wined3d: Add support for Nvidia GTX 460M.
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 }
81 EXTENSION_MAP[] =
82 {
83     /* APPLE */
84     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
85     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
86     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
87     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
88     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
89     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
90
91     /* ARB */
92     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
95     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
96     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
97     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
98     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
99     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
100     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
101     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
102     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
103     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
104     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
105     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
106     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
107     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
108     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
109     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
110     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
111     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
112     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
113     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
114     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
115     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
116     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
117     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
118     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
119     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
120     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
121     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
122     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
123     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
124     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
125     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
126     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
127     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
128     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
129     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
130     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
131     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
132     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
133     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
134
135     /* ATI */
136     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
137     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
138     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
139     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
140     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
141
142     /* EXT */
143     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
144     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
145     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
146     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
147     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
148     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
149     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
150     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
151     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
152     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
153     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
154     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
155     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
156     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
157     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
158     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
159     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
160     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
161     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
162     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
163     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
164     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
165     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
166     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
167     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
168     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
169     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
170     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
171     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
172     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
173     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
174
175     /* NV */
176     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
177     {"GL_NV_fence",                         NV_FENCE,                       0                           },
178     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
179     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
180     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
181     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
182     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
183     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
184     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
185     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
186     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
187     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
188     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
189     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
190     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
191     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
192     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
193     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
194     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
195     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
196
197     /* SGI */
198     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
199 };
200
201 /**********************************************************
202  * Utility functions follow
203  **********************************************************/
204
205 const struct min_lookup minMipLookup[] =
206 {
207     /* NONE         POINT                       LINEAR */
208     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
209     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
211 };
212
213 const struct min_lookup minMipLookup_noFilter[] =
214 {
215     /* NONE         POINT                       LINEAR */
216     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
219 };
220
221 const struct min_lookup minMipLookup_noMip[] =
222 {
223     /* NONE         POINT                       LINEAR */
224     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
226     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
227 };
228
229 const GLenum magLookup[] =
230 {
231     /* NONE     POINT       LINEAR */
232     GL_NEAREST, GL_NEAREST, GL_LINEAR,
233 };
234
235 const GLenum magLookup_noFilter[] =
236 {
237     /* NONE     POINT       LINEAR */
238     GL_NEAREST, GL_NEAREST, GL_NEAREST,
239 };
240
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
248
249 /**
250  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251  * i.e., there is no GL Context - Get a default rendering context to enable the
252  * function query some info from GL.
253  */
254
255 struct wined3d_fake_gl_ctx
256 {
257     HDC dc;
258     HWND wnd;
259     HGLRC gl_ctx;
260     HDC restore_dc;
261     HGLRC restore_gl_ctx;
262 };
263
264 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
265 {
266     TRACE_(d3d_caps)("Destroying fake GL context.\n");
267
268     if (!pwglMakeCurrent(NULL, NULL))
269     {
270         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
271     }
272
273     if (!pwglDeleteContext(ctx->gl_ctx))
274     {
275         DWORD err = GetLastError();
276         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
277     }
278
279     ReleaseDC(ctx->wnd, ctx->dc);
280     DestroyWindow(ctx->wnd);
281
282     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
283     {
284         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
285     }
286 }
287
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
290 {
291     PIXELFORMATDESCRIPTOR pfd;
292     int iPixelFormat;
293
294     TRACE("getting context...\n");
295
296     ctx->restore_dc = pwglGetCurrentDC();
297     ctx->restore_gl_ctx = pwglGetCurrentContext();
298
299     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
302     if (!ctx->wnd)
303     {
304         ERR_(d3d_caps)("Failed to create a window.\n");
305         goto fail;
306     }
307
308     ctx->dc = GetDC(ctx->wnd);
309     if (!ctx->dc)
310     {
311         ERR_(d3d_caps)("Failed to get a DC.\n");
312         goto fail;
313     }
314
315     /* PixelFormat selection */
316     ZeroMemory(&pfd, sizeof(pfd));
317     pfd.nSize = sizeof(pfd);
318     pfd.nVersion = 1;
319     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320     pfd.iPixelType = PFD_TYPE_RGBA;
321     pfd.cColorBits = 32;
322     pfd.iLayerType = PFD_MAIN_PLANE;
323
324     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
325     if (!iPixelFormat)
326     {
327         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
329         goto fail;
330     }
331     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
333
334     /* Create a GL context. */
335     ctx->gl_ctx = pwglCreateContext(ctx->dc);
336     if (!ctx->gl_ctx)
337     {
338         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
339         goto fail;
340     }
341
342     /* Make it the current GL context. */
343     if (!context_set_current(NULL))
344     {
345         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
346     }
347
348     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349     {
350         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
351         goto fail;
352     }
353
354     return TRUE;
355
356 fail:
357     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358     ctx->gl_ctx = NULL;
359     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360     ctx->dc = NULL;
361     if (ctx->wnd) DestroyWindow(ctx->wnd);
362     ctx->wnd = NULL;
363     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364     {
365         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
366     }
367
368     return FALSE;
369 }
370
371 /* Adjust the amount of used texture memory */
372 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
373 {
374     adapter->UsedTextureRam += amount;
375     TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
376     return adapter->UsedTextureRam;
377 }
378
379 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
380 {
381     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
382     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
383 }
384
385 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
386 {
387     ULONG refcount = InterlockedIncrement(&wined3d->ref);
388
389     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
390
391     return refcount;
392 }
393
394 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
395 {
396     ULONG refcount = InterlockedDecrement(&wined3d->ref);
397
398     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
399
400     if (!refcount)
401     {
402         unsigned int i;
403
404         for (i = 0; i < wined3d->adapter_count; ++i)
405         {
406             wined3d_adapter_cleanup(&wined3d->adapters[i]);
407         }
408         HeapFree(GetProcessHeap(), 0, wined3d);
409     }
410
411     return refcount;
412 }
413
414 /* GL locking is done by the caller */
415 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
416 {
417     GLuint prog;
418     BOOL ret = FALSE;
419     const char *testcode =
420         "!!ARBvp1.0\n"
421         "PARAM C[66] = { program.env[0..65] };\n"
422         "ADDRESS A0;"
423         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
424         "ARL A0.x, zero.x;\n"
425         "MOV result.position, C[A0.x + 65];\n"
426         "END\n";
427
428     while(glGetError());
429     GL_EXTCALL(glGenProgramsARB(1, &prog));
430     if(!prog) {
431         ERR("Failed to create an ARB offset limit test program\n");
432     }
433     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
434     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
435                                   strlen(testcode), testcode));
436     if (glGetError())
437     {
438         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
439         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
440         ret = TRUE;
441     } else TRACE("OpenGL implementation allows offsets > 63\n");
442
443     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
444     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
445     checkGLcall("ARB vp offset limit test cleanup");
446
447     return ret;
448 }
449
450 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
451 {
452     unsigned int i;
453     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
454         if(EXTENSION_MAP[i].extension == ext) {
455             return EXTENSION_MAP[i].version;
456         }
457     }
458     return 0;
459 }
460
461 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
462         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
463 {
464     if (card_vendor != HW_VENDOR_AMD) return FALSE;
465     if (device == CARD_AMD_RADEON_9500) return TRUE;
466     if (device == CARD_AMD_RADEON_X700) return TRUE;
467     if (device == CARD_AMD_RADEON_X1600) return TRUE;
468     return FALSE;
469 }
470
471 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
472         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 {
474     if (card_vendor == HW_VENDOR_NVIDIA)
475     {
476         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
477             device == CARD_NVIDIA_GEFORCEFX_5600 ||
478             device == CARD_NVIDIA_GEFORCEFX_5800)
479         {
480             return TRUE;
481         }
482     }
483     return FALSE;
484 }
485
486 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
487         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
488 {
489     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
490      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
491      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
492      *
493      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
494      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
495      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
496      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
497      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
498      * the chance that other implementations support them is rather small since Win32 QuickTime uses
499      * DirectDraw, not OpenGL.
500      *
501      * This test has been moved into wined3d_guess_gl_vendor()
502      */
503     if (gl_vendor == GL_VENDOR_APPLE)
504     {
505         return TRUE;
506     }
507     return FALSE;
508 }
509
510 /* Context activation is done by the caller. */
511 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
512 {
513     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
514      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
515      * all the texture. This function detects this bug by its symptom and disables PBOs
516      * if the test fails.
517      *
518      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
519      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
520      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
521      * read back is compared to the original. If they are equal PBOs are assumed to work,
522      * otherwise the PBO extension is disabled. */
523     GLuint texture, pbo;
524     static const unsigned int pattern[] =
525     {
526         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
527         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
528         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
529         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
530     };
531     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
532
533     /* No PBO -> No point in testing them. */
534     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
535
536     ENTER_GL();
537
538     while (glGetError());
539     glGenTextures(1, &texture);
540     glBindTexture(GL_TEXTURE_2D, texture);
541
542     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
543     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
544     checkGLcall("Specifying the PBO test texture");
545
546     GL_EXTCALL(glGenBuffersARB(1, &pbo));
547     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
548     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
549     checkGLcall("Specifying the PBO test pbo");
550
551     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
552     checkGLcall("Loading the PBO test texture");
553
554     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
555     LEAVE_GL();
556
557     wglFinish(); /* just to be sure */
558
559     memset(check, 0, sizeof(check));
560     ENTER_GL();
561     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
562     checkGLcall("Reading back the PBO test texture");
563
564     glDeleteTextures(1, &texture);
565     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
566     checkGLcall("PBO test cleanup");
567
568     LEAVE_GL();
569
570     if (memcmp(check, pattern, sizeof(check)))
571     {
572         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
573         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
574         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
575     }
576     else
577     {
578         TRACE_(d3d_caps)("PBO test successful.\n");
579     }
580 }
581
582 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
583         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 {
585     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
586 }
587
588 static BOOL match_apple_nonr500ati(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     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
592     if (card_vendor != HW_VENDOR_AMD) return FALSE;
593     if (device == CARD_AMD_RADEON_X1600) return FALSE;
594     return TRUE;
595 }
596
597 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
598         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
599 {
600     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
601      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
602      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
603      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
604      * hardcoded
605      *
606      * dx10 cards usually have 64 varyings */
607     return gl_info->limits.glsl_varyings > 44;
608 }
609
610 /* A GL context is provided by the caller */
611 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
612         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 {
614     GLenum error;
615     DWORD data[16];
616
617     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
618
619     ENTER_GL();
620     while(glGetError());
621     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
622     error = glGetError();
623     LEAVE_GL();
624
625     if(error == GL_NO_ERROR)
626     {
627         TRACE("GL Implementation accepts 4 component specular color pointers\n");
628         return TRUE;
629     }
630     else
631     {
632         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
633               debug_glerror(error));
634         return FALSE;
635     }
636 }
637
638 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
639         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
640 {
641     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
642     return gl_info->supported[NV_TEXTURE_SHADER];
643 }
644
645 /* A GL context is provided by the caller */
646 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
647         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
648 {
649     GLuint prog;
650     BOOL ret = FALSE;
651     GLint pos;
652     const char *testcode =
653         "!!ARBvp1.0\n"
654         "OPTION NV_vertex_program2;\n"
655         "MOV result.clip[0], 0.0;\n"
656         "MOV result.position, 0.0;\n"
657         "END\n";
658
659     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
660
661     ENTER_GL();
662     while(glGetError());
663
664     GL_EXTCALL(glGenProgramsARB(1, &prog));
665     if(!prog)
666     {
667         ERR("Failed to create the NVvp clip test program\n");
668         LEAVE_GL();
669         return FALSE;
670     }
671     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
672     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
673                                   strlen(testcode), testcode));
674     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
675     if(pos != -1)
676     {
677         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
678         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
679         ret = TRUE;
680         while(glGetError());
681     }
682     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
683
684     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
685     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
686     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
687
688     LEAVE_GL();
689     return ret;
690 }
691
692 /* Context activation is done by the caller. */
693 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
694         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
695 {
696     char data[4 * 4 * 4];
697     GLuint tex, fbo;
698     GLenum status;
699
700     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
701
702     memset(data, 0xcc, sizeof(data));
703
704     ENTER_GL();
705
706     glGenTextures(1, &tex);
707     glBindTexture(GL_TEXTURE_2D, tex);
708     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
709     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
710     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
711     checkGLcall("glTexImage2D");
712
713     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
714     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
715     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
716     checkGLcall("glFramebufferTexture2D");
717
718     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
719     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
720     checkGLcall("glCheckFramebufferStatus");
721
722     memset(data, 0x11, sizeof(data));
723     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
724     checkGLcall("glTexSubImage2D");
725
726     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
727     glClear(GL_COLOR_BUFFER_BIT);
728     checkGLcall("glClear");
729
730     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
731     checkGLcall("glGetTexImage");
732
733     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
734     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
735     glBindTexture(GL_TEXTURE_2D, 0);
736     checkGLcall("glBindTexture");
737
738     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
739     glDeleteTextures(1, &tex);
740     checkGLcall("glDeleteTextures");
741
742     LEAVE_GL();
743
744     return *(DWORD *)data == 0x11111111;
745 }
746
747 /* Context activation is done by the caller. */
748 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
749         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
750 {
751     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
752      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
753     GLuint tex;
754     GLint size;
755
756     ENTER_GL();
757
758     glGenTextures(1, &tex);
759     glBindTexture(GL_TEXTURE_2D, tex);
760     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
761     checkGLcall("glTexImage2D");
762
763     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
764     checkGLcall("glGetTexLevelParameteriv");
765     TRACE("Real color depth is %d\n", size);
766
767     glBindTexture(GL_TEXTURE_2D, 0);
768     checkGLcall("glBindTexture");
769     glDeleteTextures(1, &tex);
770     checkGLcall("glDeleteTextures");
771
772     LEAVE_GL();
773
774     return size < 16;
775 }
776
777 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
778 {
779     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
780     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
781     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
782     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
783 }
784
785 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
786 {
787     quirk_arb_constants(gl_info);
788     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
789      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
790      * allow 48 different offsets or other helper immediate values. */
791     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
792     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
793 }
794
795 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
796 {
797     quirk_arb_constants(gl_info);
798
799     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
800      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
801      * If real NP2 textures are used, the driver falls back to software. We could just remove the
802      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
803      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
804      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
805      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
806      *
807      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
808      * has this extension promoted to core. The extension loading code sets this extension supported
809      * due to that, so this code works on fglrx as well. */
810     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
811     {
812         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
813         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
814         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
815     }
816
817     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
818      * it is generally more efficient. Reserve just 8 constants. */
819     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
820     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
821 }
822
823 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
824 {
825     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
826      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
827      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
828      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
829      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
830      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
831      *
832      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
833      *  triggering the software fallback. There is not much we can do here apart from disabling the
834      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
835      *  in wined3d_adapter_init_gl_caps).
836      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
837      *  post-processing effects in the game "Max Payne 2").
838      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
839     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
840     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
841     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
842 }
843
844 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
845 {
846     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
847      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
848      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
849      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
850      * according to the spec.
851      *
852      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
853      * makes the shader slower and eats instruction slots which should be available to the d3d app.
854      *
855      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
856      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
857      * this workaround is activated on cards that do not need it, it won't break things, just affect
858      * performance negatively. */
859     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
860     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
861 }
862
863 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
864 {
865     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
866 }
867
868 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
869 {
870     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
871 }
872
873 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
874 {
875     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
876     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
877 }
878
879 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
880 {
881     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
882 }
883
884 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
885 {
886     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
887 }
888
889 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
890 {
891     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
892 }
893
894 struct driver_quirk
895 {
896     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
897             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
898     void (*apply)(struct wined3d_gl_info *gl_info);
899     const char *description;
900 };
901
902 static const struct driver_quirk quirk_table[] =
903 {
904     {
905         match_amd_r300_to_500,
906         quirk_amd_dx9,
907         "AMD GLSL constant and normalized texrect quirk"
908     },
909     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
910      * used it falls back to software. While the compiler can detect if the shader uses all declared
911      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
912      * using relative addressing falls back to software.
