wined3d: Add support for the INTZ format.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if (glGetError())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1089     /* ATI cards */
1090     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1091     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1092     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_ATI_R600,         128 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1106     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1107     /* Intel cards */
1108     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1109     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1110     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1111     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1114     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128}
1115 };
1116
1117 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1118         enum wined3d_driver_model driver_model)
1119 {
1120     unsigned int i;
1121
1122     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1123     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1124     {
1125         const struct driver_version_information *entry = &driver_version_table[i];
1126
1127         if (entry->driver == driver && entry->driver_model == driver_model)
1128         {
1129             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1130                 entry->driver_name, entry->version, entry->subversion, entry->build);
1131
1132             return entry;
1133         }
1134     }
1135     return NULL;
1136 }
1137
1138 static void init_driver_info(struct wined3d_driver_info *driver_info,
1139         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1140 {
1141     OSVERSIONINFOW os_version;
1142     WORD driver_os_version;
1143     unsigned int i;
1144     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1145     enum wined3d_driver_model driver_model;
1146     const struct driver_version_information *version_info;
1147
1148     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1149     {
1150         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1151         vendor = wined3d_settings.pci_vendor_id;
1152     }
1153     driver_info->vendor = vendor;
1154
1155     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1156     {
1157         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1158         device = wined3d_settings.pci_device_id;
1159     }
1160     driver_info->device = device;
1161
1162     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1163      * overrides the pci ids to a card which is not in our database. */
1164     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1165
1166     memset(&os_version, 0, sizeof(os_version));
1167     os_version.dwOSVersionInfoSize = sizeof(os_version);
1168     if (!GetVersionExW(&os_version))
1169     {
1170         ERR("Failed to get OS version, reporting 2000/XP.\n");
1171         driver_os_version = 6;
1172         driver_model = DRIVER_MODEL_NT5X;
1173     }
1174     else
1175     {
1176         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1177         switch (os_version.dwMajorVersion)
1178         {
1179             case 4:
1180                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1181                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1182                  */
1183                 driver_os_version = 4;
1184                 driver_model = DRIVER_MODEL_WIN9X;
1185                 break;
1186
1187             case 5:
1188                 driver_os_version = 6;
1189                 driver_model = DRIVER_MODEL_NT5X;
1190                 break;
1191
1192             case 6:
1193                 if (os_version.dwMinorVersion == 0)
1194                 {
1195                     driver_os_version = 7;
1196                     driver_model = DRIVER_MODEL_NT6X;
1197                 }
1198                 else
1199                 {
1200                     if (os_version.dwMinorVersion > 1)
1201                     {
1202                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1203                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1204                     }
1205                     driver_os_version = 8;
1206                     driver_model = DRIVER_MODEL_NT6X;
1207                 }
1208                 break;
1209
1210             default:
1211                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1212                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1213                 driver_os_version = 6;
1214                 driver_model = DRIVER_MODEL_NT5X;
1215                 break;
1216         }
1217     }
1218
1219     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1220      * This means that unless the ids are overriden, we will always find a GPU description. */
1221     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1222     {
1223         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1224         {
1225             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1226
1227             driver_info->description = gpu_description_table[i].description;
1228             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1229             driver = gpu_description_table[i].driver;
1230             break;
1231         }
1232     }
1233
1234     if (wined3d_settings.emulated_textureram)
1235     {
1236         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1237         driver_info->vidmem = wined3d_settings.emulated_textureram;
1238     }
1239
1240     /* Try to obtain driver version information for the current Windows version. This fails in
1241      * some cases:
1242      * - the gpu is not available on the currently selected OS version:
1243      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1244      *     version information for the current Windows version is returned instead of faked info.
1245      *     We do the same and assume the default Windows version to emulate is WinXP.
1246      *
1247      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1248      *     For now return the XP driver info. Perhaps later on we should return VESA.
1249      *
1250      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1251      *   This could be an indication that our database is not up to date, so this should be fixed.
1252      */
1253     version_info = get_driver_version_info(driver, driver_model);
1254     if (version_info)
1255     {
1256         driver_info->name = version_info->driver_name;
1257         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259     }
1260     else
1261     {
1262         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1263         if (version_info)
1264         {
1265             driver_info->name = version_info->driver_name;
1266             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1267             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1268         }
1269         else
1270         {
1271             driver_info->description = "Direct3D HAL";
1272             driver_info->name = "Display";
1273             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1274             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1275
1276             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1277                     vendor, device, driver_model);
1278         }
1279     }
1280
1281     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1282             driver_info->version_high, driver_info->version_low);
1283 }
1284
1285 /* Context activation is done by the caller. */
1286 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1287         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1288 {
1289     unsigned int i;
1290
1291     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1292     {
1293         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1294         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1295         quirk_table[i].apply(gl_info);
1296     }
1297
1298     /* Find out if PBOs work as they are supposed to. */
1299     test_pbo_functionality(gl_info);
1300 }
1301
1302 static DWORD wined3d_parse_gl_version(const char *gl_version)
1303 {
1304     const char *ptr = gl_version;
1305     int major, minor;
1306
1307     major = atoi(ptr);
1308     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1309
1310     while (isdigit(*ptr)) ++ptr;
1311     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1312
1313     minor = atoi(ptr);
1314
1315     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1316
1317     return MAKEDWORD_VERSION(major, minor);
1318 }
1319
1320 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1321 {
1322
1323     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1324      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1325      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1326      *
1327      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1328      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1329      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1330      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1331      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1332      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1333      * DirectDraw, not OpenGL. */
1334     if (gl_info->supported[APPLE_FENCE]
1335             && gl_info->supported[APPLE_CLIENT_STORAGE]
1336             && gl_info->supported[APPLE_FLUSH_RENDER]
1337             && gl_info->supported[APPLE_YCBCR_422])
1338         return GL_VENDOR_APPLE;
1339
1340     if (strstr(gl_vendor_string, "NVIDIA"))
1341         return GL_VENDOR_NVIDIA;
1342
1343     if (strstr(gl_vendor_string, "ATI"))
1344         return GL_VENDOR_FGLRX;
1345
1346     if (strstr(gl_vendor_string, "Intel(R)")
1347             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1348             || strstr(gl_renderer, "Intel")
1349             || strstr(gl_vendor_string, "Intel Inc."))
1350         return GL_VENDOR_INTEL;
1351
1352     if (strstr(gl_vendor_string, "Mesa")
1353             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1354             || strstr(gl_vendor_string, "DRI R300 Project")
1355             || strstr(gl_vendor_string, "X.Org R300 Project")
1356             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1357             || strstr(gl_vendor_string, "VMware, Inc.")
1358             || strstr(gl_renderer, "Mesa")
1359             || strstr(gl_renderer, "Gallium"))
1360         return GL_VENDOR_MESA;
1361
1362     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1363             debugstr_a(gl_vendor_string));
1364
1365     return GL_VENDOR_UNKNOWN;
1366 }
1367
1368 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1369 {
1370     if (strstr(gl_vendor_string, "NVIDIA"))
1371         return HW_VENDOR_NVIDIA;
1372
1373     if (strstr(gl_vendor_string, "ATI")
1374             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1375             || strstr(gl_vendor_string, "X.Org R300 Project")
1376             || strstr(gl_renderer, "R100")
1377             || strstr(gl_renderer, "R200")
1378             || strstr(gl_renderer, "R300")
1379             || strstr(gl_renderer, "R600")
1380             || strstr(gl_renderer, "R700"))
1381         return HW_VENDOR_ATI;
1382
1383     if (strstr(gl_vendor_string, "Intel(R)")
1384             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1385             || strstr(gl_renderer, "Intel")
1386             || strstr(gl_vendor_string, "Intel Inc."))
1387         return HW_VENDOR_INTEL;
1388
1389     if (strstr(gl_vendor_string, "Mesa")
1390             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1391             || strstr(gl_vendor_string, "VMware, Inc."))
1392         return HW_VENDOR_SOFTWARE;
1393
1394     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1395
1396     return HW_VENDOR_NVIDIA;
1397 }
1398
1399
1400
1401 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1402         const char *gl_renderer)
1403 {
1404     if (WINE_D3D10_CAPABLE(gl_info))
1405     {
1406         /* Geforce 400 - highend */
1407         if (strstr(gl_renderer, "GTX 480"))
1408         {
1409             return CARD_NVIDIA_GEFORCE_GTX480;
1410         }
1411
1412         /* Geforce 400 - midend high */
1413         if (strstr(gl_renderer, "GTX 470"))
1414         {
1415             return CARD_NVIDIA_GEFORCE_GTX470;
1416         }
1417
1418         /* Geforce 400 - midend */
1419         if (strstr(gl_renderer, "GTX 465"))
1420         {
1421             return CARD_NVIDIA_GEFORCE_GTX465;
1422         }
1423
1424         /* Geforce 400 - midend */
1425         if (strstr(gl_renderer, "GTX 460"))
1426         {
1427             return CARD_NVIDIA_GEFORCE_GTX460;
1428         }
1429
1430         /* Geforce 300 highend mobile */
1431         if (strstr(gl_renderer, "GTS 350M")
1432                 || strstr(gl_renderer, "GTS 360M"))
1433         {
1434             return CARD_NVIDIA_GEFORCE_GTS350M;
1435         }
1436
1437         /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1438         if (strstr(gl_renderer, "GT 325M")
1439                 || strstr(gl_renderer, "GT 330M"))
1440         {
1441             return CARD_NVIDIA_GEFORCE_GT325M;
1442         }
1443
1444         /* Geforce 200 - highend */
1445         if (strstr(gl_renderer, "GTX 280")
1446                 || strstr(gl_renderer, "GTX 285")
1447                 || strstr(gl_renderer, "GTX 295"))
1448         {
1449             return CARD_NVIDIA_GEFORCE_GTX280;
1450         }
1451
1452         /* Geforce 200 - midend high */
1453         if (strstr(gl_renderer, "GTX 275"))
1454         {
1455             return CARD_NVIDIA_GEFORCE_GTX275;
1456         }
1457
1458         /* Geforce 200 - midend */
1459         if (strstr(gl_renderer, "GTX 260"))
1460         {
1461             return CARD_NVIDIA_GEFORCE_GTX260;
1462         }
1463         /* Geforce 200 - midend */
1464         if (strstr(gl_renderer, "GT 240"))
1465         {
1466            return CARD_NVIDIA_GEFORCE_GT240;
1467         }
1468
1469         /* Geforce 200 lowend */
1470         if (strstr(gl_renderer, "GT 220"))
1471         {
1472            return CARD_NVIDIA_GEFORCE_GT220;
1473         }
1474         /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1475         if (strstr(gl_renderer, "Geforce 210")
1476                 || strstr(gl_renderer, "G 210")
1477                 || strstr(gl_renderer, "Geforce 305")
1478                 || strstr(gl_renderer, "Geforce 310"))
1479         {
1480            return CARD_NVIDIA_GEFORCE_210;
1481         }
1482
1483         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1484         if (strstr(gl_renderer, "9800")
1485                 || strstr(gl_renderer, "GTS 150")
1486                 || strstr(gl_renderer, "GTS 250"))
1487         {
1488             return CARD_NVIDIA_GEFORCE_9800GT;
1489         }
1490
1491         /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1492         if (strstr(gl_renderer, "9600")
1493                 || strstr(gl_renderer, "GT 140"))
1494         {
1495             return CARD_NVIDIA_GEFORCE_9600GT;
1496         }
1497
1498         /* Geforce9 - midend low / Geforce 200 - low */
1499         if (strstr(gl_renderer, "9500")
1500                 || strstr(gl_renderer, "GT 120")
1501                 || strstr(gl_renderer, "GT 130"))
1502         {
1503             return CARD_NVIDIA_GEFORCE_9500GT;
1504         }
1505
1506         /* Geforce9 - lowend */
1507         if (strstr(gl_renderer, "9400"))
1508         {
1509             return CARD_NVIDIA_GEFORCE_9400GT;
1510         }
1511
1512         /* Geforce9 - lowend low */
1513         if (strstr(gl_renderer, "9100")
1514                 || strstr(gl_renderer, "9200")
1515                 || strstr(gl_renderer, "9300")
1516                 || strstr(gl_renderer, "G 100"))
1517         {
1518             return CARD_NVIDIA_GEFORCE_9200;
1519         }
1520
1521         /* Geforce8 - highend high*/
1522         if (strstr(gl_renderer, "8800 GTX"))
1523         {
1524             return CARD_NVIDIA_GEFORCE_8800GTX;
1525         }
1526
1527         /* Geforce8 - highend */
1528         if (strstr(gl_renderer, "8800"))
1529         {
1530             return CARD_NVIDIA_GEFORCE_8800GTS;
1531         }
1532
1533         /* Geforce8 - midend mobile */
1534         if (strstr(gl_renderer, "8600 M"))
1535         {
1536             return CARD_NVIDIA_GEFORCE_8600MGT;
1537         }
1538
1539         /* Geforce8 - midend */
1540         if (strstr(gl_renderer, "8600")
1541                 || strstr(gl_renderer, "8700"))
1542         {
1543             return CARD_NVIDIA_GEFORCE_8600GT;
1544         }
1545
1546         /* Geforce8 - mid-lowend */
1547         if (strstr(gl_renderer, "8400")
1548                 || strstr(gl_renderer, "8500"))
1549         {
1550             return CARD_NVIDIA_GEFORCE_8400GS;
1551         }
1552
1553         /* Geforce8 - lowend */
1554         if (strstr(gl_renderer, "8100")
1555                 || strstr(gl_renderer, "8200")
1556                 || strstr(gl_renderer, "8300"))
1557         {
1558             return CARD_NVIDIA_GEFORCE_8300GS;
1559         }
1560
1561         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1562         return CARD_NVIDIA_GEFORCE_8300GS;
1563     }
1564
1565     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1566      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1567      */
1568     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1569     {
1570         /* Geforce7 - highend */
1571         if (strstr(gl_renderer, "7800")
1572                 || strstr(gl_renderer, "7900")
1573                 || strstr(gl_renderer, "7950")
1574                 || strstr(gl_renderer, "Quadro FX 4")
1575                 || strstr(gl_renderer, "Quadro FX 5"))
1576         {
1577             return CARD_NVIDIA_GEFORCE_7800GT;
1578         }
1579
1580         /* Geforce7 midend */
1581         if (strstr(gl_renderer, "7600")
1582                 || strstr(gl_renderer, "7700"))
