wined3d: Make the gl_info parameter to wined3d_guess_gl_vendor() const.
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 }
81 EXTENSION_MAP[] =
82 {
83     /* APPLE */
84     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
85     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
86     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
87     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
88     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
89     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
90
91     /* ARB */
92     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
95     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
96     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
97     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
98     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
99     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
100     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
101     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
102     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
103     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
104     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
105     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
106     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
107     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
108     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
109     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
110     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
111     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
112     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
113     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
114     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
115     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
116     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
117     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
118     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
119     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
120     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
121     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
122     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
123     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
124     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
125     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
126     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
127     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
128     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
129     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
130     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
131     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
132     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
133     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
134
135     /* ATI */
136     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
137     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
138     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
139     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
140     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
141
142     /* EXT */
143     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
144     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
145     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
146     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
147     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
148     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
149     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
150     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
151     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
152     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
153     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
154     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
155     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
156     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
157     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
158     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
159     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
160     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
161     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
162     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
163     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
164     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
165     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
166     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
167     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
168     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
169     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
170     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
171     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
172     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
173     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
174
175     /* NV */
176     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
177     {"GL_NV_fence",                         NV_FENCE,                       0                           },
178     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
179     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
180     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
181     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
182     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
183     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
184     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
185     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
186     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
187     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
188     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
189     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
190     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
191     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
192     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
193     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
194     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
195     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
196
197     /* SGI */
198     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
199 };
200
201 /**********************************************************
202  * Utility functions follow
203  **********************************************************/
204
205 const struct min_lookup minMipLookup[] =
206 {
207     /* NONE         POINT                       LINEAR */
208     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
209     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
211 };
212
213 const struct min_lookup minMipLookup_noFilter[] =
214 {
215     /* NONE         POINT                       LINEAR */
216     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
219 };
220
221 const struct min_lookup minMipLookup_noMip[] =
222 {
223     /* NONE         POINT                       LINEAR */
224     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
226     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
227 };
228
229 const GLenum magLookup[] =
230 {
231     /* NONE     POINT       LINEAR */
232     GL_NEAREST, GL_NEAREST, GL_LINEAR,
233 };
234
235 const GLenum magLookup_noFilter[] =
236 {
237     /* NONE     POINT       LINEAR */
238     GL_NEAREST, GL_NEAREST, GL_NEAREST,
239 };
240
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
248
249 /**
250  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251  * i.e., there is no GL Context - Get a default rendering context to enable the
252  * function query some info from GL.
253  */
254
255 struct wined3d_fake_gl_ctx
256 {
257     HDC dc;
258     HWND wnd;
259     HGLRC gl_ctx;
260     HDC restore_dc;
261     HGLRC restore_gl_ctx;
262 };
263
264 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
265 {
266     TRACE_(d3d_caps)("Destroying fake GL context.\n");
267
268     if (!pwglMakeCurrent(NULL, NULL))
269     {
270         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
271     }
272
273     if (!pwglDeleteContext(ctx->gl_ctx))
274     {
275         DWORD err = GetLastError();
276         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
277     }
278
279     ReleaseDC(ctx->wnd, ctx->dc);
280     DestroyWindow(ctx->wnd);
281
282     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
283     {
284         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
285     }
286 }
287
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
290 {
291     PIXELFORMATDESCRIPTOR pfd;
292     int iPixelFormat;
293
294     TRACE("getting context...\n");
295
296     ctx->restore_dc = pwglGetCurrentDC();
297     ctx->restore_gl_ctx = pwglGetCurrentContext();
298
299     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
302     if (!ctx->wnd)
303     {
304         ERR_(d3d_caps)("Failed to create a window.\n");
305         goto fail;
306     }
307
308     ctx->dc = GetDC(ctx->wnd);
309     if (!ctx->dc)
310     {
311         ERR_(d3d_caps)("Failed to get a DC.\n");
312         goto fail;
313     }
314
315     /* PixelFormat selection */
316     ZeroMemory(&pfd, sizeof(pfd));
317     pfd.nSize = sizeof(pfd);
318     pfd.nVersion = 1;
319     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320     pfd.iPixelType = PFD_TYPE_RGBA;
321     pfd.cColorBits = 32;
322     pfd.iLayerType = PFD_MAIN_PLANE;
323
324     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
325     if (!iPixelFormat)
326     {
327         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
329         goto fail;
330     }
331     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
333
334     /* Create a GL context. */
335     ctx->gl_ctx = pwglCreateContext(ctx->dc);
336     if (!ctx->gl_ctx)
337     {
338         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
339         goto fail;
340     }
341
342     /* Make it the current GL context. */
343     if (!context_set_current(NULL))
344     {
345         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
346     }
347
348     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349     {
350         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
351         goto fail;
352     }
353
354     return TRUE;
355
356 fail:
357     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358     ctx->gl_ctx = NULL;
359     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360     ctx->dc = NULL;
361     if (ctx->wnd) DestroyWindow(ctx->wnd);
362     ctx->wnd = NULL;
363     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364     {
365         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
366     }
367
368     return FALSE;
369 }
370
371 /* Adjust the amount of used texture memory */
372 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
373 {
374     struct wined3d_adapter *adapter = device->adapter;
375
376     adapter->UsedTextureRam += glram;
377     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
378     return adapter->UsedTextureRam;
379 }
380
381 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
382 {
383     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
384     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
385 }
386
387 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
388 {
389     ULONG refcount = InterlockedIncrement(&wined3d->ref);
390
391     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
392
393     return refcount;
394 }
395
396 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
397 {
398     ULONG refcount = InterlockedDecrement(&wined3d->ref);
399
400     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
401
402     if (!refcount)
403     {
404         unsigned int i;
405
406         for (i = 0; i < wined3d->adapter_count; ++i)
407         {
408             wined3d_adapter_cleanup(&wined3d->adapters[i]);
409         }
410         HeapFree(GetProcessHeap(), 0, wined3d);
411     }
412
413     return refcount;
414 }
415
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
418 {
419     GLuint prog;
420     BOOL ret = FALSE;
421     const char *testcode =
422         "!!ARBvp1.0\n"
423         "PARAM C[66] = { program.env[0..65] };\n"
424         "ADDRESS A0;"
425         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426         "ARL A0.x, zero.x;\n"
427         "MOV result.position, C[A0.x + 65];\n"
428         "END\n";
429
430     while(glGetError());
431     GL_EXTCALL(glGenProgramsARB(1, &prog));
432     if(!prog) {
433         ERR("Failed to create an ARB offset limit test program\n");
434     }
435     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437                                   strlen(testcode), testcode));
438     if (glGetError())
439     {
440         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
441         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
442         ret = TRUE;
443     } else TRACE("OpenGL implementation allows offsets > 63\n");
444
445     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
446     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
447     checkGLcall("ARB vp offset limit test cleanup");
448
449     return ret;
450 }
451
452 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
453 {
454     unsigned int i;
455     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
456         if(EXTENSION_MAP[i].extension == ext) {
457             return EXTENSION_MAP[i].version;
458         }
459     }
460     return 0;
461 }
462
463 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466     if (card_vendor != HW_VENDOR_AMD) return FALSE;
467     if (device == CARD_AMD_RADEON_9500) return TRUE;
468     if (device == CARD_AMD_RADEON_X700) return TRUE;
469     if (device == CARD_AMD_RADEON_X1600) return TRUE;
470     return FALSE;
471 }
472
473 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
474         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
475 {
476     if (card_vendor == HW_VENDOR_NVIDIA)
477     {
478         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
479             device == CARD_NVIDIA_GEFORCEFX_5600 ||
480             device == CARD_NVIDIA_GEFORCEFX_5800)
481         {
482             return TRUE;
483         }
484     }
485     return FALSE;
486 }
487
488 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
489         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
490 {
491     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
492      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
493      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
494      *
495      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
496      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
497      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
498      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
499      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
500      * the chance that other implementations support them is rather small since Win32 QuickTime uses
501      * DirectDraw, not OpenGL.
502      *
503      * This test has been moved into wined3d_guess_gl_vendor()
504      */
505     if (gl_vendor == GL_VENDOR_APPLE)
506     {
507         return TRUE;
508     }
509     return FALSE;
510 }
511
512 /* Context activation is done by the caller. */
513 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
514 {
515     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
516      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
517      * all the texture. This function detects this bug by its symptom and disables PBOs
518      * if the test fails.
519      *
520      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
521      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
522      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
523      * read back is compared to the original. If they are equal PBOs are assumed to work,
524      * otherwise the PBO extension is disabled. */
525     GLuint texture, pbo;
526     static const unsigned int pattern[] =
527     {
528         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
529         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
530         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
531         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
532     };
533     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
534
535     /* No PBO -> No point in testing them. */
536     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
537
538     ENTER_GL();
539
540     while (glGetError());
541     glGenTextures(1, &texture);
542     glBindTexture(GL_TEXTURE_2D, texture);
543
544     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
545     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
546     checkGLcall("Specifying the PBO test texture");
547
548     GL_EXTCALL(glGenBuffersARB(1, &pbo));
549     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
550     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
551     checkGLcall("Specifying the PBO test pbo");
552
553     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
554     checkGLcall("Loading the PBO test texture");
555
556     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
557     LEAVE_GL();
558
559     wglFinish(); /* just to be sure */
560
561     memset(check, 0, sizeof(check));
562     ENTER_GL();
563     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
564     checkGLcall("Reading back the PBO test texture");
565
566     glDeleteTextures(1, &texture);
567     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
568     checkGLcall("PBO test cleanup");
569
570     LEAVE_GL();
571
572     if (memcmp(check, pattern, sizeof(check)))
573     {
574         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
575         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
576         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
577     }
578     else
579     {
580         TRACE_(d3d_caps)("PBO test successful.\n");
581     }
582 }
583
584 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 {
587     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
588 }
589
590 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
591         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
592 {
593     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
594     if (card_vendor != HW_VENDOR_AMD) return FALSE;
595     if (device == CARD_AMD_RADEON_X1600) return FALSE;
596     return TRUE;
597 }
598
599 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
600         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
601 {
602     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
603      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
604      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
605      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
606      * hardcoded
607      *
608      * dx10 cards usually have 64 varyings */
609     return gl_info->limits.glsl_varyings > 44;
610 }
611
612 /* A GL context is provided by the caller */
613 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
614         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
615 {
616     GLenum error;
617     DWORD data[16];
618
619     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
620
621     ENTER_GL();
622     while(glGetError());
623     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
624     error = glGetError();
625     LEAVE_GL();
626
627     if(error == GL_NO_ERROR)
628     {
629         TRACE("GL Implementation accepts 4 component specular color pointers\n");
630         return TRUE;
631     }
632     else
633     {
634         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
635               debug_glerror(error));
636         return FALSE;
637     }
638 }
639
640 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
641         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
642 {
643     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
644     return gl_info->supported[NV_TEXTURE_SHADER];
645 }
646
647 /* A GL context is provided by the caller */
648 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
649         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
650 {
651     GLuint prog;
652     BOOL ret = FALSE;
653     GLint pos;
654     const char *testcode =
655         "!!ARBvp1.0\n"
656         "OPTION NV_vertex_program2;\n"
657         "MOV result.clip[0], 0.0;\n"
658         "MOV result.position, 0.0;\n"
659         "END\n";
660
661     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
662
663     ENTER_GL();
664     while(glGetError());
665
666     GL_EXTCALL(glGenProgramsARB(1, &prog));
667     if(!prog)
668     {
669         ERR("Failed to create the NVvp clip test program\n");
670         LEAVE_GL();
671         return FALSE;
672     }
673     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
674     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
675                                   strlen(testcode), testcode));
676     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
677     if(pos != -1)
678     {
679         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
680         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
681         ret = TRUE;
682         while(glGetError());
683     }
684     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
685
686     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
687     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
688     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
689
690     LEAVE_GL();
691     return ret;
692 }
693
694 /* Context activation is done by the caller. */
695 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
696         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
697 {
698     char data[4 * 4 * 4];
699     GLuint tex, fbo;
700     GLenum status;
701
702     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
703
704     memset(data, 0xcc, sizeof(data));
705
706     ENTER_GL();
707
708     glGenTextures(1, &tex);
709     glBindTexture(GL_TEXTURE_2D, tex);
710     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
711     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
712     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
713     checkGLcall("glTexImage2D");
714
715     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
716     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
717     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
718     checkGLcall("glFramebufferTexture2D");
719
720     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
721     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
722     checkGLcall("glCheckFramebufferStatus");
723
724     memset(data, 0x11, sizeof(data));
725     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
726     checkGLcall("glTexSubImage2D");
727
728     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
729     glClear(GL_COLOR_BUFFER_BIT);
730     checkGLcall("glClear");
731
732     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
733     checkGLcall("glGetTexImage");
734
735     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
736     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
737     glBindTexture(GL_TEXTURE_2D, 0);
738     checkGLcall("glBindTexture");
739
740     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
741     glDeleteTextures(1, &tex);
742     checkGLcall("glDeleteTextures");
743
744     LEAVE_GL();
745
746     return *(DWORD *)data == 0x11111111;
747 }
748
749 /* Context activation is done by the caller. */
750 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
751         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
752 {
753     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
754      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
755     GLuint tex;
756     GLint size;
757
758     ENTER_GL();
759
760     glGenTextures(1, &tex);
761     glBindTexture(GL_TEXTURE_2D, tex);
762     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
763     checkGLcall("glTexImage2D");
764
765     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
766     checkGLcall("glGetTexLevelParameteriv");
767     TRACE("Real color depth is %d\n", size);
768
769     glBindTexture(GL_TEXTURE_2D, 0);
770     checkGLcall("glBindTexture");
771     glDeleteTextures(1, &tex);
772     checkGLcall("glDeleteTextures");
773
774     LEAVE_GL();
775
776     return size < 16;
777 }
778
779 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
780 {
781     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
782     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
783     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
784     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
785 }
786
787 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
788 {
789     quirk_arb_constants(gl_info);
790     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
791      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
792      * allow 48 different offsets or other helper immediate values. */
793     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
794     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
795 }
796
797 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
798 {
799     quirk_arb_constants(gl_info);
800
801     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
802      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
803      * If real NP2 textures are used, the driver falls back to software. We could just remove the
804      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
805      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
806      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
807      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
808      *
809      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
810      * has this extension promoted to core. The extension loading code sets this extension supported
811      * due to that, so this code works on fglrx as well. */
812     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
813     {
814         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
815         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
817     }
818
819     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
820      * it is generally more efficient. Reserve just 8 constants. */
821     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
822     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
823 }
824
825 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
826 {
827     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
828      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
829      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
830      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
831      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
832      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
833      *
834      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
835      *  triggering the software fallback. There is not much we can do here apart from disabling the
836      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
837      *  in wined3d_adapter_init_gl_caps).
838      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
839      *  post-processing effects in the game "Max Payne 2").
840      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
841     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
842     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
843     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
844 }
845
846 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
847 {
848     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
849      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
850      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
851      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
852      * according to the spec.
853      *
854      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
855      * makes the shader slower and eats instruction slots which should be available to the d3d app.
856      *
857      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
858      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
859      * this workaround is activated on cards that do not need it, it won't break things, just affect
860      * performance negatively. */
861     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
862     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
863 }
864
865 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
866 {
867     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
868 }
869
870 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
871 {
872     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
873 }
874
875 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
876 {
877     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
878     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
879 }
880
881 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
882 {
883     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
884 }
885
886 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
887 {
888     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
889 }
890
891 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
892 {
893     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
894 }
895
896 struct driver_quirk
897 {
898     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
899             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
900     void (*apply)(struct wined3d_gl_info *gl_info);
901     const char *description;
902 };
903
904 static const struct driver_quirk quirk_table[] =
905 {
906     {
907         match_amd_r300_to_500,
908         quirk_amd_dx9,
909         "AMD GLSL constant and normalized texrect quirk"
910     },
911     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
912      * used it falls back to software. While the compiler can detect if the shader uses all declared
913      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
914      * using relative addressing falls back to software.