913      *
914      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
915     {
916         match_apple,
917         quirk_apple_glsl_constants,
918         "Apple GLSL uniform override"
919     },
920     {
921         match_geforce5,
922         quirk_no_np2,
923         "Geforce 5 NP2 disable"
924     },
925     {
926         match_apple_intel,
927         quirk_texcoord_w,
928         "Init texcoord .w for Apple Intel GPU driver"
929     },
930     {
931         match_apple_nonr500ati,
932         quirk_texcoord_w,
933         "Init texcoord .w for Apple ATI >= r600 GPU driver"
934     },
935     {
936         match_dx10_capable,
937         quirk_clip_varying,
938         "Reserved varying for gl_ClipPos"
939     },
940     {
941         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
942          * GL implementations accept it. The Mac GL is the only implementation known to
943          * reject it.
944          *
945          * If we can pass 4 component specular colors, do it, because (a) we don't have
946          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
947          * passes specular alpha to the pixel shader if any is used. Otherwise the
948          * specular alpha is used to pass the fog coordinate, which we pass to opengl
949          * via GL_EXT_fog_coord.
950          */
951         match_allows_spec_alpha,
952         quirk_allows_specular_alpha,
953         "Allow specular alpha quirk"
954     },
955     {
956         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
957          * (rdar://5682521).
958          */
959         match_apple_nvts,
960         quirk_apple_nvts,
961         "Apple NV_texture_shader disable"
962     },
963     {
964         match_broken_nv_clip,
965         quirk_disable_nvvp_clip,
966         "Apple NV_vertex_program clip bug quirk"
967     },
968     {
969         match_fbo_tex_update,
970         quirk_fbo_tex_update,
971         "FBO rebind for attachment updates"
972     },
973     {
974         match_broken_rgba16,
975         quirk_broken_rgba16,
976         "True RGBA16 is not available"
977     },
978 };
979
980 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
981  * reporting a driver version is moot because we are not the Windows driver, and we have different
982  * bugs, features, etc.
983  *
984  * The driver version has the form "x.y.z.w".
985  *
986  * "x" is the Windows version the driver is meant for:
987  * 4 -> 95/98/NT4
988  * 5 -> 2000
989  * 6 -> 2000/XP
990  * 7 -> Vista
991  * 8 -> Win 7
992  *
993  * "y" is the maximum Direct3D version the driver supports.
994  * y  -> d3d version mapping:
995  * 11 -> d3d6
996  * 12 -> d3d7
997  * 13 -> d3d8
998  * 14 -> d3d9
999  * 15 -> d3d10
1000  * 16 -> d3d10.1
1001  * 17 -> d3d11
1002  *
1003  * "z" is the subversion number.
1004  *
1005  * "w" is the vendor specific driver build number.
1006  */
1007
1008 struct driver_version_information
1009 {
1010     enum wined3d_display_driver driver;
1011     enum wined3d_driver_model driver_model;
1012     const char *driver_name;            /* name of Windows driver */
1013     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1014     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1015     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1016 };
1017
1018 /* The driver version table contains driver information for different devices on several OS versions. */
1019 static const struct driver_version_information driver_version_table[] =
1020 {
1021     /* AMD
1022      * - Radeon HD2x00 (R600) and up supported by current drivers.
1023      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1024      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1025      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1026     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1027     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1028     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1029     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1030     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1031     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1032
1033     /* Intel
1034      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1035      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1036      * igxprd32.dll but the GMA800 driver was never updated. */
1037     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1038     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1039     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1040     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1041     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1042     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1043
1044     /* Nvidia
1045      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1046      * - GeforceFX support is up to 173.x on <= XP
1047      * - Geforce2MX/3/4 up to 96.x on <= XP
1048      * - TNT/Geforce1/2 up to 71.x on <= XP
1049      * All version numbers used below are from the Linux nvidia drivers. */
1050     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1051     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1052     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1053     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1054     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1055 };
1056
1057 struct gpu_description
1058 {
1059     WORD vendor;                    /* reported PCI card vendor ID  */
1060     WORD card;                      /* reported PCI card device ID  */
1061     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1062     enum wined3d_display_driver driver;
1063     unsigned int vidmem;
1064 };
1065
1066 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1067  * found on a board containing a specific GPU. */
1068 static const struct gpu_description gpu_description_table[] =
1069 {
1070     /* Nvidia cards */
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1091     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1092     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1093     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1094     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1095     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1096     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1097     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1098     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1099     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1100     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1101     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1102     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1103     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1104     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1105     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460M,    "NVIDIA GeForce GTX 460M",          DRIVER_NVIDIA_GEFORCE6,  1536},
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1123
1124     /* AMD cards */
1125     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1126     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1127     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1128     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1129     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1130     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1131     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1132     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1133     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1134     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1135     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1136     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1137     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1138     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1139     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1140     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1141     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1142     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1143     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1144     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1145     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1146     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1147     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1148     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1149     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1150     /* Intel cards */
1151     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1152     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1153     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1154     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1155     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1156     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1157     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1158     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1159 };
1160
1161 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1162         enum wined3d_driver_model driver_model)
1163 {
1164     unsigned int i;
1165
1166     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1167     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1168     {
1169         const struct driver_version_information *entry = &driver_version_table[i];
1170
1171         if (entry->driver == driver && entry->driver_model == driver_model)
1172         {
1173             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1174                 entry->driver_name, entry->version, entry->subversion, entry->build);
1175
1176             return entry;
1177         }
1178     }
1179     return NULL;
1180 }
1181
1182 static void init_driver_info(struct wined3d_driver_info *driver_info,
1183         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1184 {
1185     OSVERSIONINFOW os_version;
1186     WORD driver_os_version;
1187     unsigned int i;
1188     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1189     enum wined3d_driver_model driver_model;
1190     const struct driver_version_information *version_info;
1191
1192     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1193     {
1194         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1195         vendor = wined3d_settings.pci_vendor_id;
1196     }
1197     driver_info->vendor = vendor;
1198
1199     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1200     {
1201         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1202         device = wined3d_settings.pci_device_id;
1203     }
1204     driver_info->device = device;
1205
1206     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1207      * overrides the pci ids to a card which is not in our database. */
1208     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1209
1210     memset(&os_version, 0, sizeof(os_version));
1211     os_version.dwOSVersionInfoSize = sizeof(os_version);
1212     if (!GetVersionExW(&os_version))
1213     {
1214         ERR("Failed to get OS version, reporting 2000/XP.\n");
1215         driver_os_version = 6;
1216         driver_model = DRIVER_MODEL_NT5X;
1217     }
1218     else
1219     {
1220         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1221         switch (os_version.dwMajorVersion)
1222         {
1223             case 4:
1224                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1225                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1226                  */
1227                 driver_os_version = 4;
1228                 driver_model = DRIVER_MODEL_WIN9X;
1229                 break;
1230
1231             case 5:
1232                 driver_os_version = 6;
1233                 driver_model = DRIVER_MODEL_NT5X;
1234                 break;
1235
1236             case 6:
1237                 if (os_version.dwMinorVersion == 0)
1238                 {
1239                     driver_os_version = 7;
1240                     driver_model = DRIVER_MODEL_NT6X;
1241                 }
1242                 else
1243                 {
1244                     if (os_version.dwMinorVersion > 1)
1245                     {
1246                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1247                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1248                     }
1249                     driver_os_version = 8;
1250                     driver_model = DRIVER_MODEL_NT6X;
1251                 }
1252                 break;
1253
1254             default:
1255                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1256                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1257                 driver_os_version = 6;
1258                 driver_model = DRIVER_MODEL_NT5X;
1259                 break;
1260         }
1261     }
1262
1263     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1264      * This means that unless the ids are overriden, we will always find a GPU description. */
1265     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1266     {
1267         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1268         {
1269             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1270
1271             driver_info->description = gpu_description_table[i].description;
1272             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1273             driver = gpu_description_table[i].driver;
1274             break;
1275         }
1276     }
1277
1278     if (wined3d_settings.emulated_textureram)
1279     {
1280         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1281         driver_info->vidmem = wined3d_settings.emulated_textureram;
1282     }
1283
1284     /* Try to obtain driver version information for the current Windows version. This fails in
1285      * some cases:
1286      * - the gpu is not available on the currently selected OS version:
1287      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1288      *     version information for the current Windows version is returned instead of faked info.
1289      *     We do the same and assume the default Windows version to emulate is WinXP.
1290      *
1291      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1292      *     For now return the XP driver info. Perhaps later on we should return VESA.
1293      *
1294      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1295      *   This could be an indication that our database is not up to date, so this should be fixed.
1296      */
1297     version_info = get_driver_version_info(driver, driver_model);
1298     if (version_info)
1299     {
1300         driver_info->name = version_info->driver_name;
1301         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1302         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1303     }
1304     else
1305     {
1306         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1307         if (version_info)
1308         {
1309             driver_info->name = version_info->driver_name;
1310             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1311             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1312         }
1313         else
1314         {
1315             driver_info->description = "Direct3D HAL";
1316             driver_info->name = "Display";
1317             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1318             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1319
1320             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1321                     vendor, device, driver_model);
1322         }
1323     }
1324
1325     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1326             driver_info->version_high, driver_info->version_low);
1327 }
1328
1329 /* Context activation is done by the caller. */
1330 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1331         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1332 {
1333     unsigned int i;
1334
1335     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1336     {
1337         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1338         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1339         quirk_table[i].apply(gl_info);
1340     }
1341
1342     /* Find out if PBOs work as they are supposed to. */
1343     test_pbo_functionality(gl_info);
1344 }
1345
1346 static DWORD wined3d_parse_gl_version(const char *gl_version)
1347 {
1348     const char *ptr = gl_version;
1349     int major, minor;
1350
1351     major = atoi(ptr);
1352     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1353
1354     while (isdigit(*ptr)) ++ptr;
1355     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1356
1357     minor = atoi(ptr);
1358
1359     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1360
1361     return MAKEDWORD_VERSION(major, minor);
1362 }
1363
1364 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1365         const char *gl_vendor_string, const char *gl_renderer)
1366 {
1367
1368     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1369      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1370      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1371      *
1372      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1373      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1374      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1375      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1376      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1377      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1378      * DirectDraw, not OpenGL. */
1379     if (gl_info->supported[APPLE_FENCE]
1380             && gl_info->supported[APPLE_CLIENT_STORAGE]
1381             && gl_info->supported[APPLE_FLUSH_RENDER]
1382             && gl_info->supported[APPLE_YCBCR_422])
1383         return GL_VENDOR_APPLE;
1384
1385     if (strstr(gl_vendor_string, "NVIDIA"))
1386         return GL_VENDOR_NVIDIA;
1387
1388     if (strstr(gl_vendor_string, "ATI"))
1389         return GL_VENDOR_FGLRX;
1390
1391     if (strstr(gl_vendor_string, "Intel(R)")
1392             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1393             || strstr(gl_renderer, "Intel")
1394             || strstr(gl_vendor_string, "Intel Inc."))
1395         return GL_VENDOR_INTEL;
1396
1397     if (strstr(gl_vendor_string, "Mesa")
1398             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1399             || strstr(gl_vendor_string, "DRI R300 Project")
1400             || strstr(gl_vendor_string, "X.Org R300 Project")
1401             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1402             || strstr(gl_vendor_string, "VMware, Inc.")
1403             || strstr(gl_renderer, "Mesa")
1404             || strstr(gl_renderer, "Gallium"))
1405         return GL_VENDOR_MESA;
1406
1407     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1408             debugstr_a(gl_vendor_string));
1409
1410     return GL_VENDOR_UNKNOWN;
1411 }
1412
1413 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1414 {
1415     if (strstr(gl_vendor_string, "NVIDIA")
1416             || strstr(gl_vendor_string, "nouveau"))
1417         return HW_VENDOR_NVIDIA;
1418
1419     if (strstr(gl_vendor_string, "ATI")
1420             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1421             || strstr(gl_vendor_string, "X.Org R300 Project")
1422             || strstr(gl_renderer, "AMD")
1423             || strstr(gl_renderer, "R100")
1424             || strstr(gl_renderer, "R200")
1425             || strstr(gl_renderer, "R300")
1426             || strstr(gl_renderer, "R600")
1427             || strstr(gl_renderer, "R700"))
1428         return HW_VENDOR_AMD;
1429
1430     if (strstr(gl_vendor_string, "Intel(R)")
1431             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1432             || strstr(gl_renderer, "Intel")
1433             || strstr(gl_vendor_string, "Intel Inc."))
1434         return HW_VENDOR_INTEL;
1435
1436     if (strstr(gl_vendor_string, "Mesa")
1437             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1438             || strstr(gl_vendor_string, "VMware, Inc."))