1583         {
1584             return CARD_NVIDIA_GEFORCE_7600;
1585         }
1586
1587         /* Geforce7 lower medium */
1588         if (strstr(gl_renderer, "7400"))
1589         {
1590             return CARD_NVIDIA_GEFORCE_7400;
1591         }
1592
1593         /* Geforce7 lowend */
1594         if (strstr(gl_renderer, "7300"))
1595         {
1596             return CARD_NVIDIA_GEFORCE_7300;
1597         }
1598
1599         /* Geforce6 highend */
1600         if (strstr(gl_renderer, "6800"))
1601         {
1602             return CARD_NVIDIA_GEFORCE_6800;
1603         }
1604
1605         /* Geforce6 - midend */
1606         if (strstr(gl_renderer, "6600")
1607                 || strstr(gl_renderer, "6610")
1608                 || strstr(gl_renderer, "6700"))
1609         {
1610             return CARD_NVIDIA_GEFORCE_6600GT;
1611         }
1612
1613         /* Geforce6/7 lowend */
1614         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1615     }
1616
1617     if (WINE_D3D9_CAPABLE(gl_info))
1618     {
1619         /* GeforceFX - highend */
1620         if (strstr(gl_renderer, "5800")
1621                 || strstr(gl_renderer, "5900")
1622                 || strstr(gl_renderer, "5950")
1623                 || strstr(gl_renderer, "Quadro FX"))
1624         {
1625             return CARD_NVIDIA_GEFORCEFX_5800;
1626         }
1627
1628         /* GeforceFX - midend */
1629         if (strstr(gl_renderer, "5600")
1630                 || strstr(gl_renderer, "5650")
1631                 || strstr(gl_renderer, "5700")
1632                 || strstr(gl_renderer, "5750"))
1633         {
1634             return CARD_NVIDIA_GEFORCEFX_5600;
1635         }
1636
1637         /* GeforceFX - lowend */
1638         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1639     }
1640
1641     if (WINE_D3D8_CAPABLE(gl_info))
1642     {
1643         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1644         {
1645             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1646         }
1647
1648         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1649     }
1650
1651     if (WINE_D3D7_CAPABLE(gl_info))
1652     {
1653         if (strstr(gl_renderer, "GeForce4 MX"))
1654         {
1655             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1656         }
1657
1658         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1659         {
1660             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1661         }
1662
1663         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1664         {
1665             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1666         }
1667
1668         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1669     }
1670
1671     if (strstr(gl_renderer, "TNT2"))
1672     {
1673         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1674     }
1675
1676     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1677 }
1678
1679 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1680         const char *gl_renderer)
1681 {
1682     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1683      *
1684      * Beware: renderer string do not match exact card model,
1685      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1686     if (WINE_D3D10_CAPABLE(gl_info))
1687     {
1688         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1689         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1690                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1691                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1692         {
1693             return CARD_ATI_RADEON_HD5800;
1694         }
1695
1696         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1697         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1698                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1699                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1700         {
1701             return CARD_ATI_RADEON_HD5700;
1702         }
1703
1704         /* Radeon R7xx HD4800 - highend */
1705         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1706                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1707                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1708                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1709                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1710         {
1711             return CARD_ATI_RADEON_HD4800;
1712         }
1713
1714         /* Radeon R740 HD4700 - midend */
1715         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1716                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1717         {
1718             return CARD_ATI_RADEON_HD4700;
1719         }
1720
1721         /* Radeon R730 HD4600 - midend */
1722         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1723                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1724                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1725         {
1726             return CARD_ATI_RADEON_HD4600;
1727         }
1728
1729         /* Radeon R710 HD4500/HD4350 - lowend */
1730         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1731                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1732         {
1733             return CARD_ATI_RADEON_HD4350;
1734         }
1735
1736         /* Radeon R6xx HD2900/HD3800 - highend */
1737         if (strstr(gl_renderer, "HD 2900")
1738                 || strstr(gl_renderer, "HD 3870")
1739                 || strstr(gl_renderer, "HD 3850"))
1740         {
1741             return CARD_ATI_RADEON_HD2900;
1742         }
1743
1744         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1745         if (strstr(gl_renderer, "HD 2600")
1746                 || strstr(gl_renderer, "HD 3830")
1747                 || strstr(gl_renderer, "HD 3690")
1748                 || strstr(gl_renderer, "HD 3650"))
1749         {
1750             return CARD_ATI_RADEON_HD2600;
1751         }
1752
1753         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1754          * Note HD2300=DX9, HD2350=DX10 */
1755         if (strstr(gl_renderer, "HD 2350")
1756                 || strstr(gl_renderer, "HD 2400")
1757                 || strstr(gl_renderer, "HD 3470")
1758                 || strstr(gl_renderer, "HD 3450")
1759                 || strstr(gl_renderer, "HD 3430")
1760                 || strstr(gl_renderer, "HD 3400"))
1761         {
1762             return CARD_ATI_RADEON_HD2350;
1763         }
1764
1765         /* Radeon R6xx/R7xx integrated */
1766         if (strstr(gl_renderer, "HD 3100")
1767                 || strstr(gl_renderer, "HD 3200")
1768                 || strstr(gl_renderer, "HD 3300"))
1769         {
1770             return CARD_ATI_RADEON_HD3200;
1771         }
1772
1773         /* Default for when no GPU has been found */
1774         return CARD_ATI_RADEON_HD3200;
1775     }
1776
1777     if (WINE_D3D8_CAPABLE(gl_info))
1778     {
1779         /* Radeon R5xx */
1780         if (strstr(gl_renderer, "X1600")
1781                 || strstr(gl_renderer, "X1650")
1782                 || strstr(gl_renderer, "X1800")
1783                 || strstr(gl_renderer, "X1900")
1784                 || strstr(gl_renderer, "X1950"))
1785         {
1786             return CARD_ATI_RADEON_X1600;
1787         }
1788
1789         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1790          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1791         if (strstr(gl_renderer, "X700")
1792                 || strstr(gl_renderer, "X800")
1793                 || strstr(gl_renderer, "X850")
1794                 || strstr(gl_renderer, "X1300")
1795                 || strstr(gl_renderer, "X1400")
1796                 || strstr(gl_renderer, "X1450")
1797                 || strstr(gl_renderer, "X1550")
1798                 || strstr(gl_renderer, "X2300")
1799                 || strstr(gl_renderer, "X2500")
1800                 || strstr(gl_renderer, "HD 2300")
1801                 )
1802         {
1803             return CARD_ATI_RADEON_X700;
1804         }
1805
1806         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1807         if (strstr(gl_renderer, "Radeon Xpress"))
1808         {
1809             return CARD_ATI_RADEON_XPRESS_200M;
1810         }
1811
1812         /* Radeon R3xx */
1813         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1814     }
1815
1816     if (WINE_D3D8_CAPABLE(gl_info))
1817     {
1818         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1819     }
1820
1821     if (WINE_D3D7_CAPABLE(gl_info))
1822     {
1823         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1824     }
1825
1826     return CARD_ATI_RAGE_128PRO;
1827 }
1828
1829 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1830         const char *gl_renderer)
1831 {
1832     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1833     {
1834         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1835         return CARD_INTEL_X3100;
1836     }
1837
1838     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1839     {
1840         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1841         return CARD_INTEL_I945GM;
1842     }
1843
1844     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1845     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1846     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1847     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1848     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1849     return CARD_INTEL_I915G;
1850
1851 }
1852
1853 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1854         const char *gl_renderer)
1855 {
1856     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1857      *
1858      * Beware: renderer string do not match exact card model,
1859      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1860     if (strstr(gl_renderer, "Gallium"))
1861     {
1862         /* Radeon R7xx HD4800 - highend */
1863         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1864                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1865                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1866         {
1867             return CARD_ATI_RADEON_HD4800;
1868         }
1869
1870         /* Radeon R740 HD4700 - midend */
1871         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1872         {
1873             return CARD_ATI_RADEON_HD4700;
1874         }
1875
1876         /* Radeon R730 HD4600 - midend */
1877         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1878         {
1879             return CARD_ATI_RADEON_HD4600;
1880         }
1881
1882         /* Radeon R710 HD4500/HD4350 - lowend */
1883         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1884         {
1885             return CARD_ATI_RADEON_HD4350;
1886         }
1887
1888         /* Radeon R6xx HD2900/HD3800 - highend */
1889         if (strstr(gl_renderer, "R600")
1890                 || strstr(gl_renderer, "RV670")
1891                 || strstr(gl_renderer, "R680"))
1892         {
1893             return CARD_ATI_RADEON_HD2900;
1894         }
1895
1896         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1897         if (strstr(gl_renderer, "RV630")
1898                 || strstr(gl_renderer, "RV635"))
1899         {
1900             return CARD_ATI_RADEON_HD2600;
1901         }
1902
1903         /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1904         if (strstr(gl_renderer, "RV610")
1905                 || strstr(gl_renderer, "RV620"))
1906         {
1907             return CARD_ATI_RADEON_HD2350;
1908         }
1909
1910         /* Radeon R6xx/R7xx integrated */
1911         if (strstr(gl_renderer, "RS780")
1912                 || strstr(gl_renderer, "RS880"))
1913         {
1914             return CARD_ATI_RADEON_HD3200;
1915         }
1916
1917         /* Radeon R5xx */
1918         if (strstr(gl_renderer, "RV530")
1919                 || strstr(gl_renderer, "RV535")
1920                 || strstr(gl_renderer, "RV560")
1921                 || strstr(gl_renderer, "R520")
1922                 || strstr(gl_renderer, "RV570")
1923                 || strstr(gl_renderer, "R580"))
1924         {
1925             return CARD_ATI_RADEON_X1600;
1926         }
1927
1928         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1929         if (strstr(gl_renderer, "R410")
1930                 || strstr(gl_renderer, "R420")
1931                 || strstr(gl_renderer, "R423")
1932                 || strstr(gl_renderer, "R430")
1933                 || strstr(gl_renderer, "R480")
1934                 || strstr(gl_renderer, "R481")
1935                 || strstr(gl_renderer, "RV410")
1936                 || strstr(gl_renderer, "RV515")
1937                 || strstr(gl_renderer, "RV516"))
1938         {
1939             return CARD_ATI_RADEON_X700;
1940         }
1941
1942         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1943         if (strstr(gl_renderer, "RS400")
1944                 || strstr(gl_renderer, "RS480")
1945                 || strstr(gl_renderer, "RS482")
1946                 || strstr(gl_renderer, "RS485")
1947                 || strstr(gl_renderer, "RS600")
1948                 || strstr(gl_renderer, "RS690")
1949                 || strstr(gl_renderer, "RS740"))
1950         {
1951             return CARD_ATI_RADEON_XPRESS_200M;
1952         }
1953
1954         /* Radeon R3xx */
1955         if (strstr(gl_renderer, "R300")
1956                 || strstr(gl_renderer, "RV350")
1957                 || strstr(gl_renderer, "RV351")
1958                 || strstr(gl_renderer, "RV360")
1959                 || strstr(gl_renderer, "RV370")
1960                 || strstr(gl_renderer, "R350")
1961                 || strstr(gl_renderer, "R360"))
1962         {
1963             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1964         }
1965     }
1966
1967     if (WINE_D3D9_CAPABLE(gl_info))
1968     {
1969         /* Radeon R7xx HD4800 - highend */
1970         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1971                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1972                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1973         {
1974             return CARD_ATI_RADEON_HD4800;
1975         }
1976
1977         /* Radeon R740 HD4700 - midend */
1978         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1979         {
1980             return CARD_ATI_RADEON_HD4700;
1981         }
1982
1983         /* Radeon R730 HD4600 - midend */
1984         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1985         {
1986             return CARD_ATI_RADEON_HD4600;
1987         }
1988
1989         /* Radeon R710 HD4500/HD4350 - lowend */
1990         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1991         {
1992             return CARD_ATI_RADEON_HD4350;
1993         }
1994
1995         /* Radeon R6xx HD2900/HD3800 - highend */
1996         if (strstr(gl_renderer, "(R600")
1997                 || strstr(gl_renderer, "(RV670")
1998                 || strstr(gl_renderer, "(R680"))
1999         {
2000             return CARD_ATI_RADEON_HD2900;
2001         }
2002
2003         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2004         if (strstr(gl_renderer, "(RV630")
2005                 || strstr(gl_renderer, "(RV635"))
2006         {
2007             return CARD_ATI_RADEON_HD2600;
2008         }
2009
2010         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2011         if (strstr(gl_renderer, "(RV610")
2012                 || strstr(gl_renderer, "(RV620"))
2013         {
2014             return CARD_ATI_RADEON_HD2350;
2015         }
2016
2017         /* Radeon R6xx/R7xx integrated */
2018         if (strstr(gl_renderer, "(RS780")
2019                 || strstr(gl_renderer, "(RS880"))
2020         {
2021             return CARD_ATI_RADEON_HD3200;
2022         }
2023     }
2024
2025     if (WINE_D3D8_CAPABLE(gl_info))
2026     {
2027         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2028     }
2029
2030     if (WINE_D3D7_CAPABLE(gl_info))
2031     {
2032         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2033     }
2034
2035     return CARD_ATI_RAGE_128PRO;
2036 }
2037
2038 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2039         const char *gl_renderer)
2040 {
2041     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2042     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2043     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2044     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2045     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2046     return CARD_NVIDIA_RIVA_128;
2047 }
2048
2049
2050 struct vendor_card_selection
2051 {
2052     enum wined3d_gl_vendor gl_vendor;
2053     enum wined3d_pci_vendor card_vendor;
2054     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2055     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2056 };
2057
2058 static const struct vendor_card_selection vendor_card_select_table[] =
2059 {
2060     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2061     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2062     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
2063     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2064     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
2065     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
2066     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2067     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2068     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2069 };
2070
2071
2072 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2073         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2074 {
2075     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2076      * different GPUs with roughly the same features. In most cases GPUs from a
2077      * certain family differ in clockspeeds, the amount of video memory and the
2078      * number of shader pipelines.
