILABLE;
3829                 }
3830                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3831             }
3832
3833             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3834             {
3835                 if (!CheckVertexTextureCapability(adapter, format))
3836                 {
3837                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3838                     return WINED3DERR_NOTAVAILABLE;
3839                 }
3840                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3841             }
3842
3843             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3844             {
3845                 if (!CheckWrapAndMipCapability(adapter, format))
3846                 {
3847                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3848                     return WINED3DERR_NOTAVAILABLE;
3849                 }
3850                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3851             }
3852             break;
3853
3854         case WINED3DRTYPE_SURFACE:
3855             /* Surface allows:
3856              *      - WINED3DUSAGE_DEPTHSTENCIL
3857              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3858              *      - WINED3DUSAGE_RENDERTARGET
3859              */
3860             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3861             {
3862                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3863                 return WINED3DERR_NOTAVAILABLE;
3864             }
3865
3866             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3867             {
3868                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3869                 {
3870                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3871                     return WINED3DERR_NOTAVAILABLE;
3872                 }
3873                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3874             }
3875
3876             if (Usage & WINED3DUSAGE_RENDERTARGET)
3877             {
3878                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3879                 {
3880                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3881                     return WINED3DERR_NOTAVAILABLE;
3882                 }
3883                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3884             }
3885
3886             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3887             {
3888                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3889                 {
3890                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3891                     return WINED3DERR_NOTAVAILABLE;
3892                 }
3893                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3894             }
3895             break;
3896
3897         case WINED3DRTYPE_TEXTURE:
3898             /* Texture allows:
3899              *      - WINED3DUSAGE_AUTOGENMIPMAP
3900              *      - WINED3DUSAGE_DEPTHSTENCIL
3901              *      - WINED3DUSAGE_DMAP
3902              *      - WINED3DUSAGE_DYNAMIC
3903              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3904              *      - WINED3DUSAGE_RENDERTARGET
3905              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3906              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3907              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3908              */
3909             if (SurfaceType != SURFACE_OPENGL)
3910             {
3911                 TRACE_(d3d_caps)("[FAILED]\n");
3912                 return WINED3DERR_NOTAVAILABLE;
3913             }
3914
3915             if (!CheckTextureCapability(adapter, format))
3916             {
3917                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3918                 return WINED3DERR_NOTAVAILABLE;
3919             }
3920
3921             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3922             {
3923                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3924                     /* When autogenmipmap isn't around continue and return
3925                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3926                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3927                 else
3928                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3929             }
3930
3931             /* Always report dynamic locking. */
3932             if (Usage & WINED3DUSAGE_DYNAMIC)
3933                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3934
3935             if (Usage & WINED3DUSAGE_RENDERTARGET)
3936             {
3937                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3938                 {
3939                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3940                     return WINED3DERR_NOTAVAILABLE;
3941                 }
3942                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3943             }
3944
3945             /* Always report software processing. */
3946             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3947                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3948
3949             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3950             {
3951                 if (!CheckFilterCapability(adapter, format))
3952                 {
3953                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3954                     return WINED3DERR_NOTAVAILABLE;
3955                 }
3956                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3957             }
3958
3959             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3960             {
3961                 if (!CheckBumpMapCapability(adapter, format))
3962                 {
3963                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3964                     return WINED3DERR_NOTAVAILABLE;
3965                 }
3966                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3967             }
3968
3969             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3970             {
3971                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3972                 {
3973                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3974                     return WINED3DERR_NOTAVAILABLE;
3975                 }
3976                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3977             }
3978
3979             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3980             {
3981                 if (!CheckSrgbReadCapability(adapter, format))
3982                 {
3983                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3984                     return WINED3DERR_NOTAVAILABLE;
3985                 }
3986                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3987             }
3988
3989             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3990             {
3991                 if (!CheckSrgbWriteCapability(adapter, format))
3992                 {
3993                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3994                     return WINED3DERR_NOTAVAILABLE;
3995                 }
3996                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3997             }
3998
3999             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4000             {
4001                 if (!CheckVertexTextureCapability(adapter, format))
4002                 {
4003                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4004                     return WINED3DERR_NOTAVAILABLE;
4005                 }
4006                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4007             }
4008
4009             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4010             {
4011                 if (!CheckWrapAndMipCapability(adapter, format))
4012                 {
4013                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4014                     return WINED3DERR_NOTAVAILABLE;
4015                 }
4016                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4017             }
4018
4019             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4020             {
4021                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4022                 {
4023                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4024                     return WINED3DERR_NOTAVAILABLE;
4025                 }
4026                 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4027                 {
4028                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4029                     return WINED3DERR_NOTAVAILABLE;
4030                 }
4031                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4032             }
4033             break;
4034
4035         case WINED3DRTYPE_VOLUMETEXTURE:
4036         case WINED3DRTYPE_VOLUME:
4037             /* Volume is to VolumeTexture what Surface is to Texture, but its
4038              * usage caps are not documented. Most driver seem to offer
4039              * (nearly) the same on Volume and VolumeTexture, so do that too.