1439         return HW_VENDOR_SOFTWARE;
1440
1441     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1442
1443     return HW_VENDOR_NVIDIA;
1444 }
1445
1446 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1447 {
1448     UINT level = 0;
1449
1450     if (gl_info->supported[ARB_MULTITEXTURE])
1451         level = 6;
1452     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1453             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1454             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1455         level = 7;
1456     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1457             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1458         level = 8;
1459     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1460             && gl_info->supported[ARB_VERTEX_SHADER])
1461         level = 9;
1462     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1463         level = 10;
1464
1465     return level;
1466 }
1467
1468 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1469         const char *gl_renderer)
1470 {
1471     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1472     unsigned int i;
1473
1474     if (d3d_level >= 10)
1475     {
1476         static const struct
1477         {
1478             const char *renderer;
1479             enum wined3d_pci_device id;
1480         }
1481         cards[] =
1482         {
1483             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1484             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1485             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1486             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1487             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1488             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1489             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1490             {"GTX 460M",    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
1491             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1492             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1493             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1494             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1495             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1496             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1497             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1498             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1499             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1500             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1501             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1502             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1503             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1504             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1505             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1506             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1507             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1508             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1509             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1510             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1511             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1512             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1513             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1514             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1515             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1516             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1517             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1518             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1519             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1520             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1521             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1522             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1523             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1524             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1525             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1526             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1527             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1528             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1529             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1530             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1531             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1532             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1533             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1534             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1535             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1536         };
1537
1538         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1539         {
1540             if (strstr(gl_renderer, cards[i].renderer))
1541                 return cards[i].id;
1542         }
1543
1544         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1545         return CARD_NVIDIA_GEFORCE_8300GS;
1546     }
1547
1548     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1549      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1550      */
1551     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1552     {
1553         static const struct
1554         {
1555             const char *renderer;
1556             enum wined3d_pci_device id;
1557         }
1558         cards[] =
1559         {
1560             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1561             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1562             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1563             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1564             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1565             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1566             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1567             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1568             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1569             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1570             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1571             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1572             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1573         };
1574
1575         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1576         {
1577             if (strstr(gl_renderer, cards[i].renderer))
1578                 return cards[i].id;
1579         }
1580
1581         /* Geforce 6/7 - lowend */
1582         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1583     }
1584
1585     if (d3d_level >= 9)
1586     {
1587         /* GeforceFX - highend */
1588         if (strstr(gl_renderer, "5800")
1589                 || strstr(gl_renderer, "5900")
1590                 || strstr(gl_renderer, "5950")
1591                 || strstr(gl_renderer, "Quadro FX"))
1592         {
1593             return CARD_NVIDIA_GEFORCEFX_5800;
1594         }
1595
1596         /* GeforceFX - midend */
1597         if (strstr(gl_renderer, "5600")
1598                 || strstr(gl_renderer, "5650")
1599                 || strstr(gl_renderer, "5700")
1600                 || strstr(gl_renderer, "5750"))
1601         {
1602             return CARD_NVIDIA_GEFORCEFX_5600;
1603         }
1604
1605         /* GeforceFX - lowend */
1606         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1607     }
1608
1609     if (d3d_level >= 8)
1610     {
1611         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1612         {
1613             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1614         }
1615
1616         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1617     }
1618
1619     if (d3d_level >= 7)
1620     {
1621         if (strstr(gl_renderer, "GeForce4 MX"))
1622         {
1623             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1624         }
1625
1626         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1627         {
1628             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1629         }
1630
1631         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1632         {
1633             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1634         }
1635
1636         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1637     }
1638
1639     if (strstr(gl_renderer, "TNT2"))
1640     {
1641         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1642     }
1643
1644     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1645 }
1646
1647 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1648         const char *gl_renderer)
1649 {
1650     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1651
1652     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1653      *
1654      * Beware: renderer string do not match exact card model,
1655      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1656     if (d3d_level >= 10)
1657     {
1658         unsigned int i;
1659
1660         static const struct
1661         {
1662             const char *renderer;
1663             enum wined3d_pci_device id;
1664         }
1665         cards[] =
1666         {
1667             /* Evergreen */
1668             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1669             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1670             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1671             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1672             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1673             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1674             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1675             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1676             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1677             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1678             /* R700 */
1679             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1680             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1681             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1682             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1683             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1684             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1685             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1686             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1687             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1688             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1689             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1690             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1691             /* R600/R700 integrated */
1692             {"HD 3300", CARD_AMD_RADEON_HD3200},
1693             {"HD 3200", CARD_AMD_RADEON_HD3200},
1694             {"HD 3100", CARD_AMD_RADEON_HD3200},
1695             /* R600 */
1696             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1697             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1698             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1699             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1700             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1701             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1702             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1703             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1704             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1705             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1706             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1707             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1708             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1709         };
1710
1711         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1712         {
1713             if (strstr(gl_renderer, cards[i].renderer))
1714                 return cards[i].id;
1715         }
1716
1717         /* Default for when no GPU has been found */
1718         return CARD_AMD_RADEON_HD3200;
1719     }
1720
1721     if (d3d_level >= 9)
1722     {
1723         /* Radeon R5xx */
1724         if (strstr(gl_renderer, "X1600")
1725                 || strstr(gl_renderer, "X1650")
1726                 || strstr(gl_renderer, "X1800")
1727                 || strstr(gl_renderer, "X1900")
1728                 || strstr(gl_renderer, "X1950"))
1729         {
1730             return CARD_AMD_RADEON_X1600;
1731         }
1732
1733         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1734          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1735         if (strstr(gl_renderer, "X700")
1736                 || strstr(gl_renderer, "X800")
1737                 || strstr(gl_renderer, "X850")
1738                 || strstr(gl_renderer, "X1300")
1739                 || strstr(gl_renderer, "X1400")
1740                 || strstr(gl_renderer, "X1450")
1741                 || strstr(gl_renderer, "X1550")
1742                 || strstr(gl_renderer, "X2300")
1743                 || strstr(gl_renderer, "X2500")
1744                 || strstr(gl_renderer, "HD 2300")
1745                 )
1746         {
1747             return CARD_AMD_RADEON_X700;
1748         }
1749
1750         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1751         if (strstr(gl_renderer, "Radeon Xpress"))
1752         {
1753             return CARD_AMD_RADEON_XPRESS_200M;
1754         }
1755
1756         /* Radeon R3xx */
1757         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1758     }
1759
1760     if (d3d_level >= 8)
1761         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1762
1763     if (d3d_level >= 7)
1764         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1765
1766     return CARD_AMD_RAGE_128PRO;
1767 }
1768
1769 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1770         const char *gl_renderer)
1771 {
1772     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1773     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1774     {
1775         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1776         return CARD_INTEL_X3100;
1777     }
1778
1779     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1780     {
1781         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1782         return CARD_INTEL_I945GM;
1783     }
1784
1785     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1786     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1787     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1788     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1789     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1790     return CARD_INTEL_I915G;
1791
1792 }
1793
1794 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1795         const char *gl_renderer)
1796 {
1797     UINT d3d_level;
1798     unsigned int i;
1799
1800     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1801      *
1802      * Beware: renderer string do not match exact card model,
1803      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1804     if (strstr(gl_renderer, "Gallium"))
1805     {
1806         /* 20101109 - These are never returned by current Gallium radeon
1807          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1808          *
1809          * These are returned but not handled: RC410, RV380. */
1810         static const struct
1811         {
1812             const char *renderer;
1813             enum wined3d_pci_device id;
1814         }
1815         cards[] =
1816         {
1817             /* Northern Islands */
1818             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1819             {"BARTS",   CARD_AMD_RADEON_HD6800},
1820             {"TURKS",   CARD_AMD_RADEON_HD6600},
1821             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1822             {"PALM",    CARD_AMD_RADEON_HD6300},
1823             /* Evergreen */
1824             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1825             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1826             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1827             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1828             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1829             /* R700 */
1830             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1831             {"RV790",   CARD_AMD_RADEON_HD4800},
1832             {"RV770",   CARD_AMD_RADEON_HD4800},
1833             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1834             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1835             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1836             /* R600/R700 integrated */
1837             {"RS880",   CARD_AMD_RADEON_HD3200},
1838             {"RS780",   CARD_AMD_RADEON_HD3200},
1839             /* R600 */
1840             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1841             {"R600",    CARD_AMD_RADEON_HD2900},
1842             {"RV670",   CARD_AMD_RADEON_HD2900},
1843             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1844             {"RV630",   CARD_AMD_RADEON_HD2600},
1845             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1846             {"RV610",   CARD_AMD_RADEON_HD2350},
1847             /* R500 */
1848             {"R580",    CARD_AMD_RADEON_X1600},
1849             {"R520",    CARD_AMD_RADEON_X1600},
1850             {"RV570",   CARD_AMD_RADEON_X1600},
1851             {"RV560",   CARD_AMD_RADEON_X1600},
1852             {"RV535",   CARD_AMD_RADEON_X1600},
1853             {"RV530",   CARD_AMD_RADEON_X1600},
1854             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1855             {"RV515",   CARD_AMD_RADEON_X700},
1856             /* R400 */
1857             {"R481",    CARD_AMD_RADEON_X700},
1858             {"R480",    CARD_AMD_RADEON_X700},
1859             {"R430",    CARD_AMD_RADEON_X700},
1860             {"R423",    CARD_AMD_RADEON_X700},
1861             {"R420",    CARD_AMD_RADEON_X700},
1862             {"R410",    CARD_AMD_RADEON_X700},
1863             {"RV410",   CARD_AMD_RADEON_X700},
1864             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1865             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1866             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1867             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1868             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1869             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1870             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1871             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1872             /* R300 */
1873             {"R360",    CARD_AMD_RADEON_9500},
1874             {"R350",    CARD_AMD_RADEON_9500},
1875             {"R300",    CARD_AMD_RADEON_9500},
1876             {"RV370",   CARD_AMD_RADEON_9500},
1877             {"RV360",   CARD_AMD_RADEON_9500},
1878             {"RV351",   CARD_AMD_RADEON_9500},
1879             {"RV350",   CARD_AMD_RADEON_9500},
1880         };
1881
1882         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1883         {
1884             if (strstr(gl_renderer, cards[i].renderer))
1885                 return cards[i].id;
1886         }
1887     }
1888
1889     d3d_level = d3d_level_from_gl_info(gl_info);
1890     if (d3d_level >= 9)
1891     {
1892         static const struct
1893         {
1894             const char *renderer;
1895             enum wined3d_pci_device id;
1896         }
1897         cards[] =
1898         {
1899             /* R700 */
1900             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1901             {"(RV790",  CARD_AMD_RADEON_HD4800},
1902             {"(RV770",  CARD_AMD_RADEON_HD4800},
1903             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1904             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1905             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1906             /* R600/R700 integrated */
1907             {"RS880",   CARD_AMD_RADEON_HD3200},
1908             {"RS780",   CARD_AMD_RADEON_HD3200},
1909             /* R600 */
1910             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1911             {"(R600",   CARD_AMD_RADEON_HD2900},
1912             {"(RV670",  CARD_AMD_RADEON_HD2900},
1913             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1914             {"(RV630",  CARD_AMD_RADEON_HD2600},
1915             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1916             {"(RV610",  CARD_AMD_RADEON_HD2350},
1917         };
1918
1919         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1920         {
1921             if (strstr(gl_renderer, cards[i].renderer))
1922                 return cards[i].id;
1923         }
1924     }
1925
1926     if (d3d_level >= 8)
1927         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1928
1929     if (d3d_level >= 7)
1930         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1931
1932     return CARD_AMD_RAGE_128PRO;
1933 }
1934
1935 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1936         const char *gl_renderer)
1937 {
1938     UINT d3d_level;
1939
1940     if (strstr(gl_renderer, "Gallium"))
1941     {
1942         unsigned int i;
1943
1944         static const struct
1945         {
1946             const char *renderer;
1947             enum wined3d_pci_device id;
1948         }
1949         cards[] =
1950         {
1951             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1952             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1953             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1954             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1955             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1956             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1957             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1958             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1959             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1960             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1961             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1962             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1963             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1964             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1965             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1966             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1967             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1968             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1969             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1970             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1971             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1972             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1973             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1974             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1975             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1976             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1977             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1978             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1979             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1980             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1981             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1982             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1983             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1984             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1985             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1986             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1987             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1988             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1989             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1990             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1991             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1992             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1993             {"NV20",    CARD_NVIDIA_GEFORCE3},
1994             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1995             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1996             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1997             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1998             {"NV16",    CARD_NVIDIA_GEFORCE2},
1999             {"NV15",    CARD_NVIDIA_GEFORCE2},
2000             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2001             {"NV10",    CARD_NVIDIA_GEFORCE},
2002             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2003             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2004             {"NV03",    CARD_NVIDIA_RIVA_128},
2005         };
2006
2007         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2008         {
2009             if (strstr(gl_renderer, cards[i].renderer))
2010                 return cards[i].id;
2011         }
2012     }
2013
2014     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2015
2016     d3d_level = d3d_level_from_gl_info(gl_info);
2017     if (d3d_level >= 9)
2018         return CARD_NVIDIA_GEFORCEFX_5600;
2019     if (d3d_level >= 8)
2020         return CARD_NVIDIA_GEFORCE3;
2021     if (d3d_level >= 7)
2022         return CARD_NVIDIA_GEFORCE;
2023     if (d3d_level >= 6)
2024         return CARD_NVIDIA_RIVA_TNT;
2025     return CARD_NVIDIA_RIVA_128;
2026 }
2027
2028
2029 struct vendor_card_selection
2030 {
2031     enum wined3d_gl_vendor gl_vendor;
2032     enum wined3d_pci_vendor card_vendor;
2033     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2034     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2035 };
2036
2037 static const struct vendor_card_selection vendor_card_select_table[] =
2038 {
2039     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2040     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2041     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2042     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2043     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2044     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2045     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2046     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2047     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2048 };
2049
2050
2051 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2052         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2053 {
2054     UINT d3d_level;
2055
2056     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2057      * different GPUs with roughly the same features. In most cases GPUs from a
2058      * certain family differ in clockspeeds, the amount of video memory and the
2059      * number of shader pipelines.
2060      *
2061      * A Direct3D device object contains the PCI id (vendor + device) of the
2062      * videocard which is used for rendering. Various applications use this
2063      * information to get a rough estimation of the features of the card and
2064      * some might use it for enabling 3d effects only on certain types of
2065      * videocards. In some cases games might even use it to work around bugs
2066      * which happen on certain videocards/driver combinations. The problem is
2067      * that OpenGL only exposes a rendering string containing the name of the
2068      * videocard and not the PCI id.
2069      *
2070      * Various games depend on the PCI id, so somehow we need to provide one.
2071      * A simple option is to parse the renderer string and translate this to
2072      * the right PCI id. This is a lot of work because there are more than 200
2073      * GPUs just for Nvidia. Various cards share the same renderer string, so
2074      * the amount of code might be 'small' but there are quite a number of
2075      * exceptions which would make this a pain to maintain. Another way would
2076      * be to query the PCI id from the operating system (assuming this is the
2077      * videocard which is used for rendering which is not always the case).
2078      * This would work but it is not very portable. Second it would not work
2079      * well in, let's say, a remote X situation in which the amount of 3d
2080      * features which can be used is limited.
2081      *
2082      * As said most games only use the PCI id to get an indication of the
2083      * capabilities of the card. It doesn't really matter if the given id is
2084      * the correct one if we return the id of a card with similar 3d features.
2085      *
2086      * The code below checks the OpenGL capabilities of a videocard and matches
2087      * that to a certain level of Direct3D functionality. Once a card passes
2088      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2089      * least a GeforceFX. To give a better estimate we do a basic check on the
2090      * renderer string but if that won't pass we return a default card. This
2091      * way is better than maintaining a full card database as even without a
2092      * full database we can return a card with similar features. Second the
2093      * size of the database can be made quite small because when you know what
2094      * type of 3d functionality a card has, you know to which GPU family the
2095      * GPU must belong. Because of this you only have to check a small part of
2096      * the renderer string to distinguishes between different models from that
2097      * family.