915      *
916      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
917     {
918         match_apple,
919         quirk_apple_glsl_constants,
920         "Apple GLSL uniform override"
921     },
922     {
923         match_geforce5,
924         quirk_no_np2,
925         "Geforce 5 NP2 disable"
926     },
927     {
928         match_apple_intel,
929         quirk_texcoord_w,
930         "Init texcoord .w for Apple Intel GPU driver"
931     },
932     {
933         match_apple_nonr500ati,
934         quirk_texcoord_w,
935         "Init texcoord .w for Apple ATI >= r600 GPU driver"
936     },
937     {
938         match_dx10_capable,
939         quirk_clip_varying,
940         "Reserved varying for gl_ClipPos"
941     },
942     {
943         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
944          * GL implementations accept it. The Mac GL is the only implementation known to
945          * reject it.
946          *
947          * If we can pass 4 component specular colors, do it, because (a) we don't have
948          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
949          * passes specular alpha to the pixel shader if any is used. Otherwise the
950          * specular alpha is used to pass the fog coordinate, which we pass to opengl
951          * via GL_EXT_fog_coord.
952          */
953         match_allows_spec_alpha,
954         quirk_allows_specular_alpha,
955         "Allow specular alpha quirk"
956     },
957     {
958         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
959          * (rdar://5682521).
960          */
961         match_apple_nvts,
962         quirk_apple_nvts,
963         "Apple NV_texture_shader disable"
964     },
965     {
966         match_broken_nv_clip,
967         quirk_disable_nvvp_clip,
968         "Apple NV_vertex_program clip bug quirk"
969     },
970     {
971         match_fbo_tex_update,
972         quirk_fbo_tex_update,
973         "FBO rebind for attachment updates"
974     },
975     {
976         match_broken_rgba16,
977         quirk_broken_rgba16,
978         "True RGBA16 is not available"
979     },
980 };
981
982 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
983  * reporting a driver version is moot because we are not the Windows driver, and we have different
984  * bugs, features, etc.
985  *
986  * The driver version has the form "x.y.z.w".
987  *
988  * "x" is the Windows version the driver is meant for:
989  * 4 -> 95/98/NT4
990  * 5 -> 2000
991  * 6 -> 2000/XP
992  * 7 -> Vista
993  * 8 -> Win 7
994  *
995  * "y" is the maximum Direct3D version the driver supports.
996  * y  -> d3d version mapping:
997  * 11 -> d3d6
998  * 12 -> d3d7
999  * 13 -> d3d8
1000  * 14 -> d3d9
1001  * 15 -> d3d10
1002  * 16 -> d3d10.1
1003  * 17 -> d3d11
1004  *
1005  * "z" is the subversion number.
1006  *
1007  * "w" is the vendor specific driver build number.
1008  */
1009
1010 struct driver_version_information
1011 {
1012     enum wined3d_display_driver driver;
1013     enum wined3d_driver_model driver_model;
1014     const char *driver_name;            /* name of Windows driver */
1015     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1016     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1017     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1018 };
1019
1020 /* The driver version table contains driver information for different devices on several OS versions. */
1021 static const struct driver_version_information driver_version_table[] =
1022 {
1023     /* AMD
1024      * - Radeon HD2x00 (R600) and up supported by current drivers.
1025      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1026      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1027      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1028     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1029     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1030     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1031     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1032     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1033     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1034
1035     /* Intel
1036      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1037      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1038      * igxprd32.dll but the GMA800 driver was never updated. */
1039     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1040     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1041     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1042     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1043     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1044     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1045
1046     /* Nvidia
1047      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1048      * - GeforceFX support is up to 173.x on <= XP
1049      * - Geforce2MX/3/4 up to 96.x on <= XP
1050      * - TNT/Geforce1/2 up to 71.x on <= XP
1051      * All version numbers used below are from the Linux nvidia drivers. */
1052     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1053     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1054     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1055     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1056     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1057 };
1058
1059 struct gpu_description
1060 {
1061     WORD vendor;                    /* reported PCI card vendor ID  */
1062     WORD card;                      /* reported PCI card device ID  */
1063     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1064     enum wined3d_display_driver driver;
1065     unsigned int vidmem;
1066 };
1067
1068 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1069  * found on a board containing a specific GPU. */
1070 static const struct gpu_description gpu_description_table[] =
1071 {
1072     /* Nvidia cards */
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1091     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1092     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1093     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1094     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1095     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1096     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1097     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1098     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1099     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1100     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1101     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1102     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1103     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1104     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1105     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1123     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1124
1125     /* AMD cards */
1126     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1127     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1128     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1129     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1130     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1131     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1132     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1133     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1134     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1135     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1136     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1137     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1138     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1139     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1140     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1141     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1142     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1143     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1144     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1145     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1146     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1147     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1148     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1149     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1150     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1151     /* Intel cards */
1152     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1153     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1154     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1155     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1156     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1157     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1158     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1159     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1160 };
1161
1162 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1163         enum wined3d_driver_model driver_model)
1164 {
1165     unsigned int i;
1166
1167     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1168     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1169     {
1170         const struct driver_version_information *entry = &driver_version_table[i];
1171
1172         if (entry->driver == driver && entry->driver_model == driver_model)
1173         {
1174             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1175                 entry->driver_name, entry->version, entry->subversion, entry->build);
1176
1177             return entry;
1178         }
1179     }
1180     return NULL;
1181 }
1182
1183 static void init_driver_info(struct wined3d_driver_info *driver_info,
1184         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1185 {
1186     OSVERSIONINFOW os_version;
1187     WORD driver_os_version;
1188     unsigned int i;
1189     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1190     enum wined3d_driver_model driver_model;
1191     const struct driver_version_information *version_info;
1192
1193     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1194     {
1195         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1196         vendor = wined3d_settings.pci_vendor_id;
1197     }
1198     driver_info->vendor = vendor;
1199
1200     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1201     {
1202         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1203         device = wined3d_settings.pci_device_id;
1204     }
1205     driver_info->device = device;
1206
1207     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1208      * overrides the pci ids to a card which is not in our database. */
1209     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1210
1211     memset(&os_version, 0, sizeof(os_version));
1212     os_version.dwOSVersionInfoSize = sizeof(os_version);
1213     if (!GetVersionExW(&os_version))
1214     {
1215         ERR("Failed to get OS version, reporting 2000/XP.\n");
1216         driver_os_version = 6;
1217         driver_model = DRIVER_MODEL_NT5X;
1218     }
1219     else
1220     {
1221         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1222         switch (os_version.dwMajorVersion)
1223         {
1224             case 4:
1225                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1226                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1227                  */
1228                 driver_os_version = 4;
1229                 driver_model = DRIVER_MODEL_WIN9X;
1230                 break;
1231
1232             case 5:
1233                 driver_os_version = 6;
1234                 driver_model = DRIVER_MODEL_NT5X;
1235                 break;
1236
1237             case 6:
1238                 if (os_version.dwMinorVersion == 0)
1239                 {
1240                     driver_os_version = 7;
1241                     driver_model = DRIVER_MODEL_NT6X;
1242                 }
1243                 else
1244                 {
1245                     if (os_version.dwMinorVersion > 1)
1246                     {
1247                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1248                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1249                     }
1250                     driver_os_version = 8;
1251                     driver_model = DRIVER_MODEL_NT6X;
1252                 }
1253                 break;
1254
1255             default:
1256                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1257                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1258                 driver_os_version = 6;
1259                 driver_model = DRIVER_MODEL_NT5X;
1260                 break;
1261         }
1262     }
1263
1264     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1265      * This means that unless the ids are overriden, we will always find a GPU description. */
1266     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1267     {
1268         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1269         {
1270             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1271
1272             driver_info->description = gpu_description_table[i].description;
1273             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1274             driver = gpu_description_table[i].driver;
1275             break;
1276         }
1277     }
1278
1279     if (wined3d_settings.emulated_textureram)
1280     {
1281         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1282         driver_info->vidmem = wined3d_settings.emulated_textureram;
1283     }
1284
1285     /* Try to obtain driver version information for the current Windows version. This fails in
1286      * some cases:
1287      * - the gpu is not available on the currently selected OS version:
1288      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1289      *     version information for the current Windows version is returned instead of faked info.
1290      *     We do the same and assume the default Windows version to emulate is WinXP.
1291      *
1292      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1293      *     For now return the XP driver info. Perhaps later on we should return VESA.
1294      *
1295      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1296      *   This could be an indication that our database is not up to date, so this should be fixed.
1297      */
1298     version_info = get_driver_version_info(driver, driver_model);
1299     if (version_info)
1300     {
1301         driver_info->name = version_info->driver_name;
1302         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1303         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1304     }
1305     else
1306     {
1307         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1308         if (version_info)
1309         {
1310             driver_info->name = version_info->driver_name;
1311             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1312             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1313         }
1314         else
1315         {
1316             driver_info->description = "Direct3D HAL";
1317             driver_info->name = "Display";
1318             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1319             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1320
1321             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1322                     vendor, device, driver_model);
1323         }
1324     }
1325
1326     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1327             driver_info->version_high, driver_info->version_low);
1328 }
1329
1330 /* Context activation is done by the caller. */
1331 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1332         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1333 {
1334     unsigned int i;
1335
1336     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1337     {
1338         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1339         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1340         quirk_table[i].apply(gl_info);
1341     }
1342
1343     /* Find out if PBOs work as they are supposed to. */
1344     test_pbo_functionality(gl_info);
1345 }
1346
1347 static DWORD wined3d_parse_gl_version(const char *gl_version)
1348 {
1349     const char *ptr = gl_version;
1350     int major, minor;
1351
1352     major = atoi(ptr);
1353     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1354
1355     while (isdigit(*ptr)) ++ptr;
1356     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1357
1358     minor = atoi(ptr);
1359
1360     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1361
1362     return MAKEDWORD_VERSION(major, minor);
1363 }
1364
1365 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1366         const char *gl_vendor_string, const char *gl_renderer)
1367 {
1368
1369     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1370      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1371      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1372      *
1373      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1374      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1375      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1376      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1377      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1378      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1379      * DirectDraw, not OpenGL. */
1380     if (gl_info->supported[APPLE_FENCE]
1381             && gl_info->supported[APPLE_CLIENT_STORAGE]
1382             && gl_info->supported[APPLE_FLUSH_RENDER]
1383             && gl_info->supported[APPLE_YCBCR_422])
1384         return GL_VENDOR_APPLE;
1385
1386     if (strstr(gl_vendor_string, "NVIDIA"))
1387         return GL_VENDOR_NVIDIA;
1388
1389     if (strstr(gl_vendor_string, "ATI"))
1390         return GL_VENDOR_FGLRX;
1391
1392     if (strstr(gl_vendor_string, "Intel(R)")
1393             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1394             || strstr(gl_renderer, "Intel")
1395             || strstr(gl_vendor_string, "Intel Inc."))
1396         return GL_VENDOR_INTEL;
1397
1398     if (strstr(gl_vendor_string, "Mesa")
1399             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1400             || strstr(gl_vendor_string, "DRI R300 Project")
1401             || strstr(gl_vendor_string, "X.Org R300 Project")
1402             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1403             || strstr(gl_vendor_string, "VMware, Inc.")
1404             || strstr(gl_renderer, "Mesa")
1405             || strstr(gl_renderer, "Gallium"))
1406         return GL_VENDOR_MESA;
1407
1408     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1409             debugstr_a(gl_vendor_string));
1410
1411     return GL_VENDOR_UNKNOWN;
1412 }
1413
1414 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1415 {
1416     if (strstr(gl_vendor_string, "NVIDIA")
1417             || strstr(gl_vendor_string, "nouveau"))
1418         return HW_VENDOR_NVIDIA;
1419
1420     if (strstr(gl_vendor_string, "ATI")
1421             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1422             || strstr(gl_vendor_string, "X.Org R300 Project")
1423             || strstr(gl_renderer, "AMD")
1424             || strstr(gl_renderer, "R100")
1425             || strstr(gl_renderer, "R200")
1426             || strstr(gl_renderer, "R300")
1427             || strstr(gl_renderer, "R600")
1428             || strstr(gl_renderer, "R700"))
1429         return HW_VENDOR_AMD;
1430
1431     if (strstr(gl_vendor_string, "Intel(R)")
1432             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1433             || strstr(gl_renderer, "Intel")
1434             || strstr(gl_vendor_string, "Intel Inc."))
1435         return HW_VENDOR_INTEL;
1436
1437     if (strstr(gl_vendor_string, "Mesa")
1438             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1439             || strstr(gl_vendor_string, "VMware, Inc."))