2079      *
2080      * A Direct3D device object contains the PCI id (vendor + device) of the
2081      * videocard which is used for rendering. Various applications use this
2082      * information to get a rough estimation of the features of the card and
2083      * some might use it for enabling 3d effects only on certain types of
2084      * videocards. In some cases games might even use it to work around bugs
2085      * which happen on certain videocards/driver combinations. The problem is
2086      * that OpenGL only exposes a rendering string containing the name of the
2087      * videocard and not the PCI id.
2088      *
2089      * Various games depend on the PCI id, so somehow we need to provide one.
2090      * A simple option is to parse the renderer string and translate this to
2091      * the right PCI id. This is a lot of work because there are more than 200
2092      * GPUs just for Nvidia. Various cards share the same renderer string, so
2093      * the amount of code might be 'small' but there are quite a number of
2094      * exceptions which would make this a pain to maintain. Another way would
2095      * be to query the PCI id from the operating system (assuming this is the
2096      * videocard which is used for rendering which is not always the case).
2097      * This would work but it is not very portable. Second it would not work
2098      * well in, let's say, a remote X situation in which the amount of 3d
2099      * features which can be used is limited.
2100      *
2101      * As said most games only use the PCI id to get an indication of the
2102      * capabilities of the card. It doesn't really matter if the given id is
2103      * the correct one if we return the id of a card with similar 3d features.
2104      *
2105      * The code below checks the OpenGL capabilities of a videocard and matches
2106      * that to a certain level of Direct3D functionality. Once a card passes
2107      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2108      * least a GeforceFX. To give a better estimate we do a basic check on the
2109      * renderer string but if that won't pass we return a default card. This
2110      * way is better than maintaining a full card database as even without a
2111      * full database we can return a card with similar features. Second the
2112      * size of the database can be made quite small because when you know what
2113      * type of 3d functionality a card has, you know to which GPU family the
2114      * GPU must belong. Because of this you only have to check a small part of
2115      * the renderer string to distinguishes between different models from that
2116      * family.
2117      *
2118      * The code also selects a default amount of video memory which we will
2119      * use for an estimation of the amount of free texture memory. In case of
2120      * real D3D the amount of texture memory includes video memory and system
2121      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2122      * HyperMemory). We don't know how much system memory can be addressed by
2123      * the system but we can make a reasonable estimation about the amount of
2124      * video memory. If the value is slightly wrong it doesn't matter as we
2125      * didn't include AGP-like memory which makes the amount of addressable
2126      * memory higher and second OpenGL isn't that critical it moves to system
2127      * memory behind our backs if really needed. Note that the amount of video
2128      * memory can be overruled using a registry setting. */
2129
2130     int i;
2131
2132     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2133     {
2134         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2135             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2136                 continue;
2137         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2138         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2139     }
2140
2141     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2142                      *gl_vendor, *card_vendor);
2143
2144     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2145      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2146      * them a good generic choice. */
2147     *card_vendor = HW_VENDOR_NVIDIA;
2148     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2149     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2150     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2151     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2152     return CARD_NVIDIA_RIVA_128;
2153 }
2154
2155 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2156 {
2157     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2158     int vs_selected_mode, ps_selected_mode;
2159
2160     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2161     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2162             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2163     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2164     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2165             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2166     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2167     else return &ffp_fragment_pipeline;
2168 }
2169
2170 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2171 {
2172     int vs_selected_mode, ps_selected_mode;
2173
2174     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2175     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2176     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2177     return &none_shader_backend;
2178 }
2179
2180 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2181 {
2182     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2183     int vs_selected_mode, ps_selected_mode;
2184
2185     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2186     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2187             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2188     else return &ffp_blit;
2189 }
2190
2191 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2192 {
2193     DWORD ver;
2194
2195 #define USE_GL_FUNC(type, pfn, ext, replace) \
2196     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2197     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2198     else gl_info->pfn = NULL;
2199
2200     GL_EXT_FUNCS_GEN;
2201 #undef USE_GL_FUNC
2202
2203 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2204     WGL_EXT_FUNCS_GEN;
2205 #undef USE_GL_FUNC
2206 }
2207
2208 /* Context activation is done by the caller. */
2209 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2210 {
2211     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2212     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2213     const char *GL_Extensions    = NULL;
2214     const char *WGL_Extensions   = NULL;
2215     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2216     struct fragment_caps fragment_caps;
2217     enum wined3d_gl_vendor gl_vendor;
2218     enum wined3d_pci_vendor card_vendor;
2219     enum wined3d_pci_device device;
2220     GLint       gl_max;
2221     GLfloat     gl_floatv[2];
2222     unsigned    i;
2223     HDC         hdc;
2224     DWORD gl_version;
2225     size_t len;
2226
2227     TRACE_(d3d_caps)("(%p)\n", gl_info);
2228
2229     ENTER_GL();
2230
2231     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2232     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2233     if (!gl_renderer_str)
2234     {
2235         LEAVE_GL();
2236         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2237         return FALSE;
2238     }
2239
2240     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2241     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2242     if (!gl_vendor_str)
2243     {
2244         LEAVE_GL();
2245         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2246         return FALSE;
2247     }
2248
2249     /* Parse the GL_VERSION field into major and minor information */
2250     gl_version_str = (const char *)glGetString(GL_VERSION);
2251     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2252     if (!gl_version_str)
2253     {
2254         LEAVE_GL();
2255         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2256         return FALSE;
2257     }
2258     gl_version = wined3d_parse_gl_version(gl_version_str);
2259
2260     /*
2261      * Initialize openGL extension related variables
2262      *  with Default values
2263      */
2264     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2265     gl_info->limits.blends = 1;
2266     gl_info->limits.buffers = 1;
2267     gl_info->limits.textures = 1;
2268     gl_info->limits.fragment_samplers = 1;
2269     gl_info->limits.vertex_samplers = 0;
2270     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2271     gl_info->limits.sampler_stages = 1;
2272     gl_info->limits.glsl_vs_float_constants = 0;
2273     gl_info->limits.glsl_ps_float_constants = 0;
2274     gl_info->limits.arb_vs_float_constants = 0;
2275     gl_info->limits.arb_vs_native_constants = 0;
2276     gl_info->limits.arb_vs_instructions = 0;
2277     gl_info->limits.arb_vs_temps = 0;
2278     gl_info->limits.arb_ps_float_constants = 0;
2279     gl_info->limits.arb_ps_local_constants = 0;
2280     gl_info->limits.arb_ps_instructions = 0;
2281     gl_info->limits.arb_ps_temps = 0;
2282
2283     /* Retrieve opengl defaults */
2284     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2285     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2286     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2287
2288     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2289     gl_info->limits.lights = gl_max;
2290     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2291
2292     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2293     gl_info->limits.texture_size = gl_max;
2294     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2295
2296     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2297     gl_info->limits.pointsize_min = gl_floatv[0];
2298     gl_info->limits.pointsize_max = gl_floatv[1];
2299     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2300
2301     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2302     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2303     if (!GL_Extensions)
2304     {
2305         LEAVE_GL();
2306         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2307         return FALSE;
2308     }
2309
2310     LEAVE_GL();
2311
2312     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2313
2314     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2315
2316     while (*GL_Extensions)
2317     {
2318         const char *start;
2319
2320         while (isspace(*GL_Extensions)) ++GL_Extensions;
2321         start = GL_Extensions;
2322         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2323
2324         len = GL_Extensions - start;
2325         if (!len) continue;
2326
2327         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2328
2329         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2330         {
2331             if (len == strlen(EXTENSION_MAP[i].extension_string)
2332                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2333             {
2334                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2335                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2336                 break;
2337             }
2338         }
2339     }
2340
2341     /* Now work out what GL support this card really has */
2342     load_gl_funcs( gl_info, gl_version );
2343
2344     ENTER_GL();
2345
2346     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2347      * loading the functions, otherwise the code above will load the extension entry points instead of the
2348      * core functions, which may not work. */
2349     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2350     {
2351         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2352                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2353         {
2354             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2355             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2356         }
2357     }
2358
2359     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2360
2361     if (gl_info->supported[APPLE_FENCE])
2362     {
2363         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2364          * The apple extension interacts with some other apple exts. Disable the NV
2365          * extension if the apple one is support to prevent confusion in other parts
2366          * of the code. */
2367         gl_info->supported[NV_FENCE] = FALSE;
2368     }
2369     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2370     {
2371         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2372          *
2373          * The enums are the same:
2374          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2375          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2376          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2377          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2378          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2379          */
2380         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2381         {
2382             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2383             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2384         }
2385         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2386         {
2387             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2388             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2389         }
2390     }
2391     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2392     {
2393         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2394          * functionality. Prefer the ARB extension */
2395         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2396     }
2397     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2398     {
2399         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2400         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2401     }
2402     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2403     {
2404         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2405         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2406     }
2407     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2408     {
2409         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2410         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2411     }
2412     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2413     {
2414         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2415         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2416     }
2417     if (gl_info->supported[NV_TEXTURE_SHADER2])
2418     {
2419         if (gl_info->supported[NV_REGISTER_COMBINERS])
2420         {
2421             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2422              * are supported. The nv extensions provide the same functionality as the
2423              * ATI one, and a bit more(signed pixelformats). */
2424             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2425         }
2426     }
2427
2428     if (gl_info->supported[NV_REGISTER_COMBINERS])
2429     {
2430         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2431         gl_info->limits.general_combiners = gl_max;
2432         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2433     }
2434     if (gl_info->supported[ARB_DRAW_BUFFERS])
2435     {
2436         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2437         gl_info->limits.buffers = gl_max;
2438         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2439     }
2440     if (gl_info->supported[ARB_MULTITEXTURE])
2441     {
2442         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2443         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2444         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2445
2446         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2447         {
2448             GLint tmp;
2449             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2450             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2451         }
2452         else
2453         {
2454             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2455         }
2456         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2457
2458         if (gl_info->supported[ARB_VERTEX_SHADER])
2459         {
2460             GLint tmp;
2461             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2462             gl_info->limits.vertex_samplers = tmp;
2463             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2464             gl_info->limits.combined_samplers = tmp;
2465
2466             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2467              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2468              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2469              * shader is used with fixed function vertex processing we're fine too because fixed function
2470              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2471              * used we have to make sure that all vertex sampler setups are valid together with all
2472              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2473              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2474              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2475              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2476              * a fixed function pipeline anymore.
2477              *
2478              * So this is just a check to check that our assumption holds true. If not, write a warning
2479              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2480             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2481                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2482             {
2483                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2484                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2485                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2486                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2487                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2488                 else
2489                     gl_info->limits.vertex_samplers = 0;
2490             }
2491         }
2492         else
2493         {
2494             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2495         }
2496         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2497         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2498     }
2499     if (gl_info->supported[ARB_VERTEX_BLEND])
2500     {
2501         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2502         gl_info->limits.blends = gl_max;
2503         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2504     }
2505     if (gl_info->supported[EXT_TEXTURE3D])
2506     {
2507         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2508         gl_info->limits.texture3d_size = gl_max;
2509         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2510     }
2511     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2512     {
2513         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2514         gl_info->limits.anisotropy = gl_max;
2515         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2516     }
2517     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2518     {
2519         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2520         gl_info->limits.arb_ps_float_constants = gl_max;
2521         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2522         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2523         gl_info->limits.arb_ps_native_constants = gl_max;
2524         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2525                 gl_info->limits.arb_ps_native_constants);
2526         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2527         gl_info->limits.arb_ps_temps = gl_max;
2528         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2529         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2530         gl_info->limits.arb_ps_instructions = gl_max;
2531         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2532         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2533         gl_info->limits.arb_ps_local_constants = gl_max;
2534         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2535     }
2536     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2537     {
2538         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2539         gl_info->limits.arb_vs_float_constants = gl_max;
2540         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2541         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2542         gl_info->limits.arb_vs_native_constants = gl_max;
2543         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2544                 gl_info->limits.arb_vs_native_constants);
2545         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2546         gl_info->limits.arb_vs_temps = gl_max;
2547         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2548         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2549         gl_info->limits.arb_vs_instructions = gl_max;
2550         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2551
2552         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2553     }
2554     if (gl_info->supported[ARB_VERTEX_SHADER])
2555     {
2556         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2557         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2558         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2559     }
2560     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2561     {
2562         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2563         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2564         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2565         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2566         gl_info->limits.glsl_varyings = gl_max;
2567         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2568     }
2569     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2570     {
2571         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2572         unsigned int major, minor;
2573
2574         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2575
2576         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2577         sscanf(str, "%u.%u", &major, &minor);
2578         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2579     }
2580     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2581     {
2582         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2583     }
2584     else
2585     {
2586         gl_info->limits.shininess = 128.0f;
2587     }
2588     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2589     {
2590         /* If we have full NP2 texture support, disable
2591          * GL_ARB_texture_rectangle because we will never use it.
2592          * This saves a few redundant glDisable calls. */
2593         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2594     }
2595     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2596     {
2597         /* Disable NV_register_combiners and fragment shader if this is supported.