2098      *
2099      * The code also selects a default amount of video memory which we will
2100      * use for an estimation of the amount of free texture memory. In case of
2101      * real D3D the amount of texture memory includes video memory and system
2102      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2103      * HyperMemory). We don't know how much system memory can be addressed by
2104      * the system but we can make a reasonable estimation about the amount of
2105      * video memory. If the value is slightly wrong it doesn't matter as we
2106      * didn't include AGP-like memory which makes the amount of addressable
2107      * memory higher and second OpenGL isn't that critical it moves to system
2108      * memory behind our backs if really needed. Note that the amount of video
2109      * memory can be overruled using a registry setting. */
2110
2111     int i;
2112
2113     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2114     {
2115         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2116             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2117                 continue;
2118         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2119         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2120     }
2121
2122     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2123                      *gl_vendor, *card_vendor);
2124
2125     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2126      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2127      * them a good generic choice. */
2128     *card_vendor = HW_VENDOR_NVIDIA;
2129     d3d_level = d3d_level_from_gl_info(gl_info);
2130     if (d3d_level >= 9)
2131         return CARD_NVIDIA_GEFORCEFX_5600;
2132     if (d3d_level >= 8)
2133         return CARD_NVIDIA_GEFORCE3;
2134     if (d3d_level >= 7)
2135         return CARD_NVIDIA_GEFORCE;
2136     if (d3d_level >= 6)
2137         return CARD_NVIDIA_RIVA_TNT;
2138     return CARD_NVIDIA_RIVA_128;
2139 }
2140
2141 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2142 {
2143     int vs_selected_mode, ps_selected_mode;
2144
2145     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2146     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2147             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2148     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2149     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2150             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2151     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2152     else return &ffp_fragment_pipeline;
2153 }
2154
2155 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2156 {
2157     int vs_selected_mode, ps_selected_mode;
2158
2159     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2160     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2161     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2162     return &none_shader_backend;
2163 }
2164
2165 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2166 {
2167     int vs_selected_mode, ps_selected_mode;
2168
2169     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2170     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2171             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2172     else return &ffp_blit;
2173 }
2174
2175 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2176 {
2177     DWORD ver;
2178
2179 #define USE_GL_FUNC(type, pfn, ext, replace) \
2180     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2181     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2182     else gl_info->pfn = NULL;
2183
2184     GL_EXT_FUNCS_GEN;
2185 #undef USE_GL_FUNC
2186
2187 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2188     WGL_EXT_FUNCS_GEN;
2189 #undef USE_GL_FUNC
2190 }
2191
2192 /* Context activation is done by the caller. */
2193 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2194 {
2195     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2196     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2197     const char *GL_Extensions    = NULL;
2198     const char *WGL_Extensions   = NULL;
2199     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2200     struct fragment_caps fragment_caps;
2201     enum wined3d_gl_vendor gl_vendor;
2202     enum wined3d_pci_vendor card_vendor;
2203     enum wined3d_pci_device device;
2204     GLint       gl_max;
2205     GLfloat     gl_floatv[2];
2206     unsigned    i;
2207     HDC         hdc;
2208     DWORD gl_version;
2209     size_t len;
2210
2211     TRACE_(d3d_caps)("(%p)\n", gl_info);
2212
2213     ENTER_GL();
2214
2215     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2216     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2217     if (!gl_renderer_str)
2218     {
2219         LEAVE_GL();
2220         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2221         return FALSE;
2222     }
2223
2224     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2225     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2226     if (!gl_vendor_str)
2227     {
2228         LEAVE_GL();
2229         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2230         return FALSE;
2231     }
2232
2233     /* Parse the GL_VERSION field into major and minor information */
2234     gl_version_str = (const char *)glGetString(GL_VERSION);
2235     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2236     if (!gl_version_str)
2237     {
2238         LEAVE_GL();
2239         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2240         return FALSE;
2241     }
2242     gl_version = wined3d_parse_gl_version(gl_version_str);
2243
2244     /*
2245      * Initialize openGL extension related variables
2246      *  with Default values
2247      */
2248     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2249     gl_info->limits.blends = 1;
2250     gl_info->limits.buffers = 1;
2251     gl_info->limits.textures = 1;
2252     gl_info->limits.fragment_samplers = 1;
2253     gl_info->limits.vertex_samplers = 0;
2254     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2255     gl_info->limits.sampler_stages = 1;
2256     gl_info->limits.vertex_attribs = 16;
2257     gl_info->limits.glsl_vs_float_constants = 0;
2258     gl_info->limits.glsl_ps_float_constants = 0;
2259     gl_info->limits.arb_vs_float_constants = 0;
2260     gl_info->limits.arb_vs_native_constants = 0;
2261     gl_info->limits.arb_vs_instructions = 0;
2262     gl_info->limits.arb_vs_temps = 0;
2263     gl_info->limits.arb_ps_float_constants = 0;
2264     gl_info->limits.arb_ps_local_constants = 0;
2265     gl_info->limits.arb_ps_instructions = 0;
2266     gl_info->limits.arb_ps_temps = 0;
2267
2268     /* Retrieve opengl defaults */
2269     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2270     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2271     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2272
2273     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2274     gl_info->limits.lights = gl_max;
2275     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2276
2277     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2278     gl_info->limits.texture_size = gl_max;
2279     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2280
2281     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2282     gl_info->limits.pointsize_min = gl_floatv[0];
2283     gl_info->limits.pointsize_max = gl_floatv[1];
2284     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2285
2286     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2287     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2288     if (!GL_Extensions)
2289     {
2290         LEAVE_GL();
2291         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2292         return FALSE;
2293     }
2294
2295     LEAVE_GL();
2296
2297     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2298
2299     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2300
2301     while (*GL_Extensions)
2302     {
2303         const char *start;
2304
2305         while (isspace(*GL_Extensions)) ++GL_Extensions;
2306         start = GL_Extensions;
2307         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2308
2309         len = GL_Extensions - start;
2310         if (!len) continue;
2311
2312         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2313
2314         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2315         {
2316             if (len == strlen(EXTENSION_MAP[i].extension_string)
2317                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2318             {
2319                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2320                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2321                 break;
2322             }
2323         }
2324     }
2325
2326     /* Now work out what GL support this card really has */
2327     load_gl_funcs( gl_info, gl_version );
2328
2329     ENTER_GL();
2330
2331     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2332      * loading the functions, otherwise the code above will load the extension entry points instead of the
2333      * core functions, which may not work. */
2334     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2335     {
2336         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2337                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2338         {
2339             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2340             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2341         }
2342     }
2343
2344     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2345
2346     if (gl_info->supported[APPLE_FENCE])
2347     {
2348         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2349          * The apple extension interacts with some other apple exts. Disable the NV
2350          * extension if the apple one is support to prevent confusion in other parts
2351          * of the code. */
2352         gl_info->supported[NV_FENCE] = FALSE;
2353     }
2354     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2355     {
2356         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2357          *
2358          * The enums are the same:
2359          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2360          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2361          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2362          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2363          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2364          */
2365         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2366         {
2367             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2368             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2369         }
2370         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2371         {
2372             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2373             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2374         }
2375     }
2376     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2377     {
2378         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2379          * functionality. Prefer the ARB extension */
2380         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2381     }
2382     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2383     {
2384         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2385         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2386     }
2387     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2388     {
2389         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2390         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2391     }
2392     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2393     {
2394         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2395         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2396     }
2397     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2398     {
2399         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2400         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2401     }
2402     if (gl_info->supported[NV_TEXTURE_SHADER2])
2403     {
2404         if (gl_info->supported[NV_REGISTER_COMBINERS])
2405         {
2406             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2407              * are supported. The nv extensions provide the same functionality as the
2408              * ATI one, and a bit more(signed pixelformats). */
2409             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2410         }
2411     }
2412
2413     if (gl_info->supported[NV_REGISTER_COMBINERS])
2414     {
2415         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2416         gl_info->limits.general_combiners = gl_max;
2417         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2418     }
2419     if (gl_info->supported[ARB_DRAW_BUFFERS])
2420     {
2421         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2422         gl_info->limits.buffers = gl_max;
2423         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2424     }
2425     if (gl_info->supported[ARB_MULTITEXTURE])
2426     {
2427         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2428         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2429         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2430
2431         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2432         {
2433             GLint tmp;
2434             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2435             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2436         }
2437         else
2438         {
2439             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2440         }
2441         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2442
2443         if (gl_info->supported[ARB_VERTEX_SHADER])
2444         {
2445             GLint tmp;
2446             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2447             gl_info->limits.vertex_samplers = tmp;
2448             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2449             gl_info->limits.combined_samplers = tmp;
2450             glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2451             gl_info->limits.vertex_attribs = tmp;
2452
2453             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2454              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2455              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2456              * shader is used with fixed function vertex processing we're fine too because fixed function
2457              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2458              * used we have to make sure that all vertex sampler setups are valid together with all
2459              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2460              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2461              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2462              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2463              * a fixed function pipeline anymore.
2464              *
2465              * So this is just a check to check that our assumption holds true. If not, write a warning
2466              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2467             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2468                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2469             {
2470                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2471                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2472                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2473                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2474                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2475                 else
2476                     gl_info->limits.vertex_samplers = 0;
2477             }
2478         }
2479         else
2480         {
2481             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2482         }
2483         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2484         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2485     }
2486     if (gl_info->supported[ARB_VERTEX_BLEND])
2487     {
2488         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2489         gl_info->limits.blends = gl_max;
2490         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2491     }
2492     if (gl_info->supported[EXT_TEXTURE3D])
2493     {
2494         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2495         gl_info->limits.texture3d_size = gl_max;
2496         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2497     }
2498     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2499     {
2500         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2501         gl_info->limits.anisotropy = gl_max;
2502         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2503     }
2504     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2505     {
2506         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2507         gl_info->limits.arb_ps_float_constants = gl_max;
2508         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2509         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2510         gl_info->limits.arb_ps_native_constants = gl_max;
2511         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2512                 gl_info->limits.arb_ps_native_constants);
2513         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2514         gl_info->limits.arb_ps_temps = gl_max;
2515         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2516         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2517         gl_info->limits.arb_ps_instructions = gl_max;
2518         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2519         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2520         gl_info->limits.arb_ps_local_constants = gl_max;
2521         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2522     }
2523     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2524     {
2525         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2526         gl_info->limits.arb_vs_float_constants = gl_max;
2527         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2528         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2529         gl_info->limits.arb_vs_native_constants = gl_max;
2530         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2531                 gl_info->limits.arb_vs_native_constants);
2532         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2533         gl_info->limits.arb_vs_temps = gl_max;
2534         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2535         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2536         gl_info->limits.arb_vs_instructions = gl_max;
2537         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2538
2539         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2540     }
2541     if (gl_info->supported[ARB_VERTEX_SHADER])
2542     {
2543         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2544         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2545         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2546     }
2547     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2548     {
2549         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2550         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2551         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2552         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2553         gl_info->limits.glsl_varyings = gl_max;
2554         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2555     }
2556     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2557     {
2558         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2559         unsigned int major, minor;
2560
2561         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2562
2563         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2564         sscanf(str, "%u.%u", &major, &minor);
2565         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2566     }
2567     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2568     {
2569         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2570     }
2571     else
2572     {
2573         gl_info->limits.shininess = 128.0f;
2574     }
2575     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2576     {
2577         /* If we have full NP2 texture support, disable
2578          * GL_ARB_texture_rectangle because we will never use it.
2579          * This saves a few redundant glDisable calls. */
2580         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2581     }
2582     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2583     {
2584         /* Disable NV_register_combiners and fragment shader if this is supported.
2585          * generally the NV extensions are preferred over the ATI ones, and this
2586          * extension is disabled if register_combiners and texture_shader2 are both
2587          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2588          * fragment processing support. */
2589         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2590         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2591         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2592         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2593     }
2594     if (gl_info->supported[NV_HALF_FLOAT])
2595     {
2596         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2597         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2598     }
2599     checkGLcall("extension detection");
2600
2601     LEAVE_GL();
2602
2603     adapter->fragment_pipe = select_fragment_implementation(gl_info);
2604     adapter->shader_backend = select_shader_backend(gl_info);
2605     adapter->blitter = select_blit_implementation(gl_info);
2606
2607     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2608     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2609     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2610
2611     /* In some cases the number of texture stages can be larger than the number
2612      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2613      * shaders), but 8 texture stages (register combiners). */
2614     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2615
2616     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2617     {
2618         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2619         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2620         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2621         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2622         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2623         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2624         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2625         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2626         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2627         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2628         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2629         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2630         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2631         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2632         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2633         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2634         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2635         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2636         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2637         if (wined3d_settings.allow_multisampling)
2638         {
2639             glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2640             gl_info->limits.samples = gl_max;
2641         }
2642     }
2643     else
2644     {
2645         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2646         {
2647             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2648             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2649             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2650             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2651             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2652             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2653             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2654             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2655             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2656             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2657             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2658             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2659             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2660             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2661             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2662             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2663             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2664         }
2665         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2666         {
2667             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2668             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2669         }
2670         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2671         {
2672             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2673         }
2674         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2675         {
2676             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2677             if (wined3d_settings.allow_multisampling)
2678             {
2679                 glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2680                 gl_info->limits.samples = gl_max;
2681             }
2682         }
2683     }
2684
2685     /* MRTs are currently only supported when FBOs are used. */
2686     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2687     {
2688         gl_info->limits.buffers = 1;
2689     }
2690
2691     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2692     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2693     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2694
2695     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2696     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2697
2698     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2699     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2700             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2701     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2702     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2703             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2704     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2705             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2706
2707     /* Make sure there's an active HDC else the WGL extensions will fail */
2708     hdc = pwglGetCurrentDC();
2709     if (hdc) {
2710         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2711         if(GL_EXTCALL(wglGetExtensionsStringARB))
2712             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2713
2714         if (!WGL_Extensions)
2715         {
2716             ERR("   WGL_Extensions returns NULL\n");
2717         }
2718         else
2719         {
2720             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2721             while (*WGL_Extensions)
2722             {
2723                 const char *Start;
2724                 char ThisExtn[256];
2725
2726                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2727                 Start = WGL_Extensions;
2728                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2729
2730                 len = WGL_Extensions - Start;
2731                 if (!len || len >= sizeof(ThisExtn))
2732                     continue;
2733
2734                 memcpy(ThisExtn, Start, len);
2735                 ThisExtn[len] = '\0';
2736                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2737
2738                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2739                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2740                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2741                 }
2742                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2743                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2744                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2745                 }
2746                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2747                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2748                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2749                 }
2750             }
2751         }
2752     }
2753
2754     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2755     init_driver_info(driver_info, card_vendor, device);
2756     add_gl_compat_wrappers(gl_info);
2757
2758     return TRUE;
2759 }
2760
2761 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2762 {