4040              *
4041              * Volumetexture allows:
4042              *      - D3DUSAGE_DYNAMIC
4043              *      - D3DUSAGE_NONSECURE (d3d9ex)
4044              *      - D3DUSAGE_SOFTWAREPROCESSING
4045              *      - D3DUSAGE_QUERY_WRAPANDMIP
4046              */
4047             if (SurfaceType != SURFACE_OPENGL)
4048             {
4049                 TRACE_(d3d_caps)("[FAILED]\n");
4050                 return WINED3DERR_NOTAVAILABLE;
4051             }
4052
4053             if (!gl_info->supported[EXT_TEXTURE3D])
4054             {
4055                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4056                 return WINED3DERR_NOTAVAILABLE;
4057             }
4058
4059             if (!CheckTextureCapability(adapter, format))
4060             {
4061                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4062                 return WINED3DERR_NOTAVAILABLE;
4063             }
4064
4065             /* Filter formats that need conversion; For one part, this
4066              * conversion is unimplemented, and volume textures are huge, so
4067              * it would be a big performance hit. Unless we hit an application
4068              * needing one of those formats, don't advertize them to avoid
4069              * leading applications into temptation. The windows drivers don't
4070              * support most of those formats on volumes anyway, except for
4071              * WINED3DFMT_R32_FLOAT. */
4072             switch (CheckFormat)
4073             {
4074                 case WINED3DFMT_P8_UINT:
4075                 case WINED3DFMT_L4A4_UNORM:
4076                 case WINED3DFMT_R32_FLOAT:
4077                 case WINED3DFMT_R16_FLOAT:
4078                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4079                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4080                 case WINED3DFMT_R16G16_UNORM:
4081                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4082                     return WINED3DERR_NOTAVAILABLE;
4083
4084                 case WINED3DFMT_R8G8B8A8_SNORM:
4085                 case WINED3DFMT_R16G16_SNORM:
4086                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4087                     {
4088                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4089                         return WINED3DERR_NOTAVAILABLE;
4090                     }
4091                     break;
4092
4093                 case WINED3DFMT_R8G8_SNORM:
4094                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4095                     {
4096                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4097                         return WINED3DERR_NOTAVAILABLE;
4098                     }
4099                     break;
4100
4101                 case WINED3DFMT_DXT1:
4102                 case WINED3DFMT_DXT2:
4103                 case WINED3DFMT_DXT3:
4104                 case WINED3DFMT_DXT4:
4105                 case WINED3DFMT_DXT5:
4106                     /* The GL_EXT_texture_compression_s3tc spec requires that
4107                      * loading an s3tc compressed texture results in an error.
4108                      * While the D3D refrast does support s3tc volumes, at
4109                      * least the nvidia windows driver does not, so we're free
4110                      * not to support this format. */
4111                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4112                     return WINED3DERR_NOTAVAILABLE;
4113
4114                 default:
4115                     /* Do nothing, continue with checking the format below */
4116                     break;
4117             }
4118
4119             /* Always report dynamic locking. */
4120             if (Usage & WINED3DUSAGE_DYNAMIC)
4121                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4122
4123             /* Always report software processing. */
4124             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4125                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4126
4127             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4128             {
4129                 if (!CheckFilterCapability(adapter, format))
4130                 {
4131                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4132                     return WINED3DERR_NOTAVAILABLE;
4133                 }
4134                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4135             }
4136
4137             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4138             {
4139                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4140                 {
4141                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4142                     return WINED3DERR_NOTAVAILABLE;
4143                 }
4144                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4145             }
4146
4147             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4148             {
4149                 if (!CheckSrgbReadCapability(adapter, format))
4150                 {
4151                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4152                     return WINED3DERR_NOTAVAILABLE;
4153                 }
4154                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4155             }
4156
4157             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4158             {
4159                 if (!CheckSrgbWriteCapability(adapter, format))
4160                 {
4161                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4162                     return WINED3DERR_NOTAVAILABLE;
4163                 }
4164                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4165             }
4166
4167             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4168             {
4169                 if (!CheckVertexTextureCapability(adapter, format))
4170                 {
4171                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4172                     return WINED3DERR_NOTAVAILABLE;
4173                 }
4174                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4175             }
4176
4177             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4178             {
4179                 if (!CheckWrapAndMipCapability(adapter, format))
4180                 {
4181                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4182                     return WINED3DERR_NOTAVAILABLE;
4183                 }
4184                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4185             }
4186             break;
4187
4188         default:
4189             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4190             return WINED3DERR_NOTAVAILABLE;
4191     }
4192
4193     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4194      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4195      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4196     if (UsageCaps == Usage)
4197         return WINED3D_OK;
4198     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4199         return WINED3DOK_NOAUTOGEN;
4200
4201     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4202             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4203
4204     return WINED3DERR_NOTAVAILABLE;
4205 }
4206
4207 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4208         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4209 {
4210     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4211             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4212             debug_d3dformat(dst_format));
4213
4214     return WINED3D_OK;
4215 }
4216
4217 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4218         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4219 {
4220     UINT mode_count;
4221     HRESULT hr;
4222
4223     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4224             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4225             debug_d3dformat(backbuffer_format), windowed);
4226
4227     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4228     {
4229         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4230         return WINED3DERR_INVALIDCALL;
4231     }
4232
4233     /* The task of this function is to check whether a certain display / backbuffer format
4234      * combination is available on the given adapter. In fullscreen mode microsoft specified
4235      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4236      * and display format should match exactly.
4237      * In windowed mode format conversion can occur and this depends on the driver. When format
4238      * conversion is done, this function should nevertheless fail and applications need to use
4239      * CheckDeviceFormatConversion.