1440         return HW_VENDOR_SOFTWARE;
1441
1442     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1443
1444     return HW_VENDOR_NVIDIA;
1445 }
1446
1447 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1448 {
1449     UINT level = 0;
1450
1451     if (gl_info->supported[ARB_MULTITEXTURE])
1452         level = 6;
1453     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1454             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1455             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1456         level = 7;
1457     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1458             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1459         level = 8;
1460     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1461             && gl_info->supported[ARB_VERTEX_SHADER])
1462         level = 9;
1463     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1464         level = 10;
1465
1466     return level;
1467 }
1468
1469 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1470         const char *gl_renderer)
1471 {
1472     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1473     unsigned int i;
1474
1475     if (d3d_level >= 10)
1476     {
1477         static const struct
1478         {
1479             const char *renderer;
1480             enum wined3d_pci_device id;
1481         }
1482         cards[] =
1483         {
1484             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1485             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1486             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1487             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1488             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1489             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1490             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1491             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1492             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1493             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1494             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1495             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1496             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1497             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1498             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1499             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1500             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1501             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1502             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1503             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1504             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1505             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1506             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1507             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1508             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1509             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1510             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1511             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1512             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1513             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1514             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1515             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1516             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1517             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1518             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1519             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1520             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1521             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1522             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1523             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1524             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1525             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1526             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1527             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1528             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1529             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1530             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1531             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1532             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1533             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1534             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1535             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1536         };
1537
1538         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1539         {
1540             if (strstr(gl_renderer, cards[i].renderer))
1541                 return cards[i].id;
1542         }
1543
1544         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1545         return CARD_NVIDIA_GEFORCE_8300GS;
1546     }
1547
1548     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1549      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1550      */
1551     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1552     {
1553         static const struct
1554         {
1555             const char *renderer;
1556             enum wined3d_pci_device id;
1557         }
1558         cards[] =
1559         {
1560             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1561             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1562             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1563             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1564             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1565             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1566             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1567             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1568             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1569             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1570             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1571             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1572             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1573         };
1574
1575         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1576         {
1577             if (strstr(gl_renderer, cards[i].renderer))
1578                 return cards[i].id;
1579         }
1580
1581         /* Geforce 6/7 - lowend */
1582         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1583     }
1584
1585     if (d3d_level >= 9)
1586     {
1587         /* GeforceFX - highend */
1588         if (strstr(gl_renderer, "5800")
1589                 || strstr(gl_renderer, "5900")
1590                 || strstr(gl_renderer, "5950")
1591                 || strstr(gl_renderer, "Quadro FX"))
1592         {
1593             return CARD_NVIDIA_GEFORCEFX_5800;
1594         }
1595
1596         /* GeforceFX - midend */
1597         if (strstr(gl_renderer, "5600")
1598                 || strstr(gl_renderer, "5650")
1599                 || strstr(gl_renderer, "5700")
1600                 || strstr(gl_renderer, "5750"))
1601         {
1602             return CARD_NVIDIA_GEFORCEFX_5600;
1603         }
1604
1605         /* GeforceFX - lowend */
1606         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1607     }
1608
1609     if (d3d_level >= 8)
1610     {
1611         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1612         {
1613             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1614         }
1615
1616         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1617     }
1618
1619     if (d3d_level >= 7)
1620     {
1621         if (strstr(gl_renderer, "GeForce4 MX"))
1622         {
1623             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1624         }
1625
1626         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1627         {
1628             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1629         }
1630
1631         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1632         {
1633             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1634         }
1635
1636         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1637     }
1638
1639     if (strstr(gl_renderer, "TNT2"))
1640     {
1641         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1642     }
1643
1644     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1645 }
1646
1647 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1648         const char *gl_renderer)
1649 {
1650     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1651
1652     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1653      *
1654      * Beware: renderer string do not match exact card model,
1655      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1656     if (d3d_level >= 10)
1657     {
1658         unsigned int i;
1659
1660         static const struct
1661         {
1662             const char *renderer;
1663             enum wined3d_pci_device id;
1664         }
1665         cards[] =
1666         {
1667             /* Evergreen */
1668             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1669             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1670             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1671             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1672             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1673             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1674             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1675             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1676             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1677             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1678             /* R700 */
1679             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1680             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1681             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1682             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1683             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1684             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1685             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1686             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1687             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1688             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1689             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1690             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1691             /* R600/R700 integrated */
1692             {"HD 3300", CARD_AMD_RADEON_HD3200},
1693             {"HD 3200", CARD_AMD_RADEON_HD3200},
1694             {"HD 3100", CARD_AMD_RADEON_HD3200},
1695             /* R600 */
1696             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1697             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1698             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1699             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1700             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1701             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1702             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1703             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1704             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1705             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1706             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1707             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1708             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1709         };
1710
1711         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1712         {
1713             if (strstr(gl_renderer, cards[i].renderer))
1714                 return cards[i].id;
1715         }
1716
1717         /* Default for when no GPU has been found */
1718         return CARD_AMD_RADEON_HD3200;
1719     }
1720
1721     if (d3d_level >= 9)
1722     {
1723         /* Radeon R5xx */
1724         if (strstr(gl_renderer, "X1600")
1725                 || strstr(gl_renderer, "X1650")
1726                 || strstr(gl_renderer, "X1800")
1727                 || strstr(gl_renderer, "X1900")
1728                 || strstr(gl_renderer, "X1950"))
1729         {
1730             return CARD_AMD_RADEON_X1600;
1731         }
1732
1733         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1734          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1735         if (strstr(gl_renderer, "X700")
1736                 || strstr(gl_renderer, "X800")
1737                 || strstr(gl_renderer, "X850")
1738                 || strstr(gl_renderer, "X1300")
1739                 || strstr(gl_renderer, "X1400")
1740                 || strstr(gl_renderer, "X1450")
1741                 || strstr(gl_renderer, "X1550")
1742                 || strstr(gl_renderer, "X2300")
1743                 || strstr(gl_renderer, "X2500")
1744                 || strstr(gl_renderer, "HD 2300")
1745                 )
1746         {
1747             return CARD_AMD_RADEON_X700;
1748         }
1749
1750         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1751         if (strstr(gl_renderer, "Radeon Xpress"))
1752         {
1753             return CARD_AMD_RADEON_XPRESS_200M;
1754         }
1755
1756         /* Radeon R3xx */
1757         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1758     }
1759
1760     if (d3d_level >= 8)
1761         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1762
1763     if (d3d_level >= 7)
1764         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1765
1766     return CARD_AMD_RAGE_128PRO;
1767 }
1768
1769 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1770         const char *gl_renderer)
1771 {
1772     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1773     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1774     {
1775         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1776         return CARD_INTEL_X3100;
1777     }
1778
1779     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1780     {
1781         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1782         return CARD_INTEL_I945GM;
1783     }
1784
1785     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1786     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1787     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1788     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1789     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1790     return CARD_INTEL_I915G;
1791
1792 }
1793
1794 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1795         const char *gl_renderer)
1796 {
1797     UINT d3d_level;
1798     unsigned int i;
1799
1800     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1801      *
1802      * Beware: renderer string do not match exact card model,
1803      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1804     if (strstr(gl_renderer, "Gallium"))
1805     {
1806         /* 20101109 - These are never returned by current Gallium radeon
1807          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1808          *
1809          * These are returned but not handled: RC410, RV380. */
1810         static const struct
1811         {
1812             const char *renderer;
1813             enum wined3d_pci_device id;
1814         }
1815         cards[] =
1816         {
1817             /* Northern Islands */
1818             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1819             {"BARTS",   CARD_AMD_RADEON_HD6800},
1820             {"TURKS",   CARD_AMD_RADEON_HD6600},
1821             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1822             {"PALM",    CARD_AMD_RADEON_HD6300},
1823             /* Evergreen */
1824             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1825             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1826             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1827             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1828             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1829             /* R700 */
1830             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1831             {"RV790",   CARD_AMD_RADEON_HD4800},
1832             {"RV770",   CARD_AMD_RADEON_HD4800},
1833             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1834             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1835             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1836             /* R600/R700 integrated */
1837             {"RS880",   CARD_AMD_RADEON_HD3200},
1838             {"RS780",   CARD_AMD_RADEON_HD3200},
1839             /* R600 */
1840             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1841             {"R600",    CARD_AMD_RADEON_HD2900},
1842             {"RV670",   CARD_AMD_RADEON_HD2900},
1843             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1844             {"RV630",   CARD_AMD_RADEON_HD2600},
1845             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1846             {"RV610",   CARD_AMD_RADEON_HD2350},
1847             /* R500 */
1848             {"R580",    CARD_AMD_RADEON_X1600},
1849             {"R520",    CARD_AMD_RADEON_X1600},
1850             {"RV570",   CARD_AMD_RADEON_X1600},
1851             {"RV560",   CARD_AMD_RADEON_X1600},
1852             {"RV535",   CARD_AMD_RADEON_X1600},
1853             {"RV530",   CARD_AMD_RADEON_X1600},
1854             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1855             {"RV515",   CARD_AMD_RADEON_X700},
1856             /* R400 */
1857             {"R481",    CARD_AMD_RADEON_X700},
1858             {"R480",    CARD_AMD_RADEON_X700},
1859             {"R430",    CARD_AMD_RADEON_X700},
1860             {"R423",    CARD_AMD_RADEON_X700},
1861             {"R420",    CARD_AMD_RADEON_X700},
1862             {"R410",    CARD_AMD_RADEON_X700},
1863             {"RV410",   CARD_AMD_RADEON_X700},
1864             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1865             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1866             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1867             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1868             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1869             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1870             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1871             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1872             /* R300 */
1873             {"R360",    CARD_AMD_RADEON_9500},
1874             {"R350",    CARD_AMD_RADEON_9500},
1875             {"R300",    CARD_AMD_RADEON_9500},
1876             {"RV370",   CARD_AMD_RADEON_9500},
1877             {"RV360",   CARD_AMD_RADEON_9500},
1878             {"RV351",   CARD_AMD_RADEON_9500},
1879             {"RV350",   CARD_AMD_RADEON_9500},
1880         };
1881
1882         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1883         {
1884             if (strstr(gl_renderer, cards[i].renderer))
1885                 return cards[i].id;
1886         }
1887     }
1888
1889     d3d_level = d3d_level_from_gl_info(gl_info);
1890     if (d3d_level >= 9)
1891     {
1892         static const struct
1893         {
1894             const char *renderer;
1895             enum wined3d_pci_device id;
1896         }
1897         cards[] =
1898         {
1899             /* R700 */
1900             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1901             {"(RV790",  CARD_AMD_RADEON_HD4800},
1902             {"(RV770",  CARD_AMD_RADEON_HD4800},
1903             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1904             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1905             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1906             /* R600/R700 integrated */
1907             {"RS880",   CARD_AMD_RADEON_HD3200},
1908             {"RS780",   CARD_AMD_RADEON_HD3200},
1909             /* R600 */
1910             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1911             {"(R600",   CARD_AMD_RADEON_HD2900},
1912             {"(RV670",  CARD_AMD_RADEON_HD2900},
1913             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1914             {"(RV630",  CARD_AMD_RADEON_HD2600},
1915             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1916             {"(RV610",  CARD_AMD_RADEON_HD2350},
1917         };
1918
1919         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1920         {
1921             if (strstr(gl_renderer, cards[i].renderer))
1922                 return cards[i].id;
1923         }
1924     }
1925
1926     if (d3d_level >= 8)
1927         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1928
1929     if (d3d_level >= 7)
1930         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1931
1932     return CARD_AMD_RAGE_128PRO;
1933 }
1934
1935 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1936         const char *gl_renderer)
1937 {
1938     UINT d3d_level;
1939
1940     if (strstr(gl_renderer, "Gallium"))
1941     {
1942         unsigned int i;
1943
1944         static const struct
1945         {
1946             const char *renderer;
1947             enum wined3d_pci_device id;
1948         }
1949         cards[] =
1950         {
1951             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1952             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1953             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1954             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1955             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1956             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1957             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1958             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1959             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1960             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1961             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1962             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1963             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1964             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1965             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1966             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1967             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1968             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1969             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1970             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1971             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1972             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1973             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1974             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1975             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1976             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1977             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1978             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1979             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1980             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1981             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1982             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1983             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1984             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1985             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1986             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1987             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1988             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1989             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1990             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1991             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1992             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1993             {"NV20",    CARD_NVIDIA_GEFORCE3},
1994             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1995             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1996             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1997             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1998             {"NV16",    CARD_NVIDIA_GEFORCE2},
1999             {"NV15",    CARD_NVIDIA_GEFORCE2},
2000             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2001             {"NV10",    CARD_NVIDIA_GEFORCE},
2002             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2003             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2004             {"NV03",    CARD_NVIDIA_RIVA_128},
2005         };
2006
2007         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2008         {
2009             if (strstr(gl_renderer, cards[i].renderer))
2010                 return cards[i].id;
2011         }
2012     }
2013
2014     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2015
2016     d3d_level = d3d_level_from_gl_info(gl_info);
2017     if (d3d_level >= 9)
2018         return CARD_NVIDIA_GEFORCEFX_5600;
2019     if (d3d_level >= 8)
2020         return CARD_NVIDIA_GEFORCE3;
2021     if (d3d_level >= 7)
2022         return CARD_NVIDIA_GEFORCE;
2023     if (d3d_level >= 6)
2024         return CARD_NVIDIA_RIVA_TNT;
2025     return CARD_NVIDIA_RIVA_128;
2026 }
2027
2028
2029 struct vendor_card_selection
2030 {
2031     enum wined3d_gl_vendor gl_vendor;
2032     enum wined3d_pci_vendor card_vendor;
2033     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2034     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2035 };
2036
2037 static const struct vendor_card_selection vendor_card_select_table[] =
2038 {
2039     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2040     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2041     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2042     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2043     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2044     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2045     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2046     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2047     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2048 };
2049
2050
2051 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2052         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2053 {
2054     UINT d3d_level;
2055
2056     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2057      * different GPUs with roughly the same features. In most cases GPUs from a
2058      * certain family differ in clockspeeds, the amount of video memory and the
2059      * number of shader pipelines.
2060      *
2061      * A Direct3D device object contains the PCI id (vendor + device) of the
2062      * videocard which is used for rendering. Various applications use this
2063      * information to get a rough estimation of the features of the card and
2064      * some might use it for enabling 3d effects only on certain types of
2065      * videocards. In some cases games might even use it to work around bugs
2066      * which happen on certain videocards/driver combinations. The problem is
2067      * that OpenGL only exposes a rendering string containing the name of the
2068      * videocard and not the PCI id.
2069      *
2070      * Various games depend on the PCI id, so somehow we need to provide one.
2071      * A simple option is to parse the renderer string and translate this to
2072      * the right PCI id. This is a lot of work because there are more than 200
2073      * GPUs just for Nvidia. Various cards share the same renderer string, so
2074      * the amount of code might be 'small' but there are quite a number of
2075      * exceptions which would make this a pain to maintain. Another way would
2076      * be to query the PCI id from the operating system (assuming this is the
2077      * videocard which is used for rendering which is not always the case).
2078      * This would work but it is not very portable. Second it would not work
2079      * well in, let's say, a remote X situation in which the amount of 3d
2080      * features which can be used is limited.
2081      *
2082      * As said most games only use the PCI id to get an indication of the
2083      * capabilities of the card. It doesn't really matter if the given id is
2084      * the correct one if we return the id of a card with similar 3d features.
2085      *
2086      * The code below checks the OpenGL capabilities of a videocard and matches
2087      * that to a certain level of Direct3D functionality. Once a card passes
2088      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2089      * least a GeforceFX. To give a better estimate we do a basic check on the
2090      * renderer string but if that won't pass we return a default card. This
2091      * way is better than maintaining a full card database as even without a
2092      * full database we can return a card with similar features. Second the
2093      * size of the database can be made quite small because when you know what
2094      * type of 3d functionality a card has, you know to which GPU family the
2095      * GPU must belong. Because of this you only have to check a small part of
2096      * the renderer string to distinguishes between different models from that
2097      * family.
