Assorted typo, spelling, wording and case fixes.
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 struct wined3d_extension_map
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 };
81
82 static const struct wined3d_extension_map gl_extension_map[] =
83 {
84     /* APPLE */
85     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
86     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
87     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
88     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
89     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
90     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
91
92     /* ARB */
93     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
95     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
96     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
97     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
98     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
99     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
100     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
101     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
102     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
103     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
104     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
105     {"GL_ARB_map_buffer_alignment",         ARB_MAP_BUFFER_ALIGNMENT,       0                           },
106     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
107     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
108     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
109     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
110     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
111     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
112     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
113     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
114     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
115     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
116     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
117     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
118     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
119     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
120     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
121     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
122     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
123     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
124     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
125     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
126     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
127     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
128     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
129     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
130     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
131     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
132     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
133     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
134     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
135     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
136
137     /* ATI */
138     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
139     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
140     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
141     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
142     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
143
144     /* EXT */
145     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
146     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
147     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
148     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
149     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
150     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
151     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
152     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
153     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
154     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
155     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
156     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
157     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
158     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
159     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
160     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
161     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
162     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
163     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
164     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
165     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
166     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
167     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
168     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
169     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
170     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
171     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
172     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
173     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
174     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
175     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
176
177     /* NV */
178     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
179     {"GL_NV_fence",                         NV_FENCE,                       0                           },
180     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
181     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
182     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
183     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
184     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
185     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
186     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
187     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
188     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
189     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
190     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
191     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
192     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
193     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
194     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
195     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
196     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
197     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
198
199     /* SGI */
200     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
201 };
202
203 static const struct wined3d_extension_map wgl_extension_map[] =
204 {
205     {"WGL_ARB_pixel_format",                WGL_ARB_PIXEL_FORMAT,               0                        },
206     {"WGL_EXT_swap_control",                WGL_EXT_SWAP_CONTROL,               0                        },
207     {"WGL_WINE_pixel_format_passthrough",   WGL_WINE_PIXEL_FORMAT_PASSTHROUGH,  0                        },
208 };
209
210 /**********************************************************
211  * Utility functions follow
212  **********************************************************/
213
214 const struct min_lookup minMipLookup[] =
215 {
216     /* NONE         POINT                       LINEAR */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
218     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
219     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
220 };
221
222 const struct min_lookup minMipLookup_noFilter[] =
223 {
224     /* NONE         POINT                       LINEAR */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
226     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
227     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
228 };
229
230 const struct min_lookup minMipLookup_noMip[] =
231 {
232     /* NONE         POINT                       LINEAR */
233     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
234     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
235     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
236 };
237
238 const GLenum magLookup[] =
239 {
240     /* NONE     POINT       LINEAR */
241     GL_NEAREST, GL_NEAREST, GL_LINEAR,
242 };
243
244 const GLenum magLookup_noFilter[] =
245 {
246     /* NONE     POINT       LINEAR */
247     GL_NEAREST, GL_NEAREST, GL_NEAREST,
248 };
249
250 /* drawStridedSlow attributes */
251 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
252 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
253 glAttribFunc specular_func_3ubv;
254 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
255 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
256 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
257
258 /**
259  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
260  * i.e., there is no GL Context - Get a default rendering context to enable the
261  * function query some info from GL.
262  */
263
264 struct wined3d_fake_gl_ctx
265 {
266     HDC dc;
267     HWND wnd;
268     HGLRC gl_ctx;
269     HDC restore_dc;
270     HGLRC restore_gl_ctx;
271 };
272
273 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
274 {
275     TRACE_(d3d_caps)("Destroying fake GL context.\n");
276
277     if (!pwglMakeCurrent(NULL, NULL))
278     {
279         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
280     }
281
282     if (!pwglDeleteContext(ctx->gl_ctx))
283     {
284         DWORD err = GetLastError();
285         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
286     }
287
288     ReleaseDC(ctx->wnd, ctx->dc);
289     DestroyWindow(ctx->wnd);
290
291     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
292     {
293         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
294     }
295 }
296
297 /* Do not call while under the GL lock. */
298 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
299 {
300     PIXELFORMATDESCRIPTOR pfd;
301     int iPixelFormat;
302
303     TRACE("getting context...\n");
304
305     ctx->restore_dc = pwglGetCurrentDC();
306     ctx->restore_gl_ctx = pwglGetCurrentContext();
307
308     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
309     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
310             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
311     if (!ctx->wnd)
312     {
313         ERR_(d3d_caps)("Failed to create a window.\n");
314         goto fail;
315     }
316
317     ctx->dc = GetDC(ctx->wnd);
318     if (!ctx->dc)
319     {
320         ERR_(d3d_caps)("Failed to get a DC.\n");
321         goto fail;
322     }
323
324     /* PixelFormat selection */
325     ZeroMemory(&pfd, sizeof(pfd));
326     pfd.nSize = sizeof(pfd);
327     pfd.nVersion = 1;
328     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
329     pfd.iPixelType = PFD_TYPE_RGBA;
330     pfd.cColorBits = 32;
331     pfd.iLayerType = PFD_MAIN_PLANE;
332
333     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
334     if (!iPixelFormat)
335     {
336         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
337         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
338         goto fail;
339     }
340     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
341     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
342
343     /* Create a GL context. */
344     ctx->gl_ctx = pwglCreateContext(ctx->dc);
345     if (!ctx->gl_ctx)
346     {
347         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
348         goto fail;
349     }
350
351     /* Make it the current GL context. */
352     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
353     {
354         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
355         goto fail;
356     }
357
358     return TRUE;
359
360 fail:
361     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
362     ctx->gl_ctx = NULL;
363     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
364     ctx->dc = NULL;
365     if (ctx->wnd) DestroyWindow(ctx->wnd);
366     ctx->wnd = NULL;
367     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
368     {
369         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
370     }
371
372     return FALSE;
373 }
374
375 /* Adjust the amount of used texture memory */
376 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
377 {
378     adapter->UsedTextureRam += amount;
379     TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
380     return adapter->UsedTextureRam;
381 }
382
383 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
384 {
385     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
386     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
387 }
388
389 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
390 {
391     ULONG refcount = InterlockedIncrement(&wined3d->ref);
392
393     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
394
395     return refcount;
396 }
397
398 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
399 {
400     ULONG refcount = InterlockedDecrement(&wined3d->ref);
401
402     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
403
404     if (!refcount)
405     {
406         unsigned int i;
407
408         for (i = 0; i < wined3d->adapter_count; ++i)
409         {
410             wined3d_adapter_cleanup(&wined3d->adapters[i]);
411         }
412         HeapFree(GetProcessHeap(), 0, wined3d);
413     }
414
415     return refcount;
416 }
417
418 /* GL locking is done by the caller */
419 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
420 {
421     GLuint prog;
422     BOOL ret = FALSE;
423     const char *testcode =
424         "!!ARBvp1.0\n"
425         "PARAM C[66] = { program.env[0..65] };\n"
426         "ADDRESS A0;"
427         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
428         "ARL A0.x, zero.x;\n"
429         "MOV result.position, C[A0.x + 65];\n"
430         "END\n";
431
432     while(glGetError());
433     GL_EXTCALL(glGenProgramsARB(1, &prog));
434     if(!prog) {
435         ERR("Failed to create an ARB offset limit test program\n");
436     }
437     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
438     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
439                                   strlen(testcode), testcode));
440     if (glGetError())
441     {
442         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
443         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
444         ret = TRUE;
445     } else TRACE("OpenGL implementation allows offsets > 63\n");
446
447     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
448     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
449     checkGLcall("ARB vp offset limit test cleanup");
450
451     return ret;
452 }
453
454 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
455 {
456     unsigned int i;
457
458     for (i = 0; i < (sizeof(gl_extension_map) / sizeof(*gl_extension_map)); ++i)
459     {
460         if (gl_extension_map[i].extension == ext)
461             return gl_extension_map[i].version;
462     }
463     return 0;
464 }
465
466 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
468 {
469     if (card_vendor != HW_VENDOR_AMD) return FALSE;
470     if (device == CARD_AMD_RADEON_9500) return TRUE;
471     if (device == CARD_AMD_RADEON_X700) return TRUE;
472     if (device == CARD_AMD_RADEON_X1600) return TRUE;
473     return FALSE;
474 }
475
476 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
477         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
478 {
479     if (card_vendor == HW_VENDOR_NVIDIA)
480     {
481         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
482             device == CARD_NVIDIA_GEFORCEFX_5600 ||
483             device == CARD_NVIDIA_GEFORCEFX_5800)
484         {
485             return TRUE;
486         }
487     }
488     return FALSE;
489 }
490
491 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
492         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
493 {
494     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
495      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
496      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
497      *
498      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
499      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
500      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
501      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
502      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
503      * the chance that other implementations support them is rather small since Win32 QuickTime uses
504      * DirectDraw, not OpenGL.
505      *
506      * This test has been moved into wined3d_guess_gl_vendor()
507      */
508     if (gl_vendor == GL_VENDOR_APPLE)
509     {
510         return TRUE;
511     }
512     return FALSE;
513 }
514
515 /* Context activation is done by the caller. */
516 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
517 {
518     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
519      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
520      * all the texture. This function detects this bug by its symptom and disables PBOs
521      * if the test fails.
522      *
523      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
524      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
525      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
526      * read back is compared to the original. If they are equal PBOs are assumed to work,
527      * otherwise the PBO extension is disabled. */
528     GLuint texture, pbo;
529     static const unsigned int pattern[] =
530     {
531         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
532         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
533         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
534         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
535     };
536     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
537
538     /* No PBO -> No point in testing them. */
539     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
540
541     ENTER_GL();
542
543     while (glGetError());
544     glGenTextures(1, &texture);
545     glBindTexture(GL_TEXTURE_2D, texture);
546
547     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
548     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
549     checkGLcall("Specifying the PBO test texture");
550
551     GL_EXTCALL(glGenBuffersARB(1, &pbo));
552     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
553     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
554     checkGLcall("Specifying the PBO test pbo");
555
556     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
557     checkGLcall("Loading the PBO test texture");
558
559     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
560     LEAVE_GL();
561
562     wglFinish(); /* just to be sure */
563
564     memset(check, 0, sizeof(check));
565     ENTER_GL();
566     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
567     checkGLcall("Reading back the PBO test texture");
568
569     glDeleteTextures(1, &texture);
570     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
571     checkGLcall("PBO test cleanup");
572
573     LEAVE_GL();
574
575     if (memcmp(check, pattern, sizeof(check)))
576     {
577         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
578         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
579         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
580     }
581     else
582     {
583         TRACE_(d3d_caps)("PBO test successful.\n");
584     }
585 }
586
587 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
589 {
590     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
591 }
592
593 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
594         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
595 {
596     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
597     if (card_vendor != HW_VENDOR_AMD) return FALSE;
598     if (device == CARD_AMD_RADEON_X1600) return FALSE;
599     return TRUE;
600 }
601
602 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
606      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
607      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
608      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
609      * hardcoded
610      *
611      * dx10 cards usually have 64 varyings */
612     return gl_info->limits.glsl_varyings > 44;
613 }
614
615 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
616         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
617 {
618     return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
619 }
620
621 /* A GL context is provided by the caller */
622 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
624 {
625     GLenum error;
626     DWORD data[16];
627
628     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
629
630     ENTER_GL();
631     while(glGetError());
632     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
633     error = glGetError();
634     LEAVE_GL();
635
636     if(error == GL_NO_ERROR)
637     {
638         TRACE("GL Implementation accepts 4 component specular color pointers\n");
639         return TRUE;
640     }
641     else
642     {
643         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
644               debug_glerror(error));
645         return FALSE;
646     }
647 }
648
649 /* A GL context is provided by the caller */
650 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
651         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
652 {
653     GLuint prog;
654     BOOL ret = FALSE;
655     GLint pos;
656     const char *testcode =
657         "!!ARBvp1.0\n"
658         "OPTION NV_vertex_program2;\n"
659         "MOV result.clip[0], 0.0;\n"
660         "MOV result.position, 0.0;\n"
661         "END\n";
662
663     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
664
665     ENTER_GL();
666     while(glGetError());
667
668     GL_EXTCALL(glGenProgramsARB(1, &prog));
669     if(!prog)
670     {
671         ERR("Failed to create the NVvp clip test program\n");
672         LEAVE_GL();
673         return FALSE;
674     }
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
676     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
677                                   strlen(testcode), testcode));
678     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
679     if(pos != -1)
680     {
681         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
682         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
683         ret = TRUE;
684         while(glGetError());
685     }
686     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
687
688     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
689     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
690     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
691
692     LEAVE_GL();
693     return ret;
694 }
695
696 /* Context activation is done by the caller. */
697 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
698         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
699 {
700     char data[4 * 4 * 4];
701     GLuint tex, fbo;
702     GLenum status;
703
704     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
705
706     memset(data, 0xcc, sizeof(data));
707
708     ENTER_GL();
709
710     glGenTextures(1, &tex);
711     glBindTexture(GL_TEXTURE_2D, tex);
712     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
713     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
714     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
715     checkGLcall("glTexImage2D");
716
717     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
718     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
719     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
720     checkGLcall("glFramebufferTexture2D");
721
722     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
723     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
724     checkGLcall("glCheckFramebufferStatus");
725
726     memset(data, 0x11, sizeof(data));
727     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
728     checkGLcall("glTexSubImage2D");
729
730     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
731     glClear(GL_COLOR_BUFFER_BIT);
732     checkGLcall("glClear");
733
734     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
735     checkGLcall("glGetTexImage");
736
737     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
738     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
739     glBindTexture(GL_TEXTURE_2D, 0);
740     checkGLcall("glBindTexture");
741
742     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
743     glDeleteTextures(1, &tex);
744     checkGLcall("glDeleteTextures");
745
746     LEAVE_GL();
747
748     return *(DWORD *)data == 0x11111111;
749 }
750
751 /* Context activation is done by the caller. */
752 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
753         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
754 {
755     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
756      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
757     GLuint tex;
758     GLint size;
759
760     ENTER_GL();
761
762     glGenTextures(1, &tex);
763     glBindTexture(GL_TEXTURE_2D, tex);
764     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
765     checkGLcall("glTexImage2D");
766
767     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
768     checkGLcall("glGetTexLevelParameteriv");
769     TRACE("Real color depth is %d\n", size);
770
771     glBindTexture(GL_TEXTURE_2D, 0);
772     checkGLcall("glBindTexture");
773     glDeleteTextures(1, &tex);
774     checkGLcall("glDeleteTextures");
775
776     LEAVE_GL();
777
778     return size < 16;
779 }
780
781 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
782         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
783 {
784     return gl_vendor == GL_VENDOR_FGLRX;
785 }
786
787 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
788 {
789     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
790      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
791      * allow 48 different offsets or other helper immediate values. */
792     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
793     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
794 }
795
796 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
797 {
798     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
799      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
800      * If real NP2 textures are used, the driver falls back to software. We could just remove the
801      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
802      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
803      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
804      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
805      *
806      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
807      * has this extension promoted to core. The extension loading code sets this extension supported
808      * due to that, so this code works on fglrx as well. */
809     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
810     {
811         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
812         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
814     }
815 }
816
817 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
818 {
819     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
820      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
821      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
822      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
823      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
824      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
825      *
826      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
827      *  triggering the software fallback. There is not much we can do here apart from disabling the
828      *  software-emulated extension and re-enable ARB_tex_rect (which was previously disabled
829      *  in wined3d_adapter_init_gl_caps).
830      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
831      *  post-processing effects in the game "Max Payne 2").
832      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
833     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
834     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
835     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
836 }
837
838 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
839 {
840     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
841      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
842      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
843      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
844      * according to the spec.
845      *
846      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
847      * makes the shader slower and eats instruction slots which should be available to the d3d app.
848      *
849      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
850      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
851      * this workaround is activated on cards that do not need it, it won't break things, just affect
852      * performance negatively. */
853     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
854     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
855 }
856
857 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
858 {
859     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
860 }
861
862 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
863 {
864     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
865 }
866
867 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
868 {
869     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
870 }
871
872 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
873 {
874     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
875 }
876
877 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
878 {
879     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
880 }
881
882 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
883 {
884     gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
885 }
886
887 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
888 {
889     /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
890        selected texture formats. They are apparently the only DX9 class GPUs
891        supporting VTF.
892        Also, DX9-era GPUs are somewhat limited with float textures
893        filtering and blending. */
894     gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
895 }
896
897 struct driver_quirk
898 {
899     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
900             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
901     void (*apply)(struct wined3d_gl_info *gl_info);
902     const char *description;
903 };
904
905 static const struct driver_quirk quirk_table[] =
906 {
907     {
908         match_amd_r300_to_500,
909         quirk_amd_dx9,
910         "AMD normalized texrect quirk"
911     },
912     {
913         match_apple,
914         quirk_apple_glsl_constants,
915         "Apple GLSL uniform override"
916     },
917     {
918         match_geforce5,
919         quirk_no_np2,
920         "Geforce 5 NP2 disable"
921     },
922     {
923         match_apple_intel,
924         quirk_texcoord_w,
925         "Init texcoord .w for Apple Intel GPU driver"
926     },
927     {
928         match_apple_nonr500ati,
929         quirk_texcoord_w,
930         "Init texcoord .w for Apple ATI >= r600 GPU driver"
931     },
932     {
933         match_dx10_capable,
934         quirk_clip_varying,
935         "Reserved varying for gl_ClipPos"
936     },
937     {
938         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
939          * GL implementations accept it. The Mac GL is the only implementation known to
940          * reject it.
941          *
942          * If we can pass 4 component specular colors, do it, because (a) we don't have
943          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
944          * passes specular alpha to the pixel shader if any is used. Otherwise the
945          * specular alpha is used to pass the fog coordinate, which we pass to opengl
946          * via GL_EXT_fog_coord.