4240      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4241
4242     /* There are only 4 display formats. */
4243     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4244             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4245             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4246             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4247     {
4248         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4249         return WINED3DERR_NOTAVAILABLE;
4250     }
4251
4252     /* If the requested display format is not available, don't continue. */
4253     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4254     if (!mode_count)
4255     {
4256         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4257         return WINED3DERR_NOTAVAILABLE;
4258     }
4259
4260     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4261      * it means 'reuse' the display format for the backbuffer. */
4262     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4263     {
4264         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4265         return WINED3DERR_NOTAVAILABLE;
4266     }
4267
4268     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4269      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4270     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4271     {
4272         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4273                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4274         return WINED3DERR_NOTAVAILABLE;
4275     }
4276
4277     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4278      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4279      * WINED3DFMT_B5G5R5A1_UNORM. */
4280     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4281             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4282     {
4283         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4284                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4285         return WINED3DERR_NOTAVAILABLE;
4286     }
4287
4288     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4289      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4290      * WINED3DFMT_B8G8R8A8_UNORM. */
4291     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4292             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4293     {
4294         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4295                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4296         return WINED3DERR_NOTAVAILABLE;
4297     }
4298
4299     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4300      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4301     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4302             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4303     {
4304         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4305                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4306         return WINED3DERR_NOTAVAILABLE;
4307     }
4308
4309     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4310     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4311             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4312     if (FAILED(hr))
4313         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4314                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4315
4316     return hr;
4317 }
4318
4319 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4320       subset of a D3DCAPS9 structure. However, it has to come via a void *
4321       as the d3d8 interface cannot import the d3d9 header                  */
4322 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4323
4324     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4325     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4326     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4327     int vs_selected_mode;
4328     int ps_selected_mode;
4329     struct shader_caps shader_caps;
4330     struct fragment_caps fragment_caps;
4331     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4332
4333     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4334
4335     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4336         return WINED3DERR_INVALIDCALL;
4337     }
4338
4339     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4340
4341     /* ------------------------------------------------
4342        The following fields apply to both d3d8 and d3d9
4343        ------------------------------------------------ */
4344     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4345     pCaps->AdapterOrdinal          = Adapter;
4346
4347     pCaps->Caps                    = 0;
4348     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4349                                      WINED3DCAPS2_FULLSCREENGAMMA |
4350                                      WINED3DCAPS2_DYNAMICTEXTURES;
4351     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4352     {
4353         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4354     }
4355
4356     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4357                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4358                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4359
4360     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4361                                      WINED3DPRESENT_INTERVAL_ONE;
4362
4363     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4364                                      WINED3DCURSORCAPS_LOWRES;
4365
4366     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4367                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4368                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4369                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4370                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4371                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4372                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4373                                      WINED3DDEVCAPS_PUREDEVICE          |
4374                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4375                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4376                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4377                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4378                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4379                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4380                                      WINED3DDEVCAPS_RTPATCHES;
4381
4382     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4383                                      WINED3DPMISCCAPS_CULLCCW               |
4384                                      WINED3DPMISCCAPS_CULLCW                |
4385                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4386                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4387                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4388                                      WINED3DPMISCCAPS_MASKZ                 |
4389                                      WINED3DPMISCCAPS_BLENDOP               |
4390                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4391                                     /* TODO:
4392                                         WINED3DPMISCCAPS_NULLREFERENCE
4393                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4394                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4395                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4396
4397     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4398         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4399     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4400         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4401
4402     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4403                                      WINED3DPRASTERCAPS_PAT       |
4404                                      WINED3DPRASTERCAPS_WFOG      |
4405                                      WINED3DPRASTERCAPS_ZFOG      |
4406                                      WINED3DPRASTERCAPS_FOGVERTEX |
4407                                      WINED3DPRASTERCAPS_FOGTABLE  |
4408                                      WINED3DPRASTERCAPS_STIPPLE   |
4409                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4410                                      WINED3DPRASTERCAPS_ZTEST     |
4411                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4412                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4413                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4414
4415     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4416     {
4417         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4418                              WINED3DPRASTERCAPS_ZBIAS         |
4419                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4420     }
4421     if (gl_info->supported[NV_FOG_DISTANCE])
4422     {
4423         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4424     }
4425                         /* FIXME Add:
4426                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4427                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4428                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4429                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4430                            WINED3DPRASTERCAPS_WBUFFER */