2598          * generally the NV extensions are preferred over the ATI ones, and this
2599          * extension is disabled if register_combiners and texture_shader2 are both
2600          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2601          * fragment processing support. */
2602         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2603         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2604         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2605         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2606     }
2607     if (gl_info->supported[NV_HALF_FLOAT])
2608     {
2609         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2610         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2611     }
2612     if (gl_info->supported[ARB_POINT_SPRITE])
2613     {
2614         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2615     }
2616     else
2617     {
2618         gl_info->limits.point_sprite_units = 0;
2619     }
2620     checkGLcall("extension detection");
2621
2622     LEAVE_GL();
2623
2624     adapter->fragment_pipe = select_fragment_implementation(adapter);
2625     adapter->shader_backend = select_shader_backend(adapter);
2626     adapter->blitter = select_blit_implementation(adapter);
2627
2628     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2629     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2630     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2631
2632     /* In some cases the number of texture stages can be larger than the number
2633      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2634      * shaders), but 8 texture stages (register combiners). */
2635     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2636
2637     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2638     {
2639         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2640         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2641         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2642         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2643         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2644         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2645         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2646         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2647         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2648         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2649         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2650         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2651         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2652         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2653         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2654         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2655         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2656         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2657         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2658     }
2659     else
2660     {
2661         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2662         {
2663             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2664             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2665             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2666             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2667             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2668             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2669             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2670             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2671             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2672             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2673             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2674             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2675             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2676             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2677             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2678             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2679             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2680         }
2681         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2682         {
2683             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2684             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2685         }
2686         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2687         {
2688             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2689         }
2690         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2691         {
2692             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2693         }
2694     }
2695
2696     /* MRTs are currently only supported when FBOs are used. */
2697     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2698     {
2699         gl_info->limits.buffers = 1;
2700     }
2701
2702     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2703     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2704     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2705
2706     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2707     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2708
2709     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2710     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2711             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2712     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2713     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2714             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2715     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2716             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2717
2718     /* Make sure there's an active HDC else the WGL extensions will fail */
2719     hdc = pwglGetCurrentDC();
2720     if (hdc) {
2721         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2722         if(GL_EXTCALL(wglGetExtensionsStringARB))
2723             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2724
2725         if (!WGL_Extensions)
2726         {
2727             ERR("   WGL_Extensions returns NULL\n");
2728         }
2729         else
2730         {
2731             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2732             while (*WGL_Extensions)
2733             {
2734                 const char *Start;
2735                 char ThisExtn[256];
2736
2737                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2738                 Start = WGL_Extensions;
2739                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2740
2741                 len = WGL_Extensions - Start;
2742                 if (!len || len >= sizeof(ThisExtn))
2743                     continue;
2744
2745                 memcpy(ThisExtn, Start, len);
2746                 ThisExtn[len] = '\0';
2747                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2748
2749                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2750                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2751                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2752                 }
2753                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2754                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2755                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2756                 }
2757             }
2758         }
2759     }
2760
2761     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2762     init_driver_info(driver_info, card_vendor, device);
2763     add_gl_compat_wrappers(gl_info);
2764
2765     return TRUE;
2766 }
2767
2768 /**********************************************************
2769  * IWineD3D implementation follows
2770  **********************************************************/
2771
2772 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2773     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2774
2775     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2776
2777     return This->adapter_count;
2778 }
2779
2780 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2781 {
2782     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2783
2784     return WINED3D_OK;
2785 }
2786
2787 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2788     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2789
2790     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2791
2792     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2793         return NULL;
2794     }
2795
2796     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2797 }
2798
2799 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2800      of the same bpp but different resolutions                                  */
2801
2802 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2803 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2804 {
2805     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2806
2807     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2808
2809     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2810         return 0;
2811     }
2812
2813     /* TODO: Store modes per adapter and read it from the adapter structure */
2814     if (Adapter == 0)
2815     {
2816         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2817         UINT format_bits = format->byte_count * CHAR_BIT;
2818         unsigned int i = 0;
2819         unsigned int j = 0;
2820         DEVMODEW mode;
2821
2822         memset(&mode, 0, sizeof(mode));
2823         mode.dmSize = sizeof(mode);
2824
2825         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2826         {
2827             ++j;
2828
2829             if (format_id == WINED3DFMT_UNKNOWN)
2830             {
2831                 /* This is for D3D8, do not enumerate P8 here */
2832                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2833             }
2834             else if (mode.dmBitsPerPel == format_bits)
2835             {
2836                 ++i;
2837             }
2838         }
2839
2840         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2841         return i;
2842     } else {
2843         FIXME_(d3d_caps)("Adapter not primary display\n");
2844     }
2845     return 0;
2846 }
2847
2848 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2849 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2850         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2851 {
2852     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2853
2854     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2855             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2856
2857     /* Validate the parameters as much as possible */
2858     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2859             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2860     {
2861         return WINED3DERR_INVALIDCALL;
2862     }
2863
2864     /* TODO: Store modes per adapter and read it from the adapter structure */
2865     if (Adapter == 0)
2866     {
2867         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2868         UINT format_bits = format->byte_count * CHAR_BIT;
2869         DEVMODEW DevModeW;
2870         int ModeIdx = 0;
2871         UINT i = 0;
2872         int j = 0;
2873
2874         ZeroMemory(&DevModeW, sizeof(DevModeW));
2875         DevModeW.dmSize = sizeof(DevModeW);
2876
2877         /* If we are filtering to a specific format (D3D9), then need to skip
2878            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2879            just count through the ones with valid bit depths */
2880         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2881         {
2882             if (format_id == WINED3DFMT_UNKNOWN)
2883             {
2884                 /* This is for D3D8, do not enumerate P8 here */
2885                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2886             }
2887             else if (DevModeW.dmBitsPerPel == format_bits)
2888             {
2889                 ++i;
2890             }
2891         }
2892
2893         if (!i)
2894         {
2895             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2896             return WINED3DERR_INVALIDCALL;
2897         }
2898         ModeIdx = j - 1;
2899
2900         /* Now get the display mode via the calculated index */
2901         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2902             pMode->Width        = DevModeW.dmPelsWidth;
2903             pMode->Height       = DevModeW.dmPelsHeight;
2904             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2905             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2906                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2907
2908             if (format_id == WINED3DFMT_UNKNOWN)
2909                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2910             else
2911                 pMode->Format = format_id;
2912         }
2913         else
2914         {
2915             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2916             return WINED3DERR_INVALIDCALL;
2917         }
2918
2919         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2920                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2921                 DevModeW.dmBitsPerPel);
2922
2923     }
2924     else
2925     {
2926         FIXME_(d3d_caps)("Adapter not primary display\n");
2927     }
2928
2929     return WINED3D_OK;
2930 }
2931
2932 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2933 {
2934     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2935
2936     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2937         return WINED3DERR_INVALIDCALL;
2938
2939     if (Adapter == 0) { /* Display */
2940         int bpp = 0;
2941         DEVMODEW DevModeW;
2942
2943         ZeroMemory(&DevModeW, sizeof(DevModeW));
2944         DevModeW.dmSize = sizeof(DevModeW);
2945
2946         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2947         pMode->Width        = DevModeW.dmPelsWidth;
2948         pMode->Height       = DevModeW.dmPelsHeight;
2949         bpp                 = DevModeW.dmBitsPerPel;
2950         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2951         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2952         {
2953             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2954         }
2955
2956         pMode->Format = pixelformat_for_depth(bpp);
2957     } else {
2958         FIXME_(d3d_caps)("Adapter not primary display\n");
2959     }
2960
2961     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2962           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2963     return WINED3D_OK;
2964 }
2965
2966 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2967    and fields being inserted in the middle, a new structure is used in place    */
2968 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2969                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2970     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2971     struct wined3d_adapter *adapter;
2972     size_t len;
2973
2974     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2975
2976     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2977         return WINED3DERR_INVALIDCALL;
2978     }
2979
2980     adapter = &This->adapters[Adapter];
2981
2982     /* Return the information requested */
2983     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2984
2985     if (pIdentifier->driver_size)
2986     {
2987         const char *name = adapter->driver_info.name;
2988         len = min(strlen(name), pIdentifier->driver_size - 1);
2989         memcpy(pIdentifier->driver, name, len);
2990         pIdentifier->driver[len] = '\0';
2991     }
2992
2993     if (pIdentifier->description_size)
2994     {
2995         const char *description = adapter->driver_info.description;
2996         len = min(strlen(description), pIdentifier->description_size - 1);
2997         memcpy(pIdentifier->description, description, len);
2998         pIdentifier->description[len] = '\0';
2999     }
3000
3001     /* Note that d3d8 doesn't supply a device name. */
3002     if (pIdentifier->device_name_size)
3003     {
3004         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3005
3006         len = strlen(device_name);
3007         if (len >= pIdentifier->device_name_size)
3008         {
3009             ERR("Device name size too small.\n");
3010             return WINED3DERR_INVALIDCALL;
3011         }
3012
3013         memcpy(pIdentifier->device_name, device_name, len);
3014         pIdentifier->device_name[len] = '\0';
3015     }
3016
3017     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3018     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3019     pIdentifier->vendor_id = adapter->driver_info.vendor;
3020     pIdentifier->device_id = adapter->driver_info.device;
3021     pIdentifier->subsystem_id = 0;
3022     pIdentifier->revision = 0;
3023     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3024     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3025     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3026     pIdentifier->video_memory = adapter->TextureRam;
3027
3028     return WINED3D_OK;
3029 }
3030
3031 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3032         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3033 {
3034     short redSize, greenSize, blueSize, alphaSize, colorBits;
3035
3036     if(!cfg)
3037         return FALSE;
3038
3039     /* Float formats need FBOs. If FBOs are used this function isn't called */
3040     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3041
3042     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3043         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3044         {
3045             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3046             return FALSE;
3047         }
3048
3049         if(cfg->redSize < redSize)
3050             return FALSE;
3051
3052         if(cfg->greenSize < greenSize)
3053             return FALSE;
3054
3055         if(cfg->blueSize < blueSize)
3056             return FALSE;
3057
3058         if(cfg->alphaSize < alphaSize)
3059             return FALSE;
3060
3061         return TRUE;
3062     }
3063
3064     /* Probably a RGBA_float or color index mode */
3065     return FALSE;
3066 }
3067
3068 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3069         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3070 {
3071     short depthSize, stencilSize;
3072     BOOL lockable = FALSE;
3073
3074     if(!cfg)
3075         return FALSE;
3076
3077     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3078     {
3079         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3080         return FALSE;
3081     }
3082
3083     /* Float formats need FBOs. If FBOs are used this function isn't called */
3084     if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3085
3086     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3087         lockable = TRUE;
3088
3089     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3090      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3091      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3092     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3093         return FALSE;
3094
3095     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3096      * allow more stencil bits than requested. */
3097     if(cfg->stencilSize < stencilSize)
3098         return FALSE;
3099
3100     return TRUE;
3101 }
3102
3103 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3104         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3105         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3106 {
3107     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3108     int nCfgs;
3109     const WineD3D_PixelFormat *cfgs;
3110     const struct wined3d_adapter *adapter;
3111     const struct wined3d_format *rt_format;
3112     const struct wined3d_format *ds_format;
3113     int it;
3114
3115     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3116            This, Adapter,
3117            DeviceType, debug_d3ddevicetype(DeviceType),
3118            AdapterFormat, debug_d3dformat(AdapterFormat),
3119            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3120            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3121
3122     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3123         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3124         return WINED3DERR_INVALIDCALL;
3125     }
3126
3127     adapter = &This->adapters[Adapter];
3128     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3129     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3130     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3131     {
3132         if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3133                 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3134         {
3135             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3136             return WINED3D_OK;
3137         }
3138     }
3139     else
3140     {
3141         cfgs = adapter->cfgs;
3142         nCfgs = adapter->nCfgs;
3143         for (it = 0; it < nCfgs; ++it)
3144         {
3145             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3146             {
3147                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3148                 {
3149                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3150                     return WINED3D_OK;
3151                 }
3152             }
3153         }
3154     }
3155     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3156
3157     return WINED3DERR_NOTAVAILABLE;
3158 }
3159
3160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3161         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3162         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3163 {
3164     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3165     const struct wined3d_adapter *adapter;
3166     const struct wined3d_format *format;
3167
3168     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3169           This,
3170           Adapter,
3171           DeviceType, debug_d3ddevicetype(DeviceType),
3172           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3173           Windowed,
3174           MultiSampleType,
3175           pQualityLevels);
3176
3177     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3178         return WINED3DERR_INVALIDCALL;
3179     }
3180
3181     /* TODO: handle Windowed, add more quality levels */
3182
3183     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3184         if(pQualityLevels) *pQualityLevels = 1;
3185         return WINED3D_OK;
3186     }
3187
3188     /* By default multisampling is disabled right now as it causes issues
3189      * on some Nvidia driver versions and it doesn't work well in combination
3190      * with FBOs yet. */
3191     if(!wined3d_settings.allow_multisampling)
3192         return WINED3DERR_NOTAVAILABLE;
3193
3194     adapter = &This->adapters[Adapter];
3195     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3196     if (!format) return WINED3DERR_INVALIDCALL;
3197
3198     if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3199     {
3200         int i, nCfgs;
3201         const WineD3D_PixelFormat *cfgs;
3202
3203         cfgs = adapter->cfgs;
3204         nCfgs = adapter->nCfgs;
3205         for(i=0; i<nCfgs; i++) {
3206             if(cfgs[i].numSamples != MultiSampleType)
3207                 continue;
3208
3209             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3210                 continue;
3211
3212             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3213
3214             if(pQualityLevels)
3215                 *pQualityLevels = 1; /* Guess at a value! */
3216             return WINED3D_OK;
3217         }
3218     }
3219     else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3220     {
3221         short redSize, greenSize, blueSize, alphaSize, colorBits;
3222         int i, nCfgs;
3223         const WineD3D_PixelFormat *cfgs;
3224
3225         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3226         {
3227             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3228             return WINED3DERR_NOTAVAILABLE;
3229         }
3230
3231         cfgs = adapter->cfgs;
3232         nCfgs = adapter->nCfgs;
3233         for(i=0; i<nCfgs; i++) {
3234             if(cfgs[i].numSamples != MultiSampleType)
3235                 continue;
3236             if(cfgs[i].redSize != redSize)
3237                 continue;
3238             if(cfgs[i].greenSize != greenSize)
3239                 continue;
3240             if(cfgs[i].blueSize != blueSize)
3241                 continue;
3242             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3243             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3244                 continue;
3245             if (cfgs[i].colorSize != (format->byte_count << 3))
3246                 continue;
3247
3248             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3249
3250             if(pQualityLevels)
3251                 *pQualityLevels = 1; /* Guess at a value! */
3252             return WINED3D_OK;
3253         }
3254     }
3255     return WINED3DERR_NOTAVAILABLE;
3256 }
3257
3258 /* Check if we support bumpmapping for a format */
3259 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3260 {
3261     /* Ask the fixed function pipeline implementation if it can deal
3262      * with the conversion. If we've got a GL extension giving native
3263      * support this will be an identity conversion. */
3264     return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3265             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3266 }
3267
3268 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3269 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3270         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3271 {
3272     int it=0;
3273
3274     /* Only allow depth/stencil formats */
3275     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3276
3277     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3278     {
3279         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3280         if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3281     }
3282     else
3283     {
3284         /* Walk through all WGL pixel formats to find a match */
3285         for (it = 0; it < adapter->nCfgs; ++it)
3286         {
3287             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3288             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3289             {
3290                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3291                 {
3292                     return TRUE;
3293                 }
3294             }
3295         }
3296     }
3297
3298     return FALSE;
3299 }
3300
3301 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3302 {
3303     /* The flags entry of a format contains the filtering capability */
3304     if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3305
3306     return FALSE;
3307 }
3308
3309 /* Check the render target capabilities of a format */
3310 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3311         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3312 {
3313     /* Filter out non-RT formats */
3314     if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3315     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3316     {
3317         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3318         int it;
3319         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3320         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3321
3322         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3323         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3324
3325         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3326          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3327         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3328             TRACE_(d3d_caps)("[FAILED]\n");
3329             return FALSE;
3330         }
3331
3332         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3333          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3334         for (it = 0; it < adapter->nCfgs; ++it)
3335         {
3336             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3337                     &cfgs[it], check_format))
3338             {
3339                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3340                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3341                 return TRUE;
3342             }
3343         }
3344     }
3345     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3346     {
3347         /* For now return TRUE for FBOs until we have some proper checks.
