wined3d: Recognize some Nouveau renderer strings.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
347 {
348     ULONG refcount = InterlockedIncrement(&wined3d->ref);
349
350     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
351
352     return refcount;
353 }
354
355 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
356 {
357     ULONG refcount = InterlockedDecrement(&wined3d->ref);
358
359     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
360
361     if (!refcount)
362     {
363         unsigned int i;
364
365         for (i = 0; i < wined3d->adapter_count; ++i)
366         {
367             wined3d_adapter_cleanup(&wined3d->adapters[i]);
368         }
369         HeapFree(GetProcessHeap(), 0, wined3d);
370     }
371
372     return refcount;
373 }
374
375 /**********************************************************
376  * IWineD3D parts follows
377  **********************************************************/
378
379 /* GL locking is done by the caller */
380 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
381 {
382     GLuint prog;
383     BOOL ret = FALSE;
384     const char *testcode =
385         "!!ARBvp1.0\n"
386         "PARAM C[66] = { program.env[0..65] };\n"
387         "ADDRESS A0;"
388         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
389         "ARL A0.x, zero.x;\n"
390         "MOV result.position, C[A0.x + 65];\n"
391         "END\n";
392
393     while(glGetError());
394     GL_EXTCALL(glGenProgramsARB(1, &prog));
395     if(!prog) {
396         ERR("Failed to create an ARB offset limit test program\n");
397     }
398     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
399     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
400                                   strlen(testcode), testcode));
401     if (glGetError())
402     {
403         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
404         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
405         ret = TRUE;
406     } else TRACE("OpenGL implementation allows offsets > 63\n");
407
408     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
409     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
410     checkGLcall("ARB vp offset limit test cleanup");
411
412     return ret;
413 }
414
415 static DWORD ver_for_ext(GL_SupportedExt ext)
416 {
417     unsigned int i;
418     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
419         if(EXTENSION_MAP[i].extension == ext) {
420             return EXTENSION_MAP[i].version;
421         }
422     }
423     return 0;
424 }
425
426 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
427         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
428 {
429     if (card_vendor != HW_VENDOR_AMD) return FALSE;
430     if (device == CARD_AMD_RADEON_9500) return TRUE;
431     if (device == CARD_AMD_RADEON_X700) return TRUE;
432     if (device == CARD_AMD_RADEON_X1600) return TRUE;
433     return FALSE;
434 }
435
436 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
437         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
438 {
439     if (card_vendor == HW_VENDOR_NVIDIA)
440     {
441         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
442             device == CARD_NVIDIA_GEFORCEFX_5600 ||
443             device == CARD_NVIDIA_GEFORCEFX_5800)
444         {
445             return TRUE;
446         }
447     }
448     return FALSE;
449 }
450
451 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 {
454     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
455      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
456      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
457      *
458      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
459      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
460      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
461      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
462      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
463      * the chance that other implementations support them is rather small since Win32 QuickTime uses
464      * DirectDraw, not OpenGL.
465      *
466      * This test has been moved into wined3d_guess_gl_vendor()
467      */
468     if (gl_vendor == GL_VENDOR_APPLE)
469     {
470         return TRUE;
471     }
472     return FALSE;
473 }
474
475 /* Context activation is done by the caller. */
476 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
477 {
478     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
479      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
480      * all the texture. This function detects this bug by its symptom and disables PBOs
481      * if the test fails.
482      *
483      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
484      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
485      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
486      * read back is compared to the original. If they are equal PBOs are assumed to work,
487      * otherwise the PBO extension is disabled. */
488     GLuint texture, pbo;
489     static const unsigned int pattern[] =
490     {
491         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
492         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
493         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
494         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
495     };
496     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
497
498     /* No PBO -> No point in testing them. */
499     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
500
501     ENTER_GL();
502
503     while (glGetError());
504     glGenTextures(1, &texture);
505     glBindTexture(GL_TEXTURE_2D, texture);
506
507     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
508     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
509     checkGLcall("Specifying the PBO test texture");
510
511     GL_EXTCALL(glGenBuffersARB(1, &pbo));
512     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
513     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
514     checkGLcall("Specifying the PBO test pbo");
515
516     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
517     checkGLcall("Loading the PBO test texture");
518
519     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
520     LEAVE_GL();
521
522     wglFinish(); /* just to be sure */
523
524     memset(check, 0, sizeof(check));
525     ENTER_GL();
526     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
527     checkGLcall("Reading back the PBO test texture");
528
529     glDeleteTextures(1, &texture);
530     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
531     checkGLcall("PBO test cleanup");
532
533     LEAVE_GL();
534
535     if (memcmp(check, pattern, sizeof(check)))
536     {
537         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
538         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
539         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
540     }
541     else
542     {
543         TRACE_(d3d_caps)("PBO test successful.\n");
544     }
545 }
546
547 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
548         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
549 {
550     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
551 }
552
553 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
554         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
555 {
556     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
557     if (card_vendor != HW_VENDOR_AMD) return FALSE;
558     if (device == CARD_AMD_RADEON_X1600) return FALSE;
559     return TRUE;
560 }
561
562 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 {
565     return gl_vendor == GL_VENDOR_FGLRX;
566
567 }
568
569 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
570         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 {
572     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
573      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
574      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
575      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
576      * hardcoded
577      *
578      * dx10 cards usually have 64 varyings */
579     return gl_info->limits.glsl_varyings > 44;
580 }
581
582 /* A GL context is provided by the caller */
583 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
584         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
585 {
586     GLenum error;
587     DWORD data[16];
588
589     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
590
591     ENTER_GL();
592     while(glGetError());
593     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
594     error = glGetError();
595     LEAVE_GL();
596
597     if(error == GL_NO_ERROR)
598     {
599         TRACE("GL Implementation accepts 4 component specular color pointers\n");
600         return TRUE;
601     }
602     else
603     {
604         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
605               debug_glerror(error));
606         return FALSE;
607     }
608 }
609
610 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
611         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
612 {
613     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
614     return gl_info->supported[NV_TEXTURE_SHADER];
615 }
616
617 /* A GL context is provided by the caller */
618 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
620 {
621     GLuint prog;
622     BOOL ret = FALSE;
623     GLint pos;
624     const char *testcode =
625         "!!ARBvp1.0\n"
626         "OPTION NV_vertex_program2;\n"
627         "MOV result.clip[0], 0.0;\n"
628         "MOV result.position, 0.0;\n"
629         "END\n";
630
631     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
632
633     ENTER_GL();
634     while(glGetError());
635
636     GL_EXTCALL(glGenProgramsARB(1, &prog));
637     if(!prog)
638     {
639         ERR("Failed to create the NVvp clip test program\n");
640         LEAVE_GL();
641         return FALSE;
642     }
643     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
644     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
645                                   strlen(testcode), testcode));
646     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
647     if(pos != -1)
648     {
649         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
650         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
651         ret = TRUE;
652         while(glGetError());
653     }
654     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
655
656     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
657     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
658     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
659
660     LEAVE_GL();
661     return ret;
662 }
663
664 /* Context activation is done by the caller. */
665 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
666         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
667 {
668     char data[4 * 4 * 4];
669     GLuint tex, fbo;
670     GLenum status;
671
672     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
673
674     memset(data, 0xcc, sizeof(data));
675
676     ENTER_GL();
677
678     glGenTextures(1, &tex);
679     glBindTexture(GL_TEXTURE_2D, tex);
680     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
681     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
682     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
683     checkGLcall("glTexImage2D");
684
685     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
686     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
687     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
688     checkGLcall("glFramebufferTexture2D");
689
690     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
691     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
692     checkGLcall("glCheckFramebufferStatus");
693
694     memset(data, 0x11, sizeof(data));
695     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
696     checkGLcall("glTexSubImage2D");
697
698     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
699     glClear(GL_COLOR_BUFFER_BIT);
700     checkGLcall("glClear");
701
702     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
703     checkGLcall("glGetTexImage");
704
705     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
706     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
707     glBindTexture(GL_TEXTURE_2D, 0);
708     checkGLcall("glBindTexture");
709
710     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
711     glDeleteTextures(1, &tex);
712     checkGLcall("glDeleteTextures");
713
714     LEAVE_GL();
715
716     return *(DWORD *)data == 0x11111111;
717 }
718
719 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
720 {
721     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
722     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
723     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
724     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
725 }
726
727 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
728 {
729     quirk_arb_constants(gl_info);
730     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
731      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
732      * allow 48 different offsets or other helper immediate values. */
733     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
734     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
735 }
736
737 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
738  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
739  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
740  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
741  * most games, but avoids the crash
742  *
743  * A more sophisticated way would be to find all units that need texture coordinates and enable
744  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
745  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
746  *
747  * Note that disabling the extension entirely does not gain predictability because there is no point
748  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
749 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
750 {
751     if (gl_info->supported[ARB_POINT_SPRITE])
752     {
753         TRACE("Limiting point sprites to one texture unit.\n");
754         gl_info->limits.point_sprite_units = 1;
755     }
756 }
757
758 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
759 {
760     quirk_arb_constants(gl_info);
761
762     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
763      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
764      * If real NP2 textures are used, the driver falls back to software. We could just remove the
765      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
766      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
767      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
768      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
769      *
770      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
771      * has this extension promoted to core. The extension loading code sets this extension supported
772      * due to that, so this code works on fglrx as well. */
773     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
774     {
775         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
776         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
777         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
778     }
779
780     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
781      * it is generally more efficient. Reserve just 8 constants. */
782     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
783     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
784 }
785
786 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
787 {
788     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
789      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
790      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
791      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
792      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
793      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
794      *
795      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
796      *  triggering the software fallback. There is not much we can do here apart from disabling the
797      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
798      *  in IWineD3DImpl_FillGLCaps).
799      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
800      *  post-processing effects in the game "Max Payne 2").
801      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
802     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
803     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
804     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
805 }
806
807 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
808 {
809     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
810      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
811      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
812      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
813      * according to the spec.
814      *
815      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
816      * makes the shader slower and eats instruction slots which should be available to the d3d app.