4431
4432     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4433                       WINED3DPCMPCAPS_EQUAL        |
4434                       WINED3DPCMPCAPS_GREATER      |
4435                       WINED3DPCMPCAPS_GREATEREQUAL |
4436                       WINED3DPCMPCAPS_LESS         |
4437                       WINED3DPCMPCAPS_LESSEQUAL    |
4438                       WINED3DPCMPCAPS_NEVER        |
4439                       WINED3DPCMPCAPS_NOTEQUAL;
4440
4441     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4442                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4443                            WINED3DPBLENDCAPS_DESTALPHA       |
4444                            WINED3DPBLENDCAPS_DESTCOLOR       |
4445                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4446                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4447                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4448                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4449                            WINED3DPBLENDCAPS_ONE             |
4450                            WINED3DPBLENDCAPS_SRCALPHA        |
4451                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4452                            WINED3DPBLENDCAPS_SRCCOLOR        |
4453                            WINED3DPBLENDCAPS_ZERO;
4454
4455     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4456                            WINED3DPBLENDCAPS_DESTCOLOR       |
4457                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4458                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4459                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4460                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4461                            WINED3DPBLENDCAPS_ONE             |
4462                            WINED3DPBLENDCAPS_SRCALPHA        |
4463                            WINED3DPBLENDCAPS_SRCCOLOR        |
4464                            WINED3DPBLENDCAPS_ZERO;
4465     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4466      * according to the glBlendFunc manpage
4467      *
4468      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4469      * legacy settings for srcblend only
4470      */
4471
4472     if (gl_info->supported[EXT_BLEND_COLOR])
4473     {
4474         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4475         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4476     }
4477
4478
4479     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4480                           WINED3DPCMPCAPS_EQUAL        |
4481                           WINED3DPCMPCAPS_GREATER      |
4482                           WINED3DPCMPCAPS_GREATEREQUAL |
4483                           WINED3DPCMPCAPS_LESS         |
4484                           WINED3DPCMPCAPS_LESSEQUAL    |
4485                           WINED3DPCMPCAPS_NEVER        |
4486                           WINED3DPCMPCAPS_NOTEQUAL;
4487
4488     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4489                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4490                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4491                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4492                            WINED3DPSHADECAPS_COLORFLATRGB       |
4493                            WINED3DPSHADECAPS_FOGFLAT            |
4494                            WINED3DPSHADECAPS_FOGGOURAUD         |
4495                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4496
4497     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4498                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4499                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4500                           WINED3DPTEXTURECAPS_BORDER             |
4501                           WINED3DPTEXTURECAPS_MIPMAP             |
4502                           WINED3DPTEXTURECAPS_PROJECTED          |
4503                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4504
4505     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4506     {
4507         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4508                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4509     }
4510
4511     if (gl_info->supported[EXT_TEXTURE3D])
4512     {
4513         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4514                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4515                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4516     }
4517
4518     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4519     {
4520         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4521                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4522                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4523
4524     }
4525
4526     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4527                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4528                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4529                                WINED3DPTFILTERCAPS_MINFPOINT        |
4530                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4531                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4532                                WINED3DPTFILTERCAPS_LINEAR           |
4533                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4534                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4535                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4536                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4537                                WINED3DPTFILTERCAPS_NEAREST;
4538
4539     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4540     {
4541         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4542                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4543     }
4544
4545     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4546     {
4547         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4548                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4549                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4550                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4551                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4552                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4553                                        WINED3DPTFILTERCAPS_LINEAR           |
4554                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4555                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4556                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4557                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4558                                        WINED3DPTFILTERCAPS_NEAREST;
4559
4560         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4561         {
4562             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4563                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4564         }
4565     } else
4566         pCaps->CubeTextureFilterCaps = 0;
4567
4568     if (gl_info->supported[EXT_TEXTURE3D])
4569     {
4570         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4571                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4572                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4573                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4574                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4575                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4576                                          WINED3DPTFILTERCAPS_LINEAR           |
4577                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4578                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4579                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4580                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4581                                          WINED3DPTFILTERCAPS_NEAREST;
4582     } else
4583         pCaps->VolumeTextureFilterCaps = 0;
4584
4585     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4586                                  WINED3DPTADDRESSCAPS_CLAMP  |
4587                                  WINED3DPTADDRESSCAPS_WRAP;
4588
4589     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4590     {
4591         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4592     }
4593     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4594     {
4595         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4596     }
4597     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4598     {
4599         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4600     }
4601
4602     if (gl_info->supported[EXT_TEXTURE3D])
4603     {
4604         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4605                                            WINED3DPTADDRESSCAPS_CLAMP  |
4606                                            WINED3DPTADDRESSCAPS_WRAP;
4607         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4608         {
4609             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4610         }
4611         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4612         {
4613             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4614         }
4615         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4616         {