3348          * Note that this function will only be called when the format is around for texturing. */
3349         return TRUE;
3350     }
3351     return FALSE;
3352 }
3353
3354 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3355 {
3356     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3357 }
3358
3359 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3360 {
3361     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3362      * doing the color fixup in shaders.
3363      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3364     if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3365     {
3366         int vs_selected_mode;
3367         int ps_selected_mode;
3368         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3369
3370         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3371             TRACE_(d3d_caps)("[OK]\n");
3372             return TRUE;
3373         }
3374     }
3375
3376     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3377     return FALSE;
3378 }
3379
3380 /* Check if a format support blending in combination with pixel shaders */
3381 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3382         const struct wined3d_format *format)
3383 {
3384     /* The flags entry of a format contains the post pixel shader blending capability */
3385     if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3386
3387     return FALSE;
3388 }
3389
3390 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3391 {
3392     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3393      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3394      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3395      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3396      * capability anyway.
3397      *
3398      * For now lets report this on all formats, but in the future we may want to
3399      * restrict it to some should games need that
3400      */
3401     return TRUE;
3402 }
3403
3404 /* Check if a texture format is supported on the given adapter */
3405 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3406 {
3407     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3408
3409     switch (format->id)
3410     {
3411         /*****
3412          *  supported: RGB(A) formats
3413          */
3414         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3415         case WINED3DFMT_B8G8R8A8_UNORM:
3416         case WINED3DFMT_B8G8R8X8_UNORM:
3417         case WINED3DFMT_B5G6R5_UNORM:
3418         case WINED3DFMT_B5G5R5X1_UNORM:
3419         case WINED3DFMT_B5G5R5A1_UNORM:
3420         case WINED3DFMT_B4G4R4A4_UNORM:
3421         case WINED3DFMT_A8_UNORM:
3422         case WINED3DFMT_B4G4R4X4_UNORM:
3423         case WINED3DFMT_R8G8B8A8_UNORM:
3424         case WINED3DFMT_R8G8B8X8_UNORM:
3425         case WINED3DFMT_B10G10R10A2_UNORM:
3426         case WINED3DFMT_R10G10B10A2_UNORM:
3427         case WINED3DFMT_R16G16_UNORM:
3428             TRACE_(d3d_caps)("[OK]\n");
3429             return TRUE;
3430
3431         case WINED3DFMT_B2G3R3_UNORM:
3432             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3433             return FALSE;
3434
3435         /*****
3436          *  Not supported: Palettized
3437          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3438          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3439          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3440          */
3441         case WINED3DFMT_P8_UINT:
3442         case WINED3DFMT_P8_UINT_A8_UNORM:
3443             return FALSE;
3444
3445         /*****
3446          *  Supported: (Alpha)-Luminance
3447          */
3448         case WINED3DFMT_L8_UNORM:
3449         case WINED3DFMT_L8A8_UNORM:
3450         case WINED3DFMT_L16_UNORM:
3451             TRACE_(d3d_caps)("[OK]\n");
3452             return TRUE;
3453
3454         /* Not supported on Windows, thus disabled */
3455         case WINED3DFMT_L4A4_UNORM:
3456             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3457             return FALSE;
3458
3459         /*****
3460          *  Supported: Depth/Stencil formats
3461          */
3462         case WINED3DFMT_D16_LOCKABLE:
3463         case WINED3DFMT_D16_UNORM:
3464         case WINED3DFMT_S1_UINT_D15_UNORM:
3465         case WINED3DFMT_X8D24_UNORM:
3466         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3467         case WINED3DFMT_D24_UNORM_S8_UINT:
3468         case WINED3DFMT_S8_UINT_D24_FLOAT:
3469         case WINED3DFMT_D32_UNORM:
3470         case WINED3DFMT_D32_FLOAT:
3471             return TRUE;
3472
3473         case WINED3DFMT_INTZ:
3474             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3475                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3476                 return TRUE;
3477             return FALSE;
3478
3479         /*****
3480          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3481          *  GL_NV_texture_shader). Emulated by shaders
3482          */
3483         case WINED3DFMT_R8G8_SNORM:
3484         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3485         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3486         case WINED3DFMT_R8G8B8A8_SNORM:
3487         case WINED3DFMT_R16G16_SNORM:
3488             /* Ask the shader backend if it can deal with the conversion. If
3489              * we've got a GL extension giving native support this will be an
3490              * identity conversion. */
3491             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3492             {
3493                 TRACE_(d3d_caps)("[OK]\n");
3494                 return TRUE;
3495             }
3496             TRACE_(d3d_caps)("[FAILED]\n");
3497             return FALSE;
3498
3499         case WINED3DFMT_DXT1:
3500         case WINED3DFMT_DXT2:
3501         case WINED3DFMT_DXT3:
3502         case WINED3DFMT_DXT4:
3503         case WINED3DFMT_DXT5:
3504             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3505             {
3506                 TRACE_(d3d_caps)("[OK]\n");
3507                 return TRUE;
3508             }
3509             TRACE_(d3d_caps)("[FAILED]\n");
3510             return FALSE;
3511
3512
3513         /*****
3514          *  Odd formats - not supported
3515          */
3516         case WINED3DFMT_VERTEXDATA:
3517         case WINED3DFMT_R16_UINT:
3518         case WINED3DFMT_R32_UINT:
3519         case WINED3DFMT_R16G16B16A16_SNORM:
3520         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3521         case WINED3DFMT_R10G11B11_SNORM:
3522             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3523             return FALSE;
3524
3525         /*****
3526          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3527          */
3528         case WINED3DFMT_R8G8_SNORM_Cx:
3529             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3530             return FALSE;
3531
3532         /* YUV formats */
3533         case WINED3DFMT_UYVY:
3534         case WINED3DFMT_YUY2:
3535             if (gl_info->supported[APPLE_YCBCR_422])
3536             {
3537                 TRACE_(d3d_caps)("[OK]\n");
3538                 return TRUE;
3539             }
3540             TRACE_(d3d_caps)("[FAILED]\n");
3541             return FALSE;
3542         case WINED3DFMT_YV12:
3543             TRACE_(d3d_caps)("[FAILED]\n");
3544             return FALSE;
3545
3546             /* Not supported */
3547         case WINED3DFMT_R16G16B16A16_UNORM:
3548         case WINED3DFMT_B2G3R3A8_UNORM:
3549             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3550             return FALSE;
3551
3552             /* Floating point formats */
3553         case WINED3DFMT_R16_FLOAT:
3554         case WINED3DFMT_R16G16_FLOAT:
3555         case WINED3DFMT_R16G16B16A16_FLOAT:
3556             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3557             {
3558                 TRACE_(d3d_caps)("[OK]\n");
3559                 return TRUE;
3560             }
3561             TRACE_(d3d_caps)("[FAILED]\n");
3562             return FALSE;
3563
3564         case WINED3DFMT_R32_FLOAT:
3565         case WINED3DFMT_R32G32_FLOAT:
3566         case WINED3DFMT_R32G32B32A32_FLOAT:
3567             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3568             {
3569                 TRACE_(d3d_caps)("[OK]\n");
3570                 return TRUE;
3571             }
3572             TRACE_(d3d_caps)("[FAILED]\n");
3573             return FALSE;
3574
3575         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3576          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3577          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3578          * We can do instancing with all shader versions, but we need vertex shaders.
3579          *
3580          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3581          * to enable instancing. WineD3D doesn't need that and just ignores it.
3582          *
3583          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3584          */
3585         case WINED3DFMT_INST:
3586             TRACE("ATI Instancing check hack\n");
3587             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3588             {
3589                 TRACE_(d3d_caps)("[OK]\n");
3590                 return TRUE;
3591             }
3592             TRACE_(d3d_caps)("[FAILED]\n");
3593             return FALSE;
3594
3595         /* Some weird FOURCC formats */
3596         case WINED3DFMT_R8G8_B8G8:
3597         case WINED3DFMT_G8R8_G8B8:
3598         case WINED3DFMT_MULTI2_ARGB8:
3599             TRACE_(d3d_caps)("[FAILED]\n");
3600             return FALSE;
3601
3602         /* Vendor specific formats */
3603         case WINED3DFMT_ATI2N:
3604             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3605                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3606             {
3607                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3608                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3609                 {
3610                     TRACE_(d3d_caps)("[OK]\n");
3611                     return TRUE;
3612                 }
3613
3614                 TRACE_(d3d_caps)("[OK]\n");
3615                 return TRUE;
3616             }
3617             TRACE_(d3d_caps)("[FAILED]\n");
3618             return FALSE;
3619
3620         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3621          * format MAKEFOURCC('N','V','D','B') is used.
3622          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3623          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3624          * to test value.
3625          */
3626         case WINED3DFMT_NVDB:
3627             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3628             {
3629                 TRACE_(d3d_caps)("[OK]\n");
3630                 return TRUE;
3631             }
3632             TRACE_(d3d_caps)("[FAILED]\n");
3633             return FALSE;
3634
3635         case WINED3DFMT_NVHU:
3636         case WINED3DFMT_NVHS:
3637             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3638              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3639              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3640              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3641              * Applications have to deal with not having NVHS and NVHU.
3642              */
3643             TRACE_(d3d_caps)("[FAILED]\n");
3644             return FALSE;
3645
3646         case WINED3DFMT_UNKNOWN:
3647             return FALSE;
3648
3649         default:
3650             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3651             break;
3652     }
3653     return FALSE;
3654 }
3655
3656 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3657         const struct wined3d_format *adapter_format,
3658         const struct wined3d_format *check_format,
3659         WINED3DSURFTYPE SurfaceType)
3660 {
3661     if (SurfaceType == SURFACE_GDI)
3662     {
3663         switch (check_format->id)
3664         {
3665             case WINED3DFMT_B8G8R8_UNORM:
3666             case WINED3DFMT_B8G8R8A8_UNORM:
3667             case WINED3DFMT_B8G8R8X8_UNORM:
3668             case WINED3DFMT_B5G6R5_UNORM:
3669             case WINED3DFMT_B5G5R5X1_UNORM:
3670             case WINED3DFMT_B5G5R5A1_UNORM:
3671             case WINED3DFMT_B4G4R4A4_UNORM:
3672             case WINED3DFMT_B2G3R3_UNORM:
3673             case WINED3DFMT_A8_UNORM:
3674             case WINED3DFMT_B2G3R3A8_UNORM:
3675             case WINED3DFMT_B4G4R4X4_UNORM:
3676             case WINED3DFMT_R10G10B10A2_UNORM:
3677             case WINED3DFMT_R8G8B8A8_UNORM:
3678             case WINED3DFMT_R8G8B8X8_UNORM:
3679             case WINED3DFMT_R16G16_UNORM:
3680             case WINED3DFMT_B10G10R10A2_UNORM:
3681             case WINED3DFMT_R16G16B16A16_UNORM:
3682             case WINED3DFMT_P8_UINT:
3683                 TRACE_(d3d_caps)("[OK]\n");
3684                 return TRUE;
3685             default:
3686                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3687                 return FALSE;
3688         }
3689     }
3690
3691     /* All format that are supported for textures are supported for surfaces as well */
3692     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3693     /* All depth stencil formats are supported on surfaces */
3694     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3695
3696     /* If opengl can't process the format natively, the blitter may be able to convert it */
3697     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3698             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3699             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3700     {
3701         TRACE_(d3d_caps)("[OK]\n");
3702         return TRUE;
3703     }
3704
3705     /* Reject other formats */
3706     TRACE_(d3d_caps)("[FAILED]\n");
3707     return FALSE;
3708 }
3709
3710 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3711         const struct wined3d_format *format)
3712 {
3713     return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3714 }
3715
3716 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3717         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3718         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3719 {
3720     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3721     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3722     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3723     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3724     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3725     DWORD UsageCaps = 0;
3726
3727     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3728           This,
3729           Adapter,
3730           DeviceType, debug_d3ddevicetype(DeviceType),
3731           AdapterFormat, debug_d3dformat(AdapterFormat),
3732           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3733           RType, debug_d3dresourcetype(RType),
3734           CheckFormat, debug_d3dformat(CheckFormat));
3735
3736     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3737         return WINED3DERR_INVALIDCALL;
3738     }
3739
3740     switch (RType)
3741     {
3742         case WINED3DRTYPE_CUBETEXTURE:
3743             /* Cubetexture allows:
3744              *      - WINED3DUSAGE_AUTOGENMIPMAP
3745              *      - WINED3DUSAGE_DEPTHSTENCIL
3746              *      - WINED3DUSAGE_DYNAMIC
3747              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3748              *      - WINED3DUSAGE_RENDERTARGET
3749              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3750              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3751              */
3752             if (SurfaceType != SURFACE_OPENGL)
3753             {
3754                 TRACE_(d3d_caps)("[FAILED]\n");
3755                 return WINED3DERR_NOTAVAILABLE;
3756             }
3757
3758             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3759             {
3760                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3761                 return WINED3DERR_NOTAVAILABLE;
3762             }
3763
3764             if (!CheckTextureCapability(adapter, format))
3765             {
3766                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3767                 return WINED3DERR_NOTAVAILABLE;
3768             }
3769
3770             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3771             {
3772                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3773                     /* When autogenmipmap isn't around continue and return
3774                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3775                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3776                 else
3777                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3778             }
3779
3780             /* Always report dynamic locking. */
3781             if (Usage & WINED3DUSAGE_DYNAMIC)
3782                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3783
3784             if (Usage & WINED3DUSAGE_RENDERTARGET)
3785             {
3786                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3787                 {
3788                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3789                     return WINED3DERR_NOTAVAILABLE;
3790                 }
3791                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3792             }
3793
3794             /* Always report software processing. */
3795             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3796                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3797
3798             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3799             {
3800                 if (!CheckFilterCapability(adapter, format))
3801                 {
3802                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3803                     return WINED3DERR_NOTAVAILABLE;
3804                 }
3805                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3806             }
3807
3808             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3809             {
3810                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3811                 {
3812                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3813                     return WINED3DERR_NOTAVAILABLE;
3814                 }
3815                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3816             }
3817
3818             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3819             {