817      *
818      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
819      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
820      * this workaround is activated on cards that do not need it, it won't break things, just affect
821      * performance negatively. */
822     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
823     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
824 }
825
826 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
827 {
828     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
829 }
830
831 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
832 {
833     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
834 }
835
836 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
837 {
838     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
839     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
840 }
841
842 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
843 {
844     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
845 }
846
847 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
848 {
849     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
850 }
851
852 struct driver_quirk
853 {
854     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
855             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
856     void (*apply)(struct wined3d_gl_info *gl_info);
857     const char *description;
858 };
859
860 static const struct driver_quirk quirk_table[] =
861 {
862     {
863         match_amd_r300_to_500,
864         quirk_amd_dx9,
865         "AMD GLSL constant and normalized texrect quirk"
866     },
867     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
868      * used it falls back to software. While the compiler can detect if the shader uses all declared
869      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
870      * using relative addressing falls back to software.
871      *
872      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
873     {
874         match_apple,
875         quirk_apple_glsl_constants,
876         "Apple GLSL uniform override"
877     },
878     {
879         match_geforce5,
880         quirk_no_np2,
881         "Geforce 5 NP2 disable"
882     },
883     {
884         match_apple_intel,
885         quirk_texcoord_w,
886         "Init texcoord .w for Apple Intel GPU driver"
887     },
888     {
889         match_apple_nonr500ati,
890         quirk_texcoord_w,
891         "Init texcoord .w for Apple ATI >= r600 GPU driver"
892     },
893     {
894         match_fglrx,
895         quirk_one_point_sprite,
896         "Fglrx point sprite crash workaround"
897     },
898     {
899         match_dx10_capable,
900         quirk_clip_varying,
901         "Reserved varying for gl_ClipPos"
902     },
903     {
904         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
905          * GL implementations accept it. The Mac GL is the only implementation known to
906          * reject it.
907          *
908          * If we can pass 4 component specular colors, do it, because (a) we don't have
909          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
910          * passes specular alpha to the pixel shader if any is used. Otherwise the
911          * specular alpha is used to pass the fog coordinate, which we pass to opengl
912          * via GL_EXT_fog_coord.
913          */
914         match_allows_spec_alpha,
915         quirk_allows_specular_alpha,
916         "Allow specular alpha quirk"
917     },
918     {
919         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
920          * (rdar://5682521).
921          */
922         match_apple_nvts,
923         quirk_apple_nvts,
924         "Apple NV_texture_shader disable"
925     },
926     {
927         match_broken_nv_clip,
928         quirk_disable_nvvp_clip,
929         "Apple NV_vertex_program clip bug quirk"
930     },
931     {
932         match_fbo_tex_update,
933         quirk_fbo_tex_update,
934         "FBO rebind for attachment updates"
935     },
936 };
937
938 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
939  * reporting a driver version is moot because we are not the Windows driver, and we have different
940  * bugs, features, etc.
941  *
942  * The driver version has the form "x.y.z.w".
943  *
944  * "x" is the Windows version the driver is meant for:
945  * 4 -> 95/98/NT4
946  * 5 -> 2000
947  * 6 -> 2000/XP
948  * 7 -> Vista
949  * 8 -> Win 7
950  *
951  * "y" is the maximum Direct3D version the driver supports.
952  * y  -> d3d version mapping:
953  * 11 -> d3d6
954  * 12 -> d3d7
955  * 13 -> d3d8
956  * 14 -> d3d9
957  * 15 -> d3d10
958  * 16 -> d3d10.1
959  * 17 -> d3d11
960  *
961  * "z" is the subversion number.
962  *
963  * "w" is the vendor specific driver build number.
964  */
965
966 struct driver_version_information
967 {
968     enum wined3d_display_driver driver;
969     enum wined3d_driver_model driver_model;
970     const char *driver_name;            /* name of Windows driver */
971     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
972     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
973     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
974 };
975
976 /* The driver version table contains driver information for different devices on several OS versions. */
977 static const struct driver_version_information driver_version_table[] =
978 {
979     /* AMD
980      * - Radeon HD2x00 (R600) and up supported by current drivers.
981      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
982      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
983      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
984     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
985     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
986     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
987     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
988     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
989     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
990
991     /* Intel
992      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
993      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
994      * igxprd32.dll but the GMA800 driver was never updated. */
995     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
996     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
997     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
998     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
999     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1000     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1001
1002     /* Nvidia
1003      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1004      * - GeforceFX support is up to 173.x on <= XP
1005      * - Geforce2MX/3/4 up to 96.x on <= XP
1006      * - TNT/Geforce1/2 up to 71.x on <= XP
1007      * All version numbers used below are from the Linux nvidia drivers. */
1008     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1009     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1010     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1011     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1012     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1013 };
1014
1015 struct gpu_description
1016 {
1017     WORD vendor;                    /* reported PCI card vendor ID  */
1018     WORD card;                      /* reported PCI card device ID  */
1019     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1020     enum wined3d_display_driver driver;
1021     unsigned int vidmem;
1022 };
1023
1024 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1025  * found on a board containing a specific GPU. */
1026 static const struct gpu_description gpu_description_table[] =
1027 {
1028     /* Nvidia cards */
1029     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1030     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1033     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1034     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1035     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1036     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1037     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1038     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1039     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1040     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1041     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1042     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1043     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1044     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1045     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1046     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1047     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1072     /* AMD cards */
1073     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1074     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1075     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1076     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1077     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1078     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1079     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1080     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1081     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1082     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1083     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1084     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1085     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1086     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1087     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1088     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1089     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1090     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1091     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1092     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1093     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6310,         "AMD Radeon HD 6310 Graphics",      DRIVER_AMD_R600,         1024},
1094     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1095     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1096     /* Intel cards */
1097     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1098     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1099     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1100     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1101     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1102     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1103     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1104     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1105 };
1106
1107 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1108         enum wined3d_driver_model driver_model)
1109 {
1110     unsigned int i;
1111
1112     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1113     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1114     {
1115         const struct driver_version_information *entry = &driver_version_table[i];
1116
1117         if (entry->driver == driver && entry->driver_model == driver_model)
1118         {
1119             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1120                 entry->driver_name, entry->version, entry->subversion, entry->build);
1121
1122             return entry;
1123         }
1124     }
1125     return NULL;
1126 }
1127
1128 static void init_driver_info(struct wined3d_driver_info *driver_info,
1129         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1130 {
1131     OSVERSIONINFOW os_version;
1132     WORD driver_os_version;
1133     unsigned int i;
1134     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1135     enum wined3d_driver_model driver_model;
1136     const struct driver_version_information *version_info;
1137
1138     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1139     {
1140         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1141         vendor = wined3d_settings.pci_vendor_id;
1142     }
1143     driver_info->vendor = vendor;
1144
1145     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1146     {
1147         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1148         device = wined3d_settings.pci_device_id;
1149     }
1150     driver_info->device = device;
1151
1152     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1153      * overrides the pci ids to a card which is not in our database. */
1154     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1155
1156     memset(&os_version, 0, sizeof(os_version));
1157     os_version.dwOSVersionInfoSize = sizeof(os_version);
1158     if (!GetVersionExW(&os_version))
1159     {
1160         ERR("Failed to get OS version, reporting 2000/XP.\n");
1161         driver_os_version = 6;
1162         driver_model = DRIVER_MODEL_NT5X;
1163     }
1164     else
1165     {
1166         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1167         switch (os_version.dwMajorVersion)
1168         {
1169             case 4:
1170                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1171                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1172                  */
1173                 driver_os_version = 4;
1174                 driver_model = DRIVER_MODEL_WIN9X;
1175                 break;
1176
1177             case 5:
1178                 driver_os_version = 6;
1179                 driver_model = DRIVER_MODEL_NT5X;
1180                 break;
1181
1182             case 6:
1183                 if (os_version.dwMinorVersion == 0)
1184                 {
1185                     driver_os_version = 7;
1186                     driver_model = DRIVER_MODEL_NT6X;
1187                 }
1188                 else
1189                 {
1190                     if (os_version.dwMinorVersion > 1)
1191                     {
1192                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1193                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1194                     }
1195                     driver_os_version = 8;
1196                     driver_model = DRIVER_MODEL_NT6X;
1197                 }
1198                 break;
1199
1200             default:
1201                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1202                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1203                 driver_os_version = 6;
1204                 driver_model = DRIVER_MODEL_NT5X;
1205                 break;
1206         }
1207     }
1208
1209     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1210      * This means that unless the ids are overriden, we will always find a GPU description. */
1211     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1212     {
1213         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1214         {
1215             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1216
1217             driver_info->description = gpu_description_table[i].description;
1218             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1219             driver = gpu_description_table[i].driver;
1220             break;
1221         }
1222     }
1223
1224     if (wined3d_settings.emulated_textureram)
1225     {
1226         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1227         driver_info->vidmem = wined3d_settings.emulated_textureram;
1228     }
1229
1230     /* Try to obtain driver version information for the current Windows version. This fails in
1231      * some cases:
1232      * - the gpu is not available on the currently selected OS version:
1233      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1234      *     version information for the current Windows version is returned instead of faked info.
1235      *     We do the same and assume the default Windows version to emulate is WinXP.
1236      *
1237      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1238      *     For now return the XP driver info. Perhaps later on we should return VESA.
1239      *
1240      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1241      *   This could be an indication that our database is not up to date, so this should be fixed.
1242      */
1243     version_info = get_driver_version_info(driver, driver_model);
1244     if (version_info)
1245     {
1246         driver_info->name = version_info->driver_name;
1247         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1248         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1249     }
1250     else
1251     {
1252         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1253         if (version_info)
1254         {
1255             driver_info->name = version_info->driver_name;
1256             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1257             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1258         }
1259         else
1260         {
1261             driver_info->description = "Direct3D HAL";
1262             driver_info->name = "Display";
1263             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1264             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1265
1266             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1267                     vendor, device, driver_model);
1268         }
1269     }
1270
1271     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1272             driver_info->version_high, driver_info->version_low);
1273 }
1274
1275 /* Context activation is done by the caller. */
1276 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1277         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1278 {
1279     unsigned int i;
1280
1281     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1282     {
1283         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1284         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1285         quirk_table[i].apply(gl_info);
1286     }
1287
1288     /* Find out if PBOs work as they are supposed to. */
1289     test_pbo_functionality(gl_info);
1290 }
1291
1292 static DWORD wined3d_parse_gl_version(const char *gl_version)
1293 {
1294     const char *ptr = gl_version;
1295     int major, minor;
1296
1297     major = atoi(ptr);
1298     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1299
1300     while (isdigit(*ptr)) ++ptr;
1301     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1302
1303     minor = atoi(ptr);
1304
1305     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1306
1307     return MAKEDWORD_VERSION(major, minor);
1308 }
1309
1310 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1311 {
1312
1313     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1314      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1315      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1316      *
1317      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1318      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1319      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1320      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1321      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1322      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1323      * DirectDraw, not OpenGL. */
1324     if (gl_info->supported[APPLE_FENCE]
1325             && gl_info->supported[APPLE_CLIENT_STORAGE]
1326             && gl_info->supported[APPLE_FLUSH_RENDER]
1327             && gl_info->supported[APPLE_YCBCR_422])
1328         return GL_VENDOR_APPLE;
1329
1330     if (strstr(gl_vendor_string, "NVIDIA"))
1331         return GL_VENDOR_NVIDIA;
1332
1333     if (strstr(gl_vendor_string, "ATI"))
1334         return GL_VENDOR_FGLRX;
1335
1336     if (strstr(gl_vendor_string, "Intel(R)")
1337             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1338             || strstr(gl_renderer, "Intel")
1339             || strstr(gl_vendor_string, "Intel Inc."))