2763     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2764             wined3d, wined3d->adapter_count);
2765
2766     return wined3d->adapter_count;
2767 }
2768
2769 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2770 {
2771     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2772
2773     return WINED3D_OK;
2774 }
2775
2776 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2777 {
2778     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2779
2780     if (adapter_idx >= wined3d->adapter_count)
2781         return NULL;
2782
2783     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2784 }
2785
2786 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2787      of the same bpp but different resolutions                                  */
2788
2789 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2790 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2791         enum wined3d_format_id format_id)
2792 {
2793     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2794
2795     if (adapter_idx >= wined3d->adapter_count)
2796         return 0;
2797
2798     /* TODO: Store modes per adapter and read it from the adapter structure */
2799     if (!adapter_idx)
2800     {
2801         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2802         UINT format_bits = format->byte_count * CHAR_BIT;
2803         unsigned int i = 0;
2804         unsigned int j = 0;
2805         DEVMODEW mode;
2806
2807         memset(&mode, 0, sizeof(mode));
2808         mode.dmSize = sizeof(mode);
2809
2810         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2811         {
2812             ++j;
2813
2814             if (format_id == WINED3DFMT_UNKNOWN)
2815             {
2816                 /* This is for D3D8, do not enumerate P8 here */
2817                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2818             }
2819             else if (mode.dmBitsPerPel == format_bits)
2820             {
2821                 ++i;
2822             }
2823         }
2824
2825         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2826
2827         return i;
2828     }
2829     else
2830     {
2831         FIXME_(d3d_caps)("Adapter not primary display.\n");
2832     }
2833
2834     return 0;
2835 }
2836
2837 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2838 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2839         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2840 {
2841     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2842             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2843
2844     /* Validate the parameters as much as possible */
2845     if (!mode || adapter_idx >= wined3d->adapter_count
2846             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2847     {
2848         return WINED3DERR_INVALIDCALL;
2849     }
2850
2851     /* TODO: Store modes per adapter and read it from the adapter structure */
2852     if (!adapter_idx)
2853     {
2854         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2855         UINT format_bits = format->byte_count * CHAR_BIT;
2856         DEVMODEW DevModeW;
2857         int ModeIdx = 0;
2858         UINT i = 0;
2859         int j = 0;
2860
2861         ZeroMemory(&DevModeW, sizeof(DevModeW));
2862         DevModeW.dmSize = sizeof(DevModeW);
2863
2864         /* If we are filtering to a specific format (D3D9), then need to skip
2865            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2866            just count through the ones with valid bit depths */
2867         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2868         {
2869             if (format_id == WINED3DFMT_UNKNOWN)
2870             {
2871                 /* This is for D3D8, do not enumerate P8 here */
2872                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2873             }
2874             else if (DevModeW.dmBitsPerPel == format_bits)
2875             {
2876                 ++i;
2877             }
2878         }
2879
2880         if (!i)
2881         {
2882             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2883             return WINED3DERR_INVALIDCALL;
2884         }
2885         ModeIdx = j - 1;
2886
2887         /* Now get the display mode via the calculated index */
2888         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2889         {
2890             mode->Width = DevModeW.dmPelsWidth;
2891             mode->Height = DevModeW.dmPelsHeight;
2892             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2893             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2894                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2895
2896             if (format_id == WINED3DFMT_UNKNOWN)
2897                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2898             else
2899                 mode->Format = format_id;
2900         }
2901         else
2902         {
2903             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2904             return WINED3DERR_INVALIDCALL;
2905         }
2906
2907         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2908                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2909                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2910     }
2911     else
2912     {
2913         FIXME_(d3d_caps)("Adapter not primary display\n");
2914     }
2915
2916     return WINED3D_OK;
2917 }
2918
2919 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2920         WINED3DDISPLAYMODE *mode)
2921 {
2922     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2923
2924     if (!mode || adapter_idx >= wined3d->adapter_count)
2925         return WINED3DERR_INVALIDCALL;
2926
2927     if (!adapter_idx)
2928     {
2929         DEVMODEW DevModeW;
2930         unsigned int bpp;
2931
2932         ZeroMemory(&DevModeW, sizeof(DevModeW));
2933         DevModeW.dmSize = sizeof(DevModeW);
2934
2935         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2936         mode->Width = DevModeW.dmPelsWidth;
2937         mode->Height = DevModeW.dmPelsHeight;
2938         bpp = DevModeW.dmBitsPerPel;
2939         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2940         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2941             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2942         mode->Format = pixelformat_for_depth(bpp);
2943     }
2944     else
2945     {
2946         FIXME_(d3d_caps)("Adapter not primary display\n");
2947     }
2948
2949     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2950           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2951     return WINED3D_OK;
2952 }
2953
2954 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2955    and fields being inserted in the middle, a new structure is used in place    */
2956 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2957         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2958 {
2959     const struct wined3d_adapter *adapter;
2960     size_t len;
2961
2962     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2963             wined3d, adapter_idx, flags, identifier);
2964
2965     if (adapter_idx >= wined3d->adapter_count)
2966         return WINED3DERR_INVALIDCALL;
2967
2968     adapter = &wined3d->adapters[adapter_idx];
2969
2970     /* Return the information requested */
2971     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2972
2973     if (identifier->driver_size)
2974     {
2975         const char *name = adapter->driver_info.name;
2976         len = min(strlen(name), identifier->driver_size - 1);
2977         memcpy(identifier->driver, name, len);
2978         identifier->driver[len] = '\0';
2979     }
2980
2981     if (identifier->description_size)
2982     {
2983         const char *description = adapter->driver_info.description;
2984         len = min(strlen(description), identifier->description_size - 1);
2985         memcpy(identifier->description, description, len);
2986         identifier->description[len] = '\0';
2987     }
2988
2989     /* Note that d3d8 doesn't supply a device name. */
2990     if (identifier->device_name_size)
2991     {
2992         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2993
2994         len = strlen(device_name);
2995         if (len >= identifier->device_name_size)
2996         {
2997             ERR("Device name size too small.\n");
2998             return WINED3DERR_INVALIDCALL;
2999         }
3000
3001         memcpy(identifier->device_name, device_name, len);
3002         identifier->device_name[len] = '\0';
3003     }
3004
3005     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3006     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3007     identifier->vendor_id = adapter->driver_info.vendor;
3008     identifier->device_id = adapter->driver_info.device;
3009     identifier->subsystem_id = 0;
3010     identifier->revision = 0;
3011     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3012     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3013     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3014     identifier->video_memory = adapter->TextureRam;
3015
3016     return WINED3D_OK;
3017 }
3018
3019 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3020         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3021 {
3022     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3023
3024     /* Float formats need FBOs. If FBOs are used this function isn't called */
3025     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3026
3027     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3028         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3029         {
3030             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3031             return FALSE;
3032         }
3033
3034         if(cfg->redSize < redSize)
3035             return FALSE;
3036
3037         if(cfg->greenSize < greenSize)
3038             return FALSE;
3039
3040         if(cfg->blueSize < blueSize)
3041             return FALSE;
3042
3043         if(cfg->alphaSize < alphaSize)
3044             return FALSE;
3045
3046         return TRUE;
3047     }
3048
3049     /* Probably a RGBA_float or color index mode */
3050     return FALSE;
3051 }
3052
3053 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3054         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3055 {
3056     BYTE depthSize, stencilSize;
3057     BOOL lockable = FALSE;
3058
3059     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3060     {
3061         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3062         return FALSE;
3063     }
3064
3065     /* Float formats need FBOs. If FBOs are used this function isn't called */
3066     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3067
3068     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3069         lockable = TRUE;
3070
3071     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3072      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3073      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3074     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3075         return FALSE;
3076
3077     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3078      * allow more stencil bits than requested. */
3079     if(cfg->stencilSize < stencilSize)
3080         return FALSE;
3081
3082     return TRUE;
3083 }
3084
3085 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3086         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3087         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3088 {
3089     const struct wined3d_format *rt_format;
3090     const struct wined3d_format *ds_format;
3091     const struct wined3d_adapter *adapter;
3092
3093     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3094             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3095             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3096             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3097
3098     if (adapter_idx >= wined3d->adapter_count)
3099         return WINED3DERR_INVALIDCALL;
3100
3101     adapter = &wined3d->adapters[adapter_idx];
3102     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3103     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3104     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3105     {
3106         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3107                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3108         {
3109             TRACE_(d3d_caps)("Formats match.\n");
3110             return WINED3D_OK;
3111         }
3112     }
3113     else
3114     {
3115         const struct wined3d_pixel_format *cfgs;
3116         unsigned int cfg_count;
3117         unsigned int i;
3118
3119         cfgs = adapter->cfgs;
3120         cfg_count = adapter->nCfgs;
3121         for (i = 0; i < cfg_count; ++i)
3122         {
3123             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3124                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3125             {
3126                 TRACE_(d3d_caps)("Formats match.\n");
3127                 return WINED3D_OK;
3128             }
3129         }
3130     }
3131
3132     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3133             debug_d3dformat(render_target_format_id),
3134             debug_d3dformat(depth_stencil_format_id));
3135
3136     return WINED3DERR_NOTAVAILABLE;
3137 }
3138
3139 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3140         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3141         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3142 {
3143     const struct wined3d_gl_info *gl_info;
3144
3145     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3146             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3147             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3148             windowed, multisample_type, quality_levels);
3149
3150     if (adapter_idx >= wined3d->adapter_count)
3151         return WINED3DERR_INVALIDCALL;
3152
3153     gl_info = &wined3d->adapters[adapter_idx].gl_info;
3154
3155     if (multisample_type > gl_info->limits.samples)
3156     {
3157         TRACE("Returning not supported.\n");
3158         if (quality_levels)
3159             *quality_levels = 0;
3160
3161         return WINED3DERR_NOTAVAILABLE;
3162     }
3163
3164     if (quality_levels)
3165     {
3166         if (multisample_type == WINED3DMULTISAMPLE_NONMASKABLE)
3167             /* FIXME: This is probably wrong. */
3168             *quality_levels = gl_info->limits.samples;
3169         else
3170             *quality_levels = 1;
3171     }
3172
3173     return WINED3D_OK;
3174 }
3175
3176 /* Check if we support bumpmapping for a format */
3177 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3178 {
3179     /* Ask the fixed function pipeline implementation if it can deal
3180      * with the conversion. If we've got a GL extension giving native
3181      * support this will be an identity conversion. */
3182     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3183             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3184 }
3185
3186 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3187 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3188         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3189 {
3190     int it=0;
3191
3192     /* Only allow depth/stencil formats */
3193     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3194
3195     /* Blacklist formats not supported on Windows */
3196     switch (ds_format->id)
3197     {
3198         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3199         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3200             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3201             return FALSE;
3202
3203         default:
3204             break;
3205     }
3206
3207     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3208     {
3209         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3210         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3211     }
3212     else
3213     {
3214         /* Walk through all WGL pixel formats to find a match */
3215         for (it = 0; it < adapter->nCfgs; ++it)
3216         {
3217             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3218             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3219                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3220                 return TRUE;
3221         }
3222     }
3223
3224     return FALSE;
3225 }
3226
3227 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3228 {
3229     /* The flags entry of a format contains the filtering capability */
3230     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3231
3232     return FALSE;
3233 }
3234
3235 /* Check the render target capabilities of a format */
3236 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3237         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3238 {
3239     /* Filter out non-RT formats */
3240     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3241     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3242     {
3243         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3244         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3245         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3246         int it;
3247
3248         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3249         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3250
3251         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3252          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3253         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3254             TRACE_(d3d_caps)("[FAILED]\n");
3255             return FALSE;
3256         }
3257
3258         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3259          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3260         for (it = 0; it < adapter->nCfgs; ++it)
3261         {
3262             if (cfgs[it].windowDrawable
3263                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3264             {
3265                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3266                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3267                 return TRUE;
3268             }
3269         }
3270     }
3271     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3272     {
3273         /* For now return TRUE for FBOs until we have some proper checks.
3274          * Note that this function will only be called when the format is around for texturing. */
3275         return TRUE;
3276     }
3277     return FALSE;
3278 }
3279
3280 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3281 {
3282     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3283 }
3284
3285 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3286 {
3287     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3288      * doing the color fixup in shaders.
3289      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3290     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3291     {
3292         int vs_selected_mode;
3293         int ps_selected_mode;
3294         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3295
3296         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3297             TRACE_(d3d_caps)("[OK]\n");
3298             return TRUE;
3299         }
3300     }
3301
3302     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3303     return FALSE;
3304 }
3305
3306 /* Check if a format support blending in combination with pixel shaders */
3307 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3308         const struct wined3d_format *format)
3309 {
3310     /* The flags entry of a format contains the post pixel shader blending capability */
3311     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3312
3313     return FALSE;
3314 }
3315
3316 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3317 {
3318     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3319      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3320      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3321      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3322      * capability anyway.
3323      *
3324      * For now lets report this on all formats, but in the future we may want to
3325      * restrict it to some should games need that
3326      */
3327     return TRUE;
3328 }
3329
3330 /* Check if a texture format is supported on the given adapter */
3331 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3332 {
3333     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3334
3335     switch (format->id)
3336     {
3337         /*****
3338          *  supported: RGB(A) formats
3339          */
3340         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3341         case WINED3DFMT_B8G8R8A8_UNORM:
3342         case WINED3DFMT_B8G8R8X8_UNORM:
3343         case WINED3DFMT_B5G6R5_UNORM:
3344         case WINED3DFMT_B5G5R5X1_UNORM:
3345         case WINED3DFMT_B5G5R5A1_UNORM:
3346         case WINED3DFMT_B4G4R4A4_UNORM:
3347         case WINED3DFMT_A8_UNORM:
3348         case WINED3DFMT_B4G4R4X4_UNORM:
3349         case WINED3DFMT_R8G8B8A8_UNORM:
3350         case WINED3DFMT_R8G8B8X8_UNORM:
3351         case WINED3DFMT_B10G10R10A2_UNORM:
3352         case WINED3DFMT_R10G10B10A2_UNORM:
3353         case WINED3DFMT_R16G16_UNORM:
3354             TRACE_(d3d_caps)("[OK]\n");
3355             return TRUE;
3356
3357         case WINED3DFMT_B2G3R3_UNORM:
3358             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3359             return FALSE;
3360
3361         /*****
3362          *  Not supported: Palettized
3363          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3364          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3365          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3366          */
3367         case WINED3DFMT_P8_UINT:
3368         case WINED3DFMT_P8_UINT_A8_UNORM:
3369             return FALSE;
3370
3371         /*****
3372          *  Supported: (Alpha)-Luminance
3373          */
3374         case WINED3DFMT_L8_UNORM:
3375         case WINED3DFMT_L8A8_UNORM:
3376         case WINED3DFMT_L16_UNORM:
3377             TRACE_(d3d_caps)("[OK]\n");
3378             return TRUE;
3379
3380         /* Not supported on Windows, thus disabled */
3381         case WINED3DFMT_L4A4_UNORM:
3382             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3383             return FALSE;
3384
3385         /*****
3386          *  Supported: Depth/Stencil formats
3387          */
3388         case WINED3DFMT_D16_LOCKABLE:
3389         case WINED3DFMT_D16_UNORM:
3390         case WINED3DFMT_X8D24_UNORM:
3391         case WINED3DFMT_D24_UNORM_S8_UINT:
3392         case WINED3DFMT_S8_UINT_D24_FLOAT:
3393         case WINED3DFMT_D32_UNORM:
3394         case WINED3DFMT_D32_FLOAT:
3395             return TRUE;
3396
3397         case WINED3DFMT_INTZ:
3398             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3399                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3400                 return TRUE;
3401             return FALSE;
3402
3403         /* Not supported on Windows */
3404         case WINED3DFMT_S1_UINT_D15_UNORM:
3405         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3406             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3407             return FALSE;
3408
3409         /*****
3410          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3411          *  GL_NV_texture_shader). Emulated by shaders
3412          */
3413         case WINED3DFMT_R8G8_SNORM:
3414         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3415         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3416         case WINED3DFMT_R8G8B8A8_SNORM:
3417         case WINED3DFMT_R16G16_SNORM:
3418             /* Ask the shader backend if it can deal with the conversion. If
3419              * we've got a GL extension giving native support this will be an
3420              * identity conversion. */
3421             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3422             {
3423                 TRACE_(d3d_caps)("[OK]\n");
3424                 return TRUE;
3425             }
3426             TRACE_(d3d_caps)("[FAILED]\n");
3427             return FALSE;
3428
3429         case WINED3DFMT_DXT1:
3430         case WINED3DFMT_DXT2:
3431         case WINED3DFMT_DXT3:
3432         case WINED3DFMT_DXT4:
3433         case WINED3DFMT_DXT5:
3434             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3435             {
3436                 TRACE_(d3d_caps)("[OK]\n");
3437                 return TRUE;
3438             }
3439             TRACE_(d3d_caps)("[FAILED]\n");
3440             return FALSE;
3441
3442
3443         /*****
3444          *  Odd formats - not supported
3445          */
3446         case WINED3DFMT_VERTEXDATA:
3447         case WINED3DFMT_R16_UINT:
3448         case WINED3DFMT_R32_UINT:
3449         case WINED3DFMT_R16G16B16A16_SNORM:
3450         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3451         case WINED3DFMT_R10G11B11_SNORM:
3452         case WINED3DFMT_R16:
3453         case WINED3DFMT_AL16:
3454             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3455             return FALSE;
3456
3457         /*****
3458          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3459          */
3460         case WINED3DFMT_R8G8_SNORM_Cx:
3461             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3462             return FALSE;
3463
3464         /* YUV formats */
3465         case WINED3DFMT_UYVY:
3466         case WINED3DFMT_YUY2:
3467             if (gl_info->supported[APPLE_YCBCR_422])
3468             {
3469                 TRACE_(d3d_caps)("[OK]\n");
3470                 return TRUE;
3471             }
3472             TRACE_(d3d_caps)("[FAILED]\n");
3473             return FALSE;
3474         case WINED3DFMT_YV12:
3475             TRACE_(d3d_caps)("[FAILED]\n");
3476             return FALSE;
3477
3478         case WINED3DFMT_R16G16B16A16_UNORM:
3479             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3480             {
3481                 TRACE_(d3d_caps)("[FAILED]\n");
3482                 return FALSE;
3483             }
3484             TRACE_(d3d_caps)("[OK]\n");
3485             return TRUE;
3486
3487             /* Not supported */
3488         case WINED3DFMT_B2G3R3A8_UNORM:
3489             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3490             return FALSE;
3491
3492             /* Floating point formats */
3493         case WINED3DFMT_R16_FLOAT:
3494         case WINED3DFMT_R16G16_FLOAT:
3495         case WINED3DFMT_R16G16B16A16_FLOAT:
3496             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3497             {
3498                 TRACE_(d3d_caps)("[OK]\n");
3499                 return TRUE;
3500             }
3501             TRACE_(d3d_caps)("[FAILED]\n");
3502             return FALSE;
3503
3504         case WINED3DFMT_R32_FLOAT:
3505         case WINED3DFMT_R32G32_FLOAT:
3506         case WINED3DFMT_R32G32B32A32_FLOAT:
3507             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3508             {
3509                 TRACE_(d3d_caps)("[OK]\n");
3510                 return TRUE;
3511             }
3512             TRACE_(d3d_caps)("[FAILED]\n");
3513             return FALSE;
3514
3515         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3516          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3517          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3518          * We can do instancing with all shader versions, but we need vertex shaders.
3519          *
3520          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3521          * to enable instancing. WineD3D doesn't need that and just ignores it.
3522          *
3523          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3524          */
3525         case WINED3DFMT_INST:
3526             TRACE("ATI Instancing check hack\n");
3527             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3528             {
3529                 TRACE_(d3d_caps)("[OK]\n");
3530                 return TRUE;
3531             }
3532             TRACE_(d3d_caps)("[FAILED]\n");
3533             return FALSE;
3534
3535         /* Some weird FOURCC formats */
3536         case WINED3DFMT_R8G8_B8G8:
3537         case WINED3DFMT_G8R8_G8B8:
3538         case WINED3DFMT_MULTI2_ARGB8:
3539             TRACE_(d3d_caps)("[FAILED]\n");
3540             return FALSE;
3541
3542         /* Vendor specific formats */
3543         case WINED3DFMT_ATI2N:
3544             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3545                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3546             {
3547                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3548                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3549                 {
3550                     TRACE_(d3d_caps)("[OK]\n");
3551                     return TRUE;
3552                 }
3553
3554                 TRACE_(d3d_caps)("[OK]\n");
3555                 return TRUE;
3556             }
3557             TRACE_(d3d_caps)("[FAILED]\n");
3558             return FALSE;
3559
3560         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3561          * format MAKEFOURCC('N','V','D','B') is used.