947          */
948         match_allows_spec_alpha,
949         quirk_allows_specular_alpha,
950         "Allow specular alpha quirk"
951     },
952     {
953         match_broken_nv_clip,
954         quirk_disable_nvvp_clip,
955         "Apple NV_vertex_program clip bug quirk"
956     },
957     {
958         match_fbo_tex_update,
959         quirk_fbo_tex_update,
960         "FBO rebind for attachment updates"
961     },
962     {
963         match_broken_rgba16,
964         quirk_broken_rgba16,
965         "True RGBA16 is not available"
966     },
967     {
968         match_fglrx,
969         quirk_infolog_spam,
970         "Not printing GLSL infolog"
971     },
972     {
973         match_not_dx10_capable,
974         quirk_limited_tex_filtering,
975         "Texture filtering, blending and VTF support is limited"
976     },
977 };
978
979 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
980  * reporting a driver version is moot because we are not the Windows driver, and we have different
981  * bugs, features, etc.
982  *
983  * The driver version has the form "x.y.z.w".
984  *
985  * "x" is the Windows version the driver is meant for:
986  * 4 -> 95/98/NT4
987  * 5 -> 2000
988  * 6 -> 2000/XP
989  * 7 -> Vista
990  * 8 -> Win 7
991  *
992  * "y" is the maximum Direct3D version the driver supports.
993  * y  -> d3d version mapping:
994  * 11 -> d3d6
995  * 12 -> d3d7
996  * 13 -> d3d8
997  * 14 -> d3d9
998  * 15 -> d3d10
999  * 16 -> d3d10.1
1000  * 17 -> d3d11
1001  *
1002  * "z" is the subversion number.
1003  *
1004  * "w" is the vendor specific driver build number.
1005  */
1006
1007 struct driver_version_information
1008 {
1009     enum wined3d_display_driver driver;
1010     enum wined3d_driver_model driver_model;
1011     const char *driver_name;            /* name of Windows driver */
1012     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1013     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1014     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1015 };
1016
1017 /* The driver version table contains driver information for different devices on several OS versions. */
1018 static const struct driver_version_information driver_version_table[] =
1019 {
1020     /* AMD
1021      * - Radeon HD2x00 (R600) and up supported by current drivers.
1022      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1023      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1024      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1025     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1026     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1027     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1028     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1029     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1030     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1031
1032     /* Intel
1033      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1034      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1035      * igxprd32.dll but the GMA800 driver was never updated. */
1036     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1037     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1038     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1039     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1040     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1041     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1042
1043     /* Nvidia
1044      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1045      * - GeforceFX support is up to 173.x on <= XP
1046      * - Geforce2MX/3/4 up to 96.x on <= XP
1047      * - TNT/Geforce1/2 up to 71.x on <= XP
1048      * All version numbers used below are from the Linux nvidia drivers. */
1049     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1050     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1051     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1052     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1053     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1054 };
1055
1056 struct gpu_description
1057 {
1058     WORD vendor;                    /* reported PCI card vendor ID  */
1059     WORD card;                      /* reported PCI card device ID  */
1060     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1061     enum wined3d_display_driver driver;
1062     unsigned int vidmem;
1063 };
1064
1065 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1066  * found on a board containing a specific GPU. */
1067 static const struct gpu_description gpu_description_table[] =
1068 {
1069     /* Nvidia cards */
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1091     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1092     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1093     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1094     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1095     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400M,      "NVIDIA GeForce 9400M",             DRIVER_NVIDIA_GEFORCE6,  256 },
1096     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1097     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1098     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1099     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1100     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1101     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1102     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1103     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1104     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1105     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_320M,       "NVIDIA GeForce 320M",              DRIVER_NVIDIA_GEFORCE6,  256},
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460M,    "NVIDIA GeForce GTX 460M",          DRIVER_NVIDIA_GEFORCE6,  1536},
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_GT540M,     "NVIDIA GeForce GT 540M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT555M,     "NVIDIA GeForce GT 555M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1123     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560TI,   "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1124     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560",           DRIVER_NVIDIA_GEFORCE6,  1024},
1125     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1126     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1127
1128     /* AMD cards */
1129     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1130     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1131     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1132     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1133     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1134     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1135     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1136     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1137     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1138     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1139     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1140     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1141     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1142     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1143     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1144     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1145     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1146     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1147     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1148     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1149     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1150     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1151     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6410D,        "AMD Radeon HD 6410D",              DRIVER_AMD_R600,         1024},
1152     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6550D,        "AMD Radeon HD 6550D",              DRIVER_AMD_R600,         1024},
1153     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1154     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600M,        "AMD Radeon HD 6600M Series",       DRIVER_AMD_R600,         512 },
1155     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1156     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1157     /* Intel cards */
1158     {HW_VENDOR_INTEL,      CARD_INTEL_830M,                "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1159     {HW_VENDOR_INTEL,      CARD_INTEL_855GM,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1160     {HW_VENDOR_INTEL,      CARD_INTEL_845G,                "Intel(R) 845G",                                             DRIVER_INTEL_GMA800,  32 },
1161     {HW_VENDOR_INTEL,      CARD_INTEL_865G,                "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1162     {HW_VENDOR_INTEL,      CARD_INTEL_915G,                "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1163     {HW_VENDOR_INTEL,      CARD_INTEL_E7221G,              "Intel(R) E7221G",                                           DRIVER_INTEL_GMA900,  64 },
1164     {HW_VENDOR_INTEL,      CARD_INTEL_915GM,               "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1165     {HW_VENDOR_INTEL,      CARD_INTEL_945G,                "Intel(R) 945G",                                             DRIVER_INTEL_GMA950,  64 },
1166     {HW_VENDOR_INTEL,      CARD_INTEL_945GM,               "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1167     {HW_VENDOR_INTEL,      CARD_INTEL_945GME,              "Intel(R) 945GME",                                           DRIVER_INTEL_GMA950,  64 },
1168     {HW_VENDOR_INTEL,      CARD_INTEL_Q35,                 "Intel(R) Q35",                                              DRIVER_INTEL_GMA950,  64 },
1169     {HW_VENDOR_INTEL,      CARD_INTEL_G33,                 "Intel(R) G33",                                              DRIVER_INTEL_GMA950,  64 },
1170     {HW_VENDOR_INTEL,      CARD_INTEL_Q33,                 "Intel(R) Q33",                                              DRIVER_INTEL_GMA950,  64 },
1171     {HW_VENDOR_INTEL,      CARD_INTEL_PNVG,                "Intel(R) IGD",                                              DRIVER_INTEL_GMA950,  64 },
1172     {HW_VENDOR_INTEL,      CARD_INTEL_PNVM,                "Intel(R) IGD",                                              DRIVER_INTEL_GMA950,  64 },
1173     {HW_VENDOR_INTEL,      CARD_INTEL_965Q,                "Intel(R) 965Q",                                             DRIVER_INTEL_GMA3000, 128},
1174     {HW_VENDOR_INTEL,      CARD_INTEL_965G,                "Intel(R) 965G",                                             DRIVER_INTEL_GMA3000, 128},
1175     {HW_VENDOR_INTEL,      CARD_INTEL_946GZ,               "Intel(R) 946GZ",                                            DRIVER_INTEL_GMA3000, 128},
1176     {HW_VENDOR_INTEL,      CARD_INTEL_965GM,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1177     {HW_VENDOR_INTEL,      CARD_INTEL_965GME,              "Intel(R) 965GME",                                           DRIVER_INTEL_GMA3000, 128},
1178     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512},
1179     {HW_VENDOR_INTEL,      CARD_INTEL_IGD,                 "Intel(R) Integrated Graphics Device",                       DRIVER_INTEL_GMA3000, 512},
1180     {HW_VENDOR_INTEL,      CARD_INTEL_G45,                 "Intel(R) G45/G43",                                          DRIVER_INTEL_GMA3000, 512},
1181     {HW_VENDOR_INTEL,      CARD_INTEL_Q45,                 "Intel(R) Q45/Q43",                                          DRIVER_INTEL_GMA3000, 512},
1182     {HW_VENDOR_INTEL,      CARD_INTEL_G41,                 "Intel(R) G41",                                              DRIVER_INTEL_GMA3000, 512},
1183     {HW_VENDOR_INTEL,      CARD_INTEL_B43,                 "Intel(R) B43",                                              DRIVER_INTEL_GMA3000, 512},
1184     {HW_VENDOR_INTEL,      CARD_INTEL_ILKD,                "Intel(R) Ironlake Desktop",                                 DRIVER_INTEL_GMA3000, 1024},
1185     {HW_VENDOR_INTEL,      CARD_INTEL_ILKM,                "Intel(R) Ironlake Mobile",                                  DRIVER_INTEL_GMA3000, 1024},
1186     {HW_VENDOR_INTEL,      CARD_INTEL_SNBD,                "Intel(R) Sandybridge Desktop",                              DRIVER_INTEL_GMA3000, 1024},
1187     {HW_VENDOR_INTEL,      CARD_INTEL_SNBM,                "Intel(R) Sandybridge Mobile",                               DRIVER_INTEL_GMA3000, 1024},
1188     {HW_VENDOR_INTEL,      CARD_INTEL_SNBS,                "Intel(R) Sandybridge Server",                               DRIVER_INTEL_GMA3000, 1024},
1189     {HW_VENDOR_INTEL,      CARD_INTEL_IVBD,                "Intel(R) Ivybridge Desktop",                                DRIVER_INTEL_GMA3000, 1024},
1190     {HW_VENDOR_INTEL,      CARD_INTEL_IVBM,                "Intel(R) Ivybridge Mobile",                                 DRIVER_INTEL_GMA3000, 1024},
1191     {HW_VENDOR_INTEL,      CARD_INTEL_IVBS,                "Intel(R) Ivybridge Server",                                 DRIVER_INTEL_GMA3000, 1024},
1192 };
1193
1194 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1195         enum wined3d_driver_model driver_model)
1196 {
1197     unsigned int i;
1198
1199     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1200     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1201     {
1202         const struct driver_version_information *entry = &driver_version_table[i];
1203
1204         if (entry->driver == driver && entry->driver_model == driver_model)
1205         {
1206             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1207                 entry->driver_name, entry->version, entry->subversion, entry->build);
1208
1209             return entry;
1210         }
1211     }
1212     return NULL;
1213 }
1214
1215 static void init_driver_info(struct wined3d_driver_info *driver_info,
1216         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1217 {
1218     OSVERSIONINFOW os_version;
1219     WORD driver_os_version;
1220     unsigned int i;
1221     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1222     enum wined3d_driver_model driver_model;
1223     const struct driver_version_information *version_info;
1224
1225     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1226     {
1227         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1228         vendor = wined3d_settings.pci_vendor_id;
1229     }
1230     driver_info->vendor = vendor;
1231
1232     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1233     {
1234         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1235         device = wined3d_settings.pci_device_id;
1236     }
1237     driver_info->device = device;
1238
1239     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1240      * overrides the pci ids to a card which is not in our database. */
1241     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1242
1243     memset(&os_version, 0, sizeof(os_version));
1244     os_version.dwOSVersionInfoSize = sizeof(os_version);
1245     if (!GetVersionExW(&os_version))
1246     {
1247         ERR("Failed to get OS version, reporting 2000/XP.\n");
1248         driver_os_version = 6;
1249         driver_model = DRIVER_MODEL_NT5X;
1250     }
1251     else
1252     {
1253         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1254         switch (os_version.dwMajorVersion)
1255         {
1256             case 4:
1257                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1258                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1259                  */
1260                 driver_os_version = 4;
1261                 driver_model = DRIVER_MODEL_WIN9X;
1262                 break;
1263
1264             case 5:
1265                 driver_os_version = 6;
1266                 driver_model = DRIVER_MODEL_NT5X;
1267                 break;
1268
1269             case 6:
1270                 if (os_version.dwMinorVersion == 0)
1271                 {
1272                     driver_os_version = 7;
1273                     driver_model = DRIVER_MODEL_NT6X;
1274                 }
1275                 else
1276                 {
1277                     if (os_version.dwMinorVersion > 1)
1278                     {
1279                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1280                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1281                     }
1282                     driver_os_version = 8;
1283                     driver_model = DRIVER_MODEL_NT6X;
1284                 }
1285                 break;
1286
1287             default:
1288                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1289                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1290                 driver_os_version = 6;
1291                 driver_model = DRIVER_MODEL_NT5X;
1292                 break;
1293         }
1294     }
1295
1296     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1297      * This means that unless the ids are overridden, we will always find a GPU description. */
1298     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1299     {
1300         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1301         {
1302             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1303
1304             driver_info->description = gpu_description_table[i].description;
1305             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1306             driver = gpu_description_table[i].driver;
1307             break;
1308         }
1309     }
1310
1311     if (wined3d_settings.emulated_textureram)
1312     {
1313         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1314         driver_info->vidmem = wined3d_settings.emulated_textureram;
1315     }
1316
1317     /* Try to obtain driver version information for the current Windows version. This fails in
1318      * some cases:
1319      * - the gpu is not available on the currently selected OS version:
1320      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1321      *     version information for the current Windows version is returned instead of faked info.
1322      *     We do the same and assume the default Windows version to emulate is WinXP.
1323      *
1324      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1325      *     For now return the XP driver info. Perhaps later on we should return VESA.
1326      *
1327      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1328      *   This could be an indication that our database is not up to date, so this should be fixed.
1329      */
1330     version_info = get_driver_version_info(driver, driver_model);
1331     if (version_info)
1332     {
1333         driver_info->name = version_info->driver_name;
1334         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1335         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1336     }
1337     else
1338     {
1339         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1340         if (version_info)
1341         {
1342             driver_info->name = version_info->driver_name;
1343             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1344             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1345         }
1346         else
1347         {
1348             driver_info->description = "Direct3D HAL";
1349             driver_info->name = "Display";
1350             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1351             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1352
1353             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1354                     vendor, device, driver_model);
1355         }
1356     }
1357
1358     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1359             driver_info->version_high, driver_info->version_low);
1360 }
1361
1362 /* Context activation is done by the caller. */
1363 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1364         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1365 {
1366     unsigned int i;
1367
1368     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1369     {
1370         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1371         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1372         quirk_table[i].apply(gl_info);
1373     }
1374
1375     /* Find out if PBOs work as they are supposed to. */
1376     test_pbo_functionality(gl_info);
1377 }
1378
1379 static DWORD wined3d_parse_gl_version(const char *gl_version)
1380 {
1381     const char *ptr = gl_version;
1382     int major, minor;
1383
1384     major = atoi(ptr);
1385     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1386
1387     while (isdigit(*ptr)) ++ptr;
1388     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1389
1390     minor = atoi(ptr);
1391
1392     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1393
1394     return MAKEDWORD_VERSION(major, minor);
1395 }
1396
1397 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1398         const char *gl_vendor_string, const char *gl_renderer)
1399 {
1400
1401     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1402      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1403      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1404      *
1405      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1406      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1407      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1408      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1409      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1410      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1411      * DirectDraw, not OpenGL. */
1412     if (gl_info->supported[APPLE_FENCE]
1413             && gl_info->supported[APPLE_CLIENT_STORAGE]
1414             && gl_info->supported[APPLE_FLUSH_RENDER]
1415             && gl_info->supported[APPLE_YCBCR_422])
1416         return GL_VENDOR_APPLE;
1417
1418     if (strstr(gl_vendor_string, "NVIDIA"))
1419         return GL_VENDOR_NVIDIA;
1420
1421     if (strstr(gl_vendor_string, "ATI"))
1422         return GL_VENDOR_FGLRX;
1423
1424     if (strstr(gl_vendor_string, "Intel(R)")
1425             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1426             || strstr(gl_renderer, "Intel")
1427             || strstr(gl_vendor_string, "Intel Inc."))
1428         return GL_VENDOR_INTEL;
1429
1430     if (strstr(gl_vendor_string, "Mesa")
1431             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1432             || strstr(gl_vendor_string, "DRI R300 Project")
1433             || strstr(gl_vendor_string, "X.Org R300 Project")
1434             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1435             || strstr(gl_vendor_string, "VMware, Inc.")
1436             || strstr(gl_renderer, "Mesa")
1437             || strstr(gl_renderer, "Gallium"))
1438         return GL_VENDOR_MESA;
1439
1440     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1441             debugstr_a(gl_vendor_string));
1442
1443     return GL_VENDOR_UNKNOWN;
1444 }
1445
1446 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1447 {
1448     if (strstr(gl_vendor_string, "NVIDIA")
1449             || strstr(gl_vendor_string, "Nouveau")
1450             || strstr(gl_vendor_string, "nouveau"))
1451         return HW_VENDOR_NVIDIA;
1452
1453     if (strstr(gl_vendor_string, "ATI")
1454             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1455             || strstr(gl_vendor_string, "X.Org R300 Project")
1456             || strstr(gl_renderer, "AMD")
1457             || strstr(gl_renderer, "R100")
1458             || strstr(gl_renderer, "R200")
1459             || strstr(gl_renderer, "R300")
1460             || strstr(gl_renderer, "R600")
1461             || strstr(gl_renderer, "R700"))
1462         return HW_VENDOR_AMD;
1463
1464     if (strstr(gl_vendor_string, "Intel(R)")
1465             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1466             || strstr(gl_renderer, "Intel")
1467             || strstr(gl_renderer, "i915")
1468             || strstr(gl_vendor_string, "Intel Inc."))
1469         return HW_VENDOR_INTEL;
1470
1471     if (strstr(gl_vendor_string, "Mesa")
1472             || strstr(gl_vendor_string, "Brian Paul")
1473             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1474             || strstr(gl_vendor_string, "VMware, Inc."))