1340         return GL_VENDOR_INTEL;
1341
1342     if (strstr(gl_vendor_string, "Mesa")
1343             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1344             || strstr(gl_vendor_string, "DRI R300 Project")
1345             || strstr(gl_vendor_string, "X.Org R300 Project")
1346             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1347             || strstr(gl_vendor_string, "VMware, Inc.")
1348             || strstr(gl_renderer, "Mesa")
1349             || strstr(gl_renderer, "Gallium"))
1350         return GL_VENDOR_MESA;
1351
1352     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1353             debugstr_a(gl_vendor_string));
1354
1355     return GL_VENDOR_UNKNOWN;
1356 }
1357
1358 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1359 {
1360     if (strstr(gl_vendor_string, "NVIDIA")
1361             || strstr(gl_vendor_string, "nouveau"))
1362         return HW_VENDOR_NVIDIA;
1363
1364     if (strstr(gl_vendor_string, "ATI")
1365             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1366             || strstr(gl_vendor_string, "X.Org R300 Project")
1367             || strstr(gl_renderer, "AMD")
1368             || strstr(gl_renderer, "R100")
1369             || strstr(gl_renderer, "R200")
1370             || strstr(gl_renderer, "R300")
1371             || strstr(gl_renderer, "R600")
1372             || strstr(gl_renderer, "R700"))
1373         return HW_VENDOR_AMD;
1374
1375     if (strstr(gl_vendor_string, "Intel(R)")
1376             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1377             || strstr(gl_renderer, "Intel")
1378             || strstr(gl_vendor_string, "Intel Inc."))
1379         return HW_VENDOR_INTEL;
1380
1381     if (strstr(gl_vendor_string, "Mesa")
1382             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1383             || strstr(gl_vendor_string, "VMware, Inc."))
1384         return HW_VENDOR_SOFTWARE;
1385
1386     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1387
1388     return HW_VENDOR_NVIDIA;
1389 }
1390
1391
1392
1393 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1394         const char *gl_renderer)
1395 {
1396     unsigned int i;
1397
1398     if (WINE_D3D10_CAPABLE(gl_info))
1399     {
1400         static const struct
1401         {
1402             const char *renderer;
1403             enum wined3d_pci_device id;
1404         }
1405         cards[] =
1406         {
1407             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1408             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1409             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1410             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1411             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1412             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1413             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1414             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1415             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1416             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1417             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1418             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1419             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1420             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1421             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1422             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1423             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1424             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1425             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1426             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1427             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1428             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1429             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1430             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1431             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1432             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1433             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1434             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1435             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1436             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1437             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1438             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1439             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1440             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1441             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1442             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1443             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1444             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1445             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1446             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1447             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1448             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1449             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1450             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1451         };
1452
1453         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1454         {
1455             if (strstr(gl_renderer, cards[i].renderer))
1456                 return cards[i].id;
1457         }
1458
1459         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1460         return CARD_NVIDIA_GEFORCE_8300GS;
1461     }
1462
1463     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1464      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1465      */
1466     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1467     {
1468         static const struct
1469         {
1470             const char *renderer;
1471             enum wined3d_pci_device id;
1472         }
1473         cards[] =
1474         {
1475             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1476             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1477             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1478             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1479             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1480             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1481             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1482             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1483             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1484             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1485             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1486             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1487             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1488         };
1489
1490         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1491         {
1492             if (strstr(gl_renderer, cards[i].renderer))
1493                 return cards[i].id;
1494         }
1495
1496         /* Geforce 6/7 - lowend */
1497         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1498     }
1499
1500     if (WINE_D3D9_CAPABLE(gl_info))
1501     {
1502         /* GeforceFX - highend */
1503         if (strstr(gl_renderer, "5800")
1504                 || strstr(gl_renderer, "5900")
1505                 || strstr(gl_renderer, "5950")
1506                 || strstr(gl_renderer, "Quadro FX"))
1507         {
1508             return CARD_NVIDIA_GEFORCEFX_5800;
1509         }
1510
1511         /* GeforceFX - midend */
1512         if (strstr(gl_renderer, "5600")
1513                 || strstr(gl_renderer, "5650")
1514                 || strstr(gl_renderer, "5700")
1515                 || strstr(gl_renderer, "5750"))
1516         {
1517             return CARD_NVIDIA_GEFORCEFX_5600;
1518         }
1519
1520         /* GeforceFX - lowend */
1521         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1522     }
1523
1524     if (WINE_D3D8_CAPABLE(gl_info))
1525     {
1526         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1527         {
1528             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1529         }
1530
1531         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1532     }
1533
1534     if (WINE_D3D7_CAPABLE(gl_info))
1535     {
1536         if (strstr(gl_renderer, "GeForce4 MX"))
1537         {
1538             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1539         }
1540
1541         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1542         {
1543             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1544         }
1545
1546         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1547         {
1548             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1549         }
1550
1551         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1552     }
1553
1554     if (strstr(gl_renderer, "TNT2"))
1555     {
1556         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1557     }
1558
1559     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1560 }
1561
1562 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1563         const char *gl_renderer)
1564 {
1565     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1566      *
1567      * Beware: renderer string do not match exact card model,
1568      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1569     if (WINE_D3D10_CAPABLE(gl_info))
1570     {
1571         unsigned int i;
1572
1573         static const struct
1574         {
1575             const char *renderer;
1576             enum wined3d_pci_device id;
1577         }
1578         cards[] =
1579         {
1580             /* Evergreen */
1581             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1582             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1583             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1584             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1585             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1586             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1587             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1588             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1589             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1590             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1591             /* R700 */
1592             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1593             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1594             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1595             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1596             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1597             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1598             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1599             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1600             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1601             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1602             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1603             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1604             /* R600/R700 integrated */
1605             {"HD 3300", CARD_AMD_RADEON_HD3200},
1606             {"HD 3200", CARD_AMD_RADEON_HD3200},
1607             {"HD 3100", CARD_AMD_RADEON_HD3200},
1608             /* R600 */
1609             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1610             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1611             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1612             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1613             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1614             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1615             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1616             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1617             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1618             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1619             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1620             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1621             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1622         };
1623
1624         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1625         {
1626             if (strstr(gl_renderer, cards[i].renderer))
1627                 return cards[i].id;
1628         }
1629
1630         /* Default for when no GPU has been found */
1631         return CARD_AMD_RADEON_HD3200;
1632     }
1633
1634     if (WINE_D3D8_CAPABLE(gl_info))
1635     {
1636         /* Radeon R5xx */
1637         if (strstr(gl_renderer, "X1600")
1638                 || strstr(gl_renderer, "X1650")
1639                 || strstr(gl_renderer, "X1800")
1640                 || strstr(gl_renderer, "X1900")
1641                 || strstr(gl_renderer, "X1950"))
1642         {
1643             return CARD_AMD_RADEON_X1600;
1644         }
1645
1646         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1647          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1648         if (strstr(gl_renderer, "X700")
1649                 || strstr(gl_renderer, "X800")
1650                 || strstr(gl_renderer, "X850")
1651                 || strstr(gl_renderer, "X1300")
1652                 || strstr(gl_renderer, "X1400")
1653                 || strstr(gl_renderer, "X1450")
1654                 || strstr(gl_renderer, "X1550")
1655                 || strstr(gl_renderer, "X2300")
1656                 || strstr(gl_renderer, "X2500")
1657                 || strstr(gl_renderer, "HD 2300")
1658                 )
1659         {
1660             return CARD_AMD_RADEON_X700;
1661         }
1662
1663         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1664         if (strstr(gl_renderer, "Radeon Xpress"))
1665         {
1666             return CARD_AMD_RADEON_XPRESS_200M;
1667         }
1668
1669         /* Radeon R3xx */
1670         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1671     }
1672
1673     if (WINE_D3D8_CAPABLE(gl_info))
1674     {
1675         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1676     }
1677
1678     if (WINE_D3D7_CAPABLE(gl_info))
1679     {
1680         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1681     }
1682
1683     return CARD_AMD_RAGE_128PRO;
1684 }
1685
1686 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1687         const char *gl_renderer)
1688 {
1689     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1690     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1691     {
1692         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1693         return CARD_INTEL_X3100;
1694     }
1695