4617             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4618         }
4619     } else
4620         pCaps->VolumeTextureAddressCaps = 0;
4621
4622     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4623                       WINED3DLINECAPS_ZTEST         |
4624                       WINED3DLINECAPS_BLEND         |
4625                       WINED3DLINECAPS_ALPHACMP      |
4626                       WINED3DLINECAPS_FOG;
4627     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4628      * idea how generating the smoothing alpha values works; the result is different
4629      */
4630
4631     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4632     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4633
4634     if (gl_info->supported[EXT_TEXTURE3D])
4635         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4636     else
4637         pCaps->MaxVolumeExtent = 0;
4638
4639     pCaps->MaxTextureRepeat = 32768;
4640     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4641     pCaps->MaxVertexW = 1.0f;
4642
4643     pCaps->GuardBandLeft = 0.0f;
4644     pCaps->GuardBandTop = 0.0f;
4645     pCaps->GuardBandRight = 0.0f;
4646     pCaps->GuardBandBottom = 0.0f;
4647
4648     pCaps->ExtentsAdjust = 0.0f;
4649
4650     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4651                           WINED3DSTENCILCAPS_INCRSAT |
4652                           WINED3DSTENCILCAPS_INVERT  |
4653                           WINED3DSTENCILCAPS_KEEP    |
4654                           WINED3DSTENCILCAPS_REPLACE |
4655                           WINED3DSTENCILCAPS_ZERO;
4656     if (gl_info->supported[EXT_STENCIL_WRAP])
4657     {
4658         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4659                               WINED3DSTENCILCAPS_INCR;
4660     }
4661     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4662     {
4663         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4664     }
4665
4666     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4667
4668     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4669     pCaps->MaxActiveLights = gl_info->limits.lights;
4670
4671     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4672     pCaps->MaxVertexBlendMatrixIndex   = 0;
4673
4674     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4675     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4676
4677
4678     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4679     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4680                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4681                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4682                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4683                                   WINED3DVTXPCAPS_VERTEXFOG         |
4684                                   WINED3DVTXPCAPS_TEXGEN;
4685
4686     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4687     pCaps->MaxVertexIndex      = 0xFFFFF;
4688     pCaps->MaxStreams          = MAX_STREAMS;
4689     pCaps->MaxStreamStride     = 1024;
4690
4691     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4692     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4693                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4694     pCaps->MaxNpatchTessellationLevel        = 0;
4695     pCaps->MasterAdapterOrdinal              = 0;
4696     pCaps->AdapterOrdinalInGroup             = 0;
4697     pCaps->NumberOfAdaptersInGroup           = 1;
4698
4699     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4700
4701     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4702                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4703                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4704                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4705     pCaps->VertexTextureFilterCaps           = 0;
4706
4707     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4708     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4709
4710     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4711     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4712
4713     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4714      * Ignore shader model capabilities if disabled in config
4715      */
4716     if(vs_selected_mode == SHADER_NONE) {
4717         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4718         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4719         pCaps->MaxVertexShaderConst         = 0;
4720     } else {
4721         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4722         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4723     }
4724
4725     if(ps_selected_mode == SHADER_NONE) {
4726         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4727         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4728         pCaps->PixelShader1xMaxValue        = 0.0f;
4729     } else {
4730         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4731         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4732     }
4733
4734     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4735     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4736     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4737
4738     /* The following caps are shader specific, but they are things we cannot detect, or which
4739      * are the same among all shader models. So to avoid code duplication set the shader version
4740      * specific, but otherwise constant caps here
4741      */
4742     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4743         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4744         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4745         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4746         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4747         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4748         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4749
4750         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4751         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4752     }
4753     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4754     {
4755         pCaps->VS20Caps.Caps                     = 0;
4756         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4757         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4758         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4759
4760         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4761         pCaps->MaxVertexShader30InstructionSlots = 0;
4762     } else { /* VS 1.x */
4763         pCaps->VS20Caps.Caps                     = 0;
4764         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4765         pCaps->VS20Caps.NumTemps                 = 0;
4766         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4767
4768         pCaps->MaxVShaderInstructionsExecuted    = 0;
4769         pCaps->MaxVertexShader30InstructionSlots = 0;
4770     }
4771
4772     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4773         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4774         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4775
4776         /* 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 */
4777         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4778                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4779                 WINED3DPS20CAPS_PREDICATION          |
4780                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4781                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4782         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4783         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4784         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4785         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4786
4787         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4788         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4789                 adapter->gl_info.limits.arb_ps_instructions);
4790     }
4791     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4792     {
4793         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4794         pCaps->PS20Caps.Caps                     = 0;
4795         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4796         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4797         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4798         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4799
4800         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4801         pCaps->MaxPixelShader30InstructionSlots  = 0;
4802     } else { /* PS 1.x */
4803         pCaps->PS20Caps.Caps                     = 0;
4804         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4805         pCaps->PS20Caps.NumTemps                 = 0;
4806         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4807         pCaps->PS20Caps.NumInstructionSlots      = 0;
4808
4809         pCaps->MaxPShaderInstructionsExecuted    = 0;
4810         pCaps->MaxPixelShader30InstructionSlots  = 0;
4811     }
4812
4813     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4814         /* OpenGL supports all the formats below, perhaps not always
4815          * without conversion, but it supports them.
4816          * Further GLSL doesn't seem to have an official unsigned type so
4817          * don't advertise it yet as I'm not sure how we handle it.
4818          * We might need to add some clamping in the shader engine to
4819          * support it.