2098      *
2099      * The code also selects a default amount of video memory which we will
2100      * use for an estimation of the amount of free texture memory. In case of
2101      * real D3D the amount of texture memory includes video memory and system
2102      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2103      * HyperMemory). We don't know how much system memory can be addressed by
2104      * the system but we can make a reasonable estimation about the amount of
2105      * video memory. If the value is slightly wrong it doesn't matter as we
2106      * didn't include AGP-like memory which makes the amount of addressable
2107      * memory higher and second OpenGL isn't that critical it moves to system
2108      * memory behind our backs if really needed. Note that the amount of video
2109      * memory can be overruled using a registry setting. */
2110
2111     int i;
2112
2113     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2114     {
2115         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2116             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2117                 continue;
2118         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2119         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2120     }
2121
2122     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2123                      *gl_vendor, *card_vendor);
2124
2125     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2126      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2127      * them a good generic choice. */
2128     *card_vendor = HW_VENDOR_NVIDIA;
2129     d3d_level = d3d_level_from_gl_info(gl_info);
2130     if (d3d_level >= 9)
2131         return CARD_NVIDIA_GEFORCEFX_5600;
2132     if (d3d_level >= 8)
2133         return CARD_NVIDIA_GEFORCE3;
2134     if (d3d_level >= 7)
2135         return CARD_NVIDIA_GEFORCE;
2136     if (d3d_level >= 6)
2137         return CARD_NVIDIA_RIVA_TNT;
2138     return CARD_NVIDIA_RIVA_128;
2139 }
2140
2141 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2142 {
2143     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2144     int vs_selected_mode, ps_selected_mode;
2145
2146     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2147     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2148             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2149     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2150     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2151             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2152     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2153     else return &ffp_fragment_pipeline;
2154 }
2155
2156 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2157 {
2158     int vs_selected_mode, ps_selected_mode;
2159
2160     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2161     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2162     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2163     return &none_shader_backend;
2164 }
2165
2166 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2167 {
2168     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2169     int vs_selected_mode, ps_selected_mode;
2170
2171     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2172     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2173             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2174     else return &ffp_blit;
2175 }
2176
2177 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2178 {
2179     DWORD ver;
2180
2181 #define USE_GL_FUNC(type, pfn, ext, replace) \
2182     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2183     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2184     else gl_info->pfn = NULL;
2185
2186     GL_EXT_FUNCS_GEN;
2187 #undef USE_GL_FUNC
2188
2189 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2190     WGL_EXT_FUNCS_GEN;
2191 #undef USE_GL_FUNC
2192 }
2193
2194 /* Context activation is done by the caller. */
2195 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2196 {
2197     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2198     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2199     const char *GL_Extensions    = NULL;
2200     const char *WGL_Extensions   = NULL;
2201     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2202     struct fragment_caps fragment_caps;
2203     enum wined3d_gl_vendor gl_vendor;
2204     enum wined3d_pci_vendor card_vendor;
2205     enum wined3d_pci_device device;
2206     GLint       gl_max;
2207     GLfloat     gl_floatv[2];
2208     unsigned    i;
2209     HDC         hdc;
2210     DWORD gl_version;
2211     size_t len;
2212
2213     TRACE_(d3d_caps)("(%p)\n", gl_info);
2214
2215     ENTER_GL();
2216
2217     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2218     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2219     if (!gl_renderer_str)
2220     {
2221         LEAVE_GL();
2222         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2223         return FALSE;
2224     }
2225
2226     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2227     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2228     if (!gl_vendor_str)
2229     {
2230         LEAVE_GL();
2231         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2232         return FALSE;
2233     }
2234
2235     /* Parse the GL_VERSION field into major and minor information */
2236     gl_version_str = (const char *)glGetString(GL_VERSION);
2237     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2238     if (!gl_version_str)
2239     {
2240         LEAVE_GL();
2241         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2242         return FALSE;
2243     }
2244     gl_version = wined3d_parse_gl_version(gl_version_str);
2245
2246     /*
2247      * Initialize openGL extension related variables
2248      *  with Default values
2249      */
2250     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2251     gl_info->limits.blends = 1;
2252     gl_info->limits.buffers = 1;
2253     gl_info->limits.textures = 1;
2254     gl_info->limits.fragment_samplers = 1;
2255     gl_info->limits.vertex_samplers = 0;
2256     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2257     gl_info->limits.sampler_stages = 1;
2258     gl_info->limits.glsl_vs_float_constants = 0;
2259     gl_info->limits.glsl_ps_float_constants = 0;
2260     gl_info->limits.arb_vs_float_constants = 0;
2261     gl_info->limits.arb_vs_native_constants = 0;
2262     gl_info->limits.arb_vs_instructions = 0;
2263     gl_info->limits.arb_vs_temps = 0;
2264     gl_info->limits.arb_ps_float_constants = 0;
2265     gl_info->limits.arb_ps_local_constants = 0;
2266     gl_info->limits.arb_ps_instructions = 0;
2267     gl_info->limits.arb_ps_temps = 0;
2268
2269     /* Retrieve opengl defaults */
2270     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2271     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2272     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2273
2274     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2275     gl_info->limits.lights = gl_max;
2276     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2277
2278     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2279     gl_info->limits.texture_size = gl_max;
2280     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2281
2282     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2283     gl_info->limits.pointsize_min = gl_floatv[0];
2284     gl_info->limits.pointsize_max = gl_floatv[1];
2285     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2286
2287     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2288     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2289     if (!GL_Extensions)
2290     {
2291         LEAVE_GL();
2292         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2293         return FALSE;
2294     }
2295
2296     LEAVE_GL();
2297
2298     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2299
2300     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2301
2302     while (*GL_Extensions)
2303     {
2304         const char *start;
2305
2306         while (isspace(*GL_Extensions)) ++GL_Extensions;
2307         start = GL_Extensions;
2308         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2309
2310         len = GL_Extensions - start;
2311         if (!len) continue;
2312
2313         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2314
2315         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2316         {
2317             if (len == strlen(EXTENSION_MAP[i].extension_string)
2318                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2319             {
2320                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2321                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2322                 break;
2323             }
2324         }
2325     }
2326
2327     /* Now work out what GL support this card really has */
2328     load_gl_funcs( gl_info, gl_version );
2329
2330     ENTER_GL();
2331
2332     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2333      * loading the functions, otherwise the code above will load the extension entry points instead of the
2334      * core functions, which may not work. */
2335     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2336     {
2337         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2338                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2339         {
2340             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2341             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2342         }
2343     }
2344
2345     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2346
2347     if (gl_info->supported[APPLE_FENCE])
2348     {
2349         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2350          * The apple extension interacts with some other apple exts. Disable the NV
2351          * extension if the apple one is support to prevent confusion in other parts
2352          * of the code. */
2353         gl_info->supported[NV_FENCE] = FALSE;
2354     }
2355     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2356     {
2357         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2358          *
2359          * The enums are the same:
2360          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2361          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2362          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2363          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2364          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2365          */
2366         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2367         {
2368             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2369             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2370         }
2371         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2372         {
2373             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2374             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2375         }
2376     }
2377     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2378     {
2379         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2380          * functionality. Prefer the ARB extension */
2381         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2382     }
2383     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2384     {
2385         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2386         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2387     }
2388     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2389     {
2390         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2391         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2392     }
2393     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2394     {
2395         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2396         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2397     }
2398     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2399     {
2400         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2401         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2402     }
2403     if (gl_info->supported[NV_TEXTURE_SHADER2])
2404     {
2405         if (gl_info->supported[NV_REGISTER_COMBINERS])
2406         {
2407             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2408              * are supported. The nv extensions provide the same functionality as the
2409              * ATI one, and a bit more(signed pixelformats). */
2410             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2411         }
2412     }
2413
2414     if (gl_info->supported[NV_REGISTER_COMBINERS])
2415     {
2416         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2417         gl_info->limits.general_combiners = gl_max;
2418         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2419     }
2420     if (gl_info->supported[ARB_DRAW_BUFFERS])
2421     {
2422         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2423         gl_info->limits.buffers = gl_max;
2424         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2425     }
2426     if (gl_info->supported[ARB_MULTITEXTURE])
2427     {
2428         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2429         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2430         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2431
2432         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2433         {
2434             GLint tmp;
2435             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2436             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2437         }
2438         else
2439         {
2440             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2441         }
2442         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2443
2444         if (gl_info->supported[ARB_VERTEX_SHADER])
2445         {
2446             GLint tmp;
2447             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2448             gl_info->limits.vertex_samplers = tmp;
2449             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2450             gl_info->limits.combined_samplers = tmp;
2451
2452             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2453              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2454              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2455              * shader is used with fixed function vertex processing we're fine too because fixed function
2456              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2457              * used we have to make sure that all vertex sampler setups are valid together with all
2458              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2459              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2460              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2461              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2462              * a fixed function pipeline anymore.
2463              *
2464              * So this is just a check to check that our assumption holds true. If not, write a warning
2465              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2466             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2467                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2468             {
2469                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2470                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2471                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2472                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2473                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2474                 else
2475                     gl_info->limits.vertex_samplers = 0;
2476             }
2477         }
2478         else
2479         {
2480             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2481         }
2482         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2483         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2484     }
2485     if (gl_info->supported[ARB_VERTEX_BLEND])
2486     {
2487         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2488         gl_info->limits.blends = gl_max;
2489         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2490     }
2491     if (gl_info->supported[EXT_TEXTURE3D])
2492     {
2493         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2494         gl_info->limits.texture3d_size = gl_max;
2495         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2496     }
2497     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2498     {
2499         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2500         gl_info->limits.anisotropy = gl_max;
2501         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2502     }
2503     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2504     {
2505         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2506         gl_info->limits.arb_ps_float_constants = gl_max;
2507         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2508         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2509         gl_info->limits.arb_ps_native_constants = gl_max;
2510         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2511                 gl_info->limits.arb_ps_native_constants);
2512         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2513         gl_info->limits.arb_ps_temps = gl_max;
2514         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2515         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2516         gl_info->limits.arb_ps_instructions = gl_max;
2517         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2518         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2519         gl_info->limits.arb_ps_local_constants = gl_max;
2520         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2521     }
2522     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2523     {
2524         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2525         gl_info->limits.arb_vs_float_constants = gl_max;
2526         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2527         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2528         gl_info->limits.arb_vs_native_constants = gl_max;
2529         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2530                 gl_info->limits.arb_vs_native_constants);
2531         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2532         gl_info->limits.arb_vs_temps = gl_max;
2533         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2534         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2535         gl_info->limits.arb_vs_instructions = gl_max;
2536         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2537
2538         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2539     }
2540     if (gl_info->supported[ARB_VERTEX_SHADER])
2541     {
2542         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2543         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2544         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2545     }
2546     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2547     {
2548         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2549         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2550         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2551         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2552         gl_info->limits.glsl_varyings = gl_max;
2553         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2554     }
2555     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2556     {
2557         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2558         unsigned int major, minor;
2559
2560         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2561
2562         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2563         sscanf(str, "%u.%u", &major, &minor);
2564         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2565     }
2566     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2567     {
2568         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2569     }
2570     else
2571     {
2572         gl_info->limits.shininess = 128.0f;
2573     }
2574     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2575     {
2576         /* If we have full NP2 texture support, disable
2577          * GL_ARB_texture_rectangle because we will never use it.
2578          * This saves a few redundant glDisable calls. */
2579         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2580     }
2581     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2582     {
2583         /* Disable NV_register_combiners and fragment shader if this is supported.
2584          * generally the NV extensions are preferred over the ATI ones, and this
2585          * extension is disabled if register_combiners and texture_shader2 are both
2586          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2587          * fragment processing support. */
2588         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2589         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2590         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2591         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2592     }
2593     if (gl_info->supported[NV_HALF_FLOAT])
2594     {
2595         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2596         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2597     }
2598     checkGLcall("extension detection");
2599
2600     LEAVE_GL();
2601
2602     adapter->fragment_pipe = select_fragment_implementation(adapter);
2603     adapter->shader_backend = select_shader_backend(adapter);
2604     adapter->blitter = select_blit_implementation(adapter);
2605
2606     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2607     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2608     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2609
2610     /* In some cases the number of texture stages can be larger than the number
2611      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2612      * shaders), but 8 texture stages (register combiners). */
2613     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2614
2615     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2616     {
2617         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2618         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2619         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2620         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2621         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2622         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2623         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2624         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2625         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2626         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2627         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2628         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2629         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2630         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2631         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2632         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2633         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2634         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2635         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2636     }
2637     else
2638     {
2639         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2640         {
2641             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2642             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2643             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2644             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2645             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2646             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2647             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2648             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2649             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2650             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2651             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2652             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2653             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2654             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2655             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2656             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2657             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2658         }
2659         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2660         {
2661             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2662             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2663         }
2664         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2665         {
2666             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2667         }
2668         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2669         {
2670             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2671         }
2672     }
2673
2674     /* MRTs are currently only supported when FBOs are used. */
2675     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2676     {
2677         gl_info->limits.buffers = 1;
2678     }
2679
2680     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2681     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2682     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2683
2684     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2685     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2686
2687     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2688     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2689             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2690     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2691     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2692             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2693     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2694             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2695
2696     /* Make sure there's an active HDC else the WGL extensions will fail */
2697     hdc = pwglGetCurrentDC();
2698     if (hdc) {
2699         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2700         if(GL_EXTCALL(wglGetExtensionsStringARB))
2701             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2702
2703         if (!WGL_Extensions)
2704         {
2705             ERR("   WGL_Extensions returns NULL\n");
2706         }
2707         else
2708         {
2709             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2710             while (*WGL_Extensions)
2711             {
2712                 const char *Start;
2713                 char ThisExtn[256];
2714
2715                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2716                 Start = WGL_Extensions;
2717                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2718
2719                 len = WGL_Extensions - Start;
2720                 if (!len || len >= sizeof(ThisExtn))
2721                     continue;
2722
2723                 memcpy(ThisExtn, Start, len);
2724                 ThisExtn[len] = '\0';
2725                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2726
2727                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2728                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2729                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2730                 }
2731                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2732                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2733                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2734                 }
2735                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2736                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2737                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2738                 }
2739             }
2740         }
2741     }
2742
2743     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2744     init_driver_info(driver_info, card_vendor, device);
2745     add_gl_compat_wrappers(gl_info);
2746
2747     return TRUE;
2748 }
2749
2750 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2751 {
2752     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2753             wined3d, wined3d->adapter_count);
2754
2755     return wined3d->adapter_count;
2756 }
2757
2758 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2759 {
2760     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2761
2762     return WINED3D_OK;
2763 }
2764
2765 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2766 {
2767     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2768
2769     if (adapter_idx >= wined3d->adapter_count)
2770         return NULL;
2771
2772     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2773 }
2774
2775 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2776      of the same bpp but different resolutions                                  */
2777
2778 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2779 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2780         enum wined3d_format_id format_id)
2781 {
2782     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2783
2784     if (adapter_idx >= wined3d->adapter_count)
2785         return 0;
2786
2787     /* TODO: Store modes per adapter and read it from the adapter structure */
2788     if (!adapter_idx)
2789     {
2790         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2791         UINT format_bits = format->byte_count * CHAR_BIT;
2792         unsigned int i = 0;
2793         unsigned int j = 0;
2794         DEVMODEW mode;
2795
2796         memset(&mode, 0, sizeof(mode));