1696     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1697     {
1698         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1699         return CARD_INTEL_I945GM;
1700     }
1701
1702     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1703     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1704     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1705     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1706     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1707     return CARD_INTEL_I915G;
1708
1709 }
1710
1711 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1712         const char *gl_renderer)
1713 {
1714     unsigned int i;
1715
1716     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1717      *
1718      * Beware: renderer string do not match exact card model,
1719      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1720     if (strstr(gl_renderer, "Gallium"))
1721     {
1722         /* 20101109 - These are never returned by current Gallium radeon
1723          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1724          *
1725          * These are returned but not handled: RC410, RV380. */
1726         static const struct
1727         {
1728             const char *renderer;
1729             enum wined3d_pci_device id;
1730         }
1731         cards[] =
1732         {
1733             /* Northern Islands */
1734             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1735             {"BARTS",   CARD_AMD_RADEON_HD6800},
1736             {"PALM",    CARD_AMD_RADEON_HD6310},
1737             /* Evergreen */
1738             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1739             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1740             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1741             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1742             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1743             /* R700 */
1744             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1745             {"RV790",   CARD_AMD_RADEON_HD4800},
1746             {"RV770",   CARD_AMD_RADEON_HD4800},
1747             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1748             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1749             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1750             /* R600/R700 integrated */
1751             {"RS880",   CARD_AMD_RADEON_HD3200},
1752             {"RS780",   CARD_AMD_RADEON_HD3200},
1753             /* R600 */
1754             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1755             {"R600",    CARD_AMD_RADEON_HD2900},
1756             {"RV670",   CARD_AMD_RADEON_HD2900},
1757             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1758             {"RV630",   CARD_AMD_RADEON_HD2600},
1759             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1760             {"RV610",   CARD_AMD_RADEON_HD2350},
1761             /* R500 */
1762             {"R580",    CARD_AMD_RADEON_X1600},
1763             {"R520",    CARD_AMD_RADEON_X1600},
1764             {"RV570",   CARD_AMD_RADEON_X1600},
1765             {"RV560",   CARD_AMD_RADEON_X1600},
1766             {"RV535",   CARD_AMD_RADEON_X1600},
1767             {"RV530",   CARD_AMD_RADEON_X1600},
1768             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1769             {"RV515",   CARD_AMD_RADEON_X700},
1770             /* R400 */
1771             {"R481",    CARD_AMD_RADEON_X700},
1772             {"R480",    CARD_AMD_RADEON_X700},
1773             {"R430",    CARD_AMD_RADEON_X700},
1774             {"R423",    CARD_AMD_RADEON_X700},
1775             {"R420",    CARD_AMD_RADEON_X700},
1776             {"R410",    CARD_AMD_RADEON_X700},
1777             {"RV410",   CARD_AMD_RADEON_X700},
1778             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1779             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1780             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1781             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1782             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1783             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1784             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1785             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1786             /* R300 */
1787             {"R360",    CARD_AMD_RADEON_9500},
1788             {"R350",    CARD_AMD_RADEON_9500},
1789             {"R300",    CARD_AMD_RADEON_9500},
1790             {"RV370",   CARD_AMD_RADEON_9500},
1791             {"RV360",   CARD_AMD_RADEON_9500},
1792             {"RV351",   CARD_AMD_RADEON_9500},
1793             {"RV350",   CARD_AMD_RADEON_9500},
1794         };
1795
1796         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1797         {
1798             if (strstr(gl_renderer, cards[i].renderer))
1799                 return cards[i].id;
1800         }
1801     }
1802
1803     if (WINE_D3D9_CAPABLE(gl_info))
1804     {
1805         static const struct
1806         {
1807             const char *renderer;
1808             enum wined3d_pci_device id;
1809         }
1810         cards[] =
1811         {
1812             /* R700 */
1813             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1814             {"(RV790",  CARD_AMD_RADEON_HD4800},
1815             {"(RV770",  CARD_AMD_RADEON_HD4800},
1816             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1817             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1818             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1819             /* R600/R700 integrated */
1820             {"RS880",   CARD_AMD_RADEON_HD3200},
1821             {"RS780",   CARD_AMD_RADEON_HD3200},
1822             /* R600 */
1823             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1824             {"(R600",   CARD_AMD_RADEON_HD2900},
1825             {"(RV670",  CARD_AMD_RADEON_HD2900},
1826             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1827             {"(RV630",  CARD_AMD_RADEON_HD2600},
1828             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1829             {"(RV610",  CARD_AMD_RADEON_HD2350},
1830         };
1831
1832         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1833         {
1834             if (strstr(gl_renderer, cards[i].renderer))
1835                 return cards[i].id;
1836         }
1837     }
1838
1839     if (WINE_D3D8_CAPABLE(gl_info))
1840     {
1841         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1842     }
1843
1844     if (WINE_D3D7_CAPABLE(gl_info))
1845     {
1846         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1847     }
1848
1849     return CARD_AMD_RAGE_128PRO;
1850 }
1851
1852 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1853         const char *gl_renderer)
1854 {
1855     if (strstr(gl_renderer, "Gallium"))
1856     {
1857         unsigned int i;
1858
1859         static const struct
1860         {
1861             const char *renderer;
1862             enum wined3d_pci_device id;
1863         }
1864         cards[] =
1865         {
1866             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1867             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1868             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1869             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1870             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1871             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1872             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1873             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1874             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1875             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1876             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1877             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1878             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1879             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1880             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1881             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1882             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1883             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1884             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1885             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1886             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1887             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1888             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1889             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1890             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1891             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1892             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1893             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1894             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1895             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1896             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1897             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1898             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1899             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1900             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1901             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1902             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1903             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1904             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1905             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1906             {"NV20",    CARD_NVIDIA_GEFORCE3},
1907             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1908             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1909             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1910             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1911             {"NV16",    CARD_NVIDIA_GEFORCE2},
1912             {"NV15",    CARD_NVIDIA_GEFORCE2},
1913             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
1914             {"NV10",    CARD_NVIDIA_GEFORCE},
1915             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
1916             {"NV04",    CARD_NVIDIA_RIVA_TNT},
1917             {"NV03",    CARD_NVIDIA_RIVA_128},
1918         };
1919
1920         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1921         {
1922             if (strstr(gl_renderer, cards[i].renderer))
1923                 return cards[i].id;
1924         }
1925     }
1926
1927     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
1928     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1929     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1930     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1931     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1932     return CARD_NVIDIA_RIVA_128;
1933 }
1934
1935
1936 struct vendor_card_selection
1937 {
1938     enum wined3d_gl_vendor gl_vendor;
1939     enum wined3d_pci_vendor card_vendor;
1940     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1941     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1942 };
1943
1944 static const struct vendor_card_selection vendor_card_select_table[] =
1945 {
1946     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1947     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1948     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
1949     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1950     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
1951     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
1952     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1953     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1954     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1955 };
1956
1957
1958 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1959         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1960 {
1961     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1962      * different GPUs with roughly the same features. In most cases GPUs from a
1963      * certain family differ in clockspeeds, the amount of video memory and the
1964      * number of shader pipelines.
1965      *
1966      * A Direct3D device object contains the PCI id (vendor + device) of the
1967      * videocard which is used for rendering. Various applications use this
1968      * information to get a rough estimation of the features of the card and
1969      * some might use it for enabling 3d effects only on certain types of
1970      * videocards. In some cases games might even use it to work around bugs
1971      * which happen on certain videocards/driver combinations. The problem is
1972      * that OpenGL only exposes a rendering string containing the name of the
1973      * videocard and not the PCI id.
1974      *
1975      * Various games depend on the PCI id, so somehow we need to provide one.
1976      * A simple option is to parse the renderer string and translate this to
1977      * the right PCI id. This is a lot of work because there are more than 200
1978      * GPUs just for Nvidia. Various cards share the same renderer string, so
1979      * the amount of code might be 'small' but there are quite a number of
1980      * exceptions which would make this a pain to maintain. Another way would
1981      * be to query the PCI id from the operating system (assuming this is the
1982      * videocard which is used for rendering which is not always the case).
1983      * This would work but it is not very portable. Second it would not work
1984      * well in, let's say, a remote X situation in which the amount of 3d
1985      * features which can be used is limited.
1986      *
1987      * As said most games only use the PCI id to get an indication of the
1988      * capabilities of the card. It doesn't really matter if the given id is
1989      * the correct one if we return the id of a card with similar 3d features.
1990      *
1991      * The code below checks the OpenGL capabilities of a videocard and matches
1992      * that to a certain level of Direct3D functionality. Once a card passes
1993      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1994      * least a GeforceFX. To give a better estimate we do a basic check on the
1995      * renderer string but if that won't pass we return a default card. This
1996      * way is better than maintaining a full card database as even without a
1997      * full database we can return a card with similar features. Second the
1998      * size of the database can be made quite small because when you know what
1999      * type of 3d functionality a card has, you know to which GPU family the
2000      * GPU must belong. Because of this you only have to check a small part of
2001      * the renderer string to distinguishes between different models from that
2002      * family.