3562          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3563          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3564          * to test value.
3565          */
3566         case WINED3DFMT_NVDB:
3567             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3568             {
3569                 TRACE_(d3d_caps)("[OK]\n");
3570                 return TRUE;
3571             }
3572             TRACE_(d3d_caps)("[FAILED]\n");
3573             return FALSE;
3574
3575         case WINED3DFMT_NVHU:
3576         case WINED3DFMT_NVHS:
3577             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3578              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3579              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3580              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3581              * Applications have to deal with not having NVHS and NVHU.
3582              */
3583             TRACE_(d3d_caps)("[FAILED]\n");
3584             return FALSE;
3585
3586         case WINED3DFMT_NULL:
3587             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3588                 return TRUE;
3589             return FALSE;
3590
3591         case WINED3DFMT_UNKNOWN:
3592             return FALSE;
3593
3594         default:
3595             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3596             break;
3597     }
3598     return FALSE;
3599 }
3600
3601 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3602         const struct wined3d_format *adapter_format,
3603         const struct wined3d_format *check_format,
3604         WINED3DSURFTYPE SurfaceType)
3605 {
3606     if (SurfaceType == SURFACE_GDI)
3607     {
3608         switch (check_format->id)
3609         {
3610             case WINED3DFMT_B8G8R8_UNORM:
3611             case WINED3DFMT_B8G8R8A8_UNORM:
3612             case WINED3DFMT_B8G8R8X8_UNORM:
3613             case WINED3DFMT_B5G6R5_UNORM:
3614             case WINED3DFMT_B5G5R5X1_UNORM:
3615             case WINED3DFMT_B5G5R5A1_UNORM:
3616             case WINED3DFMT_B4G4R4A4_UNORM:
3617             case WINED3DFMT_B2G3R3_UNORM:
3618             case WINED3DFMT_A8_UNORM:
3619             case WINED3DFMT_B2G3R3A8_UNORM:
3620             case WINED3DFMT_B4G4R4X4_UNORM:
3621             case WINED3DFMT_R10G10B10A2_UNORM:
3622             case WINED3DFMT_R8G8B8A8_UNORM:
3623             case WINED3DFMT_R8G8B8X8_UNORM:
3624             case WINED3DFMT_R16G16_UNORM:
3625             case WINED3DFMT_B10G10R10A2_UNORM:
3626             case WINED3DFMT_R16G16B16A16_UNORM:
3627             case WINED3DFMT_P8_UINT:
3628                 TRACE_(d3d_caps)("[OK]\n");
3629                 return TRUE;
3630             default:
3631                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3632                 return FALSE;
3633         }
3634     }
3635
3636     /* All format that are supported for textures are supported for surfaces as well */
3637     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3638     /* All depth stencil formats are supported on surfaces */
3639     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3640
3641     /* If opengl can't process the format natively, the blitter may be able to convert it */
3642     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3643             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3644             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3645     {
3646         TRACE_(d3d_caps)("[OK]\n");
3647         return TRUE;
3648     }
3649
3650     /* Reject other formats */
3651     TRACE_(d3d_caps)("[FAILED]\n");
3652     return FALSE;
3653 }
3654
3655 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3656         const struct wined3d_format *format)
3657 {
3658     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3659 }
3660
3661 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3662         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3663         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3664 {
3665     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3666     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3667     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3668     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3669     DWORD usage_caps = 0;
3670
3671     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3672             "resource_type %s, check_format %s, surface_type %#x.\n",
3673             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3674             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3675             debug_d3dformat(check_format_id), surface_type);
3676
3677     if (adapter_idx >= wined3d->adapter_count)
3678         return WINED3DERR_INVALIDCALL;
3679
3680     switch (resource_type)
3681     {
3682         case WINED3DRTYPE_CUBETEXTURE:
3683             /* Cubetexture allows:
3684              *      - WINED3DUSAGE_AUTOGENMIPMAP
3685              *      - WINED3DUSAGE_DEPTHSTENCIL
3686              *      - WINED3DUSAGE_DYNAMIC
3687              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3688              *      - WINED3DUSAGE_RENDERTARGET
3689              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3690              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3691              */
3692             if (surface_type != SURFACE_OPENGL)
3693             {
3694                 TRACE_(d3d_caps)("[FAILED]\n");
3695                 return WINED3DERR_NOTAVAILABLE;
3696             }
3697
3698             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3699             {
3700                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3701                 return WINED3DERR_NOTAVAILABLE;
3702             }
3703
3704             if (!CheckTextureCapability(adapter, format))
3705             {
3706                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3707                 return WINED3DERR_NOTAVAILABLE;
3708             }
3709
3710             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3711             {
3712                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3713                     /* When autogenmipmap isn't around continue and return
3714                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3715                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3716                 else
3717                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3718             }
3719
3720             /* Always report dynamic locking. */
3721             if (usage & WINED3DUSAGE_DYNAMIC)
3722                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3723
3724             if (usage & WINED3DUSAGE_RENDERTARGET)
3725             {
3726                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3727                 {
3728                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3729                     return WINED3DERR_NOTAVAILABLE;
3730                 }
3731                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3732             }
3733
3734             /* Always report software processing. */
3735             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3736                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3737
3738             if (usage & WINED3DUSAGE_QUERY_FILTER)
3739             {
3740                 if (!CheckFilterCapability(adapter, format))
3741                 {
3742                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3743                     return WINED3DERR_NOTAVAILABLE;
3744                 }
3745                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3746             }
3747
3748             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3749             {
3750                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3751                 {
3752                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3753                     return WINED3DERR_NOTAVAILABLE;
3754                 }
3755                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3756             }
3757
3758             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3759             {
3760                 if (!CheckSrgbReadCapability(adapter, format))
3761                 {
3762                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3763                     return WINED3DERR_NOTAVAILABLE;
3764                 }
3765                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3766             }
3767
3768             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3769             {
3770                 if (!CheckSrgbWriteCapability(adapter, format))
3771                 {
3772                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3773                     return WINED3DERR_NOTAVAILABLE;
3774                 }
3775                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3776             }
3777
3778             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3779             {
3780                 if (!CheckVertexTextureCapability(adapter, format))
3781                 {
3782                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3783                     return WINED3DERR_NOTAVAILABLE;
3784                 }
3785                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3786             }
3787
3788             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3789             {
3790                 if (!CheckWrapAndMipCapability(adapter, format))
3791                 {
3792                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3793                     return WINED3DERR_NOTAVAILABLE;
3794                 }
3795                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3796             }
3797             break;
3798
3799         case WINED3DRTYPE_SURFACE:
3800             /* Surface allows:
3801              *      - WINED3DUSAGE_DEPTHSTENCIL
3802              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3803              *      - WINED3DUSAGE_RENDERTARGET
3804              */
3805             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3806             {
3807                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3808                 return WINED3DERR_NOTAVAILABLE;
3809             }
3810
3811             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3812             {
3813                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3814                 {
3815                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3816                     return WINED3DERR_NOTAVAILABLE;
3817                 }
3818                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3819             }
3820
3821             if (usage & WINED3DUSAGE_RENDERTARGET)
3822             {
3823                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3824                 {
3825                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3826                     return WINED3DERR_NOTAVAILABLE;
3827                 }
3828                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3829             }
3830
3831             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3832             {
3833                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3834                 {
3835                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3836                     return WINED3DERR_NOTAVAILABLE;
3837                 }
3838                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3839             }
3840             break;
3841
3842         case WINED3DRTYPE_TEXTURE:
3843             /* Texture allows:
3844              *      - WINED3DUSAGE_AUTOGENMIPMAP
3845              *      - WINED3DUSAGE_DEPTHSTENCIL
3846              *      - WINED3DUSAGE_DMAP
3847              *      - WINED3DUSAGE_DYNAMIC
3848              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3849              *      - WINED3DUSAGE_RENDERTARGET
3850              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3851              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3852              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3853              */
3854             if (surface_type != SURFACE_OPENGL)
3855             {
3856                 TRACE_(d3d_caps)("[FAILED]\n");
3857                 return WINED3DERR_NOTAVAILABLE;
3858             }
3859
3860             if (!CheckTextureCapability(adapter, format))
3861             {
3862                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3863                 return WINED3DERR_NOTAVAILABLE;
3864             }
3865
3866             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3867             {
3868                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3869                     /* When autogenmipmap isn't around continue and return
3870                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3871                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3872                 else
3873                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3874             }
3875
3876             /* Always report dynamic locking. */
3877             if (usage & WINED3DUSAGE_DYNAMIC)
3878                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3879
3880             if (usage & WINED3DUSAGE_RENDERTARGET)
3881             {
3882                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3883                 {
3884                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3885                     return WINED3DERR_NOTAVAILABLE;
3886                 }
3887                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3888             }
3889
3890             /* Always report software processing. */
3891             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3892                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3893
3894             if (usage & WINED3DUSAGE_QUERY_FILTER)
3895             {
3896                 if (!CheckFilterCapability(adapter, format))
3897                 {
3898                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3899                     return WINED3DERR_NOTAVAILABLE;
3900                 }
3901                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3902             }
3903
3904             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3905             {
3906                 if (!CheckBumpMapCapability(adapter, format))
3907                 {
3908                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3909                     return WINED3DERR_NOTAVAILABLE;
3910                 }
3911                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3912             }
3913
3914             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3915             {
3916                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3917                 {
3918                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3919                     return WINED3DERR_NOTAVAILABLE;
3920                 }
3921                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3922             }
3923
3924             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3925             {
3926                 if (!CheckSrgbReadCapability(adapter, format))
3927                 {
3928                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3929                     return WINED3DERR_NOTAVAILABLE;
3930                 }
3931                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3932             }
3933
3934             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3935             {
3936                 if (!CheckSrgbWriteCapability(adapter, format))
3937                 {
3938                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3939                     return WINED3DERR_NOTAVAILABLE;
3940                 }
3941                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3942             }
3943
3944             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3945             {
3946                 if (!CheckVertexTextureCapability(adapter, format))
3947                 {
3948                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3949                     return WINED3DERR_NOTAVAILABLE;
3950                 }
3951                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3952             }
3953
3954             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3955             {
3956                 if (!CheckWrapAndMipCapability(adapter, format))
3957                 {
3958                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3959                     return WINED3DERR_NOTAVAILABLE;
3960                 }
3961                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3962             }
3963
3964             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3965             {
3966                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3967                 {
3968                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3969                     return WINED3DERR_NOTAVAILABLE;
3970                 }
3971                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3972                 {
3973                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3974                     return WINED3DERR_NOTAVAILABLE;
3975                 }
3976                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3977             }
3978             break;
3979
3980         case WINED3DRTYPE_VOLUMETEXTURE:
3981         case WINED3DRTYPE_VOLUME:
3982             /* Volume is to VolumeTexture what Surface is to Texture, but its
3983              * usage caps are not documented. Most driver seem to offer
3984              * (nearly) the same on Volume and VolumeTexture, so do that too.
3985              *
3986              * Volumetexture allows:
3987              *      - D3DUSAGE_DYNAMIC
3988              *      - D3DUSAGE_NONSECURE (d3d9ex)
3989              *      - D3DUSAGE_SOFTWAREPROCESSING
3990              *      - D3DUSAGE_QUERY_WRAPANDMIP
3991              */
3992             if (surface_type != SURFACE_OPENGL)
3993             {
3994                 TRACE_(d3d_caps)("[FAILED]\n");
3995                 return WINED3DERR_NOTAVAILABLE;
3996             }
3997
3998             if (!gl_info->supported[EXT_TEXTURE3D])
3999             {
4000                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4001                 return WINED3DERR_NOTAVAILABLE;
4002             }
4003
4004             if (!CheckTextureCapability(adapter, format))
4005             {
4006                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4007                 return WINED3DERR_NOTAVAILABLE;
4008             }
4009
4010             /* Filter formats that need conversion; For one part, this
4011              * conversion is unimplemented, and volume textures are huge, so
4012              * it would be a big performance hit. Unless we hit an application
4013              * needing one of those formats, don't advertize them to avoid
4014              * leading applications into temptation. The windows drivers don't
4015              * support most of those formats on volumes anyway, except for
4016              * WINED3DFMT_R32_FLOAT. */
4017             switch (check_format_id)
4018             {
4019                 case WINED3DFMT_P8_UINT:
4020                 case WINED3DFMT_L4A4_UNORM:
4021                 case WINED3DFMT_R32_FLOAT:
4022                 case WINED3DFMT_R16_FLOAT:
4023                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4024                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4025                 case WINED3DFMT_R16G16_UNORM:
4026                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4027                     return WINED3DERR_NOTAVAILABLE;
4028
4029                 case WINED3DFMT_R8G8B8A8_SNORM:
4030                 case WINED3DFMT_R16G16_SNORM:
4031                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4032                     {
4033                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4034                         return WINED3DERR_NOTAVAILABLE;
4035                     }
4036                     break;
4037
4038                 case WINED3DFMT_R8G8_SNORM:
4039                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4040                     {
4041                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4042                         return WINED3DERR_NOTAVAILABLE;
4043                     }
4044                     break;
4045
4046                 case WINED3DFMT_DXT1:
4047                 case WINED3DFMT_DXT2:
4048                 case WINED3DFMT_DXT3:
4049                 case WINED3DFMT_DXT4:
4050                 case WINED3DFMT_DXT5:
4051                     /* The GL_EXT_texture_compression_s3tc spec requires that
4052                      * loading an s3tc compressed texture results in an error.
4053                      * While the D3D refrast does support s3tc volumes, at
4054                      * least the nvidia windows driver does not, so we're free
4055                      * not to support this format. */
4056                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4057                     return WINED3DERR_NOTAVAILABLE;
4058
4059                 default:
4060                     /* Do nothing, continue with checking the format below */
4061                     break;
4062             }
4063
4064             /* Always report dynamic locking. */
4065             if (usage & WINED3DUSAGE_DYNAMIC)
4066                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4067
4068             /* Always report software processing. */
4069             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4070                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4071
4072             if (usage & WINED3DUSAGE_QUERY_FILTER)
4073             {
4074                 if (!CheckFilterCapability(adapter, format))
4075                 {
4076                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4077                     return WINED3DERR_NOTAVAILABLE;
4078                 }
4079                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4080             }
4081
4082             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4083             {
4084                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4085                 {
4086                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4087                     return WINED3DERR_NOTAVAILABLE;
4088                 }
4089                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4090             }
4091
4092             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4093             {
4094                 if (!CheckSrgbReadCapability(adapter, format))
4095                 {
4096                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4097                     return WINED3DERR_NOTAVAILABLE;
4098                 }
4099                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4100             }
4101
4102             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4103             {
4104                 if (!CheckSrgbWriteCapability(adapter, format))
4105                 {
4106                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4107                     return WINED3DERR_NOTAVAILABLE;
4108                 }
4109                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4110             }
4111
4112             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4113             {
4114                 if (!CheckVertexTextureCapability(adapter, format))
4115                 {
4116                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4117                     return WINED3DERR_NOTAVAILABLE;
4118                 }
4119                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4120             }
4121
4122             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4123             {
4124                 if (!CheckWrapAndMipCapability(adapter, format))
4125                 {
4126                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4127                     return WINED3DERR_NOTAVAILABLE;
4128                 }
4129                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4130             }
4131             break;
4132
4133         default:
4134             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4135             return WINED3DERR_NOTAVAILABLE;
4136     }
4137
4138     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4139      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4140      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4141     if (usage_caps == usage)
4142         return WINED3D_OK;
4143     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4144         return WINED3DOK_NOAUTOGEN;
4145
4146     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4147             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4148
4149     return WINED3DERR_NOTAVAILABLE;
4150 }
4151
4152 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4153         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4154 {
4155     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4156             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4157             debug_d3dformat(dst_format));
4158
4159     return WINED3D_OK;
4160 }
4161
4162 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4163         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4164 {
4165     UINT mode_count;
4166     HRESULT hr;
4167
4168     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4169             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4170             debug_d3dformat(backbuffer_format), windowed);
4171
4172     if (adapter_idx >= wined3d->adapter_count)
4173         return WINED3DERR_INVALIDCALL;
4174
4175     /* The task of this function is to check whether a certain display / backbuffer format
4176      * combination is available on the given adapter. In fullscreen mode microsoft specified
4177      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4178      * and display format should match exactly.