2797         mode.dmSize = sizeof(mode);
2798
2799         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2800         {
2801             ++j;
2802
2803             if (format_id == WINED3DFMT_UNKNOWN)
2804             {
2805                 /* This is for D3D8, do not enumerate P8 here */
2806                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2807             }
2808             else if (mode.dmBitsPerPel == format_bits)
2809             {
2810                 ++i;
2811             }
2812         }
2813
2814         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2815
2816         return i;
2817     }
2818     else
2819     {
2820         FIXME_(d3d_caps)("Adapter not primary display.\n");
2821     }
2822
2823     return 0;
2824 }
2825
2826 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2827 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2828         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2829 {
2830     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2831             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2832
2833     /* Validate the parameters as much as possible */
2834     if (!mode || adapter_idx >= wined3d->adapter_count
2835             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2836     {
2837         return WINED3DERR_INVALIDCALL;
2838     }
2839
2840     /* TODO: Store modes per adapter and read it from the adapter structure */
2841     if (!adapter_idx)
2842     {
2843         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2844         UINT format_bits = format->byte_count * CHAR_BIT;
2845         DEVMODEW DevModeW;
2846         int ModeIdx = 0;
2847         UINT i = 0;
2848         int j = 0;
2849
2850         ZeroMemory(&DevModeW, sizeof(DevModeW));
2851         DevModeW.dmSize = sizeof(DevModeW);
2852
2853         /* If we are filtering to a specific format (D3D9), then need to skip
2854            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2855            just count through the ones with valid bit depths */
2856         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2857         {
2858             if (format_id == WINED3DFMT_UNKNOWN)
2859             {
2860                 /* This is for D3D8, do not enumerate P8 here */
2861                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2862             }
2863             else if (DevModeW.dmBitsPerPel == format_bits)
2864             {
2865                 ++i;
2866             }
2867         }
2868
2869         if (!i)
2870         {
2871             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2872             return WINED3DERR_INVALIDCALL;
2873         }
2874         ModeIdx = j - 1;
2875
2876         /* Now get the display mode via the calculated index */
2877         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2878         {
2879             mode->Width = DevModeW.dmPelsWidth;
2880             mode->Height = DevModeW.dmPelsHeight;
2881             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2882             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2883                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2884
2885             if (format_id == WINED3DFMT_UNKNOWN)
2886                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2887             else
2888                 mode->Format = format_id;
2889         }
2890         else
2891         {
2892             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2893             return WINED3DERR_INVALIDCALL;
2894         }
2895
2896         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2897                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2898                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2899     }
2900     else
2901     {
2902         FIXME_(d3d_caps)("Adapter not primary display\n");
2903     }
2904
2905     return WINED3D_OK;
2906 }
2907
2908 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2909         WINED3DDISPLAYMODE *mode)
2910 {
2911     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2912
2913     if (!mode || adapter_idx >= wined3d->adapter_count)
2914         return WINED3DERR_INVALIDCALL;
2915
2916     if (!adapter_idx)
2917     {
2918         DEVMODEW DevModeW;
2919         unsigned int bpp;
2920
2921         ZeroMemory(&DevModeW, sizeof(DevModeW));
2922         DevModeW.dmSize = sizeof(DevModeW);
2923
2924         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2925         mode->Width = DevModeW.dmPelsWidth;
2926         mode->Height = DevModeW.dmPelsHeight;
2927         bpp = DevModeW.dmBitsPerPel;
2928         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2929         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2930             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2931         mode->Format = pixelformat_for_depth(bpp);
2932     }
2933     else
2934     {
2935         FIXME_(d3d_caps)("Adapter not primary display\n");
2936     }
2937
2938     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2939           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2940     return WINED3D_OK;
2941 }
2942
2943 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2944    and fields being inserted in the middle, a new structure is used in place    */
2945 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2946         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2947 {
2948     const struct wined3d_adapter *adapter;
2949     size_t len;
2950
2951     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2952             wined3d, adapter_idx, flags, identifier);
2953
2954     if (adapter_idx >= wined3d->adapter_count)
2955         return WINED3DERR_INVALIDCALL;
2956
2957     adapter = &wined3d->adapters[adapter_idx];
2958
2959     /* Return the information requested */
2960     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2961
2962     if (identifier->driver_size)
2963     {
2964         const char *name = adapter->driver_info.name;
2965         len = min(strlen(name), identifier->driver_size - 1);
2966         memcpy(identifier->driver, name, len);
2967         identifier->driver[len] = '\0';
2968     }
2969
2970     if (identifier->description_size)
2971     {
2972         const char *description = adapter->driver_info.description;
2973         len = min(strlen(description), identifier->description_size - 1);
2974         memcpy(identifier->description, description, len);
2975         identifier->description[len] = '\0';
2976     }
2977
2978     /* Note that d3d8 doesn't supply a device name. */
2979     if (identifier->device_name_size)
2980     {
2981         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2982
2983         len = strlen(device_name);
2984         if (len >= identifier->device_name_size)
2985         {
2986             ERR("Device name size too small.\n");
2987             return WINED3DERR_INVALIDCALL;
2988         }
2989
2990         memcpy(identifier->device_name, device_name, len);
2991         identifier->device_name[len] = '\0';
2992     }
2993
2994     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2995     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2996     identifier->vendor_id = adapter->driver_info.vendor;
2997     identifier->device_id = adapter->driver_info.device;
2998     identifier->subsystem_id = 0;
2999     identifier->revision = 0;
3000     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3001     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3002     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3003     identifier->video_memory = adapter->TextureRam;
3004
3005     return WINED3D_OK;
3006 }
3007
3008 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3009         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3010 {
3011     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3012
3013     /* Float formats need FBOs. If FBOs are used this function isn't called */
3014     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3015
3016     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3017         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3018         {
3019             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3020             return FALSE;
3021         }
3022
3023         if(cfg->redSize < redSize)
3024             return FALSE;
3025
3026         if(cfg->greenSize < greenSize)
3027             return FALSE;
3028
3029         if(cfg->blueSize < blueSize)
3030             return FALSE;
3031
3032         if(cfg->alphaSize < alphaSize)
3033             return FALSE;
3034
3035         return TRUE;
3036     }
3037
3038     /* Probably a RGBA_float or color index mode */
3039     return FALSE;
3040 }
3041
3042 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3043         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3044 {
3045     BYTE depthSize, stencilSize;
3046     BOOL lockable = FALSE;
3047
3048     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3049     {
3050         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3051         return FALSE;
3052     }
3053
3054     /* Float formats need FBOs. If FBOs are used this function isn't called */
3055     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3056
3057     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3058         lockable = TRUE;
3059
3060     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3061      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3062      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3063     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3064         return FALSE;
3065
3066     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3067      * allow more stencil bits than requested. */
3068     if(cfg->stencilSize < stencilSize)
3069         return FALSE;
3070
3071     return TRUE;
3072 }
3073
3074 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3075         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3076         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3077 {
3078     const struct wined3d_format *rt_format;
3079     const struct wined3d_format *ds_format;
3080     const struct wined3d_adapter *adapter;
3081
3082     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3083             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3084             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3085             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3086
3087     if (adapter_idx >= wined3d->adapter_count)
3088         return WINED3DERR_INVALIDCALL;
3089
3090     adapter = &wined3d->adapters[adapter_idx];
3091     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3092     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3093     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3094     {
3095         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3096                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3097         {
3098             TRACE_(d3d_caps)("Formats match.\n");
3099             return WINED3D_OK;
3100         }
3101     }
3102     else
3103     {
3104         const struct wined3d_pixel_format *cfgs;
3105         unsigned int cfg_count;
3106         unsigned int i;
3107
3108         cfgs = adapter->cfgs;
3109         cfg_count = adapter->nCfgs;
3110         for (i = 0; i < cfg_count; ++i)
3111         {
3112             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3113                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3114             {
3115                 TRACE_(d3d_caps)("Formats match.\n");
3116                 return WINED3D_OK;
3117             }
3118         }
3119     }
3120
3121     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3122             debug_d3dformat(render_target_format_id),
3123             debug_d3dformat(depth_stencil_format_id));
3124
3125     return WINED3DERR_NOTAVAILABLE;
3126 }
3127
3128 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3129         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3130         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3131 {
3132     const struct wined3d_adapter *adapter;
3133     const struct wined3d_format *format;
3134
3135     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3136             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3137             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3138             windowed, multisample_type, quality_levels);
3139
3140     if (adapter_idx >= wined3d->adapter_count)
3141         return WINED3DERR_INVALIDCALL;
3142
3143     /* TODO: Handle windowed, add more quality levels. */
3144
3145     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3146     {
3147         if (quality_levels) *quality_levels = 1;
3148         return WINED3D_OK;
3149     }
3150
3151     /* By default multisampling is disabled right now as it causes issues
3152      * on some Nvidia driver versions and it doesn't work well in combination
3153      * with FBOs yet. */
3154     if (!wined3d_settings.allow_multisampling)
3155         return WINED3DERR_NOTAVAILABLE;
3156
3157     adapter = &wined3d->adapters[adapter_idx];
3158     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3159     if (!format) return WINED3DERR_INVALIDCALL;
3160
3161     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3162     {
3163         const struct wined3d_pixel_format *cfgs;
3164         unsigned int i, cfg_count;
3165
3166         cfgs = adapter->cfgs;
3167         cfg_count = adapter->nCfgs;
3168         for (i = 0; i < cfg_count; ++i)
3169         {
3170             if(cfgs[i].numSamples != multisample_type)
3171                 continue;
3172
3173             if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3174                 continue;
3175
3176             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3177                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3178
3179             if (quality_levels) *quality_levels = 1;
3180
3181             return WINED3D_OK;
3182         }
3183     }
3184     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3185     {
3186         BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3187         const struct wined3d_pixel_format *cfgs;
3188         unsigned int i, cfg_count;
3189
3190         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3191         {
3192             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3193                     debug_d3dformat(surface_format_id));
3194             return WINED3DERR_NOTAVAILABLE;
3195         }
3196
3197         cfgs = adapter->cfgs;
3198         cfg_count = adapter->nCfgs;
3199         for (i = 0; i < cfg_count; ++i)
3200         {
3201             if(cfgs[i].numSamples != multisample_type)
3202                 continue;
3203             if(cfgs[i].redSize != redSize)
3204                 continue;
3205             if(cfgs[i].greenSize != greenSize)
3206                 continue;
3207             if(cfgs[i].blueSize != blueSize)
3208                 continue;
3209             /* Not all drivers report alpha-less formats since they use 32-bit
3210              * anyway, so accept alpha even if we didn't ask for it. */
3211             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3212                 continue;
3213             if (cfgs[i].colorSize != (format->byte_count << 3))
3214                 continue;
3215
3216             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3217                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3218
3219             if (quality_levels) *quality_levels = 1;
3220
3221             return WINED3D_OK;
3222         }
3223     }
3224     return WINED3DERR_NOTAVAILABLE;
3225 }
3226
3227 /* Check if we support bumpmapping for a format */
3228 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3229 {
3230     /* Ask the fixed function pipeline implementation if it can deal
3231      * with the conversion. If we've got a GL extension giving native
3232      * support this will be an identity conversion. */
3233     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3234             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3235 }
3236
3237 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3238 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3239         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3240 {
3241     int it=0;
3242
3243     /* Only allow depth/stencil formats */
3244     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3245
3246     /* Blacklist formats not supported on Windows */
3247     switch (ds_format->id)
3248     {
3249         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3250         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3251             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3252             return FALSE;
3253
3254         default:
3255             break;
3256     }
3257
3258     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3259     {
3260         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3261         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3262     }
3263     else
3264     {
3265         /* Walk through all WGL pixel formats to find a match */
3266         for (it = 0; it < adapter->nCfgs; ++it)
3267         {
3268             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3269             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3270                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3271                 return TRUE;
3272         }
3273     }
3274
3275     return FALSE;
3276 }
3277
3278 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3279 {
3280     /* The flags entry of a format contains the filtering capability */
3281     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3282
3283     return FALSE;
3284 }
3285
3286 /* Check the render target capabilities of a format */
3287 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3288         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3289 {
3290     /* Filter out non-RT formats */
3291     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3292     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3293     {
3294         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3295         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3296         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3297         int it;
3298
3299         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3300         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3301
3302         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3303          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3304         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3305             TRACE_(d3d_caps)("[FAILED]\n");
3306             return FALSE;
3307         }
3308
3309         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3310          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3311         for (it = 0; it < adapter->nCfgs; ++it)
3312         {
3313             if (cfgs[it].windowDrawable
3314                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3315             {
3316                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3317                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3318                 return TRUE;
3319             }
3320         }
3321     }
3322     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3323     {
3324         /* For now return TRUE for FBOs until we have some proper checks.
3325          * Note that this function will only be called when the format is around for texturing. */
3326         return TRUE;
3327     }
3328     return FALSE;
3329 }
3330
3331 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3332 {
3333     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3334 }
3335
3336 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3337 {
3338     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3339      * doing the color fixup in shaders.
3340      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3341     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3342     {
3343         int vs_selected_mode;
3344         int ps_selected_mode;
3345         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3346
3347         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3348             TRACE_(d3d_caps)("[OK]\n");
3349             return TRUE;
3350         }
3351     }
3352
3353     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3354     return FALSE;
3355 }
3356
3357 /* Check if a format support blending in combination with pixel shaders */
3358 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3359         const struct wined3d_format *format)
3360 {
3361     /* The flags entry of a format contains the post pixel shader blending capability */
3362     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3363
3364     return FALSE;
3365 }
3366
3367 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3368 {
3369     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3370      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3371      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3372      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3373      * capability anyway.
3374      *
3375      * For now lets report this on all formats, but in the future we may want to
3376      * restrict it to some should games need that
3377      */
3378     return TRUE;
3379 }
3380
3381 /* Check if a texture format is supported on the given adapter */
3382 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3383 {
3384     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3385
3386     switch (format->id)
3387     {
3388         /*****
3389          *  supported: RGB(A) formats
3390          */
3391         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3392         case WINED3DFMT_B8G8R8A8_UNORM:
3393         case WINED3DFMT_B8G8R8X8_UNORM:
3394         case WINED3DFMT_B5G6R5_UNORM:
3395         case WINED3DFMT_B5G5R5X1_UNORM:
3396         case WINED3DFMT_B5G5R5A1_UNORM:
3397         case WINED3DFMT_B4G4R4A4_UNORM:
3398         case WINED3DFMT_A8_UNORM:
3399         case WINED3DFMT_B4G4R4X4_UNORM:
3400         case WINED3DFMT_R8G8B8A8_UNORM:
3401         case WINED3DFMT_R8G8B8X8_UNORM:
3402         case WINED3DFMT_B10G10R10A2_UNORM:
3403         case WINED3DFMT_R10G10B10A2_UNORM:
3404         case WINED3DFMT_R16G16_UNORM:
3405             TRACE_(d3d_caps)("[OK]\n");
3406             return TRUE;
3407
3408         case WINED3DFMT_B2G3R3_UNORM:
3409             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3410             return FALSE;
3411
3412         /*****
3413          *  Not supported: Palettized
3414          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3415          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3416          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3417          */
3418         case WINED3DFMT_P8_UINT:
3419         case WINED3DFMT_P8_UINT_A8_UNORM:
3420             return FALSE;
3421
3422         /*****
3423          *  Supported: (Alpha)-Luminance
3424          */
3425         case WINED3DFMT_L8_UNORM:
3426         case WINED3DFMT_L8A8_UNORM:
3427         case WINED3DFMT_L16_UNORM:
3428             TRACE_(d3d_caps)("[OK]\n");
3429             return TRUE;
3430
3431         /* Not supported on Windows, thus disabled */
3432         case WINED3DFMT_L4A4_UNORM:
3433             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3434             return FALSE;
3435
3436         /*****
3437          *  Supported: Depth/Stencil formats
3438          */
3439         case WINED3DFMT_D16_LOCKABLE:
3440         case WINED3DFMT_D16_UNORM:
3441         case WINED3DFMT_X8D24_UNORM:
3442         case WINED3DFMT_D24_UNORM_S8_UINT:
3443         case WINED3DFMT_S8_UINT_D24_FLOAT:
3444         case WINED3DFMT_D32_UNORM:
3445         case WINED3DFMT_D32_FLOAT:
3446             return TRUE;
3447
3448         case WINED3DFMT_INTZ:
3449             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3450                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3451                 return TRUE;
3452             return FALSE;
3453
3454         /* Not supported on Windows */
3455         case WINED3DFMT_S1_UINT_D15_UNORM:
3456         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3457             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3458             return FALSE;
3459
3460         /*****
3461          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3462          *  GL_NV_texture_shader). Emulated by shaders
3463          */
3464         case WINED3DFMT_R8G8_SNORM:
3465         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3466         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3467         case WINED3DFMT_R8G8B8A8_SNORM:
3468         case WINED3DFMT_R16G16_SNORM:
3469             /* Ask the shader backend if it can deal with the conversion. If
3470              * we've got a GL extension giving native support this will be an
3471              * identity conversion. */
3472             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3473             {
3474                 TRACE_(d3d_caps)("[OK]\n");
3475                 return TRUE;
3476             }
3477             TRACE_(d3d_caps)("[FAILED]\n");
3478             return FALSE;
3479
3480         case WINED3DFMT_DXT1:
3481         case WINED3DFMT_DXT2:
3482         case WINED3DFMT_DXT3:
3483         case WINED3DFMT_DXT4:
3484         case WINED3DFMT_DXT5:
3485             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3486             {
3487                 TRACE_(d3d_caps)("[OK]\n");
3488                 return TRUE;
3489             }
3490             TRACE_(d3d_caps)("[FAILED]\n");
3491             return FALSE;
3492
3493
3494         /*****
3495          *  Odd formats - not supported
3496          */
3497         case WINED3DFMT_VERTEXDATA:
3498         case WINED3DFMT_R16_UINT:
3499         case WINED3DFMT_R32_UINT:
3500         case WINED3DFMT_R16G16B16A16_SNORM:
3501         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3502         case WINED3DFMT_R10G11B11_SNORM:
3503         case WINED3DFMT_R16:
3504         case WINED3DFMT_AL16:
3505             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3506             return FALSE;
3507
3508         /*****
3509          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3510          */
3511         case WINED3DFMT_R8G8_SNORM_Cx:
3512             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3513             return FALSE;
3514
3515         /* YUV formats */
3516         case WINED3DFMT_UYVY:
3517         case WINED3DFMT_YUY2:
3518             if (gl_info->supported[APPLE_YCBCR_422])
3519             {
3520                 TRACE_(d3d_caps)("[OK]\n");
3521                 return TRUE;
3522             }
3523             TRACE_(d3d_caps)("[FAILED]\n");
3524             return FALSE;
3525         case WINED3DFMT_YV12:
3526             TRACE_(d3d_caps)("[FAILED]\n");
3527             return FALSE;
3528
3529         case WINED3DFMT_R16G16B16A16_UNORM:
3530             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3531             {
3532                 TRACE_(d3d_caps)("[FAILED]\n");
3533                 return FALSE;
3534             }
3535             TRACE_(d3d_caps)("[OK]\n");
3536             return TRUE;
3537
3538             /* Not supported */
3539         case WINED3DFMT_B2G3R3A8_UNORM:
3540             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3541             return FALSE;
3542
3543             /* Floating point formats */
3544         case WINED3DFMT_R16_FLOAT:
3545         case WINED3DFMT_R16G16_FLOAT:
3546         case WINED3DFMT_R16G16B16A16_FLOAT:
3547             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3548             {
3549                 TRACE_(d3d_caps)("[OK]\n");
3550                 return TRUE;
3551             }
3552             TRACE_(d3d_caps)("[FAILED]\n");
3553             return FALSE;
3554
3555         case WINED3DFMT_R32_FLOAT:
3556         case WINED3DFMT_R32G32_FLOAT:
3557         case WINED3DFMT_R32G32B32A32_FLOAT:
3558             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3559             {
3560                 TRACE_(d3d_caps)("[OK]\n");
3561                 return TRUE;
3562             }
3563             TRACE_(d3d_caps)("[FAILED]\n");
3564             return FALSE;
3565
3566         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3567          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3568          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3569          * We can do instancing with all shader versions, but we need vertex shaders.
3570          *
3571          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3572          * to enable instancing. WineD3D doesn't need that and just ignores it.
3573          *
3574          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3575          */
3576         case WINED3DFMT_INST:
3577             TRACE("ATI Instancing check hack\n");
3578             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3579             {
3580                 TRACE_(d3d_caps)("[OK]\n");
3581                 return TRUE;
3582             }
3583             TRACE_(d3d_caps)("[FAILED]\n");
3584             return FALSE;
3585
3586         /* Some weird FOURCC formats */
3587         case WINED3DFMT_R8G8_B8G8:
3588         case WINED3DFMT_G8R8_G8B8:
3589         case WINED3DFMT_MULTI2_ARGB8:
3590             TRACE_(d3d_caps)("[FAILED]\n");
3591             return FALSE;
3592
3593         /* Vendor specific formats */
3594         case WINED3DFMT_ATI2N:
3595             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3596                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3597             {
3598                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3599                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3600                 {
3601                     TRACE_(d3d_caps)("[OK]\n");
3602                     return TRUE;
3603                 }
3604
3605                 TRACE_(d3d_caps)("[OK]\n");
3606                 return TRUE;
3607             }
3608             TRACE_(d3d_caps)("[FAILED]\n");
3609             return FALSE;
3610
3611         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3612          * format MAKEFOURCC('N','V','D','B') is used.