3820                 if (!CheckSrgbReadCapability(adapter, format))
3821                 {
3822                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3823                     return WINED3DERR_NOTAVAILABLE;
3824                 }
3825                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3826             }
3827
3828             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3829             {
3830                 if (!CheckSrgbWriteCapability(adapter, format))
3831                 {
3832                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3833                     return WINED3DERR_NOTAVAILABLE;
3834                 }
3835                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3836             }
3837
3838             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3839             {
3840                 if (!CheckVertexTextureCapability(adapter, format))
3841                 {
3842                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3843                     return WINED3DERR_NOTAVAILABLE;
3844                 }
3845                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3846             }
3847
3848             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3849             {
3850                 if (!CheckWrapAndMipCapability(adapter, format))
3851                 {
3852                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3853                     return WINED3DERR_NOTAVAILABLE;
3854                 }
3855                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3856             }
3857             break;
3858
3859         case WINED3DRTYPE_SURFACE:
3860             /* Surface allows:
3861              *      - WINED3DUSAGE_DEPTHSTENCIL
3862              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3863              *      - WINED3DUSAGE_RENDERTARGET
3864              */
3865             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3866             {
3867                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3868                 return WINED3DERR_NOTAVAILABLE;
3869             }
3870
3871             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3872             {
3873                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3874                 {
3875                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3876                     return WINED3DERR_NOTAVAILABLE;
3877                 }
3878                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3879             }
3880
3881             if (Usage & WINED3DUSAGE_RENDERTARGET)
3882             {
3883                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3884                 {
3885                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3886                     return WINED3DERR_NOTAVAILABLE;
3887                 }
3888                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3889             }
3890
3891             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3892             {
3893                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3894                 {
3895                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3896                     return WINED3DERR_NOTAVAILABLE;
3897                 }
3898                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3899             }
3900             break;
3901
3902         case WINED3DRTYPE_TEXTURE:
3903             /* Texture allows:
3904              *      - WINED3DUSAGE_AUTOGENMIPMAP
3905              *      - WINED3DUSAGE_DEPTHSTENCIL
3906              *      - WINED3DUSAGE_DMAP
3907              *      - WINED3DUSAGE_DYNAMIC
3908              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3909              *      - WINED3DUSAGE_RENDERTARGET
3910              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3911              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3912              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3913              */
3914             if (SurfaceType != SURFACE_OPENGL)
3915             {
3916                 TRACE_(d3d_caps)("[FAILED]\n");
3917                 return WINED3DERR_NOTAVAILABLE;
3918             }
3919
3920             if (!CheckTextureCapability(adapter, format))
3921             {
3922                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3923                 return WINED3DERR_NOTAVAILABLE;
3924             }
3925
3926             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3927             {
3928                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3929                     /* When autogenmipmap isn't around continue and return
3930                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3931                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3932                 else
3933                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3934             }
3935
3936             /* Always report dynamic locking. */
3937             if (Usage & WINED3DUSAGE_DYNAMIC)
3938                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3939
3940             if (Usage & WINED3DUSAGE_RENDERTARGET)
3941             {
3942                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3943                 {
3944                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3945                     return WINED3DERR_NOTAVAILABLE;
3946                 }
3947                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3948             }
3949
3950             /* Always report software processing. */
3951             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3952                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3953
3954             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3955             {
3956                 if (!CheckFilterCapability(adapter, format))
3957                 {
3958                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3959                     return WINED3DERR_NOTAVAILABLE;
3960                 }
3961                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3962             }
3963
3964             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3965             {
3966                 if (!CheckBumpMapCapability(adapter, format))
3967                 {
3968                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3969                     return WINED3DERR_NOTAVAILABLE;
3970                 }
3971                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3972             }
3973
3974             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3975             {
3976                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3977                 {
3978                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3979                     return WINED3DERR_NOTAVAILABLE;
3980                 }
3981                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3982             }
3983
3984             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3985             {
3986                 if (!CheckSrgbReadCapability(adapter, format))
3987                 {
3988                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3989                     return WINED3DERR_NOTAVAILABLE;
3990                 }
3991                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3992             }
3993
3994             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3995             {
3996                 if (!CheckSrgbWriteCapability(adapter, format))
3997                 {
3998                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3999                     return WINED3DERR_NOTAVAILABLE;
4000                 }
4001                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4002             }
4003
4004             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4005             {
4006                 if (!CheckVertexTextureCapability(adapter, format))
4007                 {
4008                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4009                     return WINED3DERR_NOTAVAILABLE;
4010                 }
4011                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4012             }
4013
4014             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4015             {
4016                 if (!CheckWrapAndMipCapability(adapter, format))
4017                 {
4018                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4019                     return WINED3DERR_NOTAVAILABLE;
4020                 }
4021                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4022             }
4023
4024             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4025             {
4026                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4027                 {
4028                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4029                     return WINED3DERR_NOTAVAILABLE;
4030                 }
4031                 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4032                 {
4033                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4034                     return WINED3DERR_NOTAVAILABLE;
4035                 }
4036                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4037             }
4038             break;
4039
4040         case WINED3DRTYPE_VOLUMETEXTURE:
4041         case WINED3DRTYPE_VOLUME:
4042             /* Volume is to VolumeTexture what Surface is to Texture, but its
4043              * usage caps are not documented. Most driver seem to offer
4044              * (nearly) the same on Volume and VolumeTexture, so do that too.
4045              *
4046              * Volumetexture allows:
4047              *      - D3DUSAGE_DYNAMIC
4048              *      - D3DUSAGE_NONSECURE (d3d9ex)
4049              *      - D3DUSAGE_SOFTWAREPROCESSING
4050              *      - D3DUSAGE_QUERY_WRAPANDMIP
4051              */
4052             if (SurfaceType != SURFACE_OPENGL)
4053             {
4054                 TRACE_(d3d_caps)("[FAILED]\n");
4055                 return WINED3DERR_NOTAVAILABLE;
4056             }
4057
4058             if (!gl_info->supported[EXT_TEXTURE3D])
4059             {
4060                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4061                 return WINED3DERR_NOTAVAILABLE;
4062             }
4063
4064             if (!CheckTextureCapability(adapter, format))
4065             {
4066                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4067                 return WINED3DERR_NOTAVAILABLE;
4068             }
4069
4070             /* Filter formats that need conversion; For one part, this
4071              * conversion is unimplemented, and volume textures are huge, so
4072              * it would be a big performance hit. Unless we hit an application
4073              * needing one of those formats, don't advertize them to avoid
4074              * leading applications into temptation. The windows drivers don't
4075              * support most of those formats on volumes anyway, except for
4076              * WINED3DFMT_R32_FLOAT. */
4077             switch (CheckFormat)
4078             {
4079                 case WINED3DFMT_P8_UINT:
4080                 case WINED3DFMT_L4A4_UNORM:
4081                 case WINED3DFMT_R32_FLOAT:
4082                 case WINED3DFMT_R16_FLOAT:
4083                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4084                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4085                 case WINED3DFMT_R16G16_UNORM:
4086                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4087                     return WINED3DERR_NOTAVAILABLE;
4088
4089                 case WINED3DFMT_R8G8B8A8_SNORM:
4090                 case WINED3DFMT_R16G16_SNORM:
4091                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4092                     {
4093                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4094                         return WINED3DERR_NOTAVAILABLE;
4095                     }
4096                     break;
4097
4098                 case WINED3DFMT_R8G8_SNORM:
4099                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4100                     {
4101                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4102                         return WINED3DERR_NOTAVAILABLE;
4103                     }
4104                     break;
4105
4106                 case WINED3DFMT_DXT1:
4107                 case WINED3DFMT_DXT2:
4108                 case WINED3DFMT_DXT3:
4109                 case WINED3DFMT_DXT4:
4110                 case WINED3DFMT_DXT5:
4111                     /* The GL_EXT_texture_compression_s3tc spec requires that
4112                      * loading an s3tc compressed texture results in an error.
4113                      * While the D3D refrast does support s3tc volumes, at
4114                      * least the nvidia windows driver does not, so we're free
4115                      * not to support this format. */
4116                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4117                     return WINED3DERR_NOTAVAILABLE;
4118
4119                 default:
4120                     /* Do nothing, continue with checking the format below */
4121                     break;
4122             }
4123
4124             /* Always report dynamic locking. */
4125             if (Usage & WINED3DUSAGE_DYNAMIC)
4126                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4127
4128             /* Always report software processing. */
4129             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4130                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4131
4132             if (Usage & WINED3DUSAGE_QUERY_FILTER)
4133             {
4134                 if (!CheckFilterCapability(adapter, format))
4135                 {
4136                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4137                     return WINED3DERR_NOTAVAILABLE;
4138                 }
4139                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4140             }
4141
4142             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4143             {
4144                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4145                 {
4146                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4147                     return WINED3DERR_NOTAVAILABLE;
4148                 }
4149                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4150             }
4151
4152             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4153             {
4154                 if (!CheckSrgbReadCapability(adapter, format))
4155                 {
4156                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4157                     return WINED3DERR_NOTAVAILABLE;
4158                 }
4159                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4160             }
4161
4162             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4163             {
4164                 if (!CheckSrgbWriteCapability(adapter, format))
4165                 {
4166                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4167                     return WINED3DERR_NOTAVAILABLE;
4168                 }
4169                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4170             }
4171
4172             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4173             {
4174                 if (!CheckVertexTextureCapability(adapter, format))
4175                 {
4176                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4177                     return WINED3DERR_NOTAVAILABLE;
4178                 }
4179                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4180             }
4181
4182             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4183             {
4184                 if (!CheckWrapAndMipCapability(adapter, format))
4185                 {
4186                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4187                     return WINED3DERR_NOTAVAILABLE;
4188                 }
4189                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4190             }
4191             break;
4192
4193         default:
4194             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4195             return WINED3DERR_NOTAVAILABLE;
4196     }
4197
4198     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4199      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4200      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4201     if (UsageCaps == Usage)
4202         return WINED3D_OK;
4203     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4204         return WINED3DOK_NOAUTOGEN;
4205
4206     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4207             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4208
4209     return WINED3DERR_NOTAVAILABLE;
4210 }
4211
4212 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4213         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4214 {
4215     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4216             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4217             debug_d3dformat(dst_format));
4218
4219     return WINED3D_OK;
4220 }
4221
4222 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4223         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4224 {
4225     UINT mode_count;
4226     HRESULT hr;
4227
4228     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4229             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4230             debug_d3dformat(backbuffer_format), windowed);
4231
4232     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4233     {
4234         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4235         return WINED3DERR_INVALIDCALL;
4236     }
4237
4238     /* The task of this function is to check whether a certain display / backbuffer format
4239      * combination is available on the given adapter. In fullscreen mode microsoft specified
4240      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4241      * and display format should match exactly.
4242      * In windowed mode format conversion can occur and this depends on the driver. When format
4243      * conversion is done, this function should nevertheless fail and applications need to use
4244      * CheckDeviceFormatConversion.