4179      * In windowed mode format conversion can occur and this depends on the driver. When format
4180      * conversion is done, this function should nevertheless fail and applications need to use
4181      * CheckDeviceFormatConversion.
4182      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4183
4184     /* There are only 4 display formats. */
4185     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4186             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4187             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4188             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4189     {
4190         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4191         return WINED3DERR_NOTAVAILABLE;
4192     }
4193
4194     /* If the requested display format is not available, don't continue. */
4195     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4196     if (!mode_count)
4197     {
4198         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4199         return WINED3DERR_NOTAVAILABLE;
4200     }
4201
4202     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4203      * it means 'reuse' the display format for the backbuffer. */
4204     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4205     {
4206         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4207         return WINED3DERR_NOTAVAILABLE;
4208     }
4209
4210     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4211      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4212     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4213     {
4214         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4215                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4216         return WINED3DERR_NOTAVAILABLE;
4217     }
4218
4219     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4220      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4221      * WINED3DFMT_B5G5R5A1_UNORM. */
4222     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4223             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4224     {
4225         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4226                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4227         return WINED3DERR_NOTAVAILABLE;
4228     }
4229
4230     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4231      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4232      * WINED3DFMT_B8G8R8A8_UNORM. */
4233     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4234             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4235     {
4236         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4237                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4238         return WINED3DERR_NOTAVAILABLE;
4239     }
4240
4241     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4242      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4243     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4244             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4245     {
4246         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4247                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4248         return WINED3DERR_NOTAVAILABLE;
4249     }
4250
4251     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4252     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4253             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4254     if (FAILED(hr))
4255         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4256                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4257
4258     return hr;
4259 }
4260
4261 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4262       subset of a D3DCAPS9 structure. However, it has to come via a void *
4263       as the d3d8 interface cannot import the d3d9 header                  */
4264 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4265         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4266 {
4267     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4268     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4269     int vs_selected_mode;
4270     int ps_selected_mode;
4271     struct shader_caps shader_caps;
4272     struct fragment_caps fragment_caps;
4273     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4274
4275     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4276             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4277
4278     if (adapter_idx >= wined3d->adapter_count)
4279         return WINED3DERR_INVALIDCALL;
4280
4281     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4282
4283     /* ------------------------------------------------
4284        The following fields apply to both d3d8 and d3d9
4285        ------------------------------------------------ */
4286     /* Not quite true, but use h/w supported by opengl I suppose */
4287     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4288     caps->AdapterOrdinal           = adapter_idx;
4289
4290     caps->Caps                     = 0;
4291     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4292                                      WINED3DCAPS2_FULLSCREENGAMMA |
4293                                      WINED3DCAPS2_DYNAMICTEXTURES;
4294     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4295         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4296
4297     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4298                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4299                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4300
4301     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4302                                      WINED3DPRESENT_INTERVAL_ONE;
4303
4304     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4305                                      WINED3DCURSORCAPS_LOWRES;
4306
4307     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4308                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4309                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4310                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4311                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4312                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4313                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4314                                      WINED3DDEVCAPS_PUREDEVICE          |
4315                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4316                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4317                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4318                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4319                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4320                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4321                                      WINED3DDEVCAPS_RTPATCHES;
4322
4323     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4324                                      WINED3DPMISCCAPS_CULLCCW               |
4325                                      WINED3DPMISCCAPS_CULLCW                |
4326                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4327                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4328                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4329                                      WINED3DPMISCCAPS_MASKZ                 |
4330                                      WINED3DPMISCCAPS_BLENDOP               |
4331                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4332                                     /* TODO:
4333                                         WINED3DPMISCCAPS_NULLREFERENCE
4334                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4335                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4336                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4337
4338     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4339         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4340     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4341         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4342
4343     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4344                                      WINED3DPRASTERCAPS_PAT       |
4345                                      WINED3DPRASTERCAPS_WFOG      |
4346                                      WINED3DPRASTERCAPS_ZFOG      |
4347                                      WINED3DPRASTERCAPS_FOGVERTEX |
4348                                      WINED3DPRASTERCAPS_FOGTABLE  |
4349                                      WINED3DPRASTERCAPS_STIPPLE   |
4350                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4351                                      WINED3DPRASTERCAPS_ZTEST     |
4352                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4353                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4354                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4355
4356     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4357     {
4358         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4359                              WINED3DPRASTERCAPS_ZBIAS         |
4360                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4361     }
4362     if (gl_info->supported[NV_FOG_DISTANCE])
4363     {
4364         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4365     }
4366                         /* FIXME Add:
4367                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4368                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4369                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4370                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4371                            WINED3DPRASTERCAPS_WBUFFER */
4372
4373     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4374                       WINED3DPCMPCAPS_EQUAL        |
4375                       WINED3DPCMPCAPS_GREATER      |
4376                       WINED3DPCMPCAPS_GREATEREQUAL |
4377                       WINED3DPCMPCAPS_LESS         |
4378                       WINED3DPCMPCAPS_LESSEQUAL    |
4379                       WINED3DPCMPCAPS_NEVER        |
4380                       WINED3DPCMPCAPS_NOTEQUAL;
4381
4382     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4383                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4384                            WINED3DPBLENDCAPS_DESTALPHA       |
4385                            WINED3DPBLENDCAPS_DESTCOLOR       |
4386                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4387                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4388                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4389                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4390                            WINED3DPBLENDCAPS_ONE             |
4391                            WINED3DPBLENDCAPS_SRCALPHA        |
4392                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4393                            WINED3DPBLENDCAPS_SRCCOLOR        |
4394                            WINED3DPBLENDCAPS_ZERO;
4395
4396     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4397                            WINED3DPBLENDCAPS_DESTCOLOR       |
4398                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4399                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4400                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4401                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4402                            WINED3DPBLENDCAPS_ONE             |
4403                            WINED3DPBLENDCAPS_SRCALPHA        |
4404                            WINED3DPBLENDCAPS_SRCCOLOR        |
4405                            WINED3DPBLENDCAPS_ZERO;
4406     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4407      * according to the glBlendFunc manpage
4408      *
4409      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4410      * legacy settings for srcblend only
4411      */
4412
4413     if (gl_info->supported[EXT_BLEND_COLOR])
4414     {
4415         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4416         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4417     }
4418
4419
4420     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4421                           WINED3DPCMPCAPS_EQUAL        |
4422                           WINED3DPCMPCAPS_GREATER      |
4423                           WINED3DPCMPCAPS_GREATEREQUAL |
4424                           WINED3DPCMPCAPS_LESS         |
4425                           WINED3DPCMPCAPS_LESSEQUAL    |
4426                           WINED3DPCMPCAPS_NEVER        |
4427                           WINED3DPCMPCAPS_NOTEQUAL;
4428
4429     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4430                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4431                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4432                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4433                            WINED3DPSHADECAPS_COLORFLATRGB       |
4434                            WINED3DPSHADECAPS_FOGFLAT            |
4435                            WINED3DPSHADECAPS_FOGGOURAUD         |
4436                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4437
4438     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4439                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4440                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4441                           WINED3DPTEXTURECAPS_BORDER             |
4442                           WINED3DPTEXTURECAPS_MIPMAP             |
4443                           WINED3DPTEXTURECAPS_PROJECTED          |
4444                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4445
4446     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4447     {
4448         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4449                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4450     }
4451
4452     if (gl_info->supported[EXT_TEXTURE3D])
4453     {
4454         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4455                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4456         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4457         {
4458             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4459         }
4460     }
4461
4462     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4463     {
4464         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4465                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4466         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4467         {
4468             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4469         }
4470     }
4471
4472     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4473                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4474                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4475                                WINED3DPTFILTERCAPS_MINFPOINT        |
4476                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4477                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4478                                WINED3DPTFILTERCAPS_LINEAR           |
4479                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4480                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4481                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4482                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4483                                WINED3DPTFILTERCAPS_NEAREST;
4484
4485     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4486     {
4487         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4488                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4489     }
4490
4491     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4492     {
4493         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4494                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4495                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4496                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4497                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4498                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4499                                        WINED3DPTFILTERCAPS_LINEAR           |
4500                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4501                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4502                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4503                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4504                                        WINED3DPTFILTERCAPS_NEAREST;
4505
4506         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4507         {
4508             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4509                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4510         }
4511     }
4512     else
4513     {
4514         caps->CubeTextureFilterCaps = 0;
4515     }
4516
4517     if (gl_info->supported[EXT_TEXTURE3D])
4518     {
4519         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4520                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4521                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4522                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4523                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4524                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4525                                          WINED3DPTFILTERCAPS_LINEAR           |
4526                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4527                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4528                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4529                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4530                                          WINED3DPTFILTERCAPS_NEAREST;
4531     }
4532     else
4533     {
4534         caps->VolumeTextureFilterCaps = 0;
4535     }
4536
4537     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4538                                  WINED3DPTADDRESSCAPS_CLAMP  |
4539                                  WINED3DPTADDRESSCAPS_WRAP;
4540
4541     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4542     {
4543         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4544     }
4545     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4546     {
4547         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4548     }
4549     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4550     {
4551         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4552     }
4553
4554     if (gl_info->supported[EXT_TEXTURE3D])
4555     {
4556         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4557                                            WINED3DPTADDRESSCAPS_CLAMP  |
4558                                            WINED3DPTADDRESSCAPS_WRAP;
4559         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4560         {
4561             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4562         }
4563         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4564         {
4565             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4566         }
4567         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4568         {
4569             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4570         }
4571     }
4572     else
4573     {
4574         caps->VolumeTextureAddressCaps = 0;
4575     }
4576
4577     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4578                       WINED3DLINECAPS_ZTEST         |
4579                       WINED3DLINECAPS_BLEND         |
4580                       WINED3DLINECAPS_ALPHACMP      |
4581                       WINED3DLINECAPS_FOG;
4582     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4583      * idea how generating the smoothing alpha values works; the result is different
4584      */
4585
4586     caps->MaxTextureWidth = gl_info->limits.texture_size;
4587     caps->MaxTextureHeight = gl_info->limits.texture_size;
4588
4589     if (gl_info->supported[EXT_TEXTURE3D])
4590         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4591     else
4592         caps->MaxVolumeExtent = 0;
4593
4594     caps->MaxTextureRepeat = 32768;
4595     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4596     caps->MaxVertexW = 1.0f;
4597
4598     caps->GuardBandLeft = 0.0f;
4599     caps->GuardBandTop = 0.0f;
4600     caps->GuardBandRight = 0.0f;
4601     caps->GuardBandBottom = 0.0f;
4602
4603     caps->ExtentsAdjust = 0.0f;
4604
4605     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4606                           WINED3DSTENCILCAPS_INCRSAT |
4607                           WINED3DSTENCILCAPS_INVERT  |
4608                           WINED3DSTENCILCAPS_KEEP    |
4609                           WINED3DSTENCILCAPS_REPLACE |
4610                           WINED3DSTENCILCAPS_ZERO;
4611     if (gl_info->supported[EXT_STENCIL_WRAP])
4612     {
4613         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4614                               WINED3DSTENCILCAPS_INCR;
4615     }
4616     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4617     {
4618         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4619     }
4620
4621     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4622
4623     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4624     caps->MaxActiveLights = gl_info->limits.lights;
4625
4626     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4627     caps->MaxVertexBlendMatrixIndex   = 0;
4628
4629     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4630     caps->MaxPointSize = gl_info->limits.pointsize_max;
4631
4632
4633     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4634     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4635                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4636                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4637                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4638                                   WINED3DVTXPCAPS_VERTEXFOG         |
4639                                   WINED3DVTXPCAPS_TEXGEN;
4640
4641     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4642     caps->MaxVertexIndex      = 0xFFFFF;
4643     caps->MaxStreams          = MAX_STREAMS;
4644     caps->MaxStreamStride     = 1024;
4645
4646     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4647     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4648                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4649     caps->MaxNpatchTessellationLevel        = 0;
4650     caps->MasterAdapterOrdinal              = 0;
4651     caps->AdapterOrdinalInGroup             = 0;
4652     caps->NumberOfAdaptersInGroup           = 1;
4653
4654     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4655
4656     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4657                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4658                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4659                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4660     caps->VertexTextureFilterCaps             = 0;
4661
4662     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4663     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4664
4665     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4666     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4667
4668     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4669      * Ignore shader model capabilities if disabled in config
4670      */
4671     if (vs_selected_mode == SHADER_NONE)
4672     {
4673         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4674         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4675         caps->MaxVertexShaderConst         = 0;
4676     }
4677     else
4678     {
4679         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4680         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4681     }
4682
4683     if (ps_selected_mode == SHADER_NONE)
4684     {
4685         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4686         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4687         caps->PixelShader1xMaxValue        = 0.0f;
4688     } else {
4689         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4690         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4691     }
4692
4693     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4694     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4695     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4696
4697     /* The following caps are shader specific, but they are things we cannot detect, or which
4698      * are the same among all shader models. So to avoid code duplication set the shader version
4699      * specific, but otherwise constant caps here
4700      */
4701     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4702     {
4703         /* Where possible set the caps based on OpenGL extensions and if they
4704          * aren't set (in case of software rendering) use the VS 3.0 from
4705          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4706          * VS3.0 value. */
4707         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4708         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4709         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4710         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4711         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4712         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4713
4714         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4715         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4716     }
4717     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4718     {
4719         caps->VS20Caps.Caps                     = 0;
4720         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4721         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4722         caps->VS20Caps.StaticFlowControlDepth   = 1;
4723
4724         caps->MaxVShaderInstructionsExecuted    = 65535;
4725         caps->MaxVertexShader30InstructionSlots = 0;
4726     }
4727     else
4728     { /* VS 1.x */
4729         caps->VS20Caps.Caps                     = 0;
4730         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4731         caps->VS20Caps.NumTemps                 = 0;
4732         caps->VS20Caps.StaticFlowControlDepth   = 0;
4733
4734         caps->MaxVShaderInstructionsExecuted    = 0;
4735         caps->MaxVertexShader30InstructionSlots = 0;
4736     }
4737
4738     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4739     {
4740         /* Where possible set the caps based on OpenGL extensions and if they
4741          * aren't set (in case of software rendering) use the PS 3.0 from
4742          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4743          * PS 3.0 value. */
4744
4745         /* Caps is more or less undocumented on MSDN but it appears to be
4746          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4747          * cards from Windows */
4748         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4749                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4750                 WINED3DPS20CAPS_PREDICATION          |
4751                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4752                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4753         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4754         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4755         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4756         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4757         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4758         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4759         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4760
4761         caps->MaxPShaderInstructionsExecuted = 65535;
4762         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4763                 adapter->gl_info.limits.arb_ps_instructions);
4764     }
4765     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4766     {
4767         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4768         caps->PS20Caps.Caps                     = 0;
4769         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4770         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4771         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4772         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4773         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4774
4775         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4776         caps->MaxPixelShader30InstructionSlots  = 0;
4777     }
4778     else /* PS 1.x */
4779     {
4780         caps->PS20Caps.Caps                     = 0;
4781         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4782         caps->PS20Caps.NumTemps                 = 0;
4783         caps->PS20Caps.StaticFlowControlDepth   = 0;
4784         caps->PS20Caps.NumInstructionSlots      = 0;
4785
4786         caps->MaxPShaderInstructionsExecuted    = 0;
4787         caps->MaxPixelShader30InstructionSlots  = 0;
4788     }
4789
4790     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4791     {
4792         /* OpenGL supports all the formats below, perhaps not always
4793          * without conversion, but it supports them.
4794          * Further GLSL doesn't seem to have an official unsigned type so
4795          * don't advertise it yet as I'm not sure how we handle it.
4796          * We might need to add some clamping in the shader engine to
4797          * support it.