2003      *
2004      * The code also selects a default amount of video memory which we will
2005      * use for an estimation of the amount of free texture memory. In case of
2006      * real D3D the amount of texture memory includes video memory and system
2007      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2008      * HyperMemory). We don't know how much system memory can be addressed by
2009      * the system but we can make a reasonable estimation about the amount of
2010      * video memory. If the value is slightly wrong it doesn't matter as we
2011      * didn't include AGP-like memory which makes the amount of addressable
2012      * memory higher and second OpenGL isn't that critical it moves to system
2013      * memory behind our backs if really needed. Note that the amount of video
2014      * memory can be overruled using a registry setting. */
2015
2016     int i;
2017
2018     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2019     {
2020         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2021             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2022                 continue;
2023         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2024         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2025     }
2026
2027     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2028                      *gl_vendor, *card_vendor);
2029
2030     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2031      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2032      * them a good generic choice. */
2033     *card_vendor = HW_VENDOR_NVIDIA;
2034     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2035     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2036     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2037     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2038     return CARD_NVIDIA_RIVA_128;
2039 }
2040
2041 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2042 {
2043     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2044     int vs_selected_mode, ps_selected_mode;
2045
2046     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2047     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2048             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2049     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2050     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2051             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2052     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2053     else return &ffp_fragment_pipeline;
2054 }
2055
2056 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2057 {
2058     int vs_selected_mode, ps_selected_mode;
2059
2060     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2061     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2062     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2063     return &none_shader_backend;
2064 }
2065
2066 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2067 {
2068     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2069     int vs_selected_mode, ps_selected_mode;
2070
2071     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2072     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2073             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2074     else return &ffp_blit;
2075 }
2076
2077 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2078 {
2079     DWORD ver;
2080
2081 #define USE_GL_FUNC(type, pfn, ext, replace) \
2082     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2083     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2084     else gl_info->pfn = NULL;
2085
2086     GL_EXT_FUNCS_GEN;
2087 #undef USE_GL_FUNC
2088
2089 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2090     WGL_EXT_FUNCS_GEN;
2091 #undef USE_GL_FUNC
2092 }
2093
2094 /* Context activation is done by the caller. */
2095 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2096 {
2097     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2098     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2099     const char *GL_Extensions    = NULL;
2100     const char *WGL_Extensions   = NULL;
2101     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2102     struct fragment_caps fragment_caps;
2103     enum wined3d_gl_vendor gl_vendor;
2104     enum wined3d_pci_vendor card_vendor;
2105     enum wined3d_pci_device device;
2106     GLint       gl_max;
2107     GLfloat     gl_floatv[2];
2108     unsigned    i;
2109     HDC         hdc;
2110     DWORD gl_version;
2111     size_t len;
2112
2113     TRACE_(d3d_caps)("(%p)\n", gl_info);
2114
2115     ENTER_GL();
2116
2117     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2118     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2119     if (!gl_renderer_str)
2120     {
2121         LEAVE_GL();
2122         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2123         return FALSE;
2124     }
2125
2126     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2127     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2128     if (!gl_vendor_str)
2129     {
2130         LEAVE_GL();
2131         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2132         return FALSE;
2133     }
2134
2135     /* Parse the GL_VERSION field into major and minor information */
2136     gl_version_str = (const char *)glGetString(GL_VERSION);
2137     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2138     if (!gl_version_str)
2139     {
2140         LEAVE_GL();
2141         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2142         return FALSE;
2143     }
2144     gl_version = wined3d_parse_gl_version(gl_version_str);
2145
2146     /*
2147      * Initialize openGL extension related variables
2148      *  with Default values
2149      */
2150     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2151     gl_info->limits.blends = 1;
2152     gl_info->limits.buffers = 1;
2153     gl_info->limits.textures = 1;
2154     gl_info->limits.fragment_samplers = 1;
2155     gl_info->limits.vertex_samplers = 0;
2156     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2157     gl_info->limits.sampler_stages = 1;
2158     gl_info->limits.glsl_vs_float_constants = 0;
2159     gl_info->limits.glsl_ps_float_constants = 0;
2160     gl_info->limits.arb_vs_float_constants = 0;
2161     gl_info->limits.arb_vs_native_constants = 0;
2162     gl_info->limits.arb_vs_instructions = 0;
2163     gl_info->limits.arb_vs_temps = 0;
2164     gl_info->limits.arb_ps_float_constants = 0;
2165     gl_info->limits.arb_ps_local_constants = 0;
2166     gl_info->limits.arb_ps_instructions = 0;
2167     gl_info->limits.arb_ps_temps = 0;
2168
2169     /* Retrieve opengl defaults */
2170     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2171     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2172     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2173
2174     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2175     gl_info->limits.lights = gl_max;
2176     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2177
2178     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2179     gl_info->limits.texture_size = gl_max;
2180     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2181
2182     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2183     gl_info->limits.pointsize_min = gl_floatv[0];
2184     gl_info->limits.pointsize_max = gl_floatv[1];
2185     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2186
2187     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2188     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2189     if (!GL_Extensions)
2190     {
2191         LEAVE_GL();
2192         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2193         return FALSE;
2194     }
2195
2196     LEAVE_GL();
2197
2198     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2199
2200     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2201
2202     while (*GL_Extensions)
2203     {
2204         const char *start;
2205
2206         while (isspace(*GL_Extensions)) ++GL_Extensions;
2207         start = GL_Extensions;
2208         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2209
2210         len = GL_Extensions - start;
2211         if (!len) continue;
2212
2213         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2214
2215         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2216         {
2217             if (len == strlen(EXTENSION_MAP[i].extension_string)
2218                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2219             {
2220                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2221                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2222                 break;
2223             }
2224         }
2225     }
2226
2227     /* Now work out what GL support this card really has */
2228     load_gl_funcs( gl_info, gl_version );
2229
2230     ENTER_GL();
2231
2232     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2233      * loading the functions, otherwise the code above will load the extension entry points instead of the
2234      * core functions, which may not work. */
2235     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2236     {
2237         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2238                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2239         {
2240             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2241             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2242         }
2243     }
2244
2245     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2246
2247     if (gl_info->supported[APPLE_FENCE])
2248     {
2249         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2250          * The apple extension interacts with some other apple exts. Disable the NV
2251          * extension if the apple one is support to prevent confusion in other parts
2252          * of the code. */
2253         gl_info->supported[NV_FENCE] = FALSE;
2254     }
2255     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2256     {
2257         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2258          *
2259          * The enums are the same:
2260          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2261          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2262          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2263          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2264          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2265          */
2266         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2267         {
2268             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2269             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2270         }
2271         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2272         {
2273             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2274             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2275         }
2276     }
2277     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2278     {
2279         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2280          * functionality. Prefer the ARB extension */
2281         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2282     }
2283     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2284     {
2285         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2286         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2287     }
2288     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2289     {
2290         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2291         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2292     }
2293     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2294     {
2295         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2296         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2297     }
2298     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2299     {
2300         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2301         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2302     }
2303     if (gl_info->supported[NV_TEXTURE_SHADER2])
2304     {
2305         if (gl_info->supported[NV_REGISTER_COMBINERS])
2306         {
2307             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2308              * are supported. The nv extensions provide the same functionality as the
2309              * ATI one, and a bit more(signed pixelformats). */
2310             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2311         }
2312     }
2313
2314     if (gl_info->supported[NV_REGISTER_COMBINERS])
2315     {
2316         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2317         gl_info->limits.general_combiners = gl_max;
2318         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2319     }
2320     if (gl_info->supported[ARB_DRAW_BUFFERS])
2321     {
2322         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2323         gl_info->limits.buffers = gl_max;
2324         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2325     }
2326     if (gl_info->supported[ARB_MULTITEXTURE])
2327     {
2328         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2329         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2330         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2331
2332         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2333         {
2334             GLint tmp;
2335             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2336             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2337         }
2338         else
2339         {
2340             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2341         }
2342         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2343
2344         if (gl_info->supported[ARB_VERTEX_SHADER])
2345         {
2346             GLint tmp;
2347             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2348             gl_info->limits.vertex_samplers = tmp;
2349             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2350             gl_info->limits.combined_samplers = tmp;
2351
2352             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2353              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2354              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2355              * shader is used with fixed function vertex processing we're fine too because fixed function
2356              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2357              * used we have to make sure that all vertex sampler setups are valid together with all
2358              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2359              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2360              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2361              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2362              * a fixed function pipeline anymore.
2363              *
2364              * So this is just a check to check that our assumption holds true. If not, write a warning
2365              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2366             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2367                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2368             {
2369                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2370                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2371                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2372                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2373                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2374                 else
2375                     gl_info->limits.vertex_samplers = 0;
2376             }
2377         }
2378         else
2379         {
2380             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2381         }
2382         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2383         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2384     }
2385     if (gl_info->supported[ARB_VERTEX_BLEND])
2386     {
2387         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2388         gl_info->limits.blends = gl_max;
2389         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2390     }
2391     if (gl_info->supported[EXT_TEXTURE3D])
2392     {
2393         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2394         gl_info->limits.texture3d_size = gl_max;
2395         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2396     }
2397     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2398     {
2399         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2400         gl_info->limits.anisotropy = gl_max;
2401         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2402     }
2403     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2404     {
2405         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2406         gl_info->limits.arb_ps_float_constants = gl_max;
2407         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2408         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2409         gl_info->limits.arb_ps_native_constants = gl_max;
2410         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2411                 gl_info->limits.arb_ps_native_constants);
2412         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2413         gl_info->limits.arb_ps_temps = gl_max;
2414         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2415         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2416         gl_info->limits.arb_ps_instructions = gl_max;
2417         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2418         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2419         gl_info->limits.arb_ps_local_constants = gl_max;
2420         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2421     }
2422     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2423     {
2424         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2425         gl_info->limits.arb_vs_float_constants = gl_max;
2426         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2427         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2428         gl_info->limits.arb_vs_native_constants = gl_max;
2429         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2430                 gl_info->limits.arb_vs_native_constants);
2431         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2432         gl_info->limits.arb_vs_temps = gl_max;
2433         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2434         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2435         gl_info->limits.arb_vs_instructions = gl_max;
2436         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2437
2438         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2439     }
2440     if (gl_info->supported[ARB_VERTEX_SHADER])
2441     {
2442         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2443         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2444         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2445     }
2446     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2447     {
2448         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2449         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2450         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2451         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2452         gl_info->limits.glsl_varyings = gl_max;
2453         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2454     }
2455     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2456     {
2457         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2458         unsigned int major, minor;
2459
2460         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2461
2462         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2463         sscanf(str, "%u.%u", &major, &minor);
2464         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2465     }
2466     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2467     {
2468         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2469     }
2470     else
2471     {
2472         gl_info->limits.shininess = 128.0f;
2473     }
2474     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2475     {
2476         /* If we have full NP2 texture support, disable
2477          * GL_ARB_texture_rectangle because we will never use it.
2478          * This saves a few redundant glDisable calls. */
2479         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2480     }
2481     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2482     {
2483         /* Disable NV_register_combiners and fragment shader if this is supported.