4820          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4821         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4822                            WINED3DDTCAPS_UBYTE4N   |
4823                            WINED3DDTCAPS_SHORT2N   |
4824                            WINED3DDTCAPS_SHORT4N;
4825         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4826         {
4827             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4828                                 WINED3DDTCAPS_FLOAT16_4;
4829         }
4830     } else
4831         pCaps->DeclTypes                         = 0;
4832
4833     /* Set DirectDraw helper Caps */
4834     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4835                                         WINEDDCKEYCAPS_SRCBLT;
4836     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4837                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4838                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4839                                         WINEDDFXCAPS_BLTROTATION90          |
4840                                         WINEDDFXCAPS_BLTSHRINKX             |
4841                                         WINEDDFXCAPS_BLTSHRINKXN            |
4842                                         WINEDDFXCAPS_BLTSHRINKY             |
4843                                         WINEDDFXCAPS_BLTSHRINKXN            |
4844                                         WINEDDFXCAPS_BLTSTRETCHX            |
4845                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4846                                         WINEDDFXCAPS_BLTSTRETCHY            |
4847                                         WINEDDFXCAPS_BLTSTRETCHYN;
4848     blit_caps =                         WINEDDCAPS_BLT                      |
4849                                         WINEDDCAPS_BLTCOLORFILL             |
4850                                         WINEDDCAPS_BLTDEPTHFILL             |
4851                                         WINEDDCAPS_BLTSTRETCH               |
4852                                         WINEDDCAPS_CANBLTSYSMEM             |
4853                                         WINEDDCAPS_CANCLIP                  |
4854                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4855                                         WINEDDCAPS_COLORKEY                 |
4856                                         WINEDDCAPS_COLORKEYHWASSIST         |
4857                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4858     pal_caps =                          WINEDDPCAPS_8BIT                    |
4859                                         WINEDDPCAPS_PRIMARYSURFACE;
4860
4861     /* Fill the ddraw caps structure */
4862     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4863                                         WINEDDCAPS_PALETTE                  |
4864                                         blit_caps;
4865     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4866                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4867                                         WINEDDCAPS2_PRIMARYGAMMA             |
4868                                         WINEDDCAPS2_WIDESURFACES             |
4869                                         WINEDDCAPS2_CANRENDERWINDOWED;
4870     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4871     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4872     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4873     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4874     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4875     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4876     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4877     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4878     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4879     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4880     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4881     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4882
4883     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4884                                         WINEDDSCAPS_BACKBUFFER              |
4885                                         WINEDDSCAPS_FLIP                    |
4886                                         WINEDDSCAPS_FRONTBUFFER             |
4887                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4888                                         WINEDDSCAPS_PALETTE                 |
4889                                         WINEDDSCAPS_PRIMARYSURFACE          |
4890                                         WINEDDSCAPS_SYSTEMMEMORY            |
4891                                         WINEDDSCAPS_VIDEOMEMORY             |
4892                                         WINEDDSCAPS_VISIBLE;
4893     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4894
4895     /* Set D3D caps if OpenGL is available. */
4896     if (adapter->opengl)
4897     {
4898         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4899                                         WINEDDSCAPS_MIPMAP                  |
4900                                         WINEDDSCAPS_TEXTURE                 |
4901                                         WINEDDSCAPS_ZBUFFER;
4902         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4903     }
4904
4905     return WINED3D_OK;
4906 }
4907
4908 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4909         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4910 {
4911     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4912     IWineD3DDeviceImpl *object;
4913     HRESULT hr;
4914
4915     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4916             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4917
4918     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4919      * number and create a device without a 3D adapter for 2D only operation. */
4920     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4921     {
4922         return WINED3DERR_INVALIDCALL;
4923     }
4924
4925     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4926     if (!object)
4927     {
4928         ERR("Failed to allocate device memory.\n");
4929         return E_OUTOFMEMORY;
4930     }
4931
4932     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4933     if (FAILED(hr))
4934     {
4935         WARN("Failed to initialize device, hr %#x.\n", hr);
4936         HeapFree(GetProcessHeap(), 0, object);
4937         return hr;
4938     }
4939
4940     TRACE("Created device %p.\n", object);
4941     *device = (IWineD3DDevice *)object;
4942
4943     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4944
4945     return WINED3D_OK;
4946 }
4947
4948 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4949 {
4950     TRACE("iface %p.\n", iface);
4951
4952     return ((IWineD3DImpl *)iface)->parent;
4953 }
4954
4955 static void WINE_GLAPI invalid_func(const void *data)
4956 {
4957     ERR("Invalid vertex attribute function called\n");
4958     DebugBreak();
4959 }
4960
4961 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4962 {
4963     ERR("Invalid texcoord function called\n");
4964     DebugBreak();
4965 }
4966
4967 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4968  * the extension detection and are used in drawStridedSlow
4969  */
4970 static void WINE_GLAPI position_d3dcolor(const void *data)
4971 {
4972     DWORD pos = *((const DWORD *)data);
4973
4974     FIXME("Add a test for fixed function position from d3dcolor type\n");
4975     glVertex4s(D3DCOLOR_B_R(pos),
4976                D3DCOLOR_B_G(pos),
4977                D3DCOLOR_B_B(pos),
4978                D3DCOLOR_B_A(pos));
4979 }
4980
4981 static void WINE_GLAPI position_float4(const void *data)
4982 {
4983     const GLfloat *pos = data;
4984
4985     if (pos[3] != 0.0f && pos[3] != 1.0f)
4986     {
4987         float w = 1.0f / pos[3];
4988
4989         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4990     }
4991     else
4992     {
4993         glVertex3fv(pos);
4994     }
4995 }
4996
4997 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4998 {
4999     DWORD diffuseColor = *((const DWORD *)data);
5000
5001     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5002                D3DCOLOR_B_G(diffuseColor),
5003                D3DCOLOR_B_B(diffuseColor),
5004                D3DCOLOR_B_A(diffuseColor));
5005 }
5006
5007 static void WINE_GLAPI specular_d3dcolor(const void *data)
5008 {
5009     DWORD specularColor = *((const DWORD *)data);
5010     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5011             D3DCOLOR_B_G(specularColor),
5012             D3DCOLOR_B_B(specularColor)};
5013
5014     specular_func_3ubv(d);
5015 }
5016
5017 static void WINE_GLAPI warn_no_specular_func(const void *data)
5018 {
5019     WARN("GL_EXT_secondary_color not supported\n");
5020 }
5021
5022 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5023 {
5024     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5025     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5026     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5027     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5028     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5029     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5030     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5031     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5032     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5033     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5034     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5035     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5036     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5037     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5038     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5039     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5040     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5041
5042     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5043     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5044     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5045     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5046     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5047     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5048     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5049     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5050     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5051     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5052     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5053     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5054     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5055     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5056     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5057     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5058     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5059
5060     /* No 4 component entry points here */
5061     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5062     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5063     if (gl_info->supported[EXT_SECONDARY_COLOR])
5064     {
5065         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5066     }
5067     else
5068     {
5069         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5070     }
5071     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5072     if (gl_info->supported[EXT_SECONDARY_COLOR])