3613          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3614          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3615          * to test value.
3616          */
3617         case WINED3DFMT_NVDB:
3618             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3619             {
3620                 TRACE_(d3d_caps)("[OK]\n");
3621                 return TRUE;
3622             }
3623             TRACE_(d3d_caps)("[FAILED]\n");
3624             return FALSE;
3625
3626         case WINED3DFMT_NVHU:
3627         case WINED3DFMT_NVHS:
3628             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3629              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3630              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3631              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3632              * Applications have to deal with not having NVHS and NVHU.
3633              */
3634             TRACE_(d3d_caps)("[FAILED]\n");
3635             return FALSE;
3636
3637         case WINED3DFMT_NULL:
3638             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3639                 return TRUE;
3640             return FALSE;
3641
3642         case WINED3DFMT_UNKNOWN:
3643             return FALSE;
3644
3645         default:
3646             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3647             break;
3648     }
3649     return FALSE;
3650 }
3651
3652 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3653         const struct wined3d_format *adapter_format,
3654         const struct wined3d_format *check_format,
3655         WINED3DSURFTYPE SurfaceType)
3656 {
3657     if (SurfaceType == SURFACE_GDI)
3658     {
3659         switch (check_format->id)
3660         {
3661             case WINED3DFMT_B8G8R8_UNORM:
3662             case WINED3DFMT_B8G8R8A8_UNORM:
3663             case WINED3DFMT_B8G8R8X8_UNORM:
3664             case WINED3DFMT_B5G6R5_UNORM:
3665             case WINED3DFMT_B5G5R5X1_UNORM:
3666             case WINED3DFMT_B5G5R5A1_UNORM:
3667             case WINED3DFMT_B4G4R4A4_UNORM:
3668             case WINED3DFMT_B2G3R3_UNORM:
3669             case WINED3DFMT_A8_UNORM:
3670             case WINED3DFMT_B2G3R3A8_UNORM:
3671             case WINED3DFMT_B4G4R4X4_UNORM:
3672             case WINED3DFMT_R10G10B10A2_UNORM:
3673             case WINED3DFMT_R8G8B8A8_UNORM:
3674             case WINED3DFMT_R8G8B8X8_UNORM:
3675             case WINED3DFMT_R16G16_UNORM:
3676             case WINED3DFMT_B10G10R10A2_UNORM:
3677             case WINED3DFMT_R16G16B16A16_UNORM:
3678             case WINED3DFMT_P8_UINT:
3679                 TRACE_(d3d_caps)("[OK]\n");
3680                 return TRUE;
3681             default:
3682                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3683                 return FALSE;
3684         }
3685     }
3686
3687     /* All format that are supported for textures are supported for surfaces as well */
3688     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3689     /* All depth stencil formats are supported on surfaces */
3690     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3691
3692     /* If opengl can't process the format natively, the blitter may be able to convert it */
3693     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3694             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3695             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3696     {
3697         TRACE_(d3d_caps)("[OK]\n");
3698         return TRUE;
3699     }
3700
3701     /* Reject other formats */
3702     TRACE_(d3d_caps)("[FAILED]\n");
3703     return FALSE;
3704 }
3705
3706 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3707         const struct wined3d_format *format)
3708 {
3709     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3710 }
3711
3712 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3713         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3714         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3715 {
3716     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3717     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3718     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3719     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3720     DWORD usage_caps = 0;
3721
3722     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3723             "resource_type %s, check_format %s, surface_type %#x.\n",
3724             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3725             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3726             debug_d3dformat(check_format_id), surface_type);
3727
3728     if (adapter_idx >= wined3d->adapter_count)
3729         return WINED3DERR_INVALIDCALL;
3730
3731     switch (resource_type)
3732     {
3733         case WINED3DRTYPE_CUBETEXTURE:
3734             /* Cubetexture allows:
3735              *      - WINED3DUSAGE_AUTOGENMIPMAP
3736              *      - WINED3DUSAGE_DEPTHSTENCIL
3737              *      - WINED3DUSAGE_DYNAMIC
3738              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3739              *      - WINED3DUSAGE_RENDERTARGET
3740              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3741              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3742              */
3743             if (surface_type != SURFACE_OPENGL)
3744             {
3745                 TRACE_(d3d_caps)("[FAILED]\n");
3746                 return WINED3DERR_NOTAVAILABLE;
3747             }
3748
3749             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3750             {
3751                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3752                 return WINED3DERR_NOTAVAILABLE;
3753             }
3754
3755             if (!CheckTextureCapability(adapter, format))
3756             {
3757                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3758                 return WINED3DERR_NOTAVAILABLE;
3759             }
3760
3761             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3762             {
3763                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3764                     /* When autogenmipmap isn't around continue and return
3765                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3766                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3767                 else
3768                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3769             }
3770
3771             /* Always report dynamic locking. */
3772             if (usage & WINED3DUSAGE_DYNAMIC)
3773                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3774
3775             if (usage & WINED3DUSAGE_RENDERTARGET)
3776             {
3777                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3778                 {
3779                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3780                     return WINED3DERR_NOTAVAILABLE;
3781                 }
3782                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3783             }
3784
3785             /* Always report software processing. */
3786             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3787                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3788
3789             if (usage & WINED3DUSAGE_QUERY_FILTER)
3790             {
3791                 if (!CheckFilterCapability(adapter, format))
3792                 {
3793                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3794                     return WINED3DERR_NOTAVAILABLE;
3795                 }
3796                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3797             }
3798
3799             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3800             {
3801                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3802                 {
3803                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3804                     return WINED3DERR_NOTAVAILABLE;
3805                 }
3806                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3807             }
3808
3809             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3810             {
3811                 if (!CheckSrgbReadCapability(adapter, format))
3812                 {
3813                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3814                     return WINED3DERR_NOTAVAILABLE;
3815                 }
3816                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3817             }
3818
3819             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3820             {
3821                 if (!CheckSrgbWriteCapability(adapter, format))
3822                 {
3823                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3824                     return WINED3DERR_NOTAVAILABLE;
3825                 }
3826                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3827             }
3828
3829             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3830             {
3831                 if (!CheckVertexTextureCapability(adapter, format))
3832                 {
3833                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3834                     return WINED3DERR_NOTAVAILABLE;
3835                 }
3836                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3837             }
3838
3839             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3840             {
3841                 if (!CheckWrapAndMipCapability(adapter, format))
3842                 {
3843                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3844                     return WINED3DERR_NOTAVAILABLE;
3845                 }
3846                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3847             }
3848             break;
3849
3850         case WINED3DRTYPE_SURFACE:
3851             /* Surface allows:
3852              *      - WINED3DUSAGE_DEPTHSTENCIL
3853              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3854              *      - WINED3DUSAGE_RENDERTARGET
3855              */
3856             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3857             {
3858                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3859                 return WINED3DERR_NOTAVAILABLE;
3860             }
3861
3862             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3863             {
3864                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3865                 {
3866                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3867                     return WINED3DERR_NOTAVAILABLE;
3868                 }
3869                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3870             }
3871
3872             if (usage & WINED3DUSAGE_RENDERTARGET)
3873             {
3874                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3875                 {
3876                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3877                     return WINED3DERR_NOTAVAILABLE;
3878                 }
3879                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3880             }
3881
3882             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3883             {
3884                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3885                 {
3886                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3887                     return WINED3DERR_NOTAVAILABLE;
3888                 }
3889                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3890             }
3891             break;
3892
3893         case WINED3DRTYPE_TEXTURE:
3894             /* Texture allows:
3895              *      - WINED3DUSAGE_AUTOGENMIPMAP
3896              *      - WINED3DUSAGE_DEPTHSTENCIL
3897              *      - WINED3DUSAGE_DMAP
3898              *      - WINED3DUSAGE_DYNAMIC
3899              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3900              *      - WINED3DUSAGE_RENDERTARGET
3901              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3902              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3903              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3904              */
3905             if (surface_type != SURFACE_OPENGL)
3906             {
3907                 TRACE_(d3d_caps)("[FAILED]\n");
3908                 return WINED3DERR_NOTAVAILABLE;
3909             }
3910
3911             if (!CheckTextureCapability(adapter, format))
3912             {
3913                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3914                 return WINED3DERR_NOTAVAILABLE;
3915             }
3916
3917             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3918             {
3919                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3920                     /* When autogenmipmap isn't around continue and return
3921                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3922                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3923                 else
3924                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3925             }
3926
3927             /* Always report dynamic locking. */
3928             if (usage & WINED3DUSAGE_DYNAMIC)
3929                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3930
3931             if (usage & WINED3DUSAGE_RENDERTARGET)
3932             {
3933                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3934                 {
3935                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3936                     return WINED3DERR_NOTAVAILABLE;
3937                 }
3938                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3939             }
3940
3941             /* Always report software processing. */
3942             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3943                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3944
3945             if (usage & WINED3DUSAGE_QUERY_FILTER)
3946             {
3947                 if (!CheckFilterCapability(adapter, format))
3948                 {
3949                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3950                     return WINED3DERR_NOTAVAILABLE;
3951                 }
3952                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3953             }
3954
3955             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3956             {
3957                 if (!CheckBumpMapCapability(adapter, format))
3958                 {
3959                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3960                     return WINED3DERR_NOTAVAILABLE;
3961                 }
3962                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3963             }
3964
3965             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3966             {
3967                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3968                 {
3969                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3970                     return WINED3DERR_NOTAVAILABLE;
3971                 }
3972                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3973             }
3974
3975             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3976             {
3977                 if (!CheckSrgbReadCapability(adapter, format))
3978                 {
3979                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3980                     return WINED3DERR_NOTAVAILABLE;
3981                 }
3982                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3983             }
3984
3985             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3986             {
3987                 if (!CheckSrgbWriteCapability(adapter, format))
3988                 {
3989                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3990                     return WINED3DERR_NOTAVAILABLE;
3991                 }
3992                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3993             }
3994
3995             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3996             {
3997                 if (!CheckVertexTextureCapability(adapter, format))
3998                 {
3999                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4000                     return WINED3DERR_NOTAVAILABLE;
4001                 }
4002                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4003             }
4004
4005             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4006             {
4007                 if (!CheckWrapAndMipCapability(adapter, format))
4008                 {
4009                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4010                     return WINED3DERR_NOTAVAILABLE;
4011                 }
4012                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4013             }
4014
4015             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4016             {
4017                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4018                 {
4019                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4020                     return WINED3DERR_NOTAVAILABLE;
4021                 }
4022                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4023                 {
4024                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4025                     return WINED3DERR_NOTAVAILABLE;
4026                 }
4027                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4028             }
4029             break;
4030
4031         case WINED3DRTYPE_VOLUMETEXTURE:
4032         case WINED3DRTYPE_VOLUME:
4033             /* Volume is to VolumeTexture what Surface is to Texture, but its
4034              * usage caps are not documented. Most driver seem to offer
4035              * (nearly) the same on Volume and VolumeTexture, so do that too.
4036              *
4037              * Volumetexture allows:
4038              *      - D3DUSAGE_DYNAMIC
4039              *      - D3DUSAGE_NONSECURE (d3d9ex)
4040              *      - D3DUSAGE_SOFTWAREPROCESSING
4041              *      - D3DUSAGE_QUERY_WRAPANDMIP
4042              */
4043             if (surface_type != SURFACE_OPENGL)
4044             {
4045                 TRACE_(d3d_caps)("[FAILED]\n");
4046                 return WINED3DERR_NOTAVAILABLE;
4047             }
4048
4049             if (!gl_info->supported[EXT_TEXTURE3D])
4050             {
4051                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4052                 return WINED3DERR_NOTAVAILABLE;
4053             }
4054
4055             if (!CheckTextureCapability(adapter, format))
4056             {
4057                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4058                 return WINED3DERR_NOTAVAILABLE;
4059             }
4060
4061             /* Filter formats that need conversion; For one part, this
4062              * conversion is unimplemented, and volume textures are huge, so
4063              * it would be a big performance hit. Unless we hit an application
4064              * needing one of those formats, don't advertize them to avoid
4065              * leading applications into temptation. The windows drivers don't
4066              * support most of those formats on volumes anyway, except for
4067              * WINED3DFMT_R32_FLOAT. */
4068             switch (check_format_id)
4069             {
4070                 case WINED3DFMT_P8_UINT:
4071                 case WINED3DFMT_L4A4_UNORM:
4072                 case WINED3DFMT_R32_FLOAT:
4073                 case WINED3DFMT_R16_FLOAT:
4074                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4075                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4076                 case WINED3DFMT_R16G16_UNORM:
4077                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4078                     return WINED3DERR_NOTAVAILABLE;
4079
4080                 case WINED3DFMT_R8G8B8A8_SNORM:
4081                 case WINED3DFMT_R16G16_SNORM:
4082                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4083                     {
4084                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4085                         return WINED3DERR_NOTAVAILABLE;
4086                     }
4087                     break;
4088
4089                 case WINED3DFMT_R8G8_SNORM:
4090                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4091                     {
4092                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4093                         return WINED3DERR_NOTAVAILABLE;
4094                     }
4095                     break;
4096
4097                 case WINED3DFMT_DXT1:
4098                 case WINED3DFMT_DXT2:
4099                 case WINED3DFMT_DXT3:
4100                 case WINED3DFMT_DXT4:
4101                 case WINED3DFMT_DXT5:
4102                     /* The GL_EXT_texture_compression_s3tc spec requires that
4103                      * loading an s3tc compressed texture results in an error.
4104                      * While the D3D refrast does support s3tc volumes, at
4105                      * least the nvidia windows driver does not, so we're free
4106                      * not to support this format. */
4107                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4108                     return WINED3DERR_NOTAVAILABLE;
4109
4110                 default:
4111                     /* Do nothing, continue with checking the format below */
4112                     break;
4113             }
4114
4115             /* Always report dynamic locking. */
4116             if (usage & WINED3DUSAGE_DYNAMIC)
4117                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4118
4119             /* Always report software processing. */
4120             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4121                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4122
4123             if (usage & WINED3DUSAGE_QUERY_FILTER)
4124             {
4125                 if (!CheckFilterCapability(adapter, format))
4126                 {
4127                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4128                     return WINED3DERR_NOTAVAILABLE;
4129                 }
4130                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4131             }
4132
4133             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4134             {
4135                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4136                 {
4137                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4138                     return WINED3DERR_NOTAVAILABLE;
4139                 }
4140                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4141             }
4142
4143             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4144             {
4145                 if (!CheckSrgbReadCapability(adapter, format))
4146                 {
4147                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4148                     return WINED3DERR_NOTAVAILABLE;
4149                 }
4150                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4151             }
4152
4153             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4154             {
4155                 if (!CheckSrgbWriteCapability(adapter, format))
4156                 {
4157                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4158                     return WINED3DERR_NOTAVAILABLE;
4159                 }
4160                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4161             }
4162
4163             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4164             {
4165                 if (!CheckVertexTextureCapability(adapter, format))
4166                 {
4167                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4168                     return WINED3DERR_NOTAVAILABLE;
4169                 }
4170                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4171             }
4172
4173             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4174             {
4175                 if (!CheckWrapAndMipCapability(adapter, format))
4176                 {
4177                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4178                     return WINED3DERR_NOTAVAILABLE;
4179                 }
4180                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4181             }
4182             break;
4183
4184         default:
4185             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4186             return WINED3DERR_NOTAVAILABLE;
4187     }
4188
4189     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4190      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4191      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4192     if (usage_caps == usage)
4193         return WINED3D_OK;
4194     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4195         return WINED3DOK_NOAUTOGEN;
4196
4197     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4198             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4199
4200     return WINED3DERR_NOTAVAILABLE;
4201 }
4202
4203 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4204         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4205 {
4206     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4207             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4208             debug_d3dformat(dst_format));
4209
4210     return WINED3D_OK;
4211 }
4212
4213 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4214         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4215 {
4216     UINT mode_count;
4217     HRESULT hr;
4218
4219     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4220             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4221             debug_d3dformat(backbuffer_format), windowed);
4222
4223     if (adapter_idx >= wined3d->adapter_count)
4224         return WINED3DERR_INVALIDCALL;
4225
4226     /* The task of this function is to check whether a certain display / backbuffer format
4227      * combination is available on the given adapter. In fullscreen mode microsoft specified
4228      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4229      * and display format should match exactly.