2484          * generally the NV extensions are preferred over the ATI ones, and this
2485          * extension is disabled if register_combiners and texture_shader2 are both
2486          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2487          * fragment processing support. */
2488         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2489         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2490         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2491         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2492     }
2493     if (gl_info->supported[NV_HALF_FLOAT])
2494     {
2495         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2496         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2497     }
2498     if (gl_info->supported[ARB_POINT_SPRITE])
2499     {
2500         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2501     }
2502     else
2503     {
2504         gl_info->limits.point_sprite_units = 0;
2505     }
2506     checkGLcall("extension detection");
2507
2508     LEAVE_GL();
2509
2510     adapter->fragment_pipe = select_fragment_implementation(adapter);
2511     adapter->shader_backend = select_shader_backend(adapter);
2512     adapter->blitter = select_blit_implementation(adapter);
2513
2514     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2515     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2516     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2517
2518     /* In some cases the number of texture stages can be larger than the number
2519      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2520      * shaders), but 8 texture stages (register combiners). */
2521     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2522
2523     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2524     {
2525         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2526         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2527         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2528         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2529         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2530         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2531         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2532         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2533         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2534         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2535         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2536         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2537         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2538         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2539         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2540         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2541         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2542         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2543         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2544     }
2545     else
2546     {
2547         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2548         {
2549             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2550             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2551             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2552             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2553             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2554             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2555             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2556             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2557             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2558             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2559             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2560             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2561             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2562             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2563             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2564             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2565             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2566         }
2567         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2568         {
2569             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2570             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2571         }
2572         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2573         {
2574             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2575         }
2576         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2577         {
2578             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2579         }
2580     }
2581
2582     /* MRTs are currently only supported when FBOs are used. */
2583     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2584     {
2585         gl_info->limits.buffers = 1;
2586     }
2587
2588     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2589     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2590     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2591
2592     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2593     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2594
2595     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2596     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2597             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2598     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2599     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2600             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2601     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2602             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2603
2604     /* Make sure there's an active HDC else the WGL extensions will fail */
2605     hdc = pwglGetCurrentDC();
2606     if (hdc) {
2607         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2608         if(GL_EXTCALL(wglGetExtensionsStringARB))
2609             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2610
2611         if (!WGL_Extensions)
2612         {
2613             ERR("   WGL_Extensions returns NULL\n");
2614         }
2615         else
2616         {
2617             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2618             while (*WGL_Extensions)
2619             {
2620                 const char *Start;
2621                 char ThisExtn[256];
2622
2623                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2624                 Start = WGL_Extensions;
2625                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2626
2627                 len = WGL_Extensions - Start;
2628                 if (!len || len >= sizeof(ThisExtn))
2629                     continue;
2630
2631                 memcpy(ThisExtn, Start, len);
2632                 ThisExtn[len] = '\0';
2633                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2634
2635                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2636                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2637                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2638                 }
2639                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2640                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2641                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2642                 }
2643                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2644                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2645                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2646                 }
2647             }
2648         }
2649     }
2650
2651     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2652     init_driver_info(driver_info, card_vendor, device);
2653     add_gl_compat_wrappers(gl_info);
2654
2655     return TRUE;
2656 }
2657
2658 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2659 {
2660     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2661             wined3d, wined3d->adapter_count);
2662
2663     return wined3d->adapter_count;
2664 }
2665
2666 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2667 {
2668     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2669
2670     return WINED3D_OK;
2671 }
2672
2673 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2674 {
2675     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2676
2677     if (adapter_idx >= wined3d->adapter_count)
2678         return NULL;
2679
2680     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2681 }
2682
2683 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2684      of the same bpp but different resolutions                                  */
2685
2686 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2687 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2688         enum wined3d_format_id format_id)
2689 {
2690     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2691
2692     if (adapter_idx >= wined3d->adapter_count)
2693         return 0;
2694
2695     /* TODO: Store modes per adapter and read it from the adapter structure */
2696     if (!adapter_idx)
2697     {
2698         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2699         UINT format_bits = format->byte_count * CHAR_BIT;
2700         unsigned int i = 0;
2701         unsigned int j = 0;
2702         DEVMODEW mode;
2703
2704         memset(&mode, 0, sizeof(mode));
2705         mode.dmSize = sizeof(mode);
2706
2707         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2708         {
2709             ++j;
2710
2711             if (format_id == WINED3DFMT_UNKNOWN)
2712             {
2713                 /* This is for D3D8, do not enumerate P8 here */
2714                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2715             }
2716             else if (mode.dmBitsPerPel == format_bits)
2717             {
2718                 ++i;
2719             }
2720         }
2721
2722         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2723
2724         return i;
2725     }
2726     else
2727     {
2728         FIXME_(d3d_caps)("Adapter not primary display.\n");
2729     }
2730
2731     return 0;
2732 }
2733
2734 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2735 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2736         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2737 {
2738     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2739             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2740
2741     /* Validate the parameters as much as possible */
2742     if (!mode || adapter_idx >= wined3d->adapter_count
2743             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2744     {
2745         return WINED3DERR_INVALIDCALL;
2746     }
2747
2748     /* TODO: Store modes per adapter and read it from the adapter structure */
2749     if (!adapter_idx)
2750     {
2751         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2752         UINT format_bits = format->byte_count * CHAR_BIT;
2753         DEVMODEW DevModeW;
2754         int ModeIdx = 0;
2755         UINT i = 0;
2756         int j = 0;
2757
2758         ZeroMemory(&DevModeW, sizeof(DevModeW));
2759         DevModeW.dmSize = sizeof(DevModeW);
2760
2761         /* If we are filtering to a specific format (D3D9), then need to skip
2762            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2763            just count through the ones with valid bit depths */
2764         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2765         {
2766             if (format_id == WINED3DFMT_UNKNOWN)
2767             {
2768                 /* This is for D3D8, do not enumerate P8 here */
2769                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2770             }
2771             else if (DevModeW.dmBitsPerPel == format_bits)
2772             {
2773                 ++i;
2774             }
2775         }
2776
2777         if (!i)
2778         {
2779             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2780             return WINED3DERR_INVALIDCALL;
2781         }
2782         ModeIdx = j - 1;
2783
2784         /* Now get the display mode via the calculated index */
2785         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2786         {
2787             mode->Width = DevModeW.dmPelsWidth;
2788             mode->Height = DevModeW.dmPelsHeight;
2789             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2790             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2791                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2792
2793             if (format_id == WINED3DFMT_UNKNOWN)
2794                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2795             else
2796                 mode->Format = format_id;
2797         }
2798         else
2799         {
2800             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2801             return WINED3DERR_INVALIDCALL;
2802         }
2803
2804         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2805                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2806                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2807     }
2808     else
2809     {
2810         FIXME_(d3d_caps)("Adapter not primary display\n");
2811     }
2812
2813     return WINED3D_OK;
2814 }
2815
2816 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2817         WINED3DDISPLAYMODE *mode)
2818 {
2819     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2820
2821     if (!mode || adapter_idx >= wined3d->adapter_count)
2822         return WINED3DERR_INVALIDCALL;
2823
2824     if (!adapter_idx)
2825     {
2826         DEVMODEW DevModeW;
2827         unsigned int bpp;
2828
2829         ZeroMemory(&DevModeW, sizeof(DevModeW));
2830         DevModeW.dmSize = sizeof(DevModeW);
2831
2832         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2833         mode->Width = DevModeW.dmPelsWidth;
2834         mode->Height = DevModeW.dmPelsHeight;
2835         bpp = DevModeW.dmBitsPerPel;
2836         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2837         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2838             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2839         mode->Format = pixelformat_for_depth(bpp);
2840     }
2841     else
2842     {
2843         FIXME_(d3d_caps)("Adapter not primary display\n");
2844     }
2845
2846     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2847           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2848     return WINED3D_OK;
2849 }
2850
2851 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2852    and fields being inserted in the middle, a new structure is used in place    */
2853 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2854         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2855 {
2856     const struct wined3d_adapter *adapter;
2857     size_t len;
2858
2859     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2860             wined3d, adapter_idx, flags, identifier);
2861
2862     if (adapter_idx >= wined3d->adapter_count)
2863         return WINED3DERR_INVALIDCALL;
2864
2865     adapter = &wined3d->adapters[adapter_idx];
2866
2867     /* Return the information requested */
2868     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2869
2870     if (identifier->driver_size)
2871     {
2872         const char *name = adapter->driver_info.name;
2873         len = min(strlen(name), identifier->driver_size - 1);
2874         memcpy(identifier->driver, name, len);
2875         identifier->driver[len] = '\0';
2876     }
2877
2878     if (identifier->description_size)
2879     {
2880         const char *description = adapter->driver_info.description;
2881         len = min(strlen(description), identifier->description_size - 1);
2882         memcpy(identifier->description, description, len);
2883         identifier->description[len] = '\0';
2884     }
2885
2886     /* Note that d3d8 doesn't supply a device name. */
2887     if (identifier->device_name_size)
2888     {
2889         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2890
2891         len = strlen(device_name);
2892         if (len >= identifier->device_name_size)
2893         {
2894             ERR("Device name size too small.\n");
2895             return WINED3DERR_INVALIDCALL;
2896         }
2897
2898         memcpy(identifier->device_name, device_name, len);
2899         identifier->device_name[len] = '\0';
2900     }
2901
2902     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2903     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2904     identifier->vendor_id = adapter->driver_info.vendor;
2905     identifier->device_id = adapter->driver_info.device;
2906     identifier->subsystem_id = 0;
2907     identifier->revision = 0;
2908     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2909     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2910     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2911     identifier->video_memory = adapter->TextureRam;
2912
2913     return WINED3D_OK;
2914 }
2915
2916 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2917         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2918 {
2919     short redSize, greenSize, blueSize, alphaSize, colorBits;
2920
2921     if(!cfg)
2922         return FALSE;
2923
2924     /* Float formats need FBOs. If FBOs are used this function isn't called */
2925     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2926
2927     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2928         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2929         {
2930             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2931             return FALSE;
2932         }
2933
2934         if(cfg->redSize < redSize)
2935             return FALSE;
2936
2937         if(cfg->greenSize < greenSize)
2938             return FALSE;
2939
2940         if(cfg->blueSize < blueSize)
2941             return FALSE;
2942
2943         if(cfg->alphaSize < alphaSize)
2944             return FALSE;
2945
2946         return TRUE;
2947     }
2948
2949     /* Probably a RGBA_float or color index mode */
2950     return FALSE;
2951 }
2952
2953 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2954         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2955 {
2956     short depthSize, stencilSize;
2957     BOOL lockable = FALSE;
2958
2959     if(!cfg)
2960         return FALSE;
2961
2962     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2963     {
2964         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2965         return FALSE;
2966     }
2967