5073     {
5074         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5075         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5076     }
5077     else
5078     {
5079         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5080     }
5081     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5082     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5083     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5084     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5085     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5086     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5087     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5088     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5089     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5090     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5091     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5092     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5093
5094     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5095      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5096      */
5097     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5098     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5099     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5100     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5101     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5102     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5103     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5104     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5105     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5106     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5107     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5108     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5109     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5110     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5111     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5112     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5113     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5114
5115     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5116     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5117     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5118     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5119     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5120     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5121     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5122     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5123     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5124     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5125     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5126     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5127     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5128     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5129     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5130     if (gl_info->supported[NV_HALF_FLOAT])
5131     {
5132         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5133         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5134         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5135     } else {
5136         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5137         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5138     }
5139 }
5140
5141 /* Do not call while under the GL lock. */
5142 static BOOL InitAdapters(IWineD3DImpl *This)
5143 {
5144     static HMODULE mod_gl;
5145     BOOL ret;
5146     int ps_selected_mode, vs_selected_mode;
5147
5148     /* No need to hold any lock. The calling library makes sure only one thread calls
5149      * wined3d simultaneously
5150      */
5151
5152     TRACE("Initializing adapters\n");
5153
5154     if(!mod_gl) {
5155 #ifdef USE_WIN32_OPENGL
5156 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5157         mod_gl = LoadLibraryA("opengl32.dll");
5158         if(!mod_gl) {
5159             ERR("Can't load opengl32.dll!\n");
5160             goto nogl_adapter;
5161         }
5162 #else
5163 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5164         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5165         mod_gl = GetModuleHandleA("gdi32.dll");
5166 #endif
5167     }
5168
5169 /* Load WGL core functions from opengl32.dll */
5170 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5171     WGL_FUNCS_GEN;
5172 #undef USE_WGL_FUNC
5173
5174     if(!pwglGetProcAddress) {
5175         ERR("Unable to load wglGetProcAddress!\n");
5176         goto nogl_adapter;
5177     }
5178
5179 /* Dynamically load all GL core functions */
5180     GL_FUNCS_GEN;
5181 #undef USE_GL_FUNC
5182
5183     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5184      * otherwise because we have to use winex11.drv's override
5185      */
5186 #ifdef USE_WIN32_OPENGL
5187     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5188     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5189 #else
5190     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5191     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5192 #endif
5193
5194     glEnableWINE = glEnable;
5195     glDisableWINE = glDisable;
5196
5197     /* For now only one default adapter */
5198     {
5199         struct wined3d_adapter *adapter = &This->adapters[0];
5200         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5201         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5202         int iPixelFormat;
5203         int res;
5204         int i;
5205         WineD3D_PixelFormat *cfgs;
5206         DISPLAY_DEVICEW DisplayDevice;
5207         HDC hdc;
5208
5209         TRACE("Initializing default adapter\n");
5210         adapter->ordinal = 0;
5211         adapter->monitorPoint.x = -1;
5212         adapter->monitorPoint.y = -1;
5213
5214         if (!AllocateLocallyUniqueId(&adapter->luid))
5215         {
5216             DWORD err = GetLastError();
5217             ERR("Failed to set adapter LUID (%#x).\n", err);
5218             goto nogl_adapter;
5219         }
5220         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5221                 adapter->luid.HighPart, adapter->luid.LowPart);
5222
5223         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5224         {
5225             ERR("Failed to get a gl context for default adapter\n");
5226             goto nogl_adapter;
5227         }
5228
5229         ret = IWineD3DImpl_FillGLCaps(adapter);
5230         if(!ret) {
5231             ERR("Failed to initialize gl caps for default adapter\n");
5232             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5233             goto nogl_adapter;
5234         }
5235         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5236         if(!ret) {
5237             ERR("Failed to init gl formats\n");
5238             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5239             goto nogl_adapter;
5240         }
5241
5242         hdc = fake_gl_ctx.dc;
5243
5244         adapter->TextureRam = adapter->driver_info.vidmem;
5245         adapter->UsedTextureRam = 0;
5246         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5247
5248         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5249         DisplayDevice.cb = sizeof(DisplayDevice);
5250         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5251         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5252         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5253
5254         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5255         {
5256             int attribute;
5257             int attribs[11];
5258             int values[11];
5259             int nAttribs = 0;
5260
5261             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5262             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5263
5264             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5265             cfgs = adapter->cfgs;
5266             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5267             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5268             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5269             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5270             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5271             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5272             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5273             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5274             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5275             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5276             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5277
5278             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5279             {
5280                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5281
5282                 if(!res)
5283                     continue;
5284
5285                 /* Cache the pixel format */
5286                 cfgs->iPixelFormat = iPixelFormat;
5287                 cfgs->redSize = values[0];
5288                 cfgs->greenSize = values[1];
5289                 cfgs->blueSize = values[2];
5290                 cfgs->alphaSize = values[3];
5291                 cfgs->colorSize = values[4];
5292                 cfgs->depthSize = values[5];
5293                 cfgs->stencilSize = values[6];
5294                 cfgs->windowDrawable = values[7];
5295                 cfgs->iPixelType = values[8];
5296                 cfgs->doubleBuffer = values[9];
5297                 cfgs->auxBuffers = values[10];
5298
5299                 cfgs->numSamples = 0;
5300                 /* Check multisample support */
5301                 if (gl_info->supported[ARB_MULTISAMPLE])
5302                 {
5303                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5304                     int value[2];
5305                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5306                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5307                         * value[1] = number of multi sample buffers*/
5308                         if(value[0])
5309                             cfgs->numSamples = value[1];
5310                     }
5311                 }
5312
5313                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5314                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5315                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5316                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5317                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5318                 cfgs++;
5319             }
5320         }
5321         else
5322         {
5323             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5324             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5325             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5326
5327             cfgs = adapter->cfgs;
5328             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5329             {
5330                 PIXELFORMATDESCRIPTOR ppfd;
5331
5332                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5333                 if(!res)
5334                     continue;
5335
5336                 /* We only want HW acceleration using an OpenGL ICD driver.