1475         return HW_VENDOR_SOFTWARE;
1476
1477     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1478
1479     return HW_VENDOR_NVIDIA;
1480 }
1481
1482 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1483 {
1484     UINT level = 0;
1485
1486     if (gl_info->supported[ARB_MULTITEXTURE])
1487         level = 6;
1488     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1489             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1490             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1491         level = 7;
1492     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1493             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1494         level = 8;
1495     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1496             && gl_info->supported[ARB_VERTEX_SHADER])
1497         level = 9;
1498     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1499         level = 10;
1500
1501     return level;
1502 }
1503
1504 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1505         const char *gl_renderer)
1506 {
1507     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1508     unsigned int i;
1509
1510     if (d3d_level >= 10)
1511     {
1512         static const struct
1513         {
1514             const char *renderer;
1515             enum wined3d_pci_device id;
1516         }
1517         cards[] =
1518         {
1519             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1520             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1521             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560TI},  /* Geforce 500 - midend */
1522             {"GTX 560",     CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1523             {"GT 555M",     CARD_NVIDIA_GEFORCE_GT555M},    /* Geforce 500 - midend mobile */
1524             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1525             {"GT 540M",     CARD_NVIDIA_GEFORCE_GT540M},    /* Geforce 500 - midend mobile */
1526             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1527             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1528             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1529             {"GTX 460M",    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
1530             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1531             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1532             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1533             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1534             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1535             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1536             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1537             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1538             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1539             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1540             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1541             {"320M",        CARD_NVIDIA_GEFORCE_320M},      /* Geforce 300 - midend mobile */
1542             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1543             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1544             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1545             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1546             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1547             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1548             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1549             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1550             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1551             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1552             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1553             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1554             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1555             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1556             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1557             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1558             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1559             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1560             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1561             {"9400M",       CARD_NVIDIA_GEFORCE_9400M},     /* Geforce 9 - lowend */
1562             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1563             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1564             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1565             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1566             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1567             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1568             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1569             {"8600M",       CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1570             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1571             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1572             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1573             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1574             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1575             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1576             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1577             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1578         };
1579
1580         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1581         {
1582             if (strstr(gl_renderer, cards[i].renderer))
1583                 return cards[i].id;
1584         }
1585
1586         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1587         return CARD_NVIDIA_GEFORCE_8300GS;
1588     }
1589
1590     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1591      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1592      */
1593     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1594     {
1595         static const struct
1596         {
1597             const char *renderer;
1598             enum wined3d_pci_device id;
1599         }
1600         cards[] =
1601         {
1602             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1603             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1604             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1605             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1606             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1607             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1608             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1609             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1610             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1611             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1612             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1613             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1614             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1615         };
1616
1617         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1618         {
1619             if (strstr(gl_renderer, cards[i].renderer))
1620                 return cards[i].id;
1621         }
1622
1623         /* Geforce 6/7 - lowend */
1624         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1625     }
1626
1627     if (d3d_level >= 9)
1628     {
1629         /* GeforceFX - highend */
1630         if (strstr(gl_renderer, "5800")
1631                 || strstr(gl_renderer, "5900")
1632                 || strstr(gl_renderer, "5950")
1633                 || strstr(gl_renderer, "Quadro FX"))
1634         {
1635             return CARD_NVIDIA_GEFORCEFX_5800;
1636         }
1637
1638         /* GeforceFX - midend */
1639         if (strstr(gl_renderer, "5600")
1640                 || strstr(gl_renderer, "5650")
1641                 || strstr(gl_renderer, "5700")
1642                 || strstr(gl_renderer, "5750"))
1643         {
1644             return CARD_NVIDIA_GEFORCEFX_5600;
1645         }
1646
1647         /* GeforceFX - lowend */
1648         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1649     }
1650
1651     if (d3d_level >= 8)
1652     {
1653         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1654         {
1655             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1656         }
1657
1658         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1659     }
1660
1661     if (d3d_level >= 7)
1662     {
1663         if (strstr(gl_renderer, "GeForce4 MX"))
1664         {
1665             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1666         }
1667
1668         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1669         {
1670             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1671         }
1672
1673         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1674         {
1675             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1676         }
1677
1678         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1679     }
1680
1681     if (strstr(gl_renderer, "TNT2"))
1682     {
1683         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1684     }
1685
1686     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1687 }
1688
1689 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1690         const char *gl_renderer)
1691 {
1692     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1693
1694     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1695      *
1696      * Beware: renderer string do not match exact card model,
1697      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1698     if (d3d_level >= 10)
1699     {
1700         unsigned int i;
1701
1702         static const struct
1703         {
1704             const char *renderer;
1705             enum wined3d_pci_device id;
1706         }
1707         cards[] =
1708         {
1709             /* Northern Islands */
1710             {"HD 6900", CARD_AMD_RADEON_HD6900},
1711             {"HD 6800", CARD_AMD_RADEON_HD6800},
1712             {"HD 6770M",CARD_AMD_RADEON_HD6600M},
1713             {"HD 6750M",CARD_AMD_RADEON_HD6600M},
1714             {"HD 6630M",CARD_AMD_RADEON_HD6600M},
1715             {"HD 6600M",CARD_AMD_RADEON_HD6600M},
1716             {"HD 6600", CARD_AMD_RADEON_HD6600},
1717             {"HD 6500M",CARD_AMD_RADEON_HD6600M},
1718             {"HD 6500", CARD_AMD_RADEON_HD6600},
1719             {"HD 6400", CARD_AMD_RADEON_HD6400},
1720             {"HD 6300", CARD_AMD_RADEON_HD6300},
1721             {"HD 6200", CARD_AMD_RADEON_HD6300},
1722             /* Evergreen */
1723             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1724             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1725             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1726             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1727             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1728             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1729             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1730             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1731             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1732             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1733             /* R700 */
1734             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1735             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1736             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1737             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1738             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1739             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1740             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1741             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1742             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1743             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1744             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1745             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1746             /* R600/R700 integrated */
1747             {"HD 3300", CARD_AMD_RADEON_HD3200},
1748             {"HD 3200", CARD_AMD_RADEON_HD3200},
1749             {"HD 3100", CARD_AMD_RADEON_HD3200},
1750             /* R600 */
1751             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1752             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1753             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1754             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1755             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1756             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1757             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1758             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1759             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1760             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1761             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1762             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1763             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1764         };
1765
1766         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1767         {
1768             if (strstr(gl_renderer, cards[i].renderer))
1769                 return cards[i].id;
1770         }
1771
1772         /* Default for when no GPU has been found */
1773         return CARD_AMD_RADEON_HD3200;
1774     }
1775
1776     if (d3d_level >= 9)
1777     {
1778         /* Radeon R5xx */
1779         if (strstr(gl_renderer, "X1600")
1780                 || strstr(gl_renderer, "X1650")
1781                 || strstr(gl_renderer, "X1800")
1782                 || strstr(gl_renderer, "X1900")
1783                 || strstr(gl_renderer, "X1950"))
1784         {
1785             return CARD_AMD_RADEON_X1600;
1786         }
1787
1788         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1789          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1790         if (strstr(gl_renderer, "X700")
1791                 || strstr(gl_renderer, "X800")
1792                 || strstr(gl_renderer, "X850")
1793                 || strstr(gl_renderer, "X1300")
1794                 || strstr(gl_renderer, "X1400")
1795                 || strstr(gl_renderer, "X1450")
1796                 || strstr(gl_renderer, "X1550")
1797                 || strstr(gl_renderer, "X2300")
1798                 || strstr(gl_renderer, "X2500")
1799                 || strstr(gl_renderer, "HD 2300")
1800                 )
1801         {
1802             return CARD_AMD_RADEON_X700;
1803         }
1804
1805         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1806         if (strstr(gl_renderer, "Radeon Xpress"))
1807         {
1808             return CARD_AMD_RADEON_XPRESS_200M;
1809         }
1810
1811         /* Radeon R3xx */
1812         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1813     }
1814
1815     if (d3d_level >= 8)
1816         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1817
1818     if (d3d_level >= 7)
1819         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1820
1821     return CARD_AMD_RAGE_128PRO;
1822 }
1823
1824 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1825         const char *gl_renderer)
1826 {
1827     unsigned int i;
1828
1829     static const struct
1830     {
1831         const char *renderer;
1832         enum wined3d_pci_device id;
1833     }
1834     cards[] =
1835     {
1836         /* Ivybridge */
1837         {"Ivybridge Server",            CARD_INTEL_IVBS},
1838         {"Ivybridge Mobile",            CARD_INTEL_IVBM},
1839         {"Ivybridge Desktop",           CARD_INTEL_IVBD},
1840         /* Sandybridge */
1841         {"Sandybridge Server",          CARD_INTEL_SNBS},
1842         {"Sandybridge Mobile",          CARD_INTEL_SNBM},
1843         {"Sandybridge Desktop",         CARD_INTEL_SNBD},
1844         /* Ironlake */
1845         {"Ironlake Mobile",             CARD_INTEL_ILKM},
1846         {"Ironlake Desktop",            CARD_INTEL_ILKD},
1847         /* G4x */
1848         {"B43",                         CARD_INTEL_B43},
1849         {"G41",                         CARD_INTEL_G41},
1850         {"G45",                         CARD_INTEL_G45},
1851         {"Q45",                         CARD_INTEL_Q45},
1852         {"Integrated Graphics Device",  CARD_INTEL_IGD},
1853         {"GM45",                        CARD_INTEL_GM45},
1854         /* i965 */
1855         {"965GME",                      CARD_INTEL_965GME},
1856         {"965GM",                       CARD_INTEL_965GM},
1857         {"X3100",                       CARD_INTEL_965GM},  /* MacOS */
1858         {"946GZ",                       CARD_INTEL_946GZ},
1859         {"965G",                        CARD_INTEL_965G},
1860         {"965Q",                        CARD_INTEL_965Q},
1861         /* i945 */
1862         {"Pineview M",                  CARD_INTEL_PNVM},
1863         {"Pineview G",                  CARD_INTEL_PNVG},
1864         {"IGD",                         CARD_INTEL_PNVG},
1865         {"Q33",                         CARD_INTEL_Q33},
1866         {"G33",                         CARD_INTEL_G33},
1867         {"Q35",                         CARD_INTEL_Q35},
1868         {"945GME",                      CARD_INTEL_945GME},
1869         {"945GM",                       CARD_INTEL_945GM},
1870         {"GMA 950",                     CARD_INTEL_945GM},  /* MacOS */
1871         {"945G",                        CARD_INTEL_945G},
1872         /* i915 */
1873         {"915GM",                       CARD_INTEL_915GM},
1874         {"E7221G",                      CARD_INTEL_E7221G},
1875         {"915G",                        CARD_INTEL_915G},
1876         /* i8xx */
1877         {"865G",                        CARD_INTEL_865G},
1878         {"845G",                        CARD_INTEL_845G},
1879         {"855GM",                       CARD_INTEL_855GM},
1880         {"830M",                        CARD_INTEL_830M},
1881     };
1882
1883     for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1884     {
1885         if (strstr(gl_renderer, cards[i].renderer))
1886             return cards[i].id;
1887     }
1888
1889     return CARD_INTEL_915G;
1890 }
1891
1892 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1893         const char *gl_renderer)
1894 {
1895     UINT d3d_level;
1896     unsigned int i;
1897
1898     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1899      *
1900      * Beware: renderer string do not match exact card model,
1901      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1902     if (strstr(gl_renderer, "Gallium"))
1903     {
1904         /* 20101109 - These are never returned by current Gallium radeon
1905          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1906          *
1907          * These are returned but not handled: RC410, RV380. */
1908         static const struct
1909         {
1910             const char *renderer;
1911             enum wined3d_pci_device id;
1912         }
1913         cards[] =
1914         {
1915             /* Northern Islands */
1916             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1917             {"BARTS",   CARD_AMD_RADEON_HD6800},
1918             {"TURKS",   CARD_AMD_RADEON_HD6600},
1919             {"SUMO2",   CARD_AMD_RADEON_HD6410D},   /* SUMO2 first, because we do a strstr(). */
1920             {"SUMO",    CARD_AMD_RADEON_HD6550D},
1921             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1922             {"PALM",    CARD_AMD_RADEON_HD6300},
1923             /* Evergreen */
1924             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1925             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1926             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1927             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1928             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1929             /* R700 */
1930             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1931             {"RV790",   CARD_AMD_RADEON_HD4800},
1932             {"RV770",   CARD_AMD_RADEON_HD4800},
1933             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1934             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1935             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1936             /* R600/R700 integrated */
1937             {"RS880",   CARD_AMD_RADEON_HD3200},
1938             {"RS780",   CARD_AMD_RADEON_HD3200},
1939             /* R600 */
1940             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1941             {"R600",    CARD_AMD_RADEON_HD2900},
1942             {"RV670",   CARD_AMD_RADEON_HD2900},
1943             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1944             {"RV630",   CARD_AMD_RADEON_HD2600},
1945             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1946             {"RV610",   CARD_AMD_RADEON_HD2350},
1947             /* R500 */
1948             {"R580",    CARD_AMD_RADEON_X1600},
1949             {"R520",    CARD_AMD_RADEON_X1600},
1950             {"RV570",   CARD_AMD_RADEON_X1600},
1951             {"RV560",   CARD_AMD_RADEON_X1600},
1952             {"RV535",   CARD_AMD_RADEON_X1600},
1953             {"RV530",   CARD_AMD_RADEON_X1600},
1954             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1955             {"RV515",   CARD_AMD_RADEON_X700},
1956             /* R400 */
1957             {"R481",    CARD_AMD_RADEON_X700},
1958             {"R480",    CARD_AMD_RADEON_X700},
1959             {"R430",    CARD_AMD_RADEON_X700},
1960             {"R423",    CARD_AMD_RADEON_X700},
1961             {"R420",    CARD_AMD_RADEON_X700},
1962             {"R410",    CARD_AMD_RADEON_X700},
1963             {"RV410",   CARD_AMD_RADEON_X700},
1964             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1965             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1966             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1967             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1968             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1969             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1970             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1971             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1972             /* R300 */
1973             {"R360",    CARD_AMD_RADEON_9500},
1974             {"R350",    CARD_AMD_RADEON_9500},
1975             {"R300",    CARD_AMD_RADEON_9500},
1976             {"RV370",   CARD_AMD_RADEON_9500},
1977             {"RV360",   CARD_AMD_RADEON_9500},
1978             {"RV351",   CARD_AMD_RADEON_9500},
1979             {"RV350",   CARD_AMD_RADEON_9500},
1980         };
1981
1982         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1983         {
1984             if (strstr(gl_renderer, cards[i].renderer))
1985                 return cards[i].id;
1986         }
1987     }
1988
1989     d3d_level = d3d_level_from_gl_info(gl_info);
1990     if (d3d_level >= 10)
1991         return CARD_AMD_RADEON_HD2600;
1992
1993     if (d3d_level >= 9)
1994     {
1995         static const struct
1996         {
1997             const char *renderer;
1998             enum wined3d_pci_device id;
1999         }
2000         cards[] =
2001         {
2002             /* R700 */
2003             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
2004             {"(RV790",  CARD_AMD_RADEON_HD4800},
2005             {"(RV770",  CARD_AMD_RADEON_HD4800},
2006             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
2007             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
2008             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
2009             /* R600/R700 integrated */
2010             {"RS880",   CARD_AMD_RADEON_HD3200},
2011             {"RS780",   CARD_AMD_RADEON_HD3200},
2012             /* R600 */
2013             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
2014             {"(R600",   CARD_AMD_RADEON_HD2900},
2015             {"(RV670",  CARD_AMD_RADEON_HD2900},
2016             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
2017             {"(RV630",  CARD_AMD_RADEON_HD2600},
2018             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
2019             {"(RV610",  CARD_AMD_RADEON_HD2350},
2020         };
2021
2022         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2023         {
2024             if (strstr(gl_renderer, cards[i].renderer))
2025                 return cards[i].id;
2026         }
2027
2028         return CARD_AMD_RADEON_9500;
2029     }
2030
2031     if (d3d_level >= 8)
2032         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2033
2034     if (d3d_level >= 7)
2035         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2036
2037     return CARD_AMD_RAGE_128PRO;
2038 }
2039
2040 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2041         const char *gl_renderer)
2042 {
2043     UINT d3d_level;
2044     unsigned int i;
2045
2046     static const struct
2047     {
2048         const char *renderer;
2049         enum wined3d_pci_device id;
2050     }
2051     cards[] =
2052     {
2053         {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
2054         {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
2055         {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
2056         {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
2057         {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
2058         {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
2059         {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
2060         {"NVA8",    CARD_NVIDIA_GEFORCE_210},
2061         {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
2062         {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
2063         {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
2064         {"NV98",    CARD_NVIDIA_GEFORCE_9200},
2065         {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
2066         {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
2067         {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
2068         {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
2069         {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
2070         {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
2071         {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
2072         {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
2073         {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
2074         {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
2075         {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
2076         {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
2077         {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
2078         {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
2079         {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
2080         {"NV46",    CARD_NVIDIA_GEFORCE_7400},
2081         {"NV45",    CARD_NVIDIA_GEFORCE_6800},
2082         {"NV44",    CARD_NVIDIA_GEFORCE_6200},
2083         {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
2084         {"NV42",    CARD_NVIDIA_GEFORCE_6800},
2085         {"NV41",    CARD_NVIDIA_GEFORCE_6800},
2086         {"NV40",    CARD_NVIDIA_GEFORCE_6800},
2087         {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
2088         {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
2089         {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
2090         {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
2091         {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
2092         {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
2093         {"nv28",    CARD_NVIDIA_GEFORCE4_TI4200},
2094         {"nv25",    CARD_NVIDIA_GEFORCE4_TI4200},
2095         {"nv20",    CARD_NVIDIA_GEFORCE3},
2096         {"nv1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
2097         {"nv1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
2098         {"nv18",    CARD_NVIDIA_GEFORCE4_MX},
2099         {"nv17",    CARD_NVIDIA_GEFORCE4_MX},
2100         {"nv16",    CARD_NVIDIA_GEFORCE2},
2101         {"nv15",    CARD_NVIDIA_GEFORCE2},
2102         {"nv11",    CARD_NVIDIA_GEFORCE2_MX},
2103         {"nv10",    CARD_NVIDIA_GEFORCE},
2104         {"nv05",    CARD_NVIDIA_RIVA_TNT2},
2105         {"nv04",    CARD_NVIDIA_RIVA_TNT},
2106         {"nv03",    CARD_NVIDIA_RIVA_128},
2107     };
2108
2109     for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2110     {
2111         if (strstr(gl_renderer, cards[i].renderer))
2112             return cards[i].id;
2113     }
2114
2115     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2116
2117     d3d_level = d3d_level_from_gl_info(gl_info);
2118     if (d3d_level >= 9)
2119         return CARD_NVIDIA_GEFORCEFX_5600;
2120     if (d3d_level >= 8)
2121         return CARD_NVIDIA_GEFORCE3;
2122     if (d3d_level >= 7)
2123         return CARD_NVIDIA_GEFORCE;
2124     if (d3d_level >= 6)
2125         return CARD_NVIDIA_RIVA_TNT;
2126     return CARD_NVIDIA_RIVA_128;
2127 }
2128
2129
2130 struct vendor_card_selection
2131 {
2132     enum wined3d_gl_vendor gl_vendor;
2133     enum wined3d_pci_vendor card_vendor;
2134     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2135     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2136 };
2137
2138 static const struct vendor_card_selection vendor_card_select_table[] =
2139 {
2140     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2141     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2142     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2143     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2144     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2145     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2146     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2147     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2148     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2149 };
2150
2151
2152 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2153         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2154 {
2155     UINT d3d_level;
2156
2157     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2158      * different GPUs with roughly the same features. In most cases GPUs from a
2159      * certain family differ in clockspeeds, the amount of video memory and the
2160      * number of shader pipelines.