4230      * In windowed mode format conversion can occur and this depends on the driver. When format
4231      * conversion is done, this function should nevertheless fail and applications need to use
4232      * CheckDeviceFormatConversion.
4233      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4234
4235     /* There are only 4 display formats. */
4236     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4237             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4238             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4239             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4240     {
4241         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4242         return WINED3DERR_NOTAVAILABLE;
4243     }
4244
4245     /* If the requested display format is not available, don't continue. */
4246     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4247     if (!mode_count)
4248     {
4249         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4250         return WINED3DERR_NOTAVAILABLE;
4251     }
4252
4253     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4254      * it means 'reuse' the display format for the backbuffer. */
4255     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4256     {
4257         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4258         return WINED3DERR_NOTAVAILABLE;
4259     }
4260
4261     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4262      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4263     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4264     {
4265         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4266                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4267         return WINED3DERR_NOTAVAILABLE;
4268     }
4269
4270     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4271      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4272      * WINED3DFMT_B5G5R5A1_UNORM. */
4273     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4274             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4275     {
4276         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4277                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4278         return WINED3DERR_NOTAVAILABLE;
4279     }
4280
4281     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4282      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4283      * WINED3DFMT_B8G8R8A8_UNORM. */
4284     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4285             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4286     {
4287         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4288                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4289         return WINED3DERR_NOTAVAILABLE;
4290     }
4291
4292     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4293      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4294     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4295             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4296     {
4297         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4298                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4299         return WINED3DERR_NOTAVAILABLE;
4300     }
4301
4302     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4303     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4304             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4305     if (FAILED(hr))
4306         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4307                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4308
4309     return hr;
4310 }
4311
4312 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4313       subset of a D3DCAPS9 structure. However, it has to come via a void *
4314       as the d3d8 interface cannot import the d3d9 header                  */
4315 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4316         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4317 {
4318     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4319     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4320     int vs_selected_mode;
4321     int ps_selected_mode;
4322     struct shader_caps shader_caps;
4323     struct fragment_caps fragment_caps;
4324     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4325
4326     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4327             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4328
4329     if (adapter_idx >= wined3d->adapter_count)
4330         return WINED3DERR_INVALIDCALL;
4331
4332     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4333
4334     /* ------------------------------------------------
4335        The following fields apply to both d3d8 and d3d9
4336        ------------------------------------------------ */
4337     /* Not quite true, but use h/w supported by opengl I suppose */
4338     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4339     caps->AdapterOrdinal           = adapter_idx;
4340
4341     caps->Caps                     = 0;
4342     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4343                                      WINED3DCAPS2_FULLSCREENGAMMA |
4344                                      WINED3DCAPS2_DYNAMICTEXTURES;
4345     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4346         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4347
4348     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4349                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4350                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4351
4352     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4353                                      WINED3DPRESENT_INTERVAL_ONE;
4354
4355     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4356                                      WINED3DCURSORCAPS_LOWRES;
4357
4358     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4359                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4360                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4361                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4362                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4363                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4364                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4365                                      WINED3DDEVCAPS_PUREDEVICE          |
4366                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4367                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4368                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4369                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4370                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4371                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4372                                      WINED3DDEVCAPS_RTPATCHES;
4373
4374     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4375                                      WINED3DPMISCCAPS_CULLCCW               |
4376                                      WINED3DPMISCCAPS_CULLCW                |
4377                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4378                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4379                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4380                                      WINED3DPMISCCAPS_MASKZ                 |
4381                                      WINED3DPMISCCAPS_BLENDOP               |
4382                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4383                                     /* TODO:
4384                                         WINED3DPMISCCAPS_NULLREFERENCE
4385                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4386                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4387                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4388
4389     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4390         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4391     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4392         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4393
4394     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4395                                      WINED3DPRASTERCAPS_PAT       |
4396                                      WINED3DPRASTERCAPS_WFOG      |
4397                                      WINED3DPRASTERCAPS_ZFOG      |
4398                                      WINED3DPRASTERCAPS_FOGVERTEX |
4399                                      WINED3DPRASTERCAPS_FOGTABLE  |
4400                                      WINED3DPRASTERCAPS_STIPPLE   |
4401                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4402                                      WINED3DPRASTERCAPS_ZTEST     |
4403                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4404                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4405                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4406
4407     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4408     {
4409         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4410                              WINED3DPRASTERCAPS_ZBIAS         |
4411                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4412     }
4413     if (gl_info->supported[NV_FOG_DISTANCE])
4414     {
4415         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4416     }
4417                         /* FIXME Add:
4418                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4419                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4420                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4421                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4422                            WINED3DPRASTERCAPS_WBUFFER */
4423
4424     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4425                       WINED3DPCMPCAPS_EQUAL        |
4426                       WINED3DPCMPCAPS_GREATER      |
4427                       WINED3DPCMPCAPS_GREATEREQUAL |
4428                       WINED3DPCMPCAPS_LESS         |
4429                       WINED3DPCMPCAPS_LESSEQUAL    |
4430                       WINED3DPCMPCAPS_NEVER        |
4431                       WINED3DPCMPCAPS_NOTEQUAL;
4432
4433     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4434                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4435                            WINED3DPBLENDCAPS_DESTALPHA       |
4436                            WINED3DPBLENDCAPS_DESTCOLOR       |
4437                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4438                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4439                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4440                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4441                            WINED3DPBLENDCAPS_ONE             |
4442                            WINED3DPBLENDCAPS_SRCALPHA        |
4443                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4444                            WINED3DPBLENDCAPS_SRCCOLOR        |
4445                            WINED3DPBLENDCAPS_ZERO;
4446
4447     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4448                            WINED3DPBLENDCAPS_DESTCOLOR       |
4449                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4450                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4451                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4452                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4453                            WINED3DPBLENDCAPS_ONE             |
4454                            WINED3DPBLENDCAPS_SRCALPHA        |
4455                            WINED3DPBLENDCAPS_SRCCOLOR        |
4456                            WINED3DPBLENDCAPS_ZERO;
4457     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4458      * according to the glBlendFunc manpage
4459      *
4460      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4461      * legacy settings for srcblend only
4462      */
4463
4464     if (gl_info->supported[EXT_BLEND_COLOR])
4465     {
4466         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4467         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4468     }
4469
4470
4471     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4472                           WINED3DPCMPCAPS_EQUAL        |
4473                           WINED3DPCMPCAPS_GREATER      |
4474                           WINED3DPCMPCAPS_GREATEREQUAL |
4475                           WINED3DPCMPCAPS_LESS         |
4476                           WINED3DPCMPCAPS_LESSEQUAL    |
4477                           WINED3DPCMPCAPS_NEVER        |
4478                           WINED3DPCMPCAPS_NOTEQUAL;
4479
4480     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4481                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4482                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4483                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4484                            WINED3DPSHADECAPS_COLORFLATRGB       |
4485                            WINED3DPSHADECAPS_FOGFLAT            |
4486                            WINED3DPSHADECAPS_FOGGOURAUD         |
4487                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4488
4489     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4490                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4491                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4492                           WINED3DPTEXTURECAPS_BORDER             |
4493                           WINED3DPTEXTURECAPS_MIPMAP             |
4494                           WINED3DPTEXTURECAPS_PROJECTED          |
4495                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4496
4497     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4498     {
4499         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4500                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4501     }
4502
4503     if (gl_info->supported[EXT_TEXTURE3D])
4504     {
4505         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4506                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4507         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4508         {
4509             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4510         }
4511     }
4512
4513     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4514     {
4515         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4516                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4517         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4518         {
4519             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4520         }
4521     }
4522
4523     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4524                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4525                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4526                                WINED3DPTFILTERCAPS_MINFPOINT        |
4527                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4528                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4529                                WINED3DPTFILTERCAPS_LINEAR           |
4530                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4531                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4532                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4533                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4534                                WINED3DPTFILTERCAPS_NEAREST;
4535
4536     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4537     {
4538         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4539                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4540     }
4541
4542     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4543     {
4544         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4545                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4546                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4547                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4548                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4549                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4550                                        WINED3DPTFILTERCAPS_LINEAR           |
4551                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4552                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4553                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4554                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4555                                        WINED3DPTFILTERCAPS_NEAREST;
4556
4557         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4558         {
4559             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4560                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4561         }
4562     }
4563     else
4564     {
4565         caps->CubeTextureFilterCaps = 0;
4566     }
4567
4568     if (gl_info->supported[EXT_TEXTURE3D])
4569     {
4570         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4571                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4572                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4573                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4574                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4575                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4576                                          WINED3DPTFILTERCAPS_LINEAR           |
4577                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4578                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4579                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4580                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4581                                          WINED3DPTFILTERCAPS_NEAREST;
4582     }
4583     else
4584     {
4585         caps->VolumeTextureFilterCaps = 0;
4586     }
4587
4588     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4589                                  WINED3DPTADDRESSCAPS_CLAMP  |
4590                                  WINED3DPTADDRESSCAPS_WRAP;
4591
4592     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4593     {
4594         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4595     }
4596     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4597     {
4598         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4599     }
4600     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4601     {
4602         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4603     }
4604
4605     if (gl_info->supported[EXT_TEXTURE3D])
4606     {
4607         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4608                                            WINED3DPTADDRESSCAPS_CLAMP  |
4609                                            WINED3DPTADDRESSCAPS_WRAP;
4610         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4611         {
4612             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4613         }
4614         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4615         {
4616             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4617         }
4618         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4619         {
4620             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4621         }
4622     }
4623     else
4624     {
4625         caps->VolumeTextureAddressCaps = 0;
4626     }
4627
4628     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4629                       WINED3DLINECAPS_ZTEST         |
4630                       WINED3DLINECAPS_BLEND         |
4631                       WINED3DLINECAPS_ALPHACMP      |
4632                       WINED3DLINECAPS_FOG;
4633     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4634      * idea how generating the smoothing alpha values works; the result is different
4635      */
4636
4637     caps->MaxTextureWidth = gl_info->limits.texture_size;
4638     caps->MaxTextureHeight = gl_info->limits.texture_size;
4639
4640     if (gl_info->supported[EXT_TEXTURE3D])
4641         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4642     else
4643         caps->MaxVolumeExtent = 0;
4644
4645     caps->MaxTextureRepeat = 32768;
4646     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4647     caps->MaxVertexW = 1.0f;
4648
4649     caps->GuardBandLeft = 0.0f;
4650     caps->GuardBandTop = 0.0f;
4651     caps->GuardBandRight = 0.0f;
4652     caps->GuardBandBottom = 0.0f;
4653
4654     caps->ExtentsAdjust = 0.0f;
4655
4656     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4657                           WINED3DSTENCILCAPS_INCRSAT |
4658                           WINED3DSTENCILCAPS_INVERT  |
4659                           WINED3DSTENCILCAPS_KEEP    |
4660                           WINED3DSTENCILCAPS_REPLACE |
4661                           WINED3DSTENCILCAPS_ZERO;
4662     if (gl_info->supported[EXT_STENCIL_WRAP])
4663     {
4664         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4665                               WINED3DSTENCILCAPS_INCR;
4666     }
4667     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4668     {
4669         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4670     }
4671
4672     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4673
4674     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4675     caps->MaxActiveLights = gl_info->limits.lights;
4676
4677     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4678     caps->MaxVertexBlendMatrixIndex   = 0;
4679
4680     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4681     caps->MaxPointSize = gl_info->limits.pointsize_max;
4682
4683
4684     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4685     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4686                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4687                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4688                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4689                                   WINED3DVTXPCAPS_VERTEXFOG         |
4690                                   WINED3DVTXPCAPS_TEXGEN;
4691
4692     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4693     caps->MaxVertexIndex      = 0xFFFFF;
4694     caps->MaxStreams          = MAX_STREAMS;
4695     caps->MaxStreamStride     = 1024;
4696
4697     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4698     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4699                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4700     caps->MaxNpatchTessellationLevel        = 0;
4701     caps->MasterAdapterOrdinal              = 0;
4702     caps->AdapterOrdinalInGroup             = 0;
4703     caps->NumberOfAdaptersInGroup           = 1;
4704
4705     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4706
4707     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4708                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4709                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4710                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4711     caps->VertexTextureFilterCaps             = 0;
4712
4713     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4714     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4715
4716     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4717     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4718
4719     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4720      * Ignore shader model capabilities if disabled in config
4721      */
4722     if (vs_selected_mode == SHADER_NONE)
4723     {
4724         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4725         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4726         caps->MaxVertexShaderConst         = 0;
4727     }
4728     else
4729     {
4730         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4731         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4732     }
4733
4734     if (ps_selected_mode == SHADER_NONE)
4735     {
4736         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4737         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4738         caps->PixelShader1xMaxValue        = 0.0f;
4739     } else {
4740         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4741         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4742     }
4743
4744     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4745     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4746     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4747
4748     /* The following caps are shader specific, but they are things we cannot detect, or which
4749      * are the same among all shader models. So to avoid code duplication set the shader version
4750      * specific, but otherwise constant caps here
4751      */
4752     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4753     {
4754         /* Where possible set the caps based on OpenGL extensions and if they
4755          * aren't set (in case of software rendering) use the VS 3.0 from
4756          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4757          * VS3.0 value. */
4758         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4759         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4760         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4761         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4762         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4763         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4764
4765         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4766         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4767     }
4768     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4769     {
4770         caps->VS20Caps.Caps                     = 0;
4771         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4772         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4773         caps->VS20Caps.StaticFlowControlDepth   = 1;
4774
4775         caps->MaxVShaderInstructionsExecuted    = 65535;
4776         caps->MaxVertexShader30InstructionSlots = 0;
4777     }
4778     else
4779     { /* VS 1.x */
4780         caps->VS20Caps.Caps                     = 0;
4781         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4782         caps->VS20Caps.NumTemps                 = 0;
4783         caps->VS20Caps.StaticFlowControlDepth   = 0;
4784
4785         caps->MaxVShaderInstructionsExecuted    = 0;
4786         caps->MaxVertexShader30InstructionSlots = 0;
4787     }
4788
4789     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4790     {
4791         /* Where possible set the caps based on OpenGL extensions and if they
4792          * aren't set (in case of software rendering) use the PS 3.0 from
4793          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4794          * PS 3.0 value. */
4795
4796         /* Caps is more or less undocumented on MSDN but it appears to be
4797          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4798          * cards from Windows */
4799         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4800                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4801                 WINED3DPS20CAPS_PREDICATION          |
4802                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4803                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4804         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4805         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4806         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4807         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4808         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4809         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4810         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4811
4812         caps->MaxPShaderInstructionsExecuted = 65535;
4813         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4814                 adapter->gl_info.limits.arb_ps_instructions);
4815     }
4816     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4817     {
4818         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4819         caps->PS20Caps.Caps                     = 0;
4820         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4821         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4822         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4823         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4824         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4825
4826         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4827         caps->MaxPixelShader30InstructionSlots  = 0;
4828     }
4829     else /* PS 1.x */
4830     {
4831         caps->PS20Caps.Caps                     = 0;
4832         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4833         caps->PS20Caps.NumTemps                 = 0;
4834         caps->PS20Caps.StaticFlowControlDepth   = 0;
4835         caps->PS20Caps.NumInstructionSlots      = 0;
4836
4837         caps->MaxPShaderInstructionsExecuted    = 0;
4838         caps->MaxPixelShader30InstructionSlots  = 0;
4839     }
4840
4841     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4842     {
4843         /* OpenGL supports all the formats below, perhaps not always
4844          * without conversion, but it supports them.
4845          * Further GLSL doesn't seem to have an official unsigned type so
4846          * don't advertise it yet as I'm not sure how we handle it.