2968     /* Float formats need FBOs. If FBOs are used this function isn't called */
2969     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2970
2971     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2972         lockable = TRUE;
2973
2974     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2975      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2976      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2977     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2978         return FALSE;
2979
2980     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2981      * allow more stencil bits than requested. */
2982     if(cfg->stencilSize < stencilSize)
2983         return FALSE;
2984
2985     return TRUE;
2986 }
2987
2988 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
2989         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
2990         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
2991 {
2992     const struct wined3d_format *rt_format;
2993     const struct wined3d_format *ds_format;
2994     const struct wined3d_adapter *adapter;
2995
2996     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
2997             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
2998             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
2999             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3000
3001     if (adapter_idx >= wined3d->adapter_count)
3002         return WINED3DERR_INVALIDCALL;
3003
3004     adapter = &wined3d->adapters[adapter_idx];
3005     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3006     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3007     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3008     {
3009         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3010                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3011         {
3012             TRACE_(d3d_caps)("Formats match.\n");
3013             return WINED3D_OK;
3014         }
3015     }
3016     else
3017     {
3018         const WineD3D_PixelFormat *cfgs;
3019         unsigned int cfg_count;
3020         unsigned int i;
3021
3022         cfgs = adapter->cfgs;
3023         cfg_count = adapter->nCfgs;
3024         for (i = 0; i < cfg_count; ++i)
3025         {
3026             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format))
3027             {
3028                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format))
3029                 {
3030                     TRACE_(d3d_caps)("Formats match.\n");
3031                     return WINED3D_OK;
3032                 }
3033             }
3034         }
3035     }
3036
3037     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3038             debug_d3dformat(render_target_format_id),
3039             debug_d3dformat(depth_stencil_format_id));
3040
3041     return WINED3DERR_NOTAVAILABLE;
3042 }
3043
3044 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3045         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3046         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3047 {
3048     const struct wined3d_adapter *adapter;
3049     const struct wined3d_format *format;
3050
3051     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3052             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3053             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3054             windowed, multisample_type, quality_levels);
3055
3056     if (adapter_idx >= wined3d->adapter_count)
3057         return WINED3DERR_INVALIDCALL;
3058
3059     /* TODO: Handle windowed, add more quality levels. */
3060
3061     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3062     {
3063         if (quality_levels) *quality_levels = 1;
3064         return WINED3D_OK;
3065     }
3066
3067     /* By default multisampling is disabled right now as it causes issues
3068      * on some Nvidia driver versions and it doesn't work well in combination
3069      * with FBOs yet. */
3070     if (!wined3d_settings.allow_multisampling)
3071         return WINED3DERR_NOTAVAILABLE;
3072
3073     adapter = &wined3d->adapters[adapter_idx];
3074     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3075     if (!format) return WINED3DERR_INVALIDCALL;
3076
3077     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3078     {
3079         const WineD3D_PixelFormat *cfgs;
3080         unsigned int i, cfg_count;
3081
3082         cfgs = adapter->cfgs;
3083         cfg_count = adapter->nCfgs;
3084         for (i = 0; i < cfg_count; ++i)
3085         {
3086             if(cfgs[i].numSamples != multisample_type)
3087                 continue;
3088
3089             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3090                 continue;
3091
3092             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3093                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3094
3095             if (quality_levels) *quality_levels = 1;
3096
3097             return WINED3D_OK;
3098         }
3099     }
3100     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3101     {
3102         short redSize, greenSize, blueSize, alphaSize, colorBits;
3103         const WineD3D_PixelFormat *cfgs;
3104         unsigned int i, cfg_count;
3105
3106         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3107         {
3108             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3109                     debug_d3dformat(surface_format_id));
3110             return WINED3DERR_NOTAVAILABLE;
3111         }
3112
3113         cfgs = adapter->cfgs;
3114         cfg_count = adapter->nCfgs;
3115         for (i = 0; i < cfg_count; ++i)
3116         {
3117             if(cfgs[i].numSamples != multisample_type)
3118                 continue;
3119             if(cfgs[i].redSize != redSize)
3120                 continue;
3121             if(cfgs[i].greenSize != greenSize)
3122                 continue;
3123             if(cfgs[i].blueSize != blueSize)
3124                 continue;
3125             /* Not all drivers report alpha-less formats since they use 32-bit
3126              * anyway, so accept alpha even if we didn't ask for it. */
3127             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3128                 continue;
3129             if (cfgs[i].colorSize != (format->byte_count << 3))
3130                 continue;
3131
3132             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3133                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3134
3135             if (quality_levels) *quality_levels = 1;
3136
3137             return WINED3D_OK;
3138         }
3139     }
3140     return WINED3DERR_NOTAVAILABLE;
3141 }
3142
3143 /* Check if we support bumpmapping for a format */
3144 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3145 {
3146     /* Ask the fixed function pipeline implementation if it can deal
3147      * with the conversion. If we've got a GL extension giving native
3148      * support this will be an identity conversion. */
3149     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3150             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3151 }
3152
3153 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3154 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3155         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3156 {
3157     int it=0;
3158
3159     /* Only allow depth/stencil formats */
3160     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3161
3162     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3163     {
3164         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3165         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3166     }
3167     else
3168     {
3169         /* Walk through all WGL pixel formats to find a match */
3170         for (it = 0; it < adapter->nCfgs; ++it)
3171         {
3172             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3173             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3174             {
3175                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3176                 {
3177                     return TRUE;
3178                 }
3179             }
3180         }
3181     }
3182
3183     return FALSE;
3184 }
3185
3186 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3187 {
3188     /* The flags entry of a format contains the filtering capability */
3189     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3190
3191     return FALSE;
3192 }
3193
3194 /* Check the render target capabilities of a format */
3195 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3196         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3197 {
3198     /* Filter out non-RT formats */
3199     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3200     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3201     {
3202         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3203         int it;
3204         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3205         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3206
3207         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3208         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3209
3210         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3211          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3212         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3213             TRACE_(d3d_caps)("[FAILED]\n");
3214             return FALSE;
3215         }
3216
3217         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3218          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3219         for (it = 0; it < adapter->nCfgs; ++it)
3220         {
3221             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3222                     &cfgs[it], check_format))
3223             {
3224                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3225                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3226                 return TRUE;
3227             }
3228         }
3229     }
3230     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3231     {
3232         /* For now return TRUE for FBOs until we have some proper checks.
3233          * Note that this function will only be called when the format is around for texturing. */
3234         return TRUE;
3235     }
3236     return FALSE;
3237 }
3238
3239 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3240 {
3241     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3242 }
3243
3244 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3245 {
3246     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3247      * doing the color fixup in shaders.
3248      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3249     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3250     {
3251         int vs_selected_mode;
3252         int ps_selected_mode;
3253         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3254
3255         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3256             TRACE_(d3d_caps)("[OK]\n");
3257             return TRUE;
3258         }
3259     }
3260
3261     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3262     return FALSE;
3263 }
3264
3265 /* Check if a format support blending in combination with pixel shaders */
3266 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3267         const struct wined3d_format *format)
3268 {
3269     /* The flags entry of a format contains the post pixel shader blending capability */
3270     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3271
3272     return FALSE;
3273 }
3274
3275 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3276 {
3277     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3278      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3279      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3280      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3281      * capability anyway.
3282      *
3283      * For now lets report this on all formats, but in the future we may want to
3284      * restrict it to some should games need that
3285      */
3286     return TRUE;
3287 }
3288
3289 /* Check if a texture format is supported on the given adapter */
3290 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3291 {
3292     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3293
3294     switch (format->id)
3295     {
3296         /*****
3297          *  supported: RGB(A) formats
3298          */
3299         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3300         case WINED3DFMT_B8G8R8A8_UNORM:
3301         case WINED3DFMT_B8G8R8X8_UNORM:
3302         case WINED3DFMT_B5G6R5_UNORM:
3303         case WINED3DFMT_B5G5R5X1_UNORM:
3304         case WINED3DFMT_B5G5R5A1_UNORM:
3305         case WINED3DFMT_B4G4R4A4_UNORM:
3306         case WINED3DFMT_A8_UNORM:
3307         case WINED3DFMT_B4G4R4X4_UNORM:
3308         case WINED3DFMT_R8G8B8A8_UNORM:
3309         case WINED3DFMT_R8G8B8X8_UNORM:
3310         case WINED3DFMT_B10G10R10A2_UNORM:
3311         case WINED3DFMT_R10G10B10A2_UNORM:
3312         case WINED3DFMT_R16G16_UNORM:
3313             TRACE_(d3d_caps)("[OK]\n");
3314             return TRUE;
3315
3316         case WINED3DFMT_B2G3R3_UNORM:
3317             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3318             return FALSE;
3319
3320         /*****
3321          *  Not supported: Palettized
3322          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3323          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3324          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3325          */
3326         case WINED3DFMT_P8_UINT:
3327         case WINED3DFMT_P8_UINT_A8_UNORM:
3328             return FALSE;
3329
3330         /*****
3331          *  Supported: (Alpha)-Luminance
3332          */
3333         case WINED3DFMT_L8_UNORM:
3334         case WINED3DFMT_L8A8_UNORM:
3335         case WINED3DFMT_L16_UNORM:
3336             TRACE_(d3d_caps)("[OK]\n");
3337             return TRUE;
3338
3339         /* Not supported on Windows, thus disabled */
3340         case WINED3DFMT_L4A4_UNORM:
3341             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3342             return FALSE;
3343
3344         /*****
3345          *  Supported: Depth/Stencil formats
3346          */
3347         case WINED3DFMT_D16_LOCKABLE:
3348         case WINED3DFMT_D16_UNORM:
3349         case WINED3DFMT_S1_UINT_D15_UNORM:
3350         case WINED3DFMT_X8D24_UNORM:
3351         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3352         case WINED3DFMT_D24_UNORM_S8_UINT:
3353         case WINED3DFMT_S8_UINT_D24_FLOAT:
3354         case WINED3DFMT_D32_UNORM:
3355         case WINED3DFMT_D32_FLOAT:
3356             return TRUE;
3357
3358         case WINED3DFMT_INTZ:
3359             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3360                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3361                 return TRUE;
3362             return FALSE;
3363
3364         /*****
3365          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3366          *  GL_NV_texture_shader). Emulated by shaders
3367          */
3368         case WINED3DFMT_R8G8_SNORM:
3369         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3370         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3371         case WINED3DFMT_R8G8B8A8_SNORM:
3372         case WINED3DFMT_R16G16_SNORM:
3373             /* Ask the shader backend if it can deal with the conversion. If
3374              * we've got a GL extension giving native support this will be an
3375              * identity conversion. */
3376             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3377             {
3378                 TRACE_(d3d_caps)("[OK]\n");
3379                 return TRUE;
3380             }
3381             TRACE_(d3d_caps)("[FAILED]\n");
3382             return FALSE;
3383
3384         case WINED3DFMT_DXT1:
3385         case WINED3DFMT_DXT2:
3386         case WINED3DFMT_DXT3:
3387         case WINED3DFMT_DXT4:
3388         case WINED3DFMT_DXT5:
3389             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3390             {
3391                 TRACE_(d3d_caps)("[OK]\n");
3392                 return TRUE;
3393             }
3394             TRACE_(d3d_caps)("[FAILED]\n");
3395             return FALSE;
3396
3397
3398         /*****
3399          *  Odd formats - not supported
3400          */
3401         case WINED3DFMT_VERTEXDATA:
3402         case WINED3DFMT_R16_UINT:
3403         case WINED3DFMT_R32_UINT:
3404         case WINED3DFMT_R16G16B16A16_SNORM:
3405         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3406         case WINED3DFMT_R10G11B11_SNORM:
3407             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3408             return FALSE;
3409
3410         /*****
3411          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3412          */
3413         case WINED3DFMT_R8G8_SNORM_Cx:
3414             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3415             return FALSE;
3416
3417         /* YUV formats */
3418         case WINED3DFMT_UYVY:
3419         case WINED3DFMT_YUY2:
3420             if (gl_info->supported[APPLE_YCBCR_422])
3421             {
3422                 TRACE_(d3d_caps)("[OK]\n");
3423                 return TRUE;
3424             }
3425             TRACE_(d3d_caps)("[FAILED]\n");
3426             return FALSE;
3427         case WINED3DFMT_YV12:
3428             TRACE_(d3d_caps)("[FAILED]\n");
3429             return FALSE;
3430
3431             /* Not supported */
3432         case WINED3DFMT_R16G16B16A16_UNORM:
3433         case WINED3DFMT_B2G3R3A8_UNORM:
3434             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3435             return FALSE;
3436
3437             /* Floating point formats */
3438         case WINED3DFMT_R16_FLOAT:
3439         case WINED3DFMT_R16G16_FLOAT:
3440         case WINED3DFMT_R16G16B16A16_FLOAT:
3441             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3442             {
3443                 TRACE_(d3d_caps)("[OK]\n");
3444                 return TRUE;
3445             }
3446             TRACE_(d3d_caps)("[FAILED]\n");
3447             return FALSE;
3448
3449         case WINED3DFMT_R32_FLOAT:
3450         case WINED3DFMT_R32G32_FLOAT:
3451         case WINED3DFMT_R32G32B32A32_FLOAT:
3452             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3453             {
3454                 TRACE_(d3d_caps)("[OK]\n");
3455                 return TRUE;
3456             }
3457             TRACE_(d3d_caps)("[FAILED]\n");
3458             return FALSE;
3459
3460         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3461          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3462          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3463          * We can do instancing with all shader versions, but we need vertex shaders.