2161      *
2162      * A Direct3D device object contains the PCI id (vendor + device) of the
2163      * videocard which is used for rendering. Various applications use this
2164      * information to get a rough estimation of the features of the card and
2165      * some might use it for enabling 3d effects only on certain types of
2166      * videocards. In some cases games might even use it to work around bugs
2167      * which happen on certain videocards/driver combinations. The problem is
2168      * that OpenGL only exposes a rendering string containing the name of the
2169      * videocard and not the PCI id.
2170      *
2171      * Various games depend on the PCI id, so somehow we need to provide one.
2172      * A simple option is to parse the renderer string and translate this to
2173      * the right PCI id. This is a lot of work because there are more than 200
2174      * GPUs just for Nvidia. Various cards share the same renderer string, so
2175      * the amount of code might be 'small' but there are quite a number of
2176      * exceptions which would make this a pain to maintain. Another way would
2177      * be to query the PCI id from the operating system (assuming this is the
2178      * videocard which is used for rendering which is not always the case).
2179      * This would work but it is not very portable. Second it would not work
2180      * well in, let's say, a remote X situation in which the amount of 3d
2181      * features which can be used is limited.
2182      *
2183      * As said most games only use the PCI id to get an indication of the
2184      * capabilities of the card. It doesn't really matter if the given id is
2185      * the correct one if we return the id of a card with similar 3d features.
2186      *
2187      * The code below checks the OpenGL capabilities of a videocard and matches
2188      * that to a certain level of Direct3D functionality. Once a card passes
2189      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2190      * least a GeforceFX. To give a better estimate we do a basic check on the
2191      * renderer string but if that won't pass we return a default card. This
2192      * way is better than maintaining a full card database as even without a
2193      * full database we can return a card with similar features. Second the
2194      * size of the database can be made quite small because when you know what
2195      * type of 3d functionality a card has, you know to which GPU family the
2196      * GPU must belong. Because of this you only have to check a small part of
2197      * the renderer string to distinguishes between different models from that
2198      * family.
2199      *
2200      * The code also selects a default amount of video memory which we will
2201      * use for an estimation of the amount of free texture memory. In case of
2202      * real D3D the amount of texture memory includes video memory and system
2203      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2204      * HyperMemory). We don't know how much system memory can be addressed by
2205      * the system but we can make a reasonable estimation about the amount of
2206      * video memory. If the value is slightly wrong it doesn't matter as we
2207      * didn't include AGP-like memory which makes the amount of addressable
2208      * memory higher and second OpenGL isn't that critical it moves to system
2209      * memory behind our backs if really needed. Note that the amount of video
2210      * memory can be overruled using a registry setting. */
2211
2212     int i;
2213
2214     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2215     {
2216         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2217             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2218                 continue;
2219         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2220         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2221     }
2222
2223     FIXME_(d3d_caps)("No card selector available for GL vendor %#x and card vendor %04x (using GL_RENDERER %s).\n",
2224             *gl_vendor, *card_vendor, debugstr_a(gl_renderer));
2225
2226     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2227      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2228      * them a good generic choice. */
2229     *card_vendor = HW_VENDOR_NVIDIA;
2230     d3d_level = d3d_level_from_gl_info(gl_info);
2231     if (d3d_level >= 9)
2232         return CARD_NVIDIA_GEFORCEFX_5600;
2233     if (d3d_level >= 8)
2234         return CARD_NVIDIA_GEFORCE3;
2235     if (d3d_level >= 7)
2236         return CARD_NVIDIA_GEFORCE;
2237     if (d3d_level >= 6)
2238         return CARD_NVIDIA_RIVA_TNT;
2239     return CARD_NVIDIA_RIVA_128;
2240 }
2241
2242 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2243 {
2244     int vs_selected_mode, ps_selected_mode;
2245
2246     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2247     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2248             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2249     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2250     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2251             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2252     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2253     else return &ffp_fragment_pipeline;
2254 }
2255
2256 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2257 {
2258     int vs_selected_mode, ps_selected_mode;
2259
2260     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2261     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2262     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2263     return &none_shader_backend;
2264 }
2265
2266 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2267 {
2268     int vs_selected_mode, ps_selected_mode;
2269
2270     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2271     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2272             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2273     else return &ffp_blit;
2274 }
2275
2276 static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
2277         const struct wined3d_extension_map *map, UINT entry_count)
2278 {
2279     while (*extensions)
2280     {
2281         const char *start;
2282         size_t len;
2283         UINT i;
2284
2285         while (isspace(*extensions))
2286             ++extensions;
2287         start = extensions;
2288         while (!isspace(*extensions) && *extensions)
2289             ++extensions;
2290
2291         len = extensions - start;
2292         if (!len)
2293             continue;
2294
2295         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2296
2297         for (i = 0; i < entry_count; ++i)
2298         {
2299             if (len == strlen(map[i].extension_string)
2300                     && !memcmp(start, map[i].extension_string, len))
2301             {
2302                 TRACE_(d3d_caps)(" FOUND: %s support.\n", map[i].extension_string);
2303                 gl_info->supported[map[i].extension] = TRUE;
2304                 break;
2305             }
2306         }
2307     }
2308 }
2309
2310 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2311 {
2312     DWORD ver;
2313
2314 #define USE_GL_FUNC(type, pfn, ext, replace) \
2315     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2316     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2317     else gl_info->pfn = NULL;
2318
2319     GL_EXT_FUNCS_GEN;
2320 #undef USE_GL_FUNC
2321
2322 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2323     WGL_EXT_FUNCS_GEN;
2324 #undef USE_GL_FUNC
2325 }
2326
2327 /* Context activation is done by the caller. */
2328 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2329 {
2330     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2331     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2332     const char *GL_Extensions    = NULL;
2333     const char *WGL_Extensions   = NULL;
2334     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2335     struct fragment_caps fragment_caps;
2336     enum wined3d_gl_vendor gl_vendor;
2337     enum wined3d_pci_vendor card_vendor;
2338     enum wined3d_pci_device device;
2339     GLint       gl_max;
2340     GLfloat     gl_floatv[2];
2341     unsigned    i;
2342     HDC         hdc;
2343     DWORD gl_version;
2344
2345     TRACE_(d3d_caps)("(%p)\n", gl_info);
2346
2347     ENTER_GL();
2348
2349     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2350     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2351     if (!gl_renderer_str)
2352     {
2353         LEAVE_GL();
2354         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2355         return FALSE;
2356     }
2357
2358     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2359     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2360     if (!gl_vendor_str)
2361     {
2362         LEAVE_GL();
2363         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2364         return FALSE;
2365     }
2366
2367     /* Parse the GL_VERSION field into major and minor information */
2368     gl_version_str = (const char *)glGetString(GL_VERSION);
2369     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2370     if (!gl_version_str)
2371     {
2372         LEAVE_GL();
2373         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2374         return FALSE;
2375     }
2376     gl_version = wined3d_parse_gl_version(gl_version_str);
2377
2378     /*
2379      * Initialize openGL extension related variables
2380      *  with Default values
2381      */
2382     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2383     gl_info->limits.blends = 1;
2384     gl_info->limits.buffers = 1;
2385     gl_info->limits.textures = 1;
2386     gl_info->limits.texture_coords = 1;
2387     gl_info->limits.fragment_samplers = 1;
2388     gl_info->limits.vertex_samplers = 0;
2389     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2390     gl_info->limits.sampler_stages = 1;
2391     gl_info->limits.vertex_attribs = 16;
2392     gl_info->limits.glsl_vs_float_constants = 0;
2393     gl_info->limits.glsl_ps_float_constants = 0;
2394     gl_info->limits.arb_vs_float_constants = 0;
2395     gl_info->limits.arb_vs_native_constants = 0;
2396     gl_info->limits.arb_vs_instructions = 0;
2397     gl_info->limits.arb_vs_temps = 0;
2398     gl_info->limits.arb_ps_float_constants = 0;
2399     gl_info->limits.arb_ps_local_constants = 0;
2400     gl_info->limits.arb_ps_instructions = 0;
2401     gl_info->limits.arb_ps_temps = 0;
2402
2403     /* Retrieve opengl defaults */
2404     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2405     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2406     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2407
2408     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2409     gl_info->limits.lights = gl_max;
2410     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2411
2412     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2413     gl_info->limits.texture_size = gl_max;
2414     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2415
2416     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2417     gl_info->limits.pointsize_min = gl_floatv[0];
2418     gl_info->limits.pointsize_max = gl_floatv[1];
2419     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2420
2421     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2422     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2423     if (!GL_Extensions)
2424     {
2425         LEAVE_GL();
2426         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2427         return FALSE;
2428     }
2429
2430     LEAVE_GL();
2431
2432     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2433
2434     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2435
2436     parse_extension_string(gl_info, GL_Extensions, gl_extension_map,
2437             sizeof(gl_extension_map) / sizeof(*gl_extension_map));
2438
2439     /* Now work out what GL support this card really has */
2440     load_gl_funcs( gl_info, gl_version );
2441
2442     hdc = pwglGetCurrentDC();
2443     /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
2444     if (GL_EXTCALL(wglGetExtensionsStringARB))
2445         WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2446     if (!WGL_Extensions)
2447         WARN_(d3d_caps)("WGL extensions not supported.\n");
2448     else
2449         parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map,
2450                 sizeof(wgl_extension_map) / sizeof(*wgl_extension_map));
2451
2452     ENTER_GL();
2453
2454     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2455      * loading the functions, otherwise the code above will load the extension entry points instead of the
2456      * core functions, which may not work. */
2457     for (i = 0; i < (sizeof(gl_extension_map) / sizeof(*gl_extension_map)); ++i)
2458     {
2459         if (!gl_info->supported[gl_extension_map[i].extension]
2460                 && gl_extension_map[i].version <= gl_version && gl_extension_map[i].version)
2461         {
2462             TRACE_(d3d_caps)(" GL CORE: %s support.\n", gl_extension_map[i].extension_string);
2463             gl_info->supported[gl_extension_map[i].extension] = TRUE;
2464         }
2465     }
2466
2467     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2468
2469     if (gl_info->supported[APPLE_FENCE])
2470     {
2471         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2472          * The apple extension interacts with some other apple exts. Disable the NV
2473          * extension if the apple one is support to prevent confusion in other parts
2474          * of the code. */
2475         gl_info->supported[NV_FENCE] = FALSE;
2476     }
2477     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2478     {
2479         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2480          *
2481          * The enums are the same:
2482          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2483          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2484          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2485          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2486          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2487          */
2488         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2489         {
2490             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2491             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2492         }
2493         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2494         {
2495             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2496             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2497         }
2498     }
2499     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2500     {
2501         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2502          * functionality. Prefer the ARB extension */
2503         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2504     }
2505     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2506     {
2507         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2508         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2509     }
2510     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2511     {
2512         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2513         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2514     }
2515     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2516     {
2517         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2518         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2519     }
2520     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2521     {
2522         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2523         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2524     }
2525     if (gl_info->supported[NV_TEXTURE_SHADER2])
2526     {
2527         if (gl_info->supported[NV_REGISTER_COMBINERS])
2528         {
2529             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2530              * are supported. The nv extensions provide the same functionality as the
2531              * ATI one, and a bit more(signed pixelformats). */
2532             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2533         }
2534     }
2535
2536     if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
2537     {
2538         glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
2539         TRACE_(d3d_caps)("Minimum buffer map alignment: %d.\n", gl_max);
2540     }
2541     else
2542     {
2543         WARN_(d3d_caps)("Driver doesn't guarantee a minimum buffer map alignment.\n");
2544     }
2545     if (gl_info->supported[NV_REGISTER_COMBINERS])
2546     {
2547         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2548         gl_info->limits.general_combiners = gl_max;
2549         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2550     }
2551     if (gl_info->supported[ARB_DRAW_BUFFERS])
2552     {
2553         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2554         gl_info->limits.buffers = gl_max;
2555         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2556     }
2557     if (gl_info->supported[ARB_MULTITEXTURE])
2558     {
2559         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2560         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2561         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2562
2563         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2564         {
2565             GLint tmp;
2566             glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2567             gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
2568             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2569             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2570         }
2571         else
2572         {
2573             gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max);
2574             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2575         }
2576         TRACE_(d3d_caps)("Max texture coords: %d.\n", gl_info->limits.texture_coords);
2577         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2578
2579         if (gl_info->supported[ARB_VERTEX_SHADER])
2580         {
2581             GLint tmp;
2582             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2583             gl_info->limits.vertex_samplers = tmp;
2584             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2585             gl_info->limits.combined_samplers = tmp;
2586             glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2587             gl_info->limits.vertex_attribs = tmp;
2588
2589             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2590              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2591              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2592              * shader is used with fixed function vertex processing we're fine too because fixed function
2593              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2594              * used we have to make sure that all vertex sampler setups are valid together with all
2595              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2596              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2597              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2598              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2599              * a fixed function pipeline anymore.
2600              *
2601              * So this is just a check to check that our assumption holds true. If not, write a warning
2602              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2603             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2604                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2605             {
2606                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2607                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2608                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2609                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2610                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2611                 else
2612                     gl_info->limits.vertex_samplers = 0;
2613             }
2614         }
2615         else
2616         {
2617             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2618         }
2619         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2620         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2621     }
2622     if (gl_info->supported[ARB_VERTEX_BLEND])
2623     {
2624         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2625         gl_info->limits.blends = gl_max;
2626         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2627     }
2628     if (gl_info->supported[EXT_TEXTURE3D])
2629     {
2630         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2631         gl_info->limits.texture3d_size = gl_max;
2632         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2633     }
2634     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2635     {
2636         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2637         gl_info->limits.anisotropy = gl_max;
2638         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2639     }
2640     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2641     {
2642         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2643         gl_info->limits.arb_ps_float_constants = gl_max;
2644         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2645         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2646         gl_info->limits.arb_ps_native_constants = gl_max;
2647         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2648                 gl_info->limits.arb_ps_native_constants);
2649         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2650         gl_info->limits.arb_ps_temps = gl_max;
2651         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2652         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2653         gl_info->limits.arb_ps_instructions = gl_max;
2654         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2655         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2656         gl_info->limits.arb_ps_local_constants = gl_max;
2657         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2658     }
2659     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2660     {
2661         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2662         gl_info->limits.arb_vs_float_constants = gl_max;
2663         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2664         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2665         gl_info->limits.arb_vs_native_constants = gl_max;
2666         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2667                 gl_info->limits.arb_vs_native_constants);
2668         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2669         gl_info->limits.arb_vs_temps = gl_max;
2670         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2671         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2672         gl_info->limits.arb_vs_instructions = gl_max;
2673         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2674
2675         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2676     }
2677     if (gl_info->supported[ARB_VERTEX_SHADER])
2678     {
2679         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2680         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2681         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2682     }
2683     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2684     {
2685         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2686         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2687         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2688         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2689         gl_info->limits.glsl_varyings = gl_max;
2690         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2691     }
2692     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2693     {
2694         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2695         unsigned int major, minor;
2696
2697         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2698
2699         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2700         sscanf(str, "%u.%u", &major, &minor);
2701         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2702     }
2703     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2704     {
2705         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2706     }
2707     else
2708     {
2709         gl_info->limits.shininess = 128.0f;
2710     }
2711     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2712     {
2713         /* If we have full NP2 texture support, disable
2714          * GL_ARB_texture_rectangle because we will never use it.
2715          * This saves a few redundant glDisable calls. */
2716         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2717     }
2718     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2719     {
2720         /* Disable NV_register_combiners and fragment shader if this is supported.