4245      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4246
4247     /* There are only 4 display formats. */
4248     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4249             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4250             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4251             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4252     {
4253         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4254         return WINED3DERR_NOTAVAILABLE;
4255     }
4256
4257     /* If the requested display format is not available, don't continue. */
4258     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4259     if (!mode_count)
4260     {
4261         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4262         return WINED3DERR_NOTAVAILABLE;
4263     }
4264
4265     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4266      * it means 'reuse' the display format for the backbuffer. */
4267     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4268     {
4269         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4270         return WINED3DERR_NOTAVAILABLE;
4271     }
4272
4273     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4274      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4275     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4276     {
4277         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4278                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4279         return WINED3DERR_NOTAVAILABLE;
4280     }
4281
4282     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4283      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4284      * WINED3DFMT_B5G5R5A1_UNORM. */
4285     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4286             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4287     {
4288         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4289                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4290         return WINED3DERR_NOTAVAILABLE;
4291     }
4292
4293     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4294      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4295      * WINED3DFMT_B8G8R8A8_UNORM. */
4296     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4297             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4298     {
4299         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4300                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4301         return WINED3DERR_NOTAVAILABLE;
4302     }
4303
4304     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4305      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4306     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4307             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4308     {
4309         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4310                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4311         return WINED3DERR_NOTAVAILABLE;
4312     }
4313
4314     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4315     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4316             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4317     if (FAILED(hr))
4318         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4319                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4320
4321     return hr;
4322 }
4323
4324 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4325       subset of a D3DCAPS9 structure. However, it has to come via a void *
4326       as the d3d8 interface cannot import the d3d9 header                  */
4327 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4328
4329     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4330     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4331     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4332     int vs_selected_mode;
4333     int ps_selected_mode;
4334     struct shader_caps shader_caps;
4335     struct fragment_caps fragment_caps;
4336     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4337
4338     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4339
4340     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4341         return WINED3DERR_INVALIDCALL;
4342     }
4343
4344     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4345
4346     /* ------------------------------------------------
4347        The following fields apply to both d3d8 and d3d9
4348        ------------------------------------------------ */
4349     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4350     pCaps->AdapterOrdinal          = Adapter;
4351
4352     pCaps->Caps                    = 0;
4353     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4354                                      WINED3DCAPS2_FULLSCREENGAMMA |
4355                                      WINED3DCAPS2_DYNAMICTEXTURES;
4356     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4357     {
4358         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4359     }
4360
4361     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4362                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4363                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4364
4365     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4366                                      WINED3DPRESENT_INTERVAL_ONE;
4367
4368     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4369                                      WINED3DCURSORCAPS_LOWRES;
4370
4371     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4372                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4373                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4374                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4375                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4376                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4377                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4378                                      WINED3DDEVCAPS_PUREDEVICE          |
4379                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4380                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4381                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4382                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4383                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4384                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4385                                      WINED3DDEVCAPS_RTPATCHES;
4386
4387     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4388                                      WINED3DPMISCCAPS_CULLCCW               |
4389                                      WINED3DPMISCCAPS_CULLCW                |
4390                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4391                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4392                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4393                                      WINED3DPMISCCAPS_MASKZ                 |
4394                                      WINED3DPMISCCAPS_BLENDOP               |
4395                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4396                                     /* TODO:
4397                                         WINED3DPMISCCAPS_NULLREFERENCE
4398                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4399                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4400                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4401
4402     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4403         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4404     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4405         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4406
4407     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4408                                      WINED3DPRASTERCAPS_PAT       |
4409                                      WINED3DPRASTERCAPS_WFOG      |
4410                                      WINED3DPRASTERCAPS_ZFOG      |
4411                                      WINED3DPRASTERCAPS_FOGVERTEX |
4412                                      WINED3DPRASTERCAPS_FOGTABLE  |
4413                                      WINED3DPRASTERCAPS_STIPPLE   |
4414                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4415                                      WINED3DPRASTERCAPS_ZTEST     |
4416                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4417                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4418                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4419
4420     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4421     {
4422         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4423                              WINED3DPRASTERCAPS_ZBIAS         |
4424                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4425     }
4426     if (gl_info->supported[NV_FOG_DISTANCE])
4427     {
4428         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4429     }
4430                         /* FIXME Add:
4431                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4432                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4433                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4434                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4435                            WINED3DPRASTERCAPS_WBUFFER */
4436
4437     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4438                       WINED3DPCMPCAPS_EQUAL        |
4439                       WINED3DPCMPCAPS_GREATER      |
4440                       WINED3DPCMPCAPS_GREATEREQUAL |
4441                       WINED3DPCMPCAPS_LESS         |
4442                       WINED3DPCMPCAPS_LESSEQUAL    |
4443                       WINED3DPCMPCAPS_NEVER        |
4444                       WINED3DPCMPCAPS_NOTEQUAL;
4445
4446     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4447                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4448                            WINED3DPBLENDCAPS_DESTALPHA       |
4449                            WINED3DPBLENDCAPS_DESTCOLOR       |
4450                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4451                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4452                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4453                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4454                            WINED3DPBLENDCAPS_ONE             |
4455                            WINED3DPBLENDCAPS_SRCALPHA        |
4456                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4457                            WINED3DPBLENDCAPS_SRCCOLOR        |
4458                            WINED3DPBLENDCAPS_ZERO;
4459
4460     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4461                            WINED3DPBLENDCAPS_DESTCOLOR       |
4462                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4463                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4464                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4465                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4466                            WINED3DPBLENDCAPS_ONE             |
4467                            WINED3DPBLENDCAPS_SRCALPHA        |
4468                            WINED3DPBLENDCAPS_SRCCOLOR        |
4469                            WINED3DPBLENDCAPS_ZERO;
4470     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4471      * according to the glBlendFunc manpage
4472      *
4473      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4474      * legacy settings for srcblend only
4475      */
4476
4477     if (gl_info->supported[EXT_BLEND_COLOR])
4478     {
4479         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4480         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4481     }
4482
4483
4484     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4485                           WINED3DPCMPCAPS_EQUAL        |
4486                           WINED3DPCMPCAPS_GREATER      |
4487                           WINED3DPCMPCAPS_GREATEREQUAL |
4488                           WINED3DPCMPCAPS_LESS         |
4489                           WINED3DPCMPCAPS_LESSEQUAL    |
4490                           WINED3DPCMPCAPS_NEVER        |
4491                           WINED3DPCMPCAPS_NOTEQUAL;
4492
4493     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4494                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4495                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4496                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4497                            WINED3DPSHADECAPS_COLORFLATRGB       |
4498                            WINED3DPSHADECAPS_FOGFLAT            |
4499                            WINED3DPSHADECAPS_FOGGOURAUD         |
4500                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4501
4502     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4503                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4504                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4505                           WINED3DPTEXTURECAPS_BORDER             |
4506                           WINED3DPTEXTURECAPS_MIPMAP             |
4507                           WINED3DPTEXTURECAPS_PROJECTED          |
4508                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4509
4510     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4511     {
4512         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4513                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4514     }
4515
4516     if (gl_info->supported[EXT_TEXTURE3D])
4517     {
4518         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4519                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4520                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4521     }
4522
4523     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4524     {
4525         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4526                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4527                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4528
4529     }
4530
4531     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4532                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4533                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4534                                WINED3DPTFILTERCAPS_MINFPOINT        |
4535                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4536                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4537                                WINED3DPTFILTERCAPS_LINEAR           |
4538                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4539                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4540                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4541                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4542                                WINED3DPTFILTERCAPS_NEAREST;
4543
4544     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4545     {
4546         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4547                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4548     }
4549
4550     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4551     {
4552         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4553                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4554                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4555                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4556                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4557                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4558                                        WINED3DPTFILTERCAPS_LINEAR           |
4559                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4560                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4561                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4562                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4563                                        WINED3DPTFILTERCAPS_NEAREST;
4564
4565         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4566         {
4567             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4568                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4569         }
4570     } else
4571         pCaps->CubeTextureFilterCaps = 0;
4572
4573     if (gl_info->supported[EXT_TEXTURE3D])
4574     {
4575         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4576                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4577                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4578                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4579                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4580                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4581                                          WINED3DPTFILTERCAPS_LINEAR           |
4582                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4583                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4584                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4585                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4586                                          WINED3DPTFILTERCAPS_NEAREST;
4587     } else
4588         pCaps->VolumeTextureFilterCaps = 0;
4589
4590     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4591                                  WINED3DPTADDRESSCAPS_CLAMP  |
4592                                  WINED3DPTADDRESSCAPS_WRAP;
4593
4594     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4595     {
4596         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4597     }
4598     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4599     {
4600         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4601     }
4602     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4603     {
4604         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4605     }
4606
4607     if (gl_info->supported[EXT_TEXTURE3D])
4608     {
4609         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4610                                            WINED3DPTADDRESSCAPS_CLAMP  |
4611                                            WINED3DPTADDRESSCAPS_WRAP;
4612         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4613         {
4614             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4615         }
4616         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4617         {
4618             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4619         }
4620         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4621         {
4622             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4623         }
4624     } else
4625         pCaps->VolumeTextureAddressCaps = 0;
4626
4627     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4628                       WINED3DLINECAPS_ZTEST         |
4629                       WINED3DLINECAPS_BLEND         |
4630                       WINED3DLINECAPS_ALPHACMP      |
4631                       WINED3DLINECAPS_FOG;
4632     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4633      * idea how generating the smoothing alpha values works; the result is different
4634      */
4635
4636     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4637     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4638
4639     if (gl_info->supported[EXT_TEXTURE3D])
4640         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4641     else
4642         pCaps->MaxVolumeExtent = 0;
4643
4644     pCaps->MaxTextureRepeat = 32768;
4645     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4646     pCaps->MaxVertexW = 1.0f;
4647
4648     pCaps->GuardBandLeft = 0.0f;
4649     pCaps->GuardBandTop = 0.0f;
4650     pCaps->GuardBandRight = 0.0f;
4651     pCaps->GuardBandBottom = 0.0f;
4652
4653     pCaps->ExtentsAdjust = 0.0f;
4654
4655     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4656                           WINED3DSTENCILCAPS_INCRSAT |
4657                           WINED3DSTENCILCAPS_INVERT  |
4658                           WINED3DSTENCILCAPS_KEEP    |
4659                           WINED3DSTENCILCAPS_REPLACE |
4660                           WINED3DSTENCILCAPS_ZERO;
4661     if (gl_info->supported[EXT_STENCIL_WRAP])
4662     {
4663         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4664                               WINED3DSTENCILCAPS_INCR;
4665     }
4666     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4667     {
4668         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4669     }
4670
4671     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4672
4673     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4674     pCaps->MaxActiveLights = gl_info->limits.lights;
4675
4676     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4677     pCaps->MaxVertexBlendMatrixIndex   = 0;
4678
4679     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4680     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4681
4682
4683     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4684     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4685                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4686                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4687                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4688                                   WINED3DVTXPCAPS_VERTEXFOG         |
4689                                   WINED3DVTXPCAPS_TEXGEN;
4690
4691     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4692     pCaps->MaxVertexIndex      = 0xFFFFF;
4693     pCaps->MaxStreams          = MAX_STREAMS;
4694     pCaps->MaxStreamStride     = 1024;
4695
4696     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4697     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4698                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4699     pCaps->MaxNpatchTessellationLevel        = 0;
4700     pCaps->MasterAdapterOrdinal              = 0;
4701     pCaps->AdapterOrdinalInGroup             = 0;
4702     pCaps->NumberOfAdaptersInGroup           = 1;
4703
4704     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4705
4706     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4707                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4708                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4709                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4710     pCaps->VertexTextureFilterCaps           = 0;
4711
4712     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4713     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4714
4715     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4716     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4717
4718     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4719      * Ignore shader model capabilities if disabled in config
4720      */
4721     if(vs_selected_mode == SHADER_NONE) {
4722         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4723         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4724         pCaps->MaxVertexShaderConst         = 0;
4725     } else {
4726         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4727         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4728     }
4729
4730     if(ps_selected_mode == SHADER_NONE) {
4731         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4732         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4733         pCaps->PixelShader1xMaxValue        = 0.0f;
4734     } else {
4735         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4736         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4737     }
4738
4739     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4740     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4741     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4742
4743     /* The following caps are shader specific, but they are things we cannot detect, or which
4744      * are the same among all shader models. So to avoid code duplication set the shader version
4745      * specific, but otherwise constant caps here
4746      */
4747     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4748         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4749         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4750         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4751         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4752         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4753         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4754
4755         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4756         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4757     }
4758     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4759     {
4760         pCaps->VS20Caps.Caps                     = 0;
4761         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4762         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4763         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4764
4765         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4766         pCaps->MaxVertexShader30InstructionSlots = 0;
4767     } else { /* VS 1.x */
4768         pCaps->VS20Caps.Caps                     = 0;
4769         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4770         pCaps->VS20Caps.NumTemps                 = 0;
4771         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4772
4773         pCaps->MaxVShaderInstructionsExecuted    = 0;
4774         pCaps->MaxVertexShader30InstructionSlots = 0;
4775     }
4776
4777     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4778         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4779         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4780
4781         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4782         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4783                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4784                 WINED3DPS20CAPS_PREDICATION          |
4785                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4786                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4787         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4788         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4789         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4790         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4791
4792         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4793         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4794                 adapter->gl_info.limits.arb_ps_instructions);
4795     }
4796     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4797     {
4798         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4799         pCaps->PS20Caps.Caps                     = 0;
4800         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4801         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4802         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4803         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4804
4805         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4806         pCaps->MaxPixelShader30InstructionSlots  = 0;
4807     } else { /* PS 1.x */
4808         pCaps->PS20Caps.Caps                     = 0;
4809         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4810         pCaps->PS20Caps.NumTemps                 = 0;
4811         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4812         pCaps->PS20Caps.NumInstructionSlots      = 0;
4813
4814         pCaps->MaxPShaderInstructionsExecuted    = 0;
4815         pCaps->MaxPixelShader30InstructionSlots  = 0;
4816     }
4817
4818     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4819         /* OpenGL supports all the formats below, perhaps not always
4820          * without conversion, but it supports them.
4821          * Further GLSL doesn't seem to have an official unsigned type so
4822          * don't advertise it yet as I'm not sure how we handle it.
4823          * We might need to add some clamping in the shader engine to
4824          * support it.