4847          * We might need to add some clamping in the shader engine to
4848          * support it.
4849          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4850         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4851                           WINED3DDTCAPS_UBYTE4N   |
4852                           WINED3DDTCAPS_SHORT2N   |
4853                           WINED3DDTCAPS_SHORT4N;
4854         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4855         {
4856             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4857                                WINED3DDTCAPS_FLOAT16_4;
4858         }
4859     }
4860     else
4861     {
4862         caps->DeclTypes = 0;
4863     }
4864
4865     /* Set DirectDraw helper Caps */
4866     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4867                                         WINEDDCKEYCAPS_SRCBLT;
4868     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4869                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4870                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4871                                         WINEDDFXCAPS_BLTROTATION90          |
4872                                         WINEDDFXCAPS_BLTSHRINKX             |
4873                                         WINEDDFXCAPS_BLTSHRINKXN            |
4874                                         WINEDDFXCAPS_BLTSHRINKY             |
4875                                         WINEDDFXCAPS_BLTSHRINKXN            |
4876                                         WINEDDFXCAPS_BLTSTRETCHX            |
4877                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4878                                         WINEDDFXCAPS_BLTSTRETCHY            |
4879                                         WINEDDFXCAPS_BLTSTRETCHYN;
4880     blit_caps =                         WINEDDCAPS_BLT                      |
4881                                         WINEDDCAPS_BLTCOLORFILL             |
4882                                         WINEDDCAPS_BLTDEPTHFILL             |
4883                                         WINEDDCAPS_BLTSTRETCH               |
4884                                         WINEDDCAPS_CANBLTSYSMEM             |
4885                                         WINEDDCAPS_CANCLIP                  |
4886                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4887                                         WINEDDCAPS_COLORKEY                 |
4888                                         WINEDDCAPS_COLORKEYHWASSIST         |
4889                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4890     pal_caps =                          WINEDDPCAPS_8BIT                    |
4891                                         WINEDDPCAPS_PRIMARYSURFACE;
4892
4893     /* Fill the ddraw caps structure */
4894     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4895                                         WINEDDCAPS_PALETTE                  |
4896                                         blit_caps;
4897     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4898                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4899                                         WINEDDCAPS2_PRIMARYGAMMA             |
4900                                         WINEDDCAPS2_WIDESURFACES             |
4901                                         WINEDDCAPS2_CANRENDERWINDOWED;
4902     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4903     caps->DirectDrawCaps.FXCaps =       fx_caps;
4904     caps->DirectDrawCaps.PalCaps =      pal_caps;
4905     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4906     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4907     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4908     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4909     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4910     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4911     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4912     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4913     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4914
4915     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4916                                         WINEDDSCAPS_BACKBUFFER              |
4917                                         WINEDDSCAPS_FLIP                    |
4918                                         WINEDDSCAPS_FRONTBUFFER             |
4919                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4920                                         WINEDDSCAPS_PALETTE                 |
4921                                         WINEDDSCAPS_PRIMARYSURFACE          |
4922                                         WINEDDSCAPS_SYSTEMMEMORY            |
4923                                         WINEDDSCAPS_VIDEOMEMORY             |
4924                                         WINEDDSCAPS_VISIBLE;
4925     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4926
4927     /* Set D3D caps if OpenGL is available. */
4928     if (adapter->opengl)
4929     {
4930         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4931                                         WINEDDSCAPS_MIPMAP                  |
4932                                         WINEDDSCAPS_TEXTURE                 |
4933                                         WINEDDSCAPS_ZBUFFER;
4934         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4935     }
4936
4937     return WINED3D_OK;
4938 }
4939
4940 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4941         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4942         struct wined3d_device **device)
4943 {
4944     struct wined3d_device *object;
4945     HRESULT hr;
4946
4947     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4948             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4949
4950     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4951      * number and create a device without a 3D adapter for 2D only operation. */
4952     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4953         return WINED3DERR_INVALIDCALL;
4954
4955     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4956     if (!object)
4957     {
4958         ERR("Failed to allocate device memory.\n");
4959         return E_OUTOFMEMORY;
4960     }
4961
4962     hr = device_init(object, wined3d, adapter_idx, device_type,
4963             focus_window, flags, surface_alignment, device_parent);
4964     if (FAILED(hr))
4965     {
4966         WARN("Failed to initialize device, hr %#x.\n", hr);
4967         HeapFree(GetProcessHeap(), 0, object);
4968         return hr;
4969     }
4970
4971     TRACE("Created device %p.\n", object);
4972     *device = object;
4973
4974     device_parent->ops->wined3d_device_created(device_parent, *device);
4975
4976     return WINED3D_OK;
4977 }
4978
4979 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4980 {
4981     TRACE("wined3d %p.\n", wined3d);
4982
4983     return wined3d->parent;
4984 }
4985
4986 static void WINE_GLAPI invalid_func(const void *data)
4987 {
4988     ERR("Invalid vertex attribute function called\n");
4989     DebugBreak();
4990 }
4991
4992 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4993 {
4994     ERR("Invalid texcoord function called\n");
4995     DebugBreak();
4996 }
4997
4998 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4999  * the extension detection and are used in drawStridedSlow
5000  */
5001 static void WINE_GLAPI position_d3dcolor(const void *data)
5002 {
5003     DWORD pos = *((const DWORD *)data);
5004
5005     FIXME("Add a test for fixed function position from d3dcolor type\n");
5006     glVertex4s(D3DCOLOR_B_R(pos),
5007                D3DCOLOR_B_G(pos),
5008                D3DCOLOR_B_B(pos),
5009                D3DCOLOR_B_A(pos));
5010 }
5011
5012 static void WINE_GLAPI position_float4(const void *data)
5013 {
5014     const GLfloat *pos = data;
5015
5016     if (pos[3] != 0.0f && pos[3] != 1.0f)
5017     {
5018         float w = 1.0f / pos[3];
5019
5020         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5021     }
5022     else
5023     {
5024         glVertex3fv(pos);
5025     }
5026 }
5027
5028 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5029 {
5030     DWORD diffuseColor = *((const DWORD *)data);
5031
5032     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5033                D3DCOLOR_B_G(diffuseColor),
5034                D3DCOLOR_B_B(diffuseColor),
5035                D3DCOLOR_B_A(diffuseColor));
5036 }
5037
5038 static void WINE_GLAPI specular_d3dcolor(const void *data)
5039 {
5040     DWORD specularColor = *((const DWORD *)data);
5041     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5042             D3DCOLOR_B_G(specularColor),
5043             D3DCOLOR_B_B(specularColor)};
5044
5045     specular_func_3ubv(d);
5046 }
5047
5048 static void WINE_GLAPI warn_no_specular_func(const void *data)
5049 {
5050     WARN("GL_EXT_secondary_color not supported\n");
5051 }
5052
5053 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5054 {
5055     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5056     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5057     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5058     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5059     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5060     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5061     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5062     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5063     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5064     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5065     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5066     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5067     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5068     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5069     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5070     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5071     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5072
5073     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5074     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5075     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5076     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5077     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5078     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5079     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5080     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5081     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5082     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5083     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5084     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5085     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5086     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5087     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5088     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5089     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5090
5091     /* No 4 component entry points here */
5092     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5093     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5094     if (gl_info->supported[EXT_SECONDARY_COLOR])
5095     {
5096         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5097     }
5098     else
5099     {
5100         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5101     }
5102     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5103     if (gl_info->supported[EXT_SECONDARY_COLOR])
5104     {
5105         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5106         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5107     }
5108     else
5109     {
5110         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5111     }
5112     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5113     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5114     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5115     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5116     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5117     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5118     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5119     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5120     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5121     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5122     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5123     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5124
5125     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5126      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5127      */
5128     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5129     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5130     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5131     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5132     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5133     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5134     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5135     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5136     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5137     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5138     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5139     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5140     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5141     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5142     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5143     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5144     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5145
5146     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5147     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5148     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5149     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5150     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5151     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5152     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5153     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5154     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5155     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5156     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5157     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5158     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5159     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5160     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5161     if (gl_info->supported[NV_HALF_FLOAT])
5162     {
5163         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5164         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5165         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5166     } else {
5167         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5168         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5169     }
5170 }
5171
5172 /* Do not call while under the GL lock. */
5173 static BOOL InitAdapters(struct wined3d *wined3d)
5174 {
5175     static HMODULE mod_gl;
5176     BOOL ret;
5177     int ps_selected_mode, vs_selected_mode;
5178
5179     /* No need to hold any lock. The calling library makes sure only one thread calls
5180      * wined3d simultaneously
5181      */
5182
5183     TRACE("Initializing adapters\n");
5184
5185     if(!mod_gl) {
5186 #ifdef USE_WIN32_OPENGL
5187 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5188         mod_gl = LoadLibraryA("opengl32.dll");
5189         if(!mod_gl) {
5190             ERR("Can't load opengl32.dll!\n");
5191             goto nogl_adapter;
5192         }
5193 #else
5194 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5195         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5196         mod_gl = GetModuleHandleA("gdi32.dll");
5197 #endif
5198     }
5199
5200 /* Load WGL core functions from opengl32.dll */
5201 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5202     WGL_FUNCS_GEN;
5203 #undef USE_WGL_FUNC
5204
5205     if(!pwglGetProcAddress) {
5206         ERR("Unable to load wglGetProcAddress!\n");
5207         goto nogl_adapter;
5208     }
5209
5210 /* Dynamically load all GL core functions */
5211     GL_FUNCS_GEN;
5212 #undef USE_GL_FUNC
5213
5214     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5215      * otherwise because we have to use winex11.drv's override
5216      */
5217 #ifdef USE_WIN32_OPENGL
5218     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5219     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5220 #else
5221     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5222     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5223 #endif
5224
5225     glEnableWINE = glEnable;
5226     glDisableWINE = glDisable;
5227
5228     /* For now only one default adapter */
5229     {
5230         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5231         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5232         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5233         struct wined3d_pixel_format *cfgs;
5234         int iPixelFormat;
5235         int res;
5236         int i;
5237         DISPLAY_DEVICEW DisplayDevice;
5238         HDC hdc;
5239
5240         TRACE("Initializing default adapter\n");
5241         adapter->ordinal = 0;
5242         adapter->monitorPoint.x = -1;
5243         adapter->monitorPoint.y = -1;
5244
5245         if (!AllocateLocallyUniqueId(&adapter->luid))
5246         {
5247             DWORD err = GetLastError();
5248             ERR("Failed to set adapter LUID (%#x).\n", err);
5249             goto nogl_adapter;
5250         }
5251         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5252                 adapter->luid.HighPart, adapter->luid.LowPart);
5253
5254         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5255         {
5256             ERR("Failed to get a gl context for default adapter\n");
5257             goto nogl_adapter;
5258         }
5259
5260         ret = wined3d_adapter_init_gl_caps(adapter);
5261         if(!ret) {
5262             ERR("Failed to initialize gl caps for default adapter\n");
5263             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5264             goto nogl_adapter;
5265         }
5266         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5267         if(!ret) {
5268             ERR("Failed to init gl formats\n");
5269             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5270             goto nogl_adapter;
5271         }
5272
5273         hdc = fake_gl_ctx.dc;
5274
5275         adapter->TextureRam = adapter->driver_info.vidmem;
5276         adapter->UsedTextureRam = 0;
5277         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5278
5279         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5280         DisplayDevice.cb = sizeof(DisplayDevice);
5281         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5282         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5283         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5284
5285         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5286         {
5287             int attribute;
5288             int attribs[11];
5289             int values[11];
5290             int nAttribs = 0;
5291
5292             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5293             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5294
5295             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5296             cfgs = adapter->cfgs;
5297             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5298             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5299             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5300             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5301             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5302             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5303             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5304             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5305             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5306             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5307             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5308
5309             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5310             {
5311                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5312
5313                 if(!res)
5314                     continue;
5315
5316                 /* Cache the pixel format */
5317                 cfgs->iPixelFormat = iPixelFormat;
5318                 cfgs->redSize = values[0];
5319                 cfgs->greenSize = values[1];
5320                 cfgs->blueSize = values[2];
5321                 cfgs->alphaSize = values[3];
5322                 cfgs->colorSize = values[4];
5323                 cfgs->depthSize = values[5];
5324                 cfgs->stencilSize = values[6];
5325                 cfgs->windowDrawable = values[7];
5326                 cfgs->iPixelType = values[8];
5327                 cfgs->doubleBuffer = values[9];
5328                 cfgs->auxBuffers = values[10];
5329
5330                 cfgs->numSamples = 0;
5331                 /* Check multisample support */
5332                 if (gl_info->supported[ARB_MULTISAMPLE])
5333                 {
5334                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5335                     int value[2];
5336                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5337                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5338                         * value[1] = number of multi sample buffers*/
5339                         if(value[0])
5340                             cfgs->numSamples = value[1];
5341                     }
5342                 }
5343
5344                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5345                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5346                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5347                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5348                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5349                 cfgs++;
5350             }
5351         }
5352         else
5353         {
5354             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5355             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5356             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5357
5358             cfgs = adapter->cfgs;
5359             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5360             {
5361                 PIXELFORMATDESCRIPTOR ppfd;
5362
5363                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5364                 if(!res)
5365                     continue;
5366
5367                 /* We only want HW acceleration using an OpenGL ICD driver.
5368                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5369                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5370                  */
5371                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5372                 {
5373                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5374                     continue;
5375                 }
5376
5377                 cfgs->iPixelFormat = iPixelFormat;
5378                 cfgs->redSize = ppfd.cRedBits;
5379                 cfgs->greenSize = ppfd.cGreenBits;
5380                 cfgs->blueSize = ppfd.cBlueBits;
5381                 cfgs->alphaSize = ppfd.cAlphaBits;
5382                 cfgs->colorSize = ppfd.cColorBits;
5383                 cfgs->depthSize = ppfd.cDepthBits;
5384                 cfgs->stencilSize = ppfd.cStencilBits;
5385                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5386                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5387                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5388                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5389                 cfgs->numSamples = 0;
5390
5391                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5392                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5393                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5394                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5395                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5396                 cfgs++;
5397                 adapter->nCfgs++;
5398             }
5399
5400             /* 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 */
5401             if(!adapter->nCfgs)
5402             {
5403                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5404
5405                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5406                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5407                 goto nogl_adapter;
5408             }
5409         }
5410
5411         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5412          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5413          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5414          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5415          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5416          * driver is allowed to consume more bits EXCEPT for stencil bits.
5417          *
5418          * Mark an adapter with this broken stencil behavior.
5419          */
5420         adapter->brokenStencil = TRUE;
5421         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5422         {
5423             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5424             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5425                 adapter->brokenStencil = FALSE;
5426                 break;
5427             }
5428         }
5429
5430         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5431
5432         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5433         fillGLAttribFuncs(&adapter->gl_info);
5434         adapter->opengl = TRUE;
5435     }
5436     wined3d->adapter_count = 1;
5437     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5438
5439     return TRUE;
5440
5441 nogl_adapter:
5442     /* Initialize an adapter for ddraw-only memory counting */
5443     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5444     wined3d->adapters[0].ordinal = 0;
5445     wined3d->adapters[0].opengl = FALSE;
5446     wined3d->adapters[0].monitorPoint.x = -1;
5447     wined3d->adapters[0].monitorPoint.y = -1;
5448
5449     wined3d->adapters[0].driver_info.name = "Display";
5450     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5451     if (wined3d_settings.emulated_textureram)
5452         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5453     else
5454         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5455
5456     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5457
5458     wined3d->adapter_count = 1;
5459     return FALSE;
5460 }
5461
5462 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5463
5464 const struct wined3d_parent_ops wined3d_null_parent_ops =
5465 {
5466     wined3d_null_wined3d_object_destroyed,
5467 };
5468
5469 /* Do not call while under the GL lock. */
5470 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5471 {
5472     wined3d->dxVersion = version;
5473     wined3d->ref = 1;
5474     wined3d->parent = parent;
5475     wined3d->flags = flags;
5476
5477     if (!InitAdapters(wined3d))
5478     {
5479         WARN("Failed to initialize adapters.\n");
5480         if (version > 7)
5481         {
5482             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5483             return E_FAIL;
5484         }
5485     }
5486
5487     return WINED3D_OK;
5488 }