2721          * generally the NV extensions are preferred over the ATI ones, and this
2722          * extension is disabled if register_combiners and texture_shader2 are both
2723          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2724          * fragment processing support. */
2725         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2726         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2727         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2728         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2729     }
2730     if (gl_info->supported[NV_HALF_FLOAT])
2731     {
2732         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2733         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2734     }
2735     checkGLcall("extension detection");
2736
2737     LEAVE_GL();
2738
2739     adapter->fragment_pipe = select_fragment_implementation(gl_info);
2740     adapter->shader_backend = select_shader_backend(gl_info);
2741     adapter->blitter = select_blit_implementation(gl_info);
2742
2743     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2744     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2745     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2746
2747     /* In some cases the number of texture stages can be larger than the number
2748      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2749      * shaders), but 8 texture stages (register combiners). */
2750     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2751
2752     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2753     {
2754         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2755         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2756         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2757         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2758         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2759         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2760         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2761         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2762         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2763         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2764         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2765         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2766         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2767         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2768         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2769         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2770         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2771         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2772         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2773         if (wined3d_settings.allow_multisampling)
2774         {
2775             glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2776             gl_info->limits.samples = gl_max;
2777         }
2778     }
2779     else
2780     {
2781         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2782         {
2783             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2784             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2785             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2786             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2787             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2788             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2789             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2790             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2791             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2792             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2793             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2794             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2795             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2796             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2797             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2798             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2799             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2800         }
2801         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2802         {
2803             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2804             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2805         }
2806         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2807         {
2808             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2809         }
2810         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2811         {
2812             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2813             if (wined3d_settings.allow_multisampling)
2814             {
2815                 glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2816                 gl_info->limits.samples = gl_max;
2817             }
2818         }
2819     }
2820
2821     /* MRTs are currently only supported when FBOs are used. */
2822     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2823     {
2824         gl_info->limits.buffers = 1;
2825     }
2826
2827     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2828     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2829     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2830
2831     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2832     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2833
2834     gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
2835     gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
2836             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2837     gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2838     gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
2839             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2840     gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
2841             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2842
2843     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2844     init_driver_info(driver_info, card_vendor, device);
2845     add_gl_compat_wrappers(gl_info);
2846
2847     return TRUE;
2848 }
2849
2850 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2851 {
2852     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2853             wined3d, wined3d->adapter_count);
2854
2855     return wined3d->adapter_count;
2856 }
2857
2858 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2859 {
2860     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2861
2862     return WINED3D_OK;
2863 }
2864
2865 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2866 {
2867     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2868
2869     if (adapter_idx >= wined3d->adapter_count)
2870         return NULL;
2871
2872     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2873 }
2874
2875 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2876      of the same bpp but different resolutions                                  */
2877
2878 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2879 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2880         enum wined3d_format_id format_id)
2881 {
2882     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2883
2884     if (adapter_idx >= wined3d->adapter_count)
2885         return 0;
2886
2887     /* TODO: Store modes per adapter and read it from the adapter structure */
2888     if (!adapter_idx)
2889     {
2890         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2891         UINT format_bits = format->byte_count * CHAR_BIT;
2892         unsigned int i = 0;
2893         unsigned int j = 0;
2894         DEVMODEW mode;
2895
2896         memset(&mode, 0, sizeof(mode));
2897         mode.dmSize = sizeof(mode);
2898
2899         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2900         {
2901             ++j;
2902
2903             if (format_id == WINED3DFMT_UNKNOWN)
2904             {
2905                 /* This is for D3D8, do not enumerate P8 here */
2906                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2907             }
2908             else if (mode.dmBitsPerPel == format_bits)
2909             {
2910                 ++i;
2911             }
2912         }
2913
2914         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2915
2916         return i;
2917     }
2918     else
2919     {
2920         FIXME_(d3d_caps)("Adapter not primary display.\n");
2921     }
2922
2923     return 0;
2924 }
2925
2926 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2927 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2928         enum wined3d_format_id format_id, UINT mode_idx, struct wined3d_display_mode *mode)
2929 {
2930     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2931             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2932
2933     /* Validate the parameters as much as possible */
2934     if (!mode || adapter_idx >= wined3d->adapter_count
2935             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2936     {
2937         return WINED3DERR_INVALIDCALL;
2938     }
2939
2940     /* TODO: Store modes per adapter and read it from the adapter structure */
2941     if (!adapter_idx)
2942     {
2943         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2944         UINT format_bits = format->byte_count * CHAR_BIT;
2945         DEVMODEW DevModeW;
2946         int ModeIdx = 0;
2947         UINT i = 0;
2948         int j = 0;
2949
2950         ZeroMemory(&DevModeW, sizeof(DevModeW));
2951         DevModeW.dmSize = sizeof(DevModeW);
2952
2953         /* If we are filtering to a specific format (D3D9), then need to skip
2954            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2955            just count through the ones with valid bit depths */
2956         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2957         {
2958             if (format_id == WINED3DFMT_UNKNOWN)
2959             {
2960                 /* This is for D3D8, do not enumerate P8 here */
2961                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2962             }
2963             else if (DevModeW.dmBitsPerPel == format_bits)
2964             {
2965                 ++i;
2966             }
2967         }
2968
2969         if (!i)
2970         {
2971             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2972             return WINED3DERR_INVALIDCALL;
2973         }
2974         ModeIdx = j - 1;
2975
2976         /* Now get the display mode via the calculated index */
2977         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2978         {
2979             mode->width = DevModeW.dmPelsWidth;
2980             mode->height = DevModeW.dmPelsHeight;
2981             mode->refresh_rate = DEFAULT_REFRESH_RATE;
2982             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2983                 mode->refresh_rate = DevModeW.dmDisplayFrequency;
2984
2985             if (format_id == WINED3DFMT_UNKNOWN)
2986                 mode->format_id = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2987             else
2988                 mode->format_id = format_id;
2989         }
2990         else
2991         {
2992             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2993             return WINED3DERR_INVALIDCALL;
2994         }
2995
2996         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2997                 mode->width, mode->height, mode->refresh_rate, mode->format_id,
2998                 debug_d3dformat(mode->format_id), DevModeW.dmBitsPerPel);
2999     }
3000     else
3001     {
3002         FIXME_(d3d_caps)("Adapter not primary display\n");
3003     }
3004
3005     return WINED3D_OK;
3006 }
3007
3008 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
3009         struct wined3d_display_mode *mode)
3010 {
3011     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
3012
3013     if (!mode || adapter_idx >= wined3d->adapter_count)
3014         return WINED3DERR_INVALIDCALL;
3015
3016     if (!adapter_idx)
3017     {
3018         DEVMODEW DevModeW;
3019         unsigned int bpp;
3020
3021         ZeroMemory(&DevModeW, sizeof(DevModeW));
3022         DevModeW.dmSize = sizeof(DevModeW);
3023
3024         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
3025         mode->width = DevModeW.dmPelsWidth;
3026         mode->height = DevModeW.dmPelsHeight;
3027         bpp = DevModeW.dmBitsPerPel;
3028         mode->refresh_rate = DEFAULT_REFRESH_RATE;
3029         if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
3030             mode->refresh_rate = DevModeW.dmDisplayFrequency;
3031         mode->format_id = pixelformat_for_depth(bpp);
3032     }
3033     else
3034     {
3035         FIXME_(d3d_caps)("Adapter not primary display\n");
3036     }
3037
3038     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->width,
3039           mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
3040     return WINED3D_OK;
3041 }
3042
3043 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3044    and fields being inserted in the middle, a new structure is used in place    */
3045 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
3046         UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
3047 {
3048     const struct wined3d_adapter *adapter;
3049     size_t len;
3050
3051     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
3052             wined3d, adapter_idx, flags, identifier);
3053
3054     if (adapter_idx >= wined3d->adapter_count)
3055         return WINED3DERR_INVALIDCALL;
3056
3057     adapter = &wined3d->adapters[adapter_idx];
3058
3059     /* Return the information requested */
3060     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3061
3062     if (identifier->driver_size)
3063     {
3064         const char *name = adapter->driver_info.name;
3065         len = min(strlen(name), identifier->driver_size - 1);
3066         memcpy(identifier->driver, name, len);
3067         identifier->driver[len] = '\0';
3068     }
3069
3070     if (identifier->description_size)
3071     {
3072         const char *description = adapter->driver_info.description;
3073         len = min(strlen(description), identifier->description_size - 1);
3074         memcpy(identifier->description, description, len);
3075         identifier->description[len] = '\0';
3076     }
3077
3078     /* Note that d3d8 doesn't supply a device name. */
3079     if (identifier->device_name_size)
3080     {
3081         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3082
3083         len = strlen(device_name);
3084         if (len >= identifier->device_name_size)
3085         {
3086             ERR("Device name size too small.\n");
3087             return WINED3DERR_INVALIDCALL;
3088         }
3089
3090         memcpy(identifier->device_name, device_name, len);
3091         identifier->device_name[len] = '\0';
3092     }
3093
3094     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3095     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3096     identifier->vendor_id = adapter->driver_info.vendor;
3097     identifier->device_id = adapter->driver_info.device;
3098     identifier->subsystem_id = 0;
3099     identifier->revision = 0;
3100     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3101     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3102     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3103     identifier->video_memory = adapter->TextureRam;
3104
3105     return WINED3D_OK;
3106 }
3107
3108 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3109         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3110 {
3111     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3112
3113     /* Float formats need FBOs. If FBOs are used this function isn't called */
3114     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3115
3116     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3117         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3118         {
3119             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3120             return FALSE;
3121         }
3122
3123         if(cfg->redSize < redSize)
3124             return FALSE;
3125
3126         if(cfg->greenSize < greenSize)
3127             return FALSE;
3128
3129         if(cfg->blueSize < blueSize)
3130             return FALSE;
3131
3132         if(cfg->alphaSize < alphaSize)
3133             return FALSE;
3134
3135         return TRUE;
3136     }
3137
3138     /* Probably a RGBA_float or color index mode */
3139     return FALSE;
3140 }
3141
3142 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3143         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3144 {
3145     BYTE depthSize, stencilSize;
3146     BOOL lockable = FALSE;
3147
3148     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3149     {
3150         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3151         return FALSE;
3152     }
3153
3154     /* Float formats need FBOs. If FBOs are used this function isn't called */
3155     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3156
3157     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3158         lockable = TRUE;
3159
3160     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3161      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3162      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3163     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3164         return FALSE;
3165
3166     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3167      * allow more stencil bits than requested. */
3168     if(cfg->stencilSize < stencilSize)
3169         return FALSE;
3170
3171     return TRUE;
3172 }
3173
3174 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3175         UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id,
3176         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3177 {
3178     const struct wined3d_format *rt_format;
3179     const struct wined3d_format *ds_format;
3180     const struct wined3d_adapter *adapter;
3181
3182     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3183             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3184             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3185             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3186
3187     if (adapter_idx >= wined3d->adapter_count)
3188         return WINED3DERR_INVALIDCALL;
3189
3190     adapter = &wined3d->adapters[adapter_idx];
3191     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3192     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3193     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3194     {
3195         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3196                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3197         {
3198             TRACE_(d3d_caps)("Formats match.\n");
3199             return WINED3D_OK;
3200         }
3201     }
3202     else
3203     {
3204         const struct wined3d_pixel_format *cfgs;
3205         unsigned int cfg_count;
3206         unsigned int i;
3207
3208         cfgs = adapter->cfgs;
3209         cfg_count = adapter->cfg_count;
3210         for (i = 0; i < cfg_count; ++i)
3211         {
3212             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3213                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3214             {
3215                 TRACE_(d3d_caps)("Formats match.\n");
3216                 return WINED3D_OK;
3217             }
3218         }
3219     }
3220
3221     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3222             debug_d3dformat(render_target_format_id),
3223             debug_d3dformat(depth_stencil_format_id));
3224
3225     return WINED3DERR_NOTAVAILABLE;
3226 }
3227
3228 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3229         enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3230         enum wined3d_multisample_type multisample_type, DWORD *quality_levels)
3231 {
3232     const struct wined3d_gl_info *gl_info;
3233
3234     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3235             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3236             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3237             windowed, multisample_type, quality_levels);
3238
3239     if (adapter_idx >= wined3d->adapter_count)
3240         return WINED3DERR_INVALIDCALL;
3241
3242     gl_info = &wined3d->adapters[adapter_idx].gl_info;
3243
3244     if (multisample_type > gl_info->limits.samples)
3245     {
3246         TRACE("Returning not supported.\n");
3247         if (quality_levels)
3248             *quality_levels = 0;
3249
3250         return WINED3DERR_NOTAVAILABLE;
3251     }
3252
3253     if (quality_levels)
3254     {
3255         if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
3256             /* FIXME: This is probably wrong. */
3257             *quality_levels = gl_info->limits.samples;
3258         else
3259             *quality_levels = 1;
3260     }
3261
3262     return WINED3D_OK;
3263 }
3264
3265 /* Check if we support bumpmapping for a format */
3266 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3267 {
3268     /* Ask the fixed function pipeline implementation if it can deal
3269      * with the conversion. If we've got a GL extension giving native
3270      * support this will be an identity conversion. */
3271     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3272             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3273 }
3274
3275 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3276 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3277         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3278 {
3279     /* Only allow depth/stencil formats */
3280     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3281
3282     /* Blacklist formats not supported on Windows */
3283     switch (ds_format->id)
3284     {
3285         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3286         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3287             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3288             return FALSE;
3289
3290         default:
3291             break;
3292     }
3293
3294     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3295     {
3296         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3297         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3298     }
3299     else
3300     {
3301         unsigned int i;
3302
3303         /* Walk through all WGL pixel formats to find a match */
3304         for (i = 0; i < adapter->cfg_count; ++i)
3305         {
3306             const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
3307             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3308                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3309                 return TRUE;
3310         }
3311     }
3312
3313     return FALSE;
3314 }
3315
3316 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3317 {
3318     /* The flags entry of a format contains the filtering capability */
3319     if ((format->flags & WINED3DFMT_FLAG_FILTERING)
3320             || !(adapter->gl_info.quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3321         return TRUE;
3322
3323     return FALSE;
3324 }
3325
3326 /* Check the render target capabilities of a format */
3327 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3328         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3329 {
3330     /* Filter out non-RT formats */
3331     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3332     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3333     {
3334         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3335         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3336         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3337         unsigned int i;
3338
3339         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3340         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3341
3342         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3343          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3344         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3345             TRACE_(d3d_caps)("[FAILED]\n");
3346             return FALSE;
3347         }
3348
3349         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3350          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3351         for (i = 0; i < adapter->cfg_count; ++i)
3352         {
3353             if (cfgs[i].windowDrawable
3354                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
3355             {
3356                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3357                         cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
3358                 return TRUE;
3359             }
3360         }
3361     }
3362     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3363     {
3364         /* For now return TRUE for FBOs until we have some proper checks.
3365          * Note that this function will only be called when the format is around for texturing. */
3366         return TRUE;
3367     }
3368     return FALSE;
3369 }
3370
3371 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3372 {
3373     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3374 }
3375
3376 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3377 {
3378     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3379      * doing the color fixup in shaders.
3380      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3381     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3382     {
3383         int vs_selected_mode;
3384         int ps_selected_mode;
3385         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3386
3387         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3388             TRACE_(d3d_caps)("[OK]\n");
3389             return TRUE;
3390         }
3391     }
3392
3393     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3394     return FALSE;
3395 }
3396
3397 /* Check if a format support blending in combination with pixel shaders */
3398 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3399         const struct wined3d_format *format)
3400 {
3401     /* The flags entry of a format contains the post pixel shader blending capability */
3402     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3403
3404     return FALSE;
3405 }
3406
3407 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3408 {
3409     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3410      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3411      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3412      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3413      * capability anyway.
3414      *
3415      * For now lets report this on all formats, but in the future we may want to
3416      * restrict it to some should games need that
3417      */
3418     return TRUE;
3419 }
3420
3421 /* Check if a texture format is supported on the given adapter */
3422 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3423 {
3424     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3425
3426     switch (format->id)
3427     {
3428         /*****
3429          *  supported: RGB(A) formats
3430          */
3431         case WINED3DFMT_B8G8R8_UNORM:
3432             TRACE_(d3d_caps)("[FAILED] - Not enumerated on Windows\n");
3433             return FALSE;
3434         case WINED3DFMT_B8G8R8A8_UNORM:
3435         case WINED3DFMT_B8G8R8X8_UNORM:
3436         case WINED3DFMT_B5G6R5_UNORM:
3437         case WINED3DFMT_B5G5R5X1_UNORM:
3438         case WINED3DFMT_B5G5R5A1_UNORM:
3439         case WINED3DFMT_B4G4R4A4_UNORM:
3440         case WINED3DFMT_A8_UNORM:
3441         case WINED3DFMT_B4G4R4X4_UNORM:
3442         case WINED3DFMT_R8G8B8A8_UNORM:
3443         case WINED3DFMT_R8G8B8X8_UNORM:
3444         case WINED3DFMT_B10G10R10A2_UNORM:
3445         case WINED3DFMT_R10G10B10A2_UNORM:
3446         case WINED3DFMT_R16G16_UNORM:
3447             TRACE_(d3d_caps)("[OK]\n");
3448             return TRUE;
3449
3450         case WINED3DFMT_B2G3R3_UNORM:
3451             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3452             return FALSE;
3453
3454         /*****
3455          *  Not supported: Palettized
3456          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3457          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3458          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3459          */
3460         case WINED3DFMT_P8_UINT:
3461         case WINED3DFMT_P8_UINT_A8_UNORM:
3462             return FALSE;
3463
3464         /*****
3465          *  Supported: (Alpha)-Luminance
3466          */
3467         case WINED3DFMT_L8_UNORM:
3468         case WINED3DFMT_L8A8_UNORM:
3469         case WINED3DFMT_L16_UNORM:
3470             TRACE_(d3d_caps)("[OK]\n");
3471             return TRUE;
3472
3473         /* Not supported on Windows, thus disabled */
3474         case WINED3DFMT_L4A4_UNORM:
3475             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3476             return FALSE;
3477
3478         /*****
3479          *  Supported: Depth/Stencil formats
3480          */
3481         case WINED3DFMT_D16_LOCKABLE:
3482         case WINED3DFMT_D16_UNORM:
3483         case WINED3DFMT_X8D24_UNORM:
3484         case WINED3DFMT_D24_UNORM_S8_UINT:
3485         case WINED3DFMT_S8_UINT_D24_FLOAT:
3486         case WINED3DFMT_D32_UNORM:
3487         case WINED3DFMT_D32_FLOAT:
3488             return TRUE;
3489
3490         case WINED3DFMT_INTZ:
3491             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3492                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3493                 return TRUE;
3494             return FALSE;
3495
3496         /* Not supported on Windows */
3497         case WINED3DFMT_S1_UINT_D15_UNORM:
3498         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3499             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3500             return FALSE;
3501
3502         /*****
3503          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3504          *  GL_NV_texture_shader). Emulated by shaders
3505          */
3506         case WINED3DFMT_R8G8_SNORM:
3507         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3508         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3509         case WINED3DFMT_R8G8B8A8_SNORM:
3510         case WINED3DFMT_R16G16_SNORM:
3511             /* Ask the shader backend if it can deal with the conversion. If
3512              * we've got a GL extension giving native support this will be an
3513              * identity conversion. */
3514             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3515             {
3516                 TRACE_(d3d_caps)("[OK]\n");
3517                 return TRUE;
3518             }
3519             TRACE_(d3d_caps)("[FAILED]\n");
3520             return FALSE;
3521
3522         case WINED3DFMT_DXT1:
3523         case WINED3DFMT_DXT2:
3524         case WINED3DFMT_DXT3:
3525         case WINED3DFMT_DXT4:
3526         case WINED3DFMT_DXT5:
3527             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3528             {
3529                 TRACE_(d3d_caps)("[OK]\n");
3530                 return TRUE;
3531             }
3532             TRACE_(d3d_caps)("[FAILED]\n");
3533             return FALSE;
3534
3535
3536         /*****
3537          *  Odd formats - not supported
3538          */
3539         case WINED3DFMT_VERTEXDATA:
3540         case WINED3DFMT_R16_UINT:
3541         case WINED3DFMT_R32_UINT:
3542         case WINED3DFMT_R16G16B16A16_SNORM:
3543         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3544         case WINED3DFMT_R10G11B11_SNORM:
3545         case WINED3DFMT_R16:
3546         case WINED3DFMT_AL16:
3547             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3548             return FALSE;
3549
3550         /*****
3551          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3552          */
3553         case WINED3DFMT_R8G8_SNORM_Cx:
3554             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3555             return FALSE;
3556
3557         /* YUV formats */
3558         case WINED3DFMT_UYVY:
3559         case WINED3DFMT_YUY2:
3560             if (gl_info->supported[APPLE_YCBCR_422])
3561             {
3562                 TRACE_(d3d_caps)("[OK]\n");
3563                 return TRUE;
3564             }
3565             TRACE_(d3d_caps)("[FAILED]\n");
3566             return FALSE;
3567         case WINED3DFMT_YV12:
3568             TRACE_(d3d_caps)("[FAILED]\n");
3569             return FALSE;
3570
3571         case WINED3DFMT_R16G16B16A16_UNORM:
3572             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3573             {
3574                 TRACE_(d3d_caps)("[FAILED]\n");
3575                 return FALSE;
3576             }
3577             TRACE_(d3d_caps)("[OK]\n");
3578             return TRUE;
3579
3580             /* Not supported */
3581         case WINED3DFMT_B2G3R3A8_UNORM:
3582             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3583             return FALSE;
3584
3585             /* Floating point formats */
3586         case WINED3DFMT_R16_FLOAT:
3587         case WINED3DFMT_R16G16_FLOAT:
3588         case WINED3DFMT_R16G16B16A16_FLOAT:
3589             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3590             {
3591                 TRACE_(d3d_caps)("[OK]\n");
3592                 return TRUE;
3593             }
3594             TRACE_(d3d_caps)("[FAILED]\n");
3595             return FALSE;
3596
3597         case WINED3DFMT_R32_FLOAT:
3598         case WINED3DFMT_R32G32_FLOAT:
3599         case WINED3DFMT_R32G32B32A32_FLOAT:
3600             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3601             {
3602                 TRACE_(d3d_caps)("[OK]\n");
3603                 return TRUE;
3604             }
3605             TRACE_(d3d_caps)("[FAILED]\n");
3606             return FALSE;
3607
3608         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3609          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3610          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3611          * We can do instancing with all shader versions, but we need vertex shaders.