4825          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4826         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4827                            WINED3DDTCAPS_UBYTE4N   |
4828                            WINED3DDTCAPS_SHORT2N   |
4829                            WINED3DDTCAPS_SHORT4N;
4830         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4831         {
4832             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4833                                 WINED3DDTCAPS_FLOAT16_4;
4834         }
4835     } else
4836         pCaps->DeclTypes                         = 0;
4837
4838     /* Set DirectDraw helper Caps */
4839     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4840                                         WINEDDCKEYCAPS_SRCBLT;
4841     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4842                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4843                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4844                                         WINEDDFXCAPS_BLTROTATION90          |
4845                                         WINEDDFXCAPS_BLTSHRINKX             |
4846                                         WINEDDFXCAPS_BLTSHRINKXN            |
4847                                         WINEDDFXCAPS_BLTSHRINKY             |
4848                                         WINEDDFXCAPS_BLTSHRINKXN            |
4849                                         WINEDDFXCAPS_BLTSTRETCHX            |
4850                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4851                                         WINEDDFXCAPS_BLTSTRETCHY            |
4852                                         WINEDDFXCAPS_BLTSTRETCHYN;
4853     blit_caps =                         WINEDDCAPS_BLT                      |
4854                                         WINEDDCAPS_BLTCOLORFILL             |
4855                                         WINEDDCAPS_BLTDEPTHFILL             |
4856                                         WINEDDCAPS_BLTSTRETCH               |
4857                                         WINEDDCAPS_CANBLTSYSMEM             |
4858                                         WINEDDCAPS_CANCLIP                  |
4859                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4860                                         WINEDDCAPS_COLORKEY                 |
4861                                         WINEDDCAPS_COLORKEYHWASSIST         |
4862                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4863     pal_caps =                          WINEDDPCAPS_8BIT                    |
4864                                         WINEDDPCAPS_PRIMARYSURFACE;
4865
4866     /* Fill the ddraw caps structure */
4867     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4868                                         WINEDDCAPS_PALETTE                  |
4869                                         blit_caps;
4870     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4871                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4872                                         WINEDDCAPS2_PRIMARYGAMMA             |
4873                                         WINEDDCAPS2_WIDESURFACES             |
4874                                         WINEDDCAPS2_CANRENDERWINDOWED;
4875     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4876     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4877     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4878     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4879     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4880     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4881     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4882     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4883     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4884     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4885     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4886     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4887
4888     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4889                                         WINEDDSCAPS_BACKBUFFER              |
4890                                         WINEDDSCAPS_FLIP                    |
4891                                         WINEDDSCAPS_FRONTBUFFER             |
4892                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4893                                         WINEDDSCAPS_PALETTE                 |
4894                                         WINEDDSCAPS_PRIMARYSURFACE          |
4895                                         WINEDDSCAPS_SYSTEMMEMORY            |
4896                                         WINEDDSCAPS_VIDEOMEMORY             |
4897                                         WINEDDSCAPS_VISIBLE;
4898     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4899
4900     /* Set D3D caps if OpenGL is available. */
4901     if (adapter->opengl)
4902     {
4903         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4904                                         WINEDDSCAPS_MIPMAP                  |
4905                                         WINEDDSCAPS_TEXTURE                 |
4906                                         WINEDDSCAPS_ZBUFFER;
4907         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4908     }
4909
4910     return WINED3D_OK;
4911 }
4912
4913 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4914         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4915 {
4916     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4917     IWineD3DDeviceImpl *object;
4918     HRESULT hr;
4919
4920     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4921             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4922
4923     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4924      * number and create a device without a 3D adapter for 2D only operation. */
4925     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4926     {
4927         return WINED3DERR_INVALIDCALL;
4928     }
4929
4930     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4931     if (!object)
4932     {
4933         ERR("Failed to allocate device memory.\n");
4934         return E_OUTOFMEMORY;
4935     }
4936
4937     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4938     if (FAILED(hr))
4939     {
4940         WARN("Failed to initialize device, hr %#x.\n", hr);
4941         HeapFree(GetProcessHeap(), 0, object);
4942         return hr;
4943     }
4944
4945     TRACE("Created device %p.\n", object);
4946     *device = (IWineD3DDevice *)object;
4947
4948     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4949
4950     return WINED3D_OK;
4951 }
4952
4953 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4954 {
4955     TRACE("iface %p.\n", iface);
4956
4957     return ((IWineD3DImpl *)iface)->parent;
4958 }
4959
4960 static void WINE_GLAPI invalid_func(const void *data)
4961 {
4962     ERR("Invalid vertex attribute function called\n");
4963     DebugBreak();
4964 }
4965
4966 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4967 {
4968     ERR("Invalid texcoord function called\n");
4969     DebugBreak();
4970 }
4971
4972 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4973  * the extension detection and are used in drawStridedSlow
4974  */
4975 static void WINE_GLAPI position_d3dcolor(const void *data)
4976 {
4977     DWORD pos = *((const DWORD *)data);
4978
4979     FIXME("Add a test for fixed function position from d3dcolor type\n");
4980     glVertex4s(D3DCOLOR_B_R(pos),
4981                D3DCOLOR_B_G(pos),
4982                D3DCOLOR_B_B(pos),
4983                D3DCOLOR_B_A(pos));
4984 }
4985
4986 static void WINE_GLAPI position_float4(const void *data)
4987 {
4988     const GLfloat *pos = data;
4989
4990     if (pos[3] != 0.0f && pos[3] != 1.0f)
4991     {
4992         float w = 1.0f / pos[3];
4993
4994         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4995     }
4996     else
4997     {
4998         glVertex3fv(pos);
4999     }
5000 }
5001
5002 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5003 {
5004     DWORD diffuseColor = *((const DWORD *)data);
5005
5006     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5007                D3DCOLOR_B_G(diffuseColor),
5008                D3DCOLOR_B_B(diffuseColor),
5009                D3DCOLOR_B_A(diffuseColor));
5010 }
5011
5012 static void WINE_GLAPI specular_d3dcolor(const void *data)
5013 {
5014     DWORD specularColor = *((const DWORD *)data);
5015     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5016             D3DCOLOR_B_G(specularColor),
5017             D3DCOLOR_B_B(specularColor)};
5018
5019     specular_func_3ubv(d);
5020 }
5021
5022 static void WINE_GLAPI warn_no_specular_func(const void *data)
5023 {
5024     WARN("GL_EXT_secondary_color not supported\n");
5025 }
5026
5027 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5028 {
5029     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5030     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5031     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5032     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5033     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5034     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5035     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5036     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5037     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5038     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5039     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5040     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5041     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5042     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5043     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5044     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5045     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5046
5047     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5048     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5049     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5050     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5051     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5052     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5053     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5054     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5055     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5056     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5057     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5058     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5059     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5060     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5061     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5062     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5063     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5064
5065     /* No 4 component entry points here */
5066     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5067     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5068     if (gl_info->supported[EXT_SECONDARY_COLOR])
5069     {
5070         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5071     }
5072     else
5073     {
5074         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5075     }
5076     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5077     if (gl_info->supported[EXT_SECONDARY_COLOR])
5078     {
5079         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5080         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5081     }
5082     else
5083     {
5084         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5085     }
5086     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5087     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5088     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5089     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5090     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5091     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5092     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5093     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5094     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5095     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5096     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5097     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5098
5099     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5100      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5101      */
5102     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5103     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5104     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5105     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5106     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5107     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5108     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5109     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5110     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5111     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5112     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5113     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5114     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5115     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5116     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5117     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5118     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5119
5120     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5121     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5122     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5123     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5124     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5125     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5126     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5127     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5128     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5129     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5130     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5131     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5132     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5133     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5134     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5135     if (gl_info->supported[NV_HALF_FLOAT])
5136     {
5137         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5138         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5139         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5140     } else {
5141         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5142         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5143     }
5144 }
5145
5146 /* Do not call while under the GL lock. */
5147 static BOOL InitAdapters(IWineD3DImpl *This)
5148 {
5149     static HMODULE mod_gl;
5150     BOOL ret;
5151     int ps_selected_mode, vs_selected_mode;
5152
5153     /* No need to hold any lock. The calling library makes sure only one thread calls
5154      * wined3d simultaneously
5155      */
5156
5157     TRACE("Initializing adapters\n");
5158
5159     if(!mod_gl) {
5160 #ifdef USE_WIN32_OPENGL
5161 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5162         mod_gl = LoadLibraryA("opengl32.dll");
5163         if(!mod_gl) {
5164             ERR("Can't load opengl32.dll!\n");
5165             goto nogl_adapter;
5166         }
5167 #else
5168 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5169         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5170         mod_gl = GetModuleHandleA("gdi32.dll");
5171 #endif
5172     }
5173
5174 /* Load WGL core functions from opengl32.dll */
5175 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5176     WGL_FUNCS_GEN;
5177 #undef USE_WGL_FUNC
5178
5179     if(!pwglGetProcAddress) {
5180         ERR("Unable to load wglGetProcAddress!\n");
5181         goto nogl_adapter;
5182     }
5183
5184 /* Dynamically load all GL core functions */
5185     GL_FUNCS_GEN;
5186 #undef USE_GL_FUNC
5187
5188     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5189      * otherwise because we have to use winex11.drv's override
5190      */
5191 #ifdef USE_WIN32_OPENGL
5192     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5193     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5194 #else
5195     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5196     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5197 #endif
5198
5199     glEnableWINE = glEnable;
5200     glDisableWINE = glDisable;
5201
5202     /* For now only one default adapter */
5203     {
5204         struct wined3d_adapter *adapter = &This->adapters[0];
5205         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5206         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5207         int iPixelFormat;
5208         int res;
5209         int i;
5210         WineD3D_PixelFormat *cfgs;
5211         DISPLAY_DEVICEW DisplayDevice;
5212         HDC hdc;
5213
5214         TRACE("Initializing default adapter\n");
5215         adapter->ordinal = 0;
5216         adapter->monitorPoint.x = -1;
5217         adapter->monitorPoint.y = -1;
5218
5219         if (!AllocateLocallyUniqueId(&adapter->luid))
5220         {
5221             DWORD err = GetLastError();
5222             ERR("Failed to set adapter LUID (%#x).\n", err);
5223             goto nogl_adapter;
5224         }
5225         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5226                 adapter->luid.HighPart, adapter->luid.LowPart);
5227
5228         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5229         {
5230             ERR("Failed to get a gl context for default adapter\n");
5231             goto nogl_adapter;
5232         }
5233
5234         ret = IWineD3DImpl_FillGLCaps(adapter);
5235         if(!ret) {
5236             ERR("Failed to initialize gl caps for default adapter\n");
5237             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5238             goto nogl_adapter;
5239         }
5240         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5241         if(!ret) {
5242             ERR("Failed to init gl formats\n");
5243             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5244             goto nogl_adapter;
5245         }
5246
5247         hdc = fake_gl_ctx.dc;
5248
5249         adapter->TextureRam = adapter->driver_info.vidmem;
5250         adapter->UsedTextureRam = 0;
5251         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5252
5253         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5254         DisplayDevice.cb = sizeof(DisplayDevice);
5255         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5256         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5257         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5258
5259         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5260         {
5261             int attribute;
5262             int attribs[11];
5263             int values[11];
5264             int nAttribs = 0;
5265
5266             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5267             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5268
5269             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5270             cfgs = adapter->cfgs;
5271             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5272             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5273             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5274             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5275             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5276             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5277             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5278             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5279             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5280             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5281             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5282
5283             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5284             {
5285                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5286
5287                 if(!res)
5288                     continue;
5289
5290                 /* Cache the pixel format */
5291                 cfgs->iPixelFormat = iPixelFormat;
5292                 cfgs->redSize = values[0];
5293                 cfgs->greenSize = values[1];
5294                 cfgs->blueSize = values[2];
5295                 cfgs->alphaSize = values[3];
5296                 cfgs->colorSize = values[4];
5297                 cfgs->depthSize = values[5];
5298                 cfgs->stencilSize = values[6];
5299                 cfgs->windowDrawable = values[7];
5300                 cfgs->iPixelType = values[8];
5301                 cfgs->doubleBuffer = values[9];
5302                 cfgs->auxBuffers = values[10];
5303
5304                 cfgs->numSamples = 0;
5305                 /* Check multisample support */
5306                 if (gl_info->supported[ARB_MULTISAMPLE])
5307                 {
5308                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5309                     int value[2];
5310                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5311                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5312                         * value[1] = number of multi sample buffers*/
5313                         if(value[0])
5314                             cfgs->numSamples = value[1];
5315                     }
5316                 }
5317
5318                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5319                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5320                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5321                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5322                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5323                 cfgs++;
5324             }
5325         }
5326         else
5327         {
5328             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5329             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5330             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5331
5332             cfgs = adapter->cfgs;
5333             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5334             {
5335                 PIXELFORMATDESCRIPTOR ppfd;
5336
5337                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5338                 if(!res)
5339                     continue;
5340
5341                 /* We only want HW acceleration using an OpenGL ICD driver.
5342                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5343                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5344                  */
5345                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5346                 {
5347                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5348                     continue;
5349                 }
5350
5351                 cfgs->iPixelFormat = iPixelFormat;
5352                 cfgs->redSize = ppfd.cRedBits;
5353                 cfgs->greenSize = ppfd.cGreenBits;
5354                 cfgs->blueSize = ppfd.cBlueBits;
5355                 cfgs->alphaSize = ppfd.cAlphaBits;
5356                 cfgs->colorSize = ppfd.cColorBits;
5357                 cfgs->depthSize = ppfd.cDepthBits;
5358                 cfgs->stencilSize = ppfd.cStencilBits;
5359                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5360                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5361                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5362                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5363                 cfgs->numSamples = 0;
5364
5365                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5366                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5367                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5368                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5369                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5370                 cfgs++;
5371                 adapter->nCfgs++;
5372             }
5373
5374             /* 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 */
5375             if(!adapter->nCfgs)
5376             {
5377                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5378
5379                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5380                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5381                 goto nogl_adapter;
5382             }
5383         }
5384
5385         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5386          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5387          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5388          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5389          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5390          * driver is allowed to consume more bits EXCEPT for stencil bits.
5391          *
5392          * Mark an adapter with this broken stencil behavior.
5393          */
5394         adapter->brokenStencil = TRUE;
5395         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5396         {
5397             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5398             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5399                 adapter->brokenStencil = FALSE;
5400                 break;
5401             }
5402         }
5403
5404         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5405
5406         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5407         fillGLAttribFuncs(&adapter->gl_info);
5408         adapter->opengl = TRUE;
5409     }
5410     This->adapter_count = 1;
5411     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5412
5413     return TRUE;
5414
5415 nogl_adapter:
5416     /* Initialize an adapter for ddraw-only memory counting */
5417     memset(This->adapters, 0, sizeof(This->adapters));
5418     This->adapters[0].ordinal = 0;
5419     This->adapters[0].opengl = FALSE;
5420     This->adapters[0].monitorPoint.x = -1;
5421     This->adapters[0].monitorPoint.y = -1;
5422
5423     This->adapters[0].driver_info.name = "Display";
5424     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5425     if(wined3d_settings.emulated_textureram) {
5426         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5427     } else {
5428         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5429     }
5430
5431     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5432
5433     This->adapter_count = 1;
5434     return FALSE;
5435 }
5436
5437 /**********************************************************
5438  * IWineD3D VTbl follows
5439  **********************************************************/
5440
5441 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5442 {
5443     /* IUnknown */
5444     IWineD3DImpl_QueryInterface,
5445     IWineD3DImpl_AddRef,
5446     IWineD3DImpl_Release,
5447     /* IWineD3D */
5448     IWineD3DImpl_GetParent,
5449     IWineD3DImpl_GetAdapterCount,
5450     IWineD3DImpl_RegisterSoftwareDevice,
5451     IWineD3DImpl_GetAdapterMonitor,
5452     IWineD3DImpl_GetAdapterModeCount,
5453     IWineD3DImpl_EnumAdapterModes,
5454     IWineD3DImpl_GetAdapterDisplayMode,
5455     IWineD3DImpl_GetAdapterIdentifier,
5456     IWineD3DImpl_CheckDeviceMultiSampleType,
5457     IWineD3DImpl_CheckDepthStencilMatch,
5458     IWineD3DImpl_CheckDeviceType,
5459     IWineD3DImpl_CheckDeviceFormat,
5460     IWineD3DImpl_CheckDeviceFormatConversion,
5461     IWineD3DImpl_GetDeviceCaps,
5462     IWineD3DImpl_CreateDevice
5463 };
5464
5465 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5466
5467 const struct wined3d_parent_ops wined3d_null_parent_ops =
5468 {
5469     wined3d_null_wined3d_object_destroyed,
5470 };
5471
5472 /* Do not call while under the GL lock. */
5473 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5474 {
5475     wined3d->lpVtbl = &IWineD3D_Vtbl;
5476     wined3d->dxVersion = version;
5477     wined3d->ref = 1;
5478     wined3d->parent = parent;
5479
5480     if (!InitAdapters(wined3d))
5481     {
5482         WARN("Failed to initialize adapters.\n");
5483         if (version > 7)
5484         {
5485             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5486             return E_FAIL;
5487         }
5488     }
5489
5490     return WINED3D_OK;
5491 }