5337                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5338                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5339                  */
5340                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5341                 {
5342                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5343                     continue;
5344                 }
5345
5346                 cfgs->iPixelFormat = iPixelFormat;
5347                 cfgs->redSize = ppfd.cRedBits;
5348                 cfgs->greenSize = ppfd.cGreenBits;
5349                 cfgs->blueSize = ppfd.cBlueBits;
5350                 cfgs->alphaSize = ppfd.cAlphaBits;
5351                 cfgs->colorSize = ppfd.cColorBits;
5352                 cfgs->depthSize = ppfd.cDepthBits;
5353                 cfgs->stencilSize = ppfd.cStencilBits;
5354                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5355                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5356                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5357                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5358                 cfgs->numSamples = 0;
5359
5360                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5361                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5362                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5363                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5364                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5365                 cfgs++;
5366                 adapter->nCfgs++;
5367             }
5368
5369             /* 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 */
5370             if(!adapter->nCfgs)
5371             {
5372                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5373
5374                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5375                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5376                 goto nogl_adapter;
5377             }
5378         }
5379
5380         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5381          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5382          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5383          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5384          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5385          * driver is allowed to consume more bits EXCEPT for stencil bits.
5386          *
5387          * Mark an adapter with this broken stencil behavior.
5388          */
5389         adapter->brokenStencil = TRUE;
5390         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5391         {
5392             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5393             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5394                 adapter->brokenStencil = FALSE;
5395                 break;
5396             }
5397         }
5398
5399         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5400
5401         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5402         fillGLAttribFuncs(&adapter->gl_info);
5403         adapter->opengl = TRUE;
5404     }
5405     This->adapter_count = 1;
5406     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5407
5408     return TRUE;
5409
5410 nogl_adapter:
5411     /* Initialize an adapter for ddraw-only memory counting */
5412     memset(This->adapters, 0, sizeof(This->adapters));
5413     This->adapters[0].ordinal = 0;
5414     This->adapters[0].opengl = FALSE;
5415     This->adapters[0].monitorPoint.x = -1;
5416     This->adapters[0].monitorPoint.y = -1;
5417
5418     This->adapters[0].driver_info.name = "Display";
5419     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5420     if(wined3d_settings.emulated_textureram) {
5421         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5422     } else {
5423         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5424     }
5425
5426     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5427
5428     This->adapter_count = 1;
5429     return FALSE;
5430 }
5431
5432 /**********************************************************
5433  * IWineD3D VTbl follows
5434  **********************************************************/
5435
5436 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5437 {
5438     /* IUnknown */
5439     IWineD3DImpl_QueryInterface,
5440     IWineD3DImpl_AddRef,
5441     IWineD3DImpl_Release,
5442     /* IWineD3D */
5443     IWineD3DImpl_GetParent,
5444     IWineD3DImpl_GetAdapterCount,
5445     IWineD3DImpl_RegisterSoftwareDevice,
5446     IWineD3DImpl_GetAdapterMonitor,
5447     IWineD3DImpl_GetAdapterModeCount,
5448     IWineD3DImpl_EnumAdapterModes,
5449     IWineD3DImpl_GetAdapterDisplayMode,
5450     IWineD3DImpl_GetAdapterIdentifier,
5451     IWineD3DImpl_CheckDeviceMultiSampleType,
5452     IWineD3DImpl_CheckDepthStencilMatch,
5453     IWineD3DImpl_CheckDeviceType,
5454     IWineD3DImpl_CheckDeviceFormat,
5455     IWineD3DImpl_CheckDeviceFormatConversion,
5456     IWineD3DImpl_GetDeviceCaps,
5457     IWineD3DImpl_CreateDevice
5458 };
5459
5460 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5461
5462 const struct wined3d_parent_ops wined3d_null_parent_ops =
5463 {
5464     wined3d_null_wined3d_object_destroyed,
5465 };
5466
5467 /* Do not call while under the GL lock. */
5468 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5469 {
5470     wined3d->lpVtbl = &IWineD3D_Vtbl;
5471     wined3d->dxVersion = version;
5472     wined3d->ref = 1;
5473     wined3d->parent = parent;
5474
5475     if (!InitAdapters(wined3d))
5476     {
5477         WARN("Failed to initialize adapters.\n");
5478         if (version > 7)
5479         {
5480             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5481             return E_FAIL;
5482         }
5483     }
5484
5485     return WINED3D_OK;
5486 }