3612          *
3613          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3614          * to enable instancing. WineD3D doesn't need that and just ignores it.
3615          *
3616          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3617          */
3618         case WINED3DFMT_INST:
3619             TRACE("ATI Instancing check hack\n");
3620             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3621             {
3622                 TRACE_(d3d_caps)("[OK]\n");
3623                 return TRUE;
3624             }
3625             TRACE_(d3d_caps)("[FAILED]\n");
3626             return FALSE;
3627
3628         /* Some weird FOURCC formats */
3629         case WINED3DFMT_R8G8_B8G8:
3630         case WINED3DFMT_G8R8_G8B8:
3631         case WINED3DFMT_MULTI2_ARGB8:
3632             TRACE_(d3d_caps)("[FAILED]\n");
3633             return FALSE;
3634
3635         /* Vendor specific formats */
3636         case WINED3DFMT_ATI2N:
3637             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3638                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3639             {
3640                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3641                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3642                 {
3643                     TRACE_(d3d_caps)("[OK]\n");
3644                     return TRUE;
3645                 }
3646
3647                 TRACE_(d3d_caps)("[OK]\n");
3648                 return TRUE;
3649             }
3650             TRACE_(d3d_caps)("[FAILED]\n");
3651             return FALSE;
3652
3653         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3654          * format MAKEFOURCC('N','V','D','B') is used.
3655          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3656          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3657          * to test value.
3658          */
3659         case WINED3DFMT_NVDB:
3660             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3661             {
3662                 TRACE_(d3d_caps)("[OK]\n");
3663                 return TRUE;
3664             }
3665             TRACE_(d3d_caps)("[FAILED]\n");
3666             return FALSE;
3667
3668         case WINED3DFMT_NVHU:
3669         case WINED3DFMT_NVHS:
3670             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3671              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3672              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3673              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3674              * Applications have to deal with not having NVHS and NVHU.
3675              */
3676             TRACE_(d3d_caps)("[FAILED]\n");
3677             return FALSE;
3678
3679         case WINED3DFMT_NULL:
3680             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3681                 return TRUE;
3682             return FALSE;
3683
3684         case WINED3DFMT_UNKNOWN:
3685             return FALSE;
3686
3687         default:
3688             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3689             break;
3690     }
3691     return FALSE;
3692 }
3693
3694 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3695         const struct wined3d_format *adapter_format,
3696         const struct wined3d_format *check_format,
3697         enum wined3d_surface_type surface_type)
3698 {
3699     if (surface_type == WINED3D_SURFACE_TYPE_GDI)
3700     {
3701         switch (check_format->id)
3702         {
3703             case WINED3DFMT_B8G8R8_UNORM:
3704                 TRACE_(d3d_caps)("[FAILED] - Not enumerated on Windows\n");
3705                 return FALSE;
3706             case WINED3DFMT_B8G8R8A8_UNORM:
3707             case WINED3DFMT_B8G8R8X8_UNORM:
3708             case WINED3DFMT_B5G6R5_UNORM:
3709             case WINED3DFMT_B5G5R5X1_UNORM:
3710             case WINED3DFMT_B5G5R5A1_UNORM:
3711             case WINED3DFMT_B4G4R4A4_UNORM:
3712             case WINED3DFMT_B2G3R3_UNORM:
3713             case WINED3DFMT_A8_UNORM:
3714             case WINED3DFMT_B2G3R3A8_UNORM:
3715             case WINED3DFMT_B4G4R4X4_UNORM:
3716             case WINED3DFMT_R10G10B10A2_UNORM:
3717             case WINED3DFMT_R8G8B8A8_UNORM:
3718             case WINED3DFMT_R8G8B8X8_UNORM:
3719             case WINED3DFMT_R16G16_UNORM:
3720             case WINED3DFMT_B10G10R10A2_UNORM:
3721             case WINED3DFMT_R16G16B16A16_UNORM:
3722             case WINED3DFMT_P8_UINT:
3723                 TRACE_(d3d_caps)("[OK]\n");
3724                 return TRUE;
3725             default:
3726                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3727                 return FALSE;
3728         }
3729     }
3730
3731     /* All format that are supported for textures are supported for surfaces as well */
3732     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3733     /* All depth stencil formats are supported on surfaces */
3734     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3735
3736     /* If opengl can't process the format natively, the blitter may be able to convert it */
3737     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3738             NULL, WINED3D_POOL_DEFAULT, 0, check_format,
3739             NULL, WINED3D_POOL_DEFAULT, 0, adapter_format))
3740     {
3741         TRACE_(d3d_caps)("[OK]\n");
3742         return TRUE;
3743     }
3744
3745     /* Reject other formats */
3746     TRACE_(d3d_caps)("[FAILED]\n");
3747     return FALSE;
3748 }
3749
3750 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3751         const struct wined3d_format *format)
3752 {
3753     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3754
3755     if (!gl_info->limits.vertex_samplers || !(format->flags & WINED3DFMT_FLAG_VTF))
3756         return FALSE;
3757
3758     switch (format->id)
3759     {
3760         case WINED3DFMT_R32G32B32A32_FLOAT:
3761         case WINED3DFMT_R32_FLOAT:
3762             return TRUE;
3763         default:
3764             return !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING);
3765     }
3766 }
3767
3768 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3769         enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3770         enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id,
3771         enum wined3d_surface_type surface_type)
3772 {
3773     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3774     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3775     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3776     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3777     DWORD usage_caps = 0;
3778
3779     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3780             "resource_type %s, check_format %s, surface_type %#x.\n",
3781             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3782             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3783             debug_d3dformat(check_format_id), surface_type);
3784
3785     if (adapter_idx >= wined3d->adapter_count)
3786         return WINED3DERR_INVALIDCALL;
3787
3788     switch (resource_type)
3789     {
3790         case WINED3D_RTYPE_CUBE_TEXTURE:
3791             /* Cubetexture allows:
3792              *      - WINED3DUSAGE_AUTOGENMIPMAP
3793              *      - WINED3DUSAGE_DEPTHSTENCIL
3794              *      - WINED3DUSAGE_DYNAMIC
3795              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3796              *      - WINED3DUSAGE_RENDERTARGET
3797              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3798              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3799              */
3800             if (surface_type != WINED3D_SURFACE_TYPE_OPENGL)
3801             {
3802                 TRACE_(d3d_caps)("[FAILED]\n");
3803                 return WINED3DERR_NOTAVAILABLE;
3804             }
3805
3806             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3807             {
3808                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3809                 return WINED3DERR_NOTAVAILABLE;
3810             }
3811
3812             if (!CheckTextureCapability(adapter, format))
3813             {
3814                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3815                 return WINED3DERR_NOTAVAILABLE;
3816             }
3817
3818             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3819             {
3820                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3821                     /* When autogenmipmap isn't around continue and return
3822                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3823                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3824                 else
3825                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3826             }
3827
3828             /* Always report dynamic locking. */
3829             if (usage & WINED3DUSAGE_DYNAMIC)
3830                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3831
3832             if (usage & WINED3DUSAGE_RENDERTARGET)
3833             {
3834                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3835                 {
3836                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3837                     return WINED3DERR_NOTAVAILABLE;
3838                 }
3839                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3840             }
3841
3842             /* Always report software processing. */
3843             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3844                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3845
3846             if (usage & WINED3DUSAGE_QUERY_FILTER)
3847             {
3848                 if (!CheckFilterCapability(adapter, format))
3849                 {
3850                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3851                     return WINED3DERR_NOTAVAILABLE;
3852                 }
3853                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3854             }
3855
3856             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3857             {
3858                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3859                 {
3860                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3861                     return WINED3DERR_NOTAVAILABLE;
3862                 }
3863                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3864             }
3865
3866             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3867             {
3868                 if (!CheckSrgbReadCapability(adapter, format))
3869                 {
3870                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3871                     return WINED3DERR_NOTAVAILABLE;
3872                 }
3873                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3874             }
3875
3876             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3877             {
3878                 if (!CheckSrgbWriteCapability(adapter, format))
3879                 {
3880                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3881                     return WINED3DERR_NOTAVAILABLE;
3882                 }
3883                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3884             }
3885
3886             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3887             {
3888                 if (!CheckVertexTextureCapability(adapter, format))
3889                 {
3890                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3891                     return WINED3DERR_NOTAVAILABLE;
3892                 }
3893                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3894             }
3895
3896             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3897             {
3898                 if (!CheckWrapAndMipCapability(adapter, format))
3899                 {
3900                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3901                     return WINED3DERR_NOTAVAILABLE;
3902                 }
3903                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3904             }
3905             break;
3906
3907         case WINED3D_RTYPE_SURFACE:
3908             /* Surface allows:
3909              *      - WINED3DUSAGE_DEPTHSTENCIL
3910              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3911              *      - WINED3DUSAGE_RENDERTARGET
3912              */
3913             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3914             {
3915                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3916                 return WINED3DERR_NOTAVAILABLE;
3917             }
3918
3919             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3920             {
3921                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3922                 {
3923                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3924                     return WINED3DERR_NOTAVAILABLE;
3925                 }
3926                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3927             }
3928
3929             if (usage & WINED3DUSAGE_RENDERTARGET)
3930             {
3931                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3932                 {
3933                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3934                     return WINED3DERR_NOTAVAILABLE;
3935                 }
3936                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3937             }
3938
3939             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3940             {
3941                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3942                 {
3943                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3944                     return WINED3DERR_NOTAVAILABLE;
3945                 }
3946                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3947             }
3948             break;
3949
3950         case WINED3D_RTYPE_TEXTURE:
3951             /* Texture allows:
3952              *      - WINED3DUSAGE_AUTOGENMIPMAP
3953              *      - WINED3DUSAGE_DEPTHSTENCIL
3954              *      - WINED3DUSAGE_DMAP
3955              *      - WINED3DUSAGE_DYNAMIC
3956              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3957              *      - WINED3DUSAGE_RENDERTARGET
3958              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3959              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3960              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3961              */
3962             if (surface_type != WINED3D_SURFACE_TYPE_OPENGL)
3963             {
3964                 TRACE_(d3d_caps)("[FAILED]\n");
3965                 return WINED3DERR_NOTAVAILABLE;
3966             }
3967
3968             if (!CheckTextureCapability(adapter, format))
3969             {
3970                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3971                 return WINED3DERR_NOTAVAILABLE;
3972             }
3973
3974             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3975             {
3976                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3977                     /* When autogenmipmap isn't around continue and return
3978                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3979                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3980                 else
3981                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3982             }
3983
3984             /* Always report dynamic locking. */
3985             if (usage & WINED3DUSAGE_DYNAMIC)
3986                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3987
3988             if (usage & WINED3DUSAGE_RENDERTARGET)
3989             {
3990                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3991                 {
3992                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3993                     return WINED3DERR_NOTAVAILABLE;
3994                 }
3995                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3996             }
3997
3998             /* Always report software processing. */
3999             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4000                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4001
4002             if (usage & WINED3DUSAGE_QUERY_FILTER)
4003             {
4004                 if (!CheckFilterCapability(adapter, format))
4005                 {
4006                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4007                     return WINED3DERR_NOTAVAILABLE;
4008                 }
4009                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4010             }
4011
4012             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
4013             {
4014                 if (!CheckBumpMapCapability(adapter, format))
4015                 {
4016                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
4017                     return WINED3DERR_NOTAVAILABLE;
4018                 }
4019                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
4020             }
4021
4022             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4023             {
4024                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4025                 {
4026                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4027                     return WINED3DERR_NOTAVAILABLE;
4028                 }
4029                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4030             }
4031
4032             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4033             {
4034                 if (!CheckSrgbReadCapability(adapter, format))
4035                 {
4036                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4037                     return WINED3DERR_NOTAVAILABLE;
4038                 }
4039                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4040             }
4041
4042             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4043             {
4044                 if (!CheckSrgbWriteCapability(adapter, format))
4045                 {
4046                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4047                     return WINED3DERR_NOTAVAILABLE;
4048                 }
4049                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4050             }
4051
4052             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4053             {
4054                 if (!CheckVertexTextureCapability(adapter, format))
4055                 {
4056                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4057                     return WINED3DERR_NOTAVAILABLE;
4058                 }
4059                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4060             }
4061
4062             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4063             {
4064                 if (!CheckWrapAndMipCapability(adapter, format))
4065                 {
4066                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4067                     return WINED3DERR_NOTAVAILABLE;
4068                 }
4069                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4070             }
4071
4072             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4073             {
4074                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4075                 {
4076                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4077                     return WINED3DERR_NOTAVAILABLE;
4078                 }
4079                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4080                 {
4081                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4082                     return WINED3DERR_NOTAVAILABLE;
4083                 }
4084                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4085             }
4086             break;
4087
4088         case WINED3D_RTYPE_VOLUME_TEXTURE:
4089         case WINED3D_RTYPE_VOLUME:
4090             /* Volume is to VolumeTexture what Surface is to Texture, but its
4091              * usage caps are not documented. Most driver seem to offer
4092              * (nearly) the same on Volume and VolumeTexture, so do that too.
4093              *
4094              * Volumetexture allows:
4095              *      - D3DUSAGE_DYNAMIC
4096              *      - D3DUSAGE_NONSECURE (d3d9ex)
4097              *      - D3DUSAGE_SOFTWAREPROCESSING
4098              *      - D3DUSAGE_QUERY_WRAPANDMIP
4099              */
4100             if (surface_type != WINED3D_SURFACE_TYPE_OPENGL)
4101             {
4102                 TRACE_(d3d_caps)("[FAILED]\n");
4103                 return WINED3DERR_NOTAVAILABLE;
4104             }
4105
4106             if (!gl_info->supported[EXT_TEXTURE3D])
4107             {
4108                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4109                 return WINED3DERR_NOTAVAILABLE;
4110             }
4111
4112             if (!CheckTextureCapability(adapter, format))
4113             {
4114                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4115                 return WINED3DERR_NOTAVAILABLE;
4116             }
4117
4118             /* Filter formats that need conversion; For one part, this
4119              * conversion is unimplemented, and volume textures are huge, so
4120              * it would be a big performance hit. Unless we hit an application
4121              * needing one of those formats, don't advertize them to avoid
4122              * leading applications into temptation. The windows drivers don't
4123              * support most of those formats on volumes anyway, except for
4124              * WINED3DFMT_R32_FLOAT. */
4125             switch (check_format_id)
4126             {
4127                 case WINED3DFMT_P8_UINT:
4128                 case WINED3DFMT_L4A4_UNORM:
4129                 case WINED3DFMT_R32_FLOAT:
4130                 case WINED3DFMT_R16_FLOAT:
4131                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4132                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4133                 case WINED3DFMT_R16G16_UNORM:
4134                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4135                     return WINED3DERR_NOTAVAILABLE;
4136
4137                 case WINED3DFMT_R8G8B8A8_SNORM:
4138                 case WINED3DFMT_R16G16_SNORM:
4139                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4140                     {
4141                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4142                         return WINED3DERR_NOTAVAILABLE;
4143                     }
4144                     break;
4145
4146                 case WINED3DFMT_R8G8_SNORM:
4147                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4148                     {
4149                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4150                         return WINED3DERR_NOTAVAILABLE;
4151                     }
4152                     break;
4153
4154                 case WINED3DFMT_DXT1:
4155                 case WINED3DFMT_DXT2:
4156                 case WINED3DFMT_DXT3:
4157                 case WINED3DFMT_DXT4:
4158                 case WINED3DFMT_DXT5:
4159                     /* The GL_EXT_texture_compression_s3tc spec requires that
4160                      * loading an s3tc compressed texture results in an error.