4798          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4799         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4800                           WINED3DDTCAPS_UBYTE4N   |
4801                           WINED3DDTCAPS_SHORT2N   |
4802                           WINED3DDTCAPS_SHORT4N;
4803         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4804         {
4805             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4806                                WINED3DDTCAPS_FLOAT16_4;
4807         }
4808     }
4809     else
4810     {
4811         caps->DeclTypes = 0;
4812     }
4813
4814     /* Set DirectDraw helper Caps */
4815     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4816                                         WINEDDCKEYCAPS_SRCBLT;
4817     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4818                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4819                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4820                                         WINEDDFXCAPS_BLTROTATION90          |
4821                                         WINEDDFXCAPS_BLTSHRINKX             |
4822                                         WINEDDFXCAPS_BLTSHRINKXN            |
4823                                         WINEDDFXCAPS_BLTSHRINKY             |
4824                                         WINEDDFXCAPS_BLTSHRINKXN            |
4825                                         WINEDDFXCAPS_BLTSTRETCHX            |
4826                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4827                                         WINEDDFXCAPS_BLTSTRETCHY            |
4828                                         WINEDDFXCAPS_BLTSTRETCHYN;
4829     blit_caps =                         WINEDDCAPS_BLT                      |
4830                                         WINEDDCAPS_BLTCOLORFILL             |
4831                                         WINEDDCAPS_BLTDEPTHFILL             |
4832                                         WINEDDCAPS_BLTSTRETCH               |
4833                                         WINEDDCAPS_CANBLTSYSMEM             |
4834                                         WINEDDCAPS_CANCLIP                  |
4835                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4836                                         WINEDDCAPS_COLORKEY                 |
4837                                         WINEDDCAPS_COLORKEYHWASSIST         |
4838                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4839     pal_caps =                          WINEDDPCAPS_8BIT                    |
4840                                         WINEDDPCAPS_PRIMARYSURFACE;
4841
4842     /* Fill the ddraw caps structure */
4843     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4844                                         WINEDDCAPS_PALETTE                  |
4845                                         blit_caps;
4846     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4847                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4848                                         WINEDDCAPS2_PRIMARYGAMMA             |
4849                                         WINEDDCAPS2_WIDESURFACES             |
4850                                         WINEDDCAPS2_CANRENDERWINDOWED;
4851     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4852     caps->DirectDrawCaps.FXCaps =       fx_caps;
4853     caps->DirectDrawCaps.PalCaps =      pal_caps;
4854     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4855     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4856     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4857     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4858     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4859     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4860     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4861     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4862     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4863
4864     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4865                                         WINEDDSCAPS_BACKBUFFER              |
4866                                         WINEDDSCAPS_FLIP                    |
4867                                         WINEDDSCAPS_FRONTBUFFER             |
4868                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4869                                         WINEDDSCAPS_PALETTE                 |
4870                                         WINEDDSCAPS_PRIMARYSURFACE          |
4871                                         WINEDDSCAPS_SYSTEMMEMORY            |
4872                                         WINEDDSCAPS_VIDEOMEMORY             |
4873                                         WINEDDSCAPS_VISIBLE;
4874     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4875
4876     /* Set D3D caps if OpenGL is available. */
4877     if (adapter->opengl)
4878     {
4879         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4880                                         WINEDDSCAPS_MIPMAP                  |
4881                                         WINEDDSCAPS_TEXTURE                 |
4882                                         WINEDDSCAPS_ZBUFFER;
4883         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4884     }
4885
4886     return WINED3D_OK;
4887 }
4888
4889 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4890         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4891         struct wined3d_device **device)
4892 {
4893     struct wined3d_device *object;
4894     HRESULT hr;
4895
4896     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4897             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4898
4899     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4900      * number and create a device without a 3D adapter for 2D only operation. */
4901     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4902         return WINED3DERR_INVALIDCALL;
4903
4904     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4905     if (!object)
4906     {
4907         ERR("Failed to allocate device memory.\n");
4908         return E_OUTOFMEMORY;
4909     }
4910
4911     hr = device_init(object, wined3d, adapter_idx, device_type,
4912             focus_window, flags, surface_alignment, device_parent);
4913     if (FAILED(hr))
4914     {
4915         WARN("Failed to initialize device, hr %#x.\n", hr);
4916         HeapFree(GetProcessHeap(), 0, object);
4917         return hr;
4918     }
4919
4920     TRACE("Created device %p.\n", object);
4921     *device = object;
4922
4923     device_parent->ops->wined3d_device_created(device_parent, *device);
4924
4925     return WINED3D_OK;
4926 }
4927
4928 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4929 {
4930     TRACE("wined3d %p.\n", wined3d);
4931
4932     return wined3d->parent;
4933 }
4934
4935 static void WINE_GLAPI invalid_func(const void *data)
4936 {
4937     ERR("Invalid vertex attribute function called\n");
4938     DebugBreak();
4939 }
4940
4941 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4942 {
4943     ERR("Invalid texcoord function called\n");
4944     DebugBreak();
4945 }
4946
4947 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4948  * the extension detection and are used in drawStridedSlow
4949  */
4950 static void WINE_GLAPI position_d3dcolor(const void *data)
4951 {
4952     DWORD pos = *((const DWORD *)data);
4953
4954     FIXME("Add a test for fixed function position from d3dcolor type\n");
4955     glVertex4s(D3DCOLOR_B_R(pos),
4956                D3DCOLOR_B_G(pos),
4957                D3DCOLOR_B_B(pos),
4958                D3DCOLOR_B_A(pos));
4959 }
4960
4961 static void WINE_GLAPI position_float4(const void *data)
4962 {
4963     const GLfloat *pos = data;
4964
4965     if (pos[3] != 0.0f && pos[3] != 1.0f)
4966     {
4967         float w = 1.0f / pos[3];
4968
4969         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4970     }
4971     else
4972     {
4973         glVertex3fv(pos);
4974     }
4975 }
4976
4977 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4978 {
4979     DWORD diffuseColor = *((const DWORD *)data);
4980
4981     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4982                D3DCOLOR_B_G(diffuseColor),
4983                D3DCOLOR_B_B(diffuseColor),
4984                D3DCOLOR_B_A(diffuseColor));
4985 }
4986
4987 static void WINE_GLAPI specular_d3dcolor(const void *data)
4988 {
4989     DWORD specularColor = *((const DWORD *)data);
4990     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4991             D3DCOLOR_B_G(specularColor),
4992             D3DCOLOR_B_B(specularColor)};
4993
4994     specular_func_3ubv(d);
4995 }
4996
4997 static void WINE_GLAPI warn_no_specular_func(const void *data)
4998 {
4999     WARN("GL_EXT_secondary_color not supported\n");
5000 }
5001
5002 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5003 {
5004     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5005     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5006     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5007     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5008     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5009     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5010     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5011     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5012     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5013     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5014     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5015     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5016     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5017     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5018     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5019     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5020     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5021
5022     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5023     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5024     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5025     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5026     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5027     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5028     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5029     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5030     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5031     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5032     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5033     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5034     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5035     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5036     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5037     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5038     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5039
5040     /* No 4 component entry points here */
5041     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5042     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5043     if (gl_info->supported[EXT_SECONDARY_COLOR])
5044     {
5045         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5046     }
5047     else
5048     {
5049         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5050     }
5051     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5052     if (gl_info->supported[EXT_SECONDARY_COLOR])
5053     {
5054         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5055         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5056     }
5057     else
5058     {
5059         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5060     }
5061     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5062     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5063     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5064     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5065     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5066     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5067     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5068     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5069     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5070     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5071     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5072     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5073
5074     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5075      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5076      */
5077     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5078     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5079     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5080     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5081     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5082     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5083     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5084     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5085     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5086     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5087     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5088     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5089     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5090     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5091     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5092     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5093     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5094
5095     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5096     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5097     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5098     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5099     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5100     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5101     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5102     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5103     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5104     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5105     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5106     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5107     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5108     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5109     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5110     if (gl_info->supported[NV_HALF_FLOAT])
5111     {
5112         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5113         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5114         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5115     } else {
5116         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5117         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5118     }
5119 }
5120
5121 /* Do not call while under the GL lock. */
5122 static BOOL InitAdapters(struct wined3d *wined3d)
5123 {
5124     static HMODULE mod_gl;
5125     BOOL ret;
5126     int ps_selected_mode, vs_selected_mode;
5127
5128     /* No need to hold any lock. The calling library makes sure only one thread calls
5129      * wined3d simultaneously
5130      */
5131
5132     TRACE("Initializing adapters\n");
5133
5134     if(!mod_gl) {
5135 #ifdef USE_WIN32_OPENGL
5136 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5137         mod_gl = LoadLibraryA("opengl32.dll");
5138         if(!mod_gl) {
5139             ERR("Can't load opengl32.dll!\n");
5140             goto nogl_adapter;
5141         }
5142 #else
5143 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5144         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5145         mod_gl = GetModuleHandleA("gdi32.dll");
5146 #endif
5147     }
5148
5149 /* Load WGL core functions from opengl32.dll */
5150 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5151     WGL_FUNCS_GEN;
5152 #undef USE_WGL_FUNC
5153
5154     if(!pwglGetProcAddress) {
5155         ERR("Unable to load wglGetProcAddress!\n");
5156         goto nogl_adapter;
5157     }
5158
5159 /* Dynamically load all GL core functions */
5160     GL_FUNCS_GEN;
5161 #undef USE_GL_FUNC
5162
5163     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5164      * otherwise because we have to use winex11.drv's override
5165      */
5166 #ifdef USE_WIN32_OPENGL
5167     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5168     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5169 #else
5170     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5171     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5172 #endif
5173
5174     glEnableWINE = glEnable;
5175     glDisableWINE = glDisable;
5176
5177     /* For now only one default adapter */
5178     {
5179         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5180         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5181         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5182         struct wined3d_pixel_format *cfgs;
5183         int iPixelFormat;
5184         int res;
5185         int i;
5186         DISPLAY_DEVICEW DisplayDevice;
5187         HDC hdc;
5188
5189         TRACE("Initializing default adapter\n");
5190         adapter->ordinal = 0;
5191         adapter->monitorPoint.x = -1;
5192         adapter->monitorPoint.y = -1;
5193
5194         if (!AllocateLocallyUniqueId(&adapter->luid))
5195         {
5196             DWORD err = GetLastError();
5197             ERR("Failed to set adapter LUID (%#x).\n", err);
5198             goto nogl_adapter;
5199         }
5200         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5201                 adapter->luid.HighPart, adapter->luid.LowPart);
5202
5203         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5204         {
5205             ERR("Failed to get a gl context for default adapter\n");
5206             goto nogl_adapter;
5207         }
5208
5209         ret = wined3d_adapter_init_gl_caps(adapter);
5210         if(!ret) {
5211             ERR("Failed to initialize gl caps for default adapter\n");
5212             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5213             goto nogl_adapter;
5214         }
5215         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5216         if(!ret) {
5217             ERR("Failed to init gl formats\n");
5218             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5219             goto nogl_adapter;
5220         }
5221
5222         hdc = fake_gl_ctx.dc;
5223
5224         adapter->TextureRam = adapter->driver_info.vidmem;
5225         adapter->UsedTextureRam = 0;
5226         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5227
5228         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5229         DisplayDevice.cb = sizeof(DisplayDevice);
5230         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5231         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5232         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5233
5234         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5235         {
5236             int attribute;
5237             int attribs[11];
5238             int values[11];
5239             int nAttribs = 0;
5240
5241             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5242             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5243
5244             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5245             cfgs = adapter->cfgs;
5246             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5247             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5248             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5249             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5250             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5251             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5252             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5253             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5254             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5255             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5256             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5257
5258             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5259             {
5260                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5261
5262                 if(!res)
5263                     continue;
5264
5265                 /* Cache the pixel format */
5266                 cfgs->iPixelFormat = iPixelFormat;
5267                 cfgs->redSize = values[0];
5268                 cfgs->greenSize = values[1];
5269                 cfgs->blueSize = values[2];
5270                 cfgs->alphaSize = values[3];
5271                 cfgs->colorSize = values[4];
5272                 cfgs->depthSize = values[5];
5273                 cfgs->stencilSize = values[6];
5274                 cfgs->windowDrawable = values[7];
5275                 cfgs->iPixelType = values[8];
5276                 cfgs->doubleBuffer = values[9];
5277                 cfgs->auxBuffers = values[10];
5278
5279                 cfgs->numSamples = 0;
5280                 /* Check multisample support */
5281                 if (gl_info->supported[ARB_MULTISAMPLE])
5282                 {
5283                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5284                     int value[2];
5285                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5286                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5287                         * value[1] = number of multi sample buffers*/
5288                         if(value[0])
5289                             cfgs->numSamples = value[1];
5290                     }
5291                 }
5292
5293                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5294                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5295                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5296                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5297                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5298                 cfgs++;
5299             }
5300         }
5301         else
5302         {
5303             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5304             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5305             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5306
5307             cfgs = adapter->cfgs;
5308             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5309             {
5310                 PIXELFORMATDESCRIPTOR ppfd;
5311
5312                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5313                 if(!res)
5314                     continue;
5315
5316                 /* We only want HW acceleration using an OpenGL ICD driver.
5317                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5318                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5319                  */
5320                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5321                 {
5322                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5323                     continue;
5324                 }
5325
5326                 cfgs->iPixelFormat = iPixelFormat;
5327                 cfgs->redSize = ppfd.cRedBits;
5328                 cfgs->greenSize = ppfd.cGreenBits;
5329                 cfgs->blueSize = ppfd.cBlueBits;
5330                 cfgs->alphaSize = ppfd.cAlphaBits;
5331                 cfgs->colorSize = ppfd.cColorBits;
5332                 cfgs->depthSize = ppfd.cDepthBits;
5333                 cfgs->stencilSize = ppfd.cStencilBits;
5334                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5335                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5336                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5337                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5338                 cfgs->numSamples = 0;
5339
5340                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5341                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5342                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5343                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5344                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5345                 cfgs++;
5346                 adapter->nCfgs++;
5347             }
5348
5349             /* 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 */
5350             if(!adapter->nCfgs)
5351             {
5352                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5353
5354                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5355                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5356                 goto nogl_adapter;
5357             }
5358         }
5359
5360         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5361          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5362          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5363          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5364          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5365          * driver is allowed to consume more bits EXCEPT for stencil bits.
5366          *
5367          * Mark an adapter with this broken stencil behavior.
5368          */
5369         adapter->brokenStencil = TRUE;
5370         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5371         {
5372             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5373             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5374                 adapter->brokenStencil = FALSE;
5375                 break;
5376             }
5377         }
5378
5379         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5380
5381         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5382         fillGLAttribFuncs(&adapter->gl_info);
5383         adapter->opengl = TRUE;
5384     }
5385     wined3d->adapter_count = 1;
5386     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5387
5388     return TRUE;
5389
5390 nogl_adapter:
5391     /* Initialize an adapter for ddraw-only memory counting */
5392     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5393     wined3d->adapters[0].ordinal = 0;
5394     wined3d->adapters[0].opengl = FALSE;
5395     wined3d->adapters[0].monitorPoint.x = -1;
5396     wined3d->adapters[0].monitorPoint.y = -1;
5397
5398     wined3d->adapters[0].driver_info.name = "Display";
5399     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5400     if (wined3d_settings.emulated_textureram)
5401         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5402     else
5403         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5404
5405     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5406
5407     wined3d->adapter_count = 1;
5408     return FALSE;
5409 }
5410
5411 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5412
5413 const struct wined3d_parent_ops wined3d_null_parent_ops =
5414 {
5415     wined3d_null_wined3d_object_destroyed,
5416 };
5417
5418 /* Do not call while under the GL lock. */
5419 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5420 {
5421     wined3d->dxVersion = version;
5422     wined3d->ref = 1;
5423     wined3d->parent = parent;
5424     wined3d->flags = flags;
5425
5426     if (!InitAdapters(wined3d))
5427     {
5428         WARN("Failed to initialize adapters.\n");
5429         if (version > 7)
5430         {
5431             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5432             return E_FAIL;
5433         }
5434     }
5435
5436     return WINED3D_OK;
5437 }