4161                      * While the D3D refrast does support s3tc volumes, at
4162                      * least the nvidia windows driver does not, so we're free
4163                      * not to support this format. */
4164                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4165                     return WINED3DERR_NOTAVAILABLE;
4166
4167                 default:
4168                     /* Do nothing, continue with checking the format below */
4169                     break;
4170             }
4171
4172             /* Always report dynamic locking. */
4173             if (usage & WINED3DUSAGE_DYNAMIC)
4174                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4175
4176             /* Always report software processing. */
4177             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4178                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4179
4180             if (usage & WINED3DUSAGE_QUERY_FILTER)
4181             {
4182                 if (!CheckFilterCapability(adapter, format))
4183                 {
4184                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4185                     return WINED3DERR_NOTAVAILABLE;
4186                 }
4187                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4188             }
4189
4190             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4191             {
4192                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4193                 {
4194                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4195                     return WINED3DERR_NOTAVAILABLE;
4196                 }
4197                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4198             }
4199
4200             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4201             {
4202                 if (!CheckSrgbReadCapability(adapter, format))
4203                 {
4204                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4205                     return WINED3DERR_NOTAVAILABLE;
4206                 }
4207                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4208             }
4209
4210             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4211             {
4212                 if (!CheckSrgbWriteCapability(adapter, format))
4213                 {
4214                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4215                     return WINED3DERR_NOTAVAILABLE;
4216                 }
4217                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4218             }
4219
4220             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4221             {
4222                 if (!CheckVertexTextureCapability(adapter, format))
4223                 {
4224                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4225                     return WINED3DERR_NOTAVAILABLE;
4226                 }
4227                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4228             }
4229
4230             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4231             {
4232                 if (!CheckWrapAndMipCapability(adapter, format))
4233                 {
4234                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4235                     return WINED3DERR_NOTAVAILABLE;
4236                 }
4237                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4238             }
4239             break;
4240
4241         default:
4242             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4243             return WINED3DERR_NOTAVAILABLE;
4244     }
4245
4246     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4247      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4248      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4249     if (usage_caps == usage)
4250         return WINED3D_OK;
4251     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4252         return WINED3DOK_NOAUTOGEN;
4253
4254     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4255             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4256
4257     return WINED3DERR_NOTAVAILABLE;
4258 }
4259
4260 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4261         enum wined3d_device_type device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4262 {
4263     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4264             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4265             debug_d3dformat(dst_format));
4266
4267     return WINED3D_OK;
4268 }
4269
4270 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx,
4271         enum wined3d_device_type device_type, enum wined3d_format_id display_format,
4272         enum wined3d_format_id backbuffer_format, BOOL windowed)
4273 {
4274     UINT mode_count;
4275     HRESULT hr;
4276
4277     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4278             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4279             debug_d3dformat(backbuffer_format), windowed);
4280
4281     if (adapter_idx >= wined3d->adapter_count)
4282         return WINED3DERR_INVALIDCALL;
4283
4284     /* The task of this function is to check whether a certain display / backbuffer format
4285      * combination is available on the given adapter. In fullscreen mode microsoft specified
4286      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4287      * and display format should match exactly.
4288      * In windowed mode format conversion can occur and this depends on the driver. When format
4289      * conversion is done, this function should nevertheless fail and applications need to use
4290      * CheckDeviceFormatConversion.
4291      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4292
4293     /* There are only 4 display formats. */
4294     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4295             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4296             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4297             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4298     {
4299         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4300         return WINED3DERR_NOTAVAILABLE;
4301     }
4302
4303     /* If the requested display format is not available, don't continue. */
4304     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4305     if (!mode_count)
4306     {
4307         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4308         return WINED3DERR_NOTAVAILABLE;
4309     }
4310
4311     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4312      * it means 'reuse' the display format for the backbuffer. */
4313     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4314     {
4315         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4316         return WINED3DERR_NOTAVAILABLE;
4317     }
4318
4319     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4320      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4321     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4322     {
4323         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4324                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4325         return WINED3DERR_NOTAVAILABLE;
4326     }
4327
4328     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4329      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4330      * WINED3DFMT_B5G5R5A1_UNORM. */
4331     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4332             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4333     {
4334         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4335                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4336         return WINED3DERR_NOTAVAILABLE;
4337     }
4338
4339     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4340      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4341      * WINED3DFMT_B8G8R8A8_UNORM. */
4342     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4343             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4344     {
4345         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4346                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4347         return WINED3DERR_NOTAVAILABLE;
4348     }
4349
4350     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4351      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4352     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4353             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4354     {
4355         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4356                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4357         return WINED3DERR_NOTAVAILABLE;
4358     }
4359
4360     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4361     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4362             WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_SURFACE, backbuffer_format, WINED3D_SURFACE_TYPE_OPENGL);
4363     if (FAILED(hr))
4364         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4365                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4366
4367     return hr;
4368 }
4369
4370 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4371         enum wined3d_device_type device_type, WINED3DCAPS *caps)
4372 {
4373     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4374     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4375     int vs_selected_mode;
4376     int ps_selected_mode;
4377     struct shader_caps shader_caps;
4378     struct fragment_caps fragment_caps;
4379     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4380
4381     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4382             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4383
4384     if (adapter_idx >= wined3d->adapter_count)
4385         return WINED3DERR_INVALIDCALL;
4386
4387     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4388
4389     /* ------------------------------------------------
4390        The following fields apply to both d3d8 and d3d9
4391        ------------------------------------------------ */
4392     /* Not quite true, but use h/w supported by opengl I suppose */
4393     caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
4394     caps->AdapterOrdinal           = adapter_idx;
4395
4396     caps->Caps                     = 0;
4397     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4398                                      WINED3DCAPS2_FULLSCREENGAMMA |
4399                                      WINED3DCAPS2_DYNAMICTEXTURES;
4400     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4401         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4402
4403     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4404                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4405                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4406
4407     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4408                                      WINED3DPRESENT_INTERVAL_ONE;
4409
4410     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4411                                      WINED3DCURSORCAPS_LOWRES;
4412
4413     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4414                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4415                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4416                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4417                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4418                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4419                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4420                                      WINED3DDEVCAPS_PUREDEVICE          |
4421                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4422                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4423                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4424                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4425                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4426                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4427                                      WINED3DDEVCAPS_RTPATCHES;
4428
4429     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4430                                      WINED3DPMISCCAPS_CULLCCW               |
4431                                      WINED3DPMISCCAPS_CULLCW                |
4432                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4433                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4434                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4435                                      WINED3DPMISCCAPS_MASKZ                 |
4436                                      WINED3DPMISCCAPS_BLENDOP               |
4437                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4438                                     /* TODO:
4439                                         WINED3DPMISCCAPS_NULLREFERENCE
4440                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4441                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4442                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4443
4444     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4445         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4446     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4447         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4448
4449     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4450                                      WINED3DPRASTERCAPS_PAT       |
4451                                      WINED3DPRASTERCAPS_WFOG      |
4452                                      WINED3DPRASTERCAPS_ZFOG      |
4453                                      WINED3DPRASTERCAPS_FOGVERTEX |
4454                                      WINED3DPRASTERCAPS_FOGTABLE  |
4455                                      WINED3DPRASTERCAPS_STIPPLE   |
4456                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4457                                      WINED3DPRASTERCAPS_ZTEST     |
4458                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4459                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4460                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4461
4462     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4463     {
4464         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4465                              WINED3DPRASTERCAPS_ZBIAS         |
4466                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4467     }
4468     if (gl_info->supported[NV_FOG_DISTANCE])
4469     {
4470         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4471     }
4472                         /* FIXME Add:
4473                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4474                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4475                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4476                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4477                            WINED3DPRASTERCAPS_WBUFFER */
4478
4479     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4480                       WINED3DPCMPCAPS_EQUAL        |
4481                       WINED3DPCMPCAPS_GREATER      |
4482                       WINED3DPCMPCAPS_GREATEREQUAL |
4483                       WINED3DPCMPCAPS_LESS         |
4484                       WINED3DPCMPCAPS_LESSEQUAL    |
4485                       WINED3DPCMPCAPS_NEVER        |
4486                       WINED3DPCMPCAPS_NOTEQUAL;
4487
4488     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4489                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4490                            WINED3DPBLENDCAPS_DESTALPHA       |
4491                            WINED3DPBLENDCAPS_DESTCOLOR       |
4492                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4493                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4494                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4495                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4496                            WINED3DPBLENDCAPS_ONE             |
4497                            WINED3DPBLENDCAPS_SRCALPHA        |
4498                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4499                            WINED3DPBLENDCAPS_SRCCOLOR        |
4500                            WINED3DPBLENDCAPS_ZERO;
4501
4502     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4503                            WINED3DPBLENDCAPS_DESTCOLOR       |
4504                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4505                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4506                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4507                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4508                            WINED3DPBLENDCAPS_ONE             |
4509                            WINED3DPBLENDCAPS_SRCALPHA        |
4510                            WINED3DPBLENDCAPS_SRCCOLOR        |
4511                            WINED3DPBLENDCAPS_ZERO;
4512     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4513      * according to the glBlendFunc manpage
4514      *
4515      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4516      * legacy settings for srcblend only
4517      */
4518
4519     if (gl_info->supported[EXT_BLEND_COLOR])
4520     {
4521         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4522         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4523     }
4524
4525
4526     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4527                           WINED3DPCMPCAPS_EQUAL        |
4528                           WINED3DPCMPCAPS_GREATER      |
4529                           WINED3DPCMPCAPS_GREATEREQUAL |
4530                           WINED3DPCMPCAPS_LESS         |
4531                           WINED3DPCMPCAPS_LESSEQUAL    |
4532                           WINED3DPCMPCAPS_NEVER        |
4533                           WINED3DPCMPCAPS_NOTEQUAL;
4534
4535     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4536                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4537                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4538                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4539                            WINED3DPSHADECAPS_COLORFLATRGB       |
4540                            WINED3DPSHADECAPS_FOGFLAT            |
4541                            WINED3DPSHADECAPS_FOGGOURAUD         |
4542                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4543
4544     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4545                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4546                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4547                           WINED3DPTEXTURECAPS_BORDER             |
4548                           WINED3DPTEXTURECAPS_MIPMAP             |
4549                           WINED3DPTEXTURECAPS_PROJECTED          |
4550                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4551
4552     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4553     {
4554         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4555                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4556     }
4557
4558     if (gl_info->supported[EXT_TEXTURE3D])
4559     {
4560         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4561                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4562         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4563         {
4564             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4565         }
4566     }
4567
4568     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4569     {
4570         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4571                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4572         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4573         {
4574             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4575         }
4576     }
4577
4578     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4579                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4580                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4581                                WINED3DPTFILTERCAPS_MINFPOINT        |
4582                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4583                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4584                                WINED3DPTFILTERCAPS_LINEAR           |
4585                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4586                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4587                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4588                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4589                                WINED3DPTFILTERCAPS_NEAREST;
4590
4591     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4592     {
4593         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4594                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4595     }
4596
4597     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4598     {
4599         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4600                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4601                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4602                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4603                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4604                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4605                                        WINED3DPTFILTERCAPS_LINEAR           |
4606                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4607                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4608                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4609                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4610                                        WINED3DPTFILTERCAPS_NEAREST;
4611
4612         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4613         {
4614             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4615                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4616         }
4617     }
4618     else
4619     {
4620         caps->CubeTextureFilterCaps = 0;
4621     }
4622
4623     if (gl_info->supported[EXT_TEXTURE3D])
4624     {
4625         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4626                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4627                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4628                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4629                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4630                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4631                                          WINED3DPTFILTERCAPS_LINEAR           |
4632                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4633                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4634                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4635                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4636                                          WINED3DPTFILTERCAPS_NEAREST;
4637     }
4638     else
4639     {
4640         caps->VolumeTextureFilterCaps = 0;
4641     }
4642
4643     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4644                                  WINED3DPTADDRESSCAPS_CLAMP  |
4645                                  WINED3DPTADDRESSCAPS_WRAP;
4646
4647     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4648     {
4649         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4650     }
4651     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4652     {
4653         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4654     }
4655     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4656     {
4657         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4658     }
4659
4660     if (gl_info->supported[EXT_TEXTURE3D])
4661     {
4662         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4663                                            WINED3DPTADDRESSCAPS_CLAMP  |
4664                                            WINED3DPTADDRESSCAPS_WRAP;
4665         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4666         {
4667             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4668         }
4669         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4670         {
4671             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4672         }
4673         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4674         {
4675             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4676         }
4677     }
4678     else
4679     {
4680         caps->VolumeTextureAddressCaps = 0;
4681     }
4682
4683     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4684                       WINED3DLINECAPS_ZTEST         |
4685                       WINED3DLINECAPS_BLEND         |
4686                       WINED3DLINECAPS_ALPHACMP      |
4687                       WINED3DLINECAPS_FOG;
4688     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4689      * idea how generating the smoothing alpha values works; the result is different
4690      */
4691
4692     caps->MaxTextureWidth = gl_info->limits.texture_size;
4693     caps->MaxTextureHeight = gl_info->limits.texture_size;
4694
4695     if (gl_info->supported[EXT_TEXTURE3D])
4696         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4697     else
4698         caps->MaxVolumeExtent = 0;
4699
4700     caps->MaxTextureRepeat = 32768;
4701     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4702     caps->MaxVertexW = 1.0f;
4703
4704     caps->GuardBandLeft = 0.0f;
4705     caps->GuardBandTop = 0.0f;
4706     caps->GuardBandRight = 0.0f;
4707     caps->GuardBandBottom = 0.0f;
4708
4709     caps->ExtentsAdjust = 0.0f;
4710
4711     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4712                           WINED3DSTENCILCAPS_INCRSAT |
4713                           WINED3DSTENCILCAPS_INVERT  |
4714                           WINED3DSTENCILCAPS_KEEP    |
4715                           WINED3DSTENCILCAPS_REPLACE |
4716                           WINED3DSTENCILCAPS_ZERO;
4717     if (gl_info->supported[EXT_STENCIL_WRAP])
4718     {
4719         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4720                               WINED3DSTENCILCAPS_INCR;
4721     }
4722     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4723     {
4724         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4725     }
4726
4727     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4728
4729     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4730     caps->MaxActiveLights = gl_info->limits.lights;
4731
4732     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4733     caps->MaxVertexBlendMatrixIndex   = 0;
4734
4735     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4736     caps->MaxPointSize = gl_info->limits.pointsize_max;
4737
4738
4739     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4740     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4741                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4742                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4743                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4744                                   WINED3DVTXPCAPS_VERTEXFOG         |
4745                                   WINED3DVTXPCAPS_TEXGEN;
4746
4747     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4748     caps->MaxVertexIndex      = 0xFFFFF;
4749     caps->MaxStreams          = MAX_STREAMS;
4750     caps->MaxStreamStride     = 1024;
4751
4752     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4753     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4754                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4755     caps->MaxNpatchTessellationLevel        = 0;
4756     caps->MasterAdapterOrdinal              = 0;
4757     caps->AdapterOrdinalInGroup             = 0;
4758     caps->NumberOfAdaptersInGroup           = 1;
4759
4760     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4761
4762     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4763                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4764                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4765                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4766     caps->VertexTextureFilterCaps             = 0;
4767
4768     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4769     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4770
4771     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4772     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4773
4774     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4775      * Ignore shader model capabilities if disabled in config
4776      */
4777     if (vs_selected_mode == SHADER_NONE)
4778     {
4779         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4780         caps->VertexShaderVersion          = 0;
4781         caps->MaxVertexShaderConst         = 0;
4782     }
4783     else
4784     {
4785         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4786         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4787     }
4788
4789     if (ps_selected_mode == SHADER_NONE)
4790     {
4791         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4792         caps->PixelShaderVersion           = 0;
4793         caps->PixelShader1xMaxValue        = 0.0f;
4794     } else {
4795         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4796         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4797     }
4798
4799     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4800     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4801     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4802
4803     /* The following caps are shader specific, but they are things we cannot detect, or which
4804      * are the same among all shader models. So to avoid code duplication set the shader version
4805      * specific, but otherwise constant caps here
4806      */
4807     if (caps->VertexShaderVersion >= 3)
4808     {
4809         /* Where possible set the caps based on OpenGL extensions and if they
4810          * aren't set (in case of software rendering) use the VS 3.0 from
4811          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4812          * VS3.0 value. */
4813         caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
4814         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4815         caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4816         caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
4817         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4818         caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4819
4820         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4821         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4822     }
4823     else if (caps->VertexShaderVersion == 2)
4824     {
4825         caps->VS20Caps.caps = 0;
4826         caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4827         caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
4828         caps->VS20Caps.static_flow_control_depth = 1;
4829
4830         caps->MaxVShaderInstructionsExecuted    = 65535;
4831         caps->MaxVertexShader30InstructionSlots = 0;
4832     }
4833     else
4834     { /* VS 1.x */
4835         caps->VS20Caps.caps = 0;
4836         caps->VS20Caps.dynamic_flow_control_depth = 0;
4837         caps->VS20Caps.temp_count = 0;
4838         caps->VS20Caps.static_flow_control_depth = 0;
4839
4840         caps->MaxVShaderInstructionsExecuted    = 0;
4841         caps->MaxVertexShader30InstructionSlots = 0;
4842     }
4843
4844     if (caps->PixelShaderVersion >= 3)
4845     {
4846         /* Where possible set the caps based on OpenGL extensions and if they
4847          * aren't set (in case of software rendering) use the PS 3.0 from
4848          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4849          * PS 3.0 value. */
4850
4851         /* Caps is more or less undocumented on MSDN but it appears to be
4852          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4853          * cards from Windows */
4854         caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4855                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4856                 WINED3DPS20CAPS_PREDICATION          |
4857                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4858                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4859         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4860         caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4861         caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
4862         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4863         caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4864         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4865         caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4866
4867         caps->MaxPShaderInstructionsExecuted = 65535;
4868         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4869                 adapter->gl_info.limits.arb_ps_instructions);
4870     }
4871     else if(caps->PixelShaderVersion == 2)
4872     {
4873         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4874         caps->PS20Caps.caps = 0;
4875         caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4876         caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
4877         caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4878         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4879         caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4880
4881         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4882         caps->MaxPixelShader30InstructionSlots  = 0;
4883     }
4884     else /* PS 1.x */
4885     {
4886         caps->PS20Caps.caps = 0;
4887         caps->PS20Caps.dynamic_flow_control_depth = 0;
4888         caps->PS20Caps.temp_count = 0;
4889         caps->PS20Caps.static_flow_control_depth = 0;
4890         caps->PS20Caps.instruction_slot_count = 0;
4891
4892         caps->MaxPShaderInstructionsExecuted    = 0;
4893         caps->MaxPixelShader30InstructionSlots  = 0;
4894     }
4895
4896     if (caps->VertexShaderVersion >= 2)
4897     {
4898         /* OpenGL supports all the formats below, perhaps not always
4899          * without conversion, but it supports them.
4900          * Further GLSL doesn't seem to have an official unsigned type so
4901          * don't advertise it yet as I'm not sure how we handle it.
4902          * We might need to add some clamping in the shader engine to
4903          * support it.
4904          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4905         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4906                           WINED3DDTCAPS_UBYTE4N   |
4907                           WINED3DDTCAPS_SHORT2N   |
4908                           WINED3DDTCAPS_SHORT4N;
4909         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4910         {
4911             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4912                                WINED3DDTCAPS_FLOAT16_4;
4913         }
4914     }
4915     else
4916     {
4917         caps->DeclTypes = 0;
4918     }
4919
4920     /* Set DirectDraw helper Caps */
4921     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4922                                         WINEDDCKEYCAPS_SRCBLT;
4923     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4924                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4925                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4926                                         WINEDDFXCAPS_BLTROTATION90          |
4927                                         WINEDDFXCAPS_BLTSHRINKX             |
4928                                         WINEDDFXCAPS_BLTSHRINKXN            |
4929                                         WINEDDFXCAPS_BLTSHRINKY             |
4930                                         WINEDDFXCAPS_BLTSHRINKXN            |
4931                                         WINEDDFXCAPS_BLTSTRETCHX            |
4932                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4933                                         WINEDDFXCAPS_BLTSTRETCHY            |
4934                                         WINEDDFXCAPS_BLTSTRETCHYN;
4935     blit_caps =                         WINEDDCAPS_BLT                      |
4936                                         WINEDDCAPS_BLTCOLORFILL             |
4937                                         WINEDDCAPS_BLTDEPTHFILL             |
4938                                         WINEDDCAPS_BLTSTRETCH               |
4939                                         WINEDDCAPS_CANBLTSYSMEM             |
4940                                         WINEDDCAPS_CANCLIP                  |
4941                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4942                                         WINEDDCAPS_COLORKEY                 |
4943                                         WINEDDCAPS_COLORKEYHWASSIST         |
4944                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4945     pal_caps =                          WINEDDPCAPS_8BIT                    |
4946                                         WINEDDPCAPS_PRIMARYSURFACE;
4947
4948     /* Fill the ddraw caps structure */
4949     caps->ddraw_caps.caps =             WINEDDCAPS_GDI                      |
4950                                         WINEDDCAPS_PALETTE                  |
4951                                         blit_caps;
4952     caps->ddraw_caps.caps2 =            WINEDDCAPS2_CERTIFIED               |
4953                                         WINEDDCAPS2_NOPAGELOCKREQUIRED      |
4954                                         WINEDDCAPS2_PRIMARYGAMMA            |
4955                                         WINEDDCAPS2_WIDESURFACES            |
4956                                         WINEDDCAPS2_CANRENDERWINDOWED;
4957     caps->ddraw_caps.color_key_caps = ckey_caps;
4958     caps->ddraw_caps.fx_caps = fx_caps;
4959     caps->ddraw_caps.pal_caps = pal_caps;
4960     caps->ddraw_caps.svb_caps = blit_caps;
4961     caps->ddraw_caps.svb_color_key_caps = ckey_caps;
4962     caps->ddraw_caps.svb_fx_caps = fx_caps;
4963     caps->ddraw_caps.vsb_caps = blit_caps;
4964     caps->ddraw_caps.vsb_color_key_caps = ckey_caps;
4965     caps->ddraw_caps.vsb_fx_caps = fx_caps;
4966     caps->ddraw_caps.ssb_caps = blit_caps;
4967     caps->ddraw_caps.ssb_color_key_caps = ckey_caps;
4968     caps->ddraw_caps.ssb_fx_caps = fx_caps;
4969
4970     caps->ddraw_caps.dds_caps =         WINEDDSCAPS_ALPHA                   |
4971                                         WINEDDSCAPS_BACKBUFFER              |
4972                                         WINEDDSCAPS_FLIP                    |
4973                                         WINEDDSCAPS_FRONTBUFFER             |
4974                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4975                                         WINEDDSCAPS_PALETTE                 |
4976                                         WINEDDSCAPS_PRIMARYSURFACE          |
4977                                         WINEDDSCAPS_SYSTEMMEMORY            |
4978                                         WINEDDSCAPS_VIDEOMEMORY             |
4979                                         WINEDDSCAPS_VISIBLE;
4980     caps->ddraw_caps.stride_align = DDRAW_PITCH_ALIGNMENT;
4981
4982     /* Set D3D caps if OpenGL is available. */
4983     if (adapter->opengl)
4984     {
4985         caps->ddraw_caps.dds_caps |=    WINEDDSCAPS_3DDEVICE                |
4986                                         WINEDDSCAPS_MIPMAP                  |
4987                                         WINEDDSCAPS_TEXTURE                 |
4988                                         WINEDDSCAPS_ZBUFFER;
4989         caps->ddraw_caps.caps |=        WINEDDCAPS_3D;
4990     }
4991
4992     return WINED3D_OK;
4993 }
4994
4995 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type,
4996         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4997         struct wined3d_device **device)
4998 {
4999     struct wined3d_device *object;
5000     HRESULT hr;
5001
5002     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
5003             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
5004
5005     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
5006      * number and create a device without a 3D adapter for 2D only operation. */
5007     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
5008         return WINED3DERR_INVALIDCALL;
5009
5010     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
5011     if (!object)
5012     {
5013         ERR("Failed to allocate device memory.\n");
5014         return E_OUTOFMEMORY;
5015     }
5016
5017     hr = device_init(object, wined3d, adapter_idx, device_type,
5018             focus_window, flags, surface_alignment, device_parent);
5019     if (FAILED(hr))
5020     {
5021         WARN("Failed to initialize device, hr %#x.\n", hr);
5022         HeapFree(GetProcessHeap(), 0, object);
5023         return hr;
5024     }
5025
5026     TRACE("Created device %p.\n", object);
5027     *device = object;
5028
5029     device_parent->ops->wined3d_device_created(device_parent, *device);
5030
5031     return WINED3D_OK;
5032 }
5033
5034 static void WINE_GLAPI invalid_func(const void *data)
5035 {
5036     ERR("Invalid vertex attribute function called\n");
5037     DebugBreak();
5038 }
5039
5040 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5041 {
5042     ERR("Invalid texcoord function called\n");
5043     DebugBreak();
5044 }
5045
5046 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5047  * the extension detection and are used in drawStridedSlow
5048  */
5049 static void WINE_GLAPI position_d3dcolor(const void *data)
5050 {
5051     DWORD pos = *((const DWORD *)data);
5052
5053     FIXME("Add a test for fixed function position from d3dcolor type\n");
5054     glVertex4s(D3DCOLOR_B_R(pos),
5055                D3DCOLOR_B_G(pos),
5056                D3DCOLOR_B_B(pos),
5057                D3DCOLOR_B_A(pos));
5058 }
5059
5060 static void WINE_GLAPI position_float4(const void *data)
5061 {
5062     const GLfloat *pos = data;
5063
5064     if (pos[3] != 0.0f && pos[3] != 1.0f)
5065     {
5066         float w = 1.0f / pos[3];
5067
5068         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5069     }
5070     else
5071     {
5072         glVertex3fv(pos);
5073     }
5074 }
5075
5076 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5077 {
5078     DWORD diffuseColor = *((const DWORD *)data);
5079
5080     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5081                D3DCOLOR_B_G(diffuseColor),
5082                D3DCOLOR_B_B(diffuseColor),
5083                D3DCOLOR_B_A(diffuseColor));
5084 }
5085
5086 static void WINE_GLAPI specular_d3dcolor(const void *data)
5087 {
5088     DWORD specularColor = *((const DWORD *)data);
5089     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5090             D3DCOLOR_B_G(specularColor),
5091             D3DCOLOR_B_B(specularColor)};
5092
5093     specular_func_3ubv(d);
5094 }
5095
5096 static void WINE_GLAPI warn_no_specular_func(const void *data)
5097 {
5098     WARN("GL_EXT_secondary_color not supported\n");
5099 }
5100
5101 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5102 {
5103     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5104     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5105     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5106     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5107     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5108     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5109     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5110     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5111     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5112     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5113     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5114     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5115     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5116     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5117     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5118     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5119     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5120
5121     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5122     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5123     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5124     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5125     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5126     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5127     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5128     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5129     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5130     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5131     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5132     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5133     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5134     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5135     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5136     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5137     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5138
5139     /* No 4 component entry points here */
5140     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5141     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5142     if (gl_info->supported[EXT_SECONDARY_COLOR])
5143     {
5144         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5145     }
5146     else
5147     {
5148         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5149     }
5150     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5151     if (gl_info->supported[EXT_SECONDARY_COLOR])
5152     {
5153         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5154         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5155     }
5156     else
5157     {
5158         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5159     }
5160     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5161     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5162     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5163     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5164     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5165     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5166     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5167     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5168     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5169     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5170     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5171     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5172
5173     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5174      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5175      */
5176     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5177     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5178     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5179     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5180     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5181     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5182     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5183     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5184     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5185     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5186     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5187     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5188     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5189     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5190     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5191     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5192     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5193
5194     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5195     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5196     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5197     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5198     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5199     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5200     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5201     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5202     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5203     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5204     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5205     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5206     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5207     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5208     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5209     if (gl_info->supported[NV_HALF_FLOAT])
5210     {
5211         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5212         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5213         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5214     } else {
5215         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5216         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5217     }
5218 }
5219
5220 /* Do not call while under the GL lock. */
5221 static BOOL InitAdapters(struct wined3d *wined3d)
5222 {
5223     static HMODULE mod_gl;
5224     BOOL ret;
5225     int ps_selected_mode, vs_selected_mode;
5226
5227     /* No need to hold any lock. The calling library makes sure only one thread calls
5228      * wined3d simultaneously
5229      */
5230
5231     TRACE("Initializing adapters\n");
5232
5233     if(!mod_gl) {
5234 #ifdef USE_WIN32_OPENGL
5235 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5236         mod_gl = LoadLibraryA("opengl32.dll");
5237         if(!mod_gl) {
5238             ERR("Can't load opengl32.dll!\n");
5239             goto nogl_adapter;
5240         }
5241 #else
5242 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5243         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5244         mod_gl = GetModuleHandleA("gdi32.dll");
5245 #endif
5246     }
5247
5248 /* Load WGL core functions from opengl32.dll */
5249 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5250     WGL_FUNCS_GEN;
5251 #undef USE_WGL_FUNC
5252
5253     if(!pwglGetProcAddress) {
5254         ERR("Unable to load wglGetProcAddress!\n");
5255         goto nogl_adapter;
5256     }
5257
5258 /* Dynamically load all GL core functions */
5259     GL_FUNCS_GEN;
5260 #undef USE_GL_FUNC
5261
5262     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5263      * otherwise because we have to use winex11.drv's override
5264      */
5265 #ifdef USE_WIN32_OPENGL
5266     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5267     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5268 #else
5269     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5270     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5271 #endif
5272
5273     glEnableWINE = glEnable;
5274     glDisableWINE = glDisable;
5275
5276     /* For now only one default adapter */
5277     {
5278         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5279         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5280         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5281         struct wined3d_pixel_format *cfgs;
5282         int iPixelFormat;
5283         int res;
5284         DISPLAY_DEVICEW DisplayDevice;
5285         HDC hdc;
5286
5287         TRACE("Initializing default adapter\n");
5288         adapter->ordinal = 0;
5289         adapter->monitorPoint.x = -1;
5290         adapter->monitorPoint.y = -1;
5291
5292         if (!AllocateLocallyUniqueId(&adapter->luid))
5293         {
5294             DWORD err = GetLastError();
5295             ERR("Failed to set adapter LUID (%#x).\n", err);
5296             goto nogl_adapter;
5297         }
5298         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5299                 adapter->luid.HighPart, adapter->luid.LowPart);
5300
5301         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5302         {
5303             ERR("Failed to get a gl context for default adapter\n");
5304             goto nogl_adapter;
5305         }
5306
5307         ret = wined3d_adapter_init_gl_caps(adapter);
5308         if(!ret) {
5309             ERR("Failed to initialize gl caps for default adapter\n");
5310             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5311             goto nogl_adapter;
5312         }
5313         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5314         if(!ret) {
5315             ERR("Failed to init gl formats\n");
5316             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5317             goto nogl_adapter;
5318         }
5319
5320         hdc = fake_gl_ctx.dc;
5321
5322         adapter->TextureRam = adapter->driver_info.vidmem;
5323         adapter->UsedTextureRam = 0;
5324         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5325
5326         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5327         DisplayDevice.cb = sizeof(DisplayDevice);
5328         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5329         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5330         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5331
5332         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5333         {
5334             GLint cfg_count;
5335             int attribute;
5336             int attribs[11];
5337             int values[11];
5338             int nAttribs = 0;
5339
5340             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5341             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &cfg_count));
5342             adapter->cfg_count = cfg_count;
5343
5344             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->cfg_count * sizeof(*adapter->cfgs));
5345             cfgs = adapter->cfgs;
5346             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5347             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5348             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5349             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5350             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5351             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5352             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5353             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5354             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5355             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5356             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5357
5358             for (iPixelFormat=1; iPixelFormat <= adapter->cfg_count; ++iPixelFormat)
5359             {
5360                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5361
5362                 if(!res)
5363                     continue;
5364
5365                 /* Cache the pixel format */
5366                 cfgs->iPixelFormat = iPixelFormat;
5367                 cfgs->redSize = values[0];
5368                 cfgs->greenSize = values[1];
5369                 cfgs->blueSize = values[2];
5370                 cfgs->alphaSize = values[3];
5371                 cfgs->colorSize = values[4];
5372                 cfgs->depthSize = values[5];
5373                 cfgs->stencilSize = values[6];
5374                 cfgs->windowDrawable = values[7];
5375                 cfgs->iPixelType = values[8];
5376                 cfgs->doubleBuffer = values[9];
5377                 cfgs->auxBuffers = values[10];
5378
5379                 cfgs->numSamples = 0;
5380                 /* Check multisample support */
5381                 if (gl_info->supported[ARB_MULTISAMPLE])
5382                 {
5383                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5384                     int value[2];
5385                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5386                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5387                         * value[1] = number of multi sample buffers*/
5388                         if(value[0])
5389                             cfgs->numSamples = value[1];
5390                     }
5391                 }
5392
5393                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5394                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5395                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5396                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5397                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5398                 cfgs++;
5399             }
5400         }
5401         else
5402         {
5403             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5404             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5405             adapter->cfg_count = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5406
5407             cfgs = adapter->cfgs;
5408             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5409             {
5410                 PIXELFORMATDESCRIPTOR ppfd;
5411
5412                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5413                 if(!res)
5414                     continue;
5415
5416                 /* We only want HW acceleration using an OpenGL ICD driver.
5417                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5418                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5419                  */
5420                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5421                 {
5422                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5423                     continue;
5424                 }
5425
5426                 cfgs->iPixelFormat = iPixelFormat;
5427                 cfgs->redSize = ppfd.cRedBits;
5428                 cfgs->greenSize = ppfd.cGreenBits;
5429                 cfgs->blueSize = ppfd.cBlueBits;
5430                 cfgs->alphaSize = ppfd.cAlphaBits;
5431                 cfgs->colorSize = ppfd.cColorBits;
5432                 cfgs->depthSize = ppfd.cDepthBits;
5433                 cfgs->stencilSize = ppfd.cStencilBits;
5434                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5435                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5436                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5437                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5438                 cfgs->numSamples = 0;
5439
5440                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5441                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5442                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5443                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5444                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5445                 cfgs++;
5446                 adapter->cfg_count++;
5447             }
5448
5449             /* We haven't found any suitable formats. This should only happen
5450              * in case of GDI software rendering, which is pretty useless
5451              * anyway. */
5452             if (!adapter->cfg_count)
5453             {
5454                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5455
5456                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5457                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5458                 goto nogl_adapter;
5459             }
5460         }
5461
5462         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5463
5464         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5465         fillGLAttribFuncs(&adapter->gl_info);
5466         adapter->opengl = TRUE;
5467     }
5468     wined3d->adapter_count = 1;
5469     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5470
5471     return TRUE;
5472
5473 nogl_adapter:
5474     /* Initialize an adapter for ddraw-only memory counting */
5475     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5476     wined3d->adapters[0].ordinal = 0;
5477     wined3d->adapters[0].opengl = FALSE;
5478     wined3d->adapters[0].monitorPoint.x = -1;
5479     wined3d->adapters[0].monitorPoint.y = -1;
5480
5481     wined3d->adapters[0].driver_info.name = "Display";
5482     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5483     if (wined3d_settings.emulated_textureram)
5484         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5485     else
5486         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5487
5488     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5489
5490     wined3d->adapter_count = 1;
5491     return FALSE;
5492 }
5493
5494 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5495
5496 const struct wined3d_parent_ops wined3d_null_parent_ops =
5497 {
5498     wined3d_null_wined3d_object_destroyed,
5499 };
5500
5501 /* Do not call while under the GL lock. */
5502 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags)
5503 {
5504     wined3d->dxVersion = version;
5505     wined3d->ref = 1;
5506     wined3d->flags = flags;
5507
5508     if (!InitAdapters(wined3d))
5509     {
5510         WARN("Failed to initialize adapters.\n");
5511         if (version > 7)
5512         {
5513             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5514             return E_FAIL;
5515         }
5516     }
5517
5518     return WINED3D_OK;
5519 }