3464          *
3465          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3466          * to enable instancing. WineD3D doesn't need that and just ignores it.
3467          *
3468          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3469          */
3470         case WINED3DFMT_INST:
3471             TRACE("ATI Instancing check hack\n");
3472             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3473             {
3474                 TRACE_(d3d_caps)("[OK]\n");
3475                 return TRUE;
3476             }
3477             TRACE_(d3d_caps)("[FAILED]\n");
3478             return FALSE;
3479
3480         /* Some weird FOURCC formats */
3481         case WINED3DFMT_R8G8_B8G8:
3482         case WINED3DFMT_G8R8_G8B8:
3483         case WINED3DFMT_MULTI2_ARGB8:
3484             TRACE_(d3d_caps)("[FAILED]\n");
3485             return FALSE;
3486
3487         /* Vendor specific formats */
3488         case WINED3DFMT_ATI2N:
3489             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3490                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3491             {
3492                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3493                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3494                 {
3495                     TRACE_(d3d_caps)("[OK]\n");
3496                     return TRUE;
3497                 }
3498
3499                 TRACE_(d3d_caps)("[OK]\n");
3500                 return TRUE;
3501             }
3502             TRACE_(d3d_caps)("[FAILED]\n");
3503             return FALSE;
3504
3505         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3506          * format MAKEFOURCC('N','V','D','B') is used.
3507          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3508          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3509          * to test value.
3510          */
3511         case WINED3DFMT_NVDB:
3512             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3513             {
3514                 TRACE_(d3d_caps)("[OK]\n");
3515                 return TRUE;
3516             }
3517             TRACE_(d3d_caps)("[FAILED]\n");
3518             return FALSE;
3519
3520         case WINED3DFMT_NVHU:
3521         case WINED3DFMT_NVHS:
3522             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3523              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3524              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3525              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3526              * Applications have to deal with not having NVHS and NVHU.
3527              */
3528             TRACE_(d3d_caps)("[FAILED]\n");
3529             return FALSE;
3530
3531         case WINED3DFMT_NULL:
3532             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3533                 return TRUE;
3534             return FALSE;
3535
3536         case WINED3DFMT_UNKNOWN:
3537             return FALSE;
3538
3539         default:
3540             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3541             break;
3542     }
3543     return FALSE;
3544 }
3545
3546 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3547         const struct wined3d_format *adapter_format,
3548         const struct wined3d_format *check_format,
3549         WINED3DSURFTYPE SurfaceType)
3550 {
3551     if (SurfaceType == SURFACE_GDI)
3552     {
3553         switch (check_format->id)
3554         {
3555             case WINED3DFMT_B8G8R8_UNORM:
3556             case WINED3DFMT_B8G8R8A8_UNORM:
3557             case WINED3DFMT_B8G8R8X8_UNORM:
3558             case WINED3DFMT_B5G6R5_UNORM:
3559             case WINED3DFMT_B5G5R5X1_UNORM:
3560             case WINED3DFMT_B5G5R5A1_UNORM:
3561             case WINED3DFMT_B4G4R4A4_UNORM:
3562             case WINED3DFMT_B2G3R3_UNORM:
3563             case WINED3DFMT_A8_UNORM:
3564             case WINED3DFMT_B2G3R3A8_UNORM:
3565             case WINED3DFMT_B4G4R4X4_UNORM:
3566             case WINED3DFMT_R10G10B10A2_UNORM:
3567             case WINED3DFMT_R8G8B8A8_UNORM:
3568             case WINED3DFMT_R8G8B8X8_UNORM:
3569             case WINED3DFMT_R16G16_UNORM:
3570             case WINED3DFMT_B10G10R10A2_UNORM:
3571             case WINED3DFMT_R16G16B16A16_UNORM:
3572             case WINED3DFMT_P8_UINT:
3573                 TRACE_(d3d_caps)("[OK]\n");
3574                 return TRUE;
3575             default:
3576                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3577                 return FALSE;
3578         }
3579     }
3580
3581     /* All format that are supported for textures are supported for surfaces as well */
3582     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3583     /* All depth stencil formats are supported on surfaces */
3584     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3585
3586     /* If opengl can't process the format natively, the blitter may be able to convert it */
3587     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3588             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3589             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3590     {
3591         TRACE_(d3d_caps)("[OK]\n");
3592         return TRUE;
3593     }
3594
3595     /* Reject other formats */
3596     TRACE_(d3d_caps)("[FAILED]\n");
3597     return FALSE;
3598 }
3599
3600 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3601         const struct wined3d_format *format)
3602 {
3603     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3604 }
3605
3606 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3607         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3608         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3609 {
3610     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3611     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3612     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3613     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3614     DWORD usage_caps = 0;
3615
3616     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3617             "resource_type %s, check_format %s, surface_type %#x.\n",
3618             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3619             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3620             debug_d3dformat(check_format_id), surface_type);
3621
3622     if (adapter_idx >= wined3d->adapter_count)
3623         return WINED3DERR_INVALIDCALL;
3624
3625     switch (resource_type)
3626     {
3627         case WINED3DRTYPE_CUBETEXTURE:
3628             /* Cubetexture allows:
3629              *      - WINED3DUSAGE_AUTOGENMIPMAP
3630              *      - WINED3DUSAGE_DEPTHSTENCIL
3631              *      - WINED3DUSAGE_DYNAMIC
3632              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3633              *      - WINED3DUSAGE_RENDERTARGET
3634              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3635              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3636              */
3637             if (surface_type != SURFACE_OPENGL)
3638             {
3639                 TRACE_(d3d_caps)("[FAILED]\n");
3640                 return WINED3DERR_NOTAVAILABLE;
3641             }
3642
3643             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3644             {
3645                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3646                 return WINED3DERR_NOTAVAILABLE;
3647             }
3648
3649             if (!CheckTextureCapability(adapter, format))
3650             {
3651                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3652                 return WINED3DERR_NOTAVAILABLE;
3653             }
3654
3655             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3656             {
3657                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3658                     /* When autogenmipmap isn't around continue and return
3659                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3660                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3661                 else
3662                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3663             }
3664
3665             /* Always report dynamic locking. */
3666             if (usage & WINED3DUSAGE_DYNAMIC)
3667                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3668
3669             if (usage & WINED3DUSAGE_RENDERTARGET)
3670             {
3671                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3672                 {
3673                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3674                     return WINED3DERR_NOTAVAILABLE;
3675                 }
3676                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3677             }
3678
3679             /* Always report software processing. */
3680             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3681                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3682
3683             if (usage & WINED3DUSAGE_QUERY_FILTER)
3684             {
3685                 if (!CheckFilterCapability(adapter, format))
3686                 {
3687                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3688                     return WINED3DERR_NOTAVAILABLE;
3689                 }
3690                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3691             }
3692
3693             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3694             {
3695                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3696                 {
3697                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3698                     return WINED3DERR_NOTAVAILABLE;
3699                 }
3700                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3701             }
3702
3703             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3704             {
3705                 if (!CheckSrgbReadCapability(adapter, format))
3706                 {
3707                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3708                     return WINED3DERR_NOTAVAILABLE;
3709                 }
3710                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3711             }
3712
3713             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3714             {
3715                 if (!CheckSrgbWriteCapability(adapter, format))
3716                 {
3717                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3718                     return WINED3DERR_NOTAVAILABLE;
3719                 }
3720                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3721             }
3722
3723             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3724             {
3725                 if (!CheckVertexTextureCapability(adapter, format))
3726                 {
3727                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3728                     return WINED3DERR_NOTAVAILABLE;
3729                 }
3730                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3731             }
3732
3733             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3734             {
3735                 if (!CheckWrapAndMipCapability(adapter, format))
3736                 {
3737                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3738                     return WINED3DERR_NOTAVAILABLE;
3739                 }
3740                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3741             }
3742             break;
3743
3744         case WINED3DRTYPE_SURFACE:
3745             /* Surface allows:
3746              *      - WINED3DUSAGE_DEPTHSTENCIL
3747              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3748              *      - WINED3DUSAGE_RENDERTARGET
3749              */
3750             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3751             {
3752                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3753                 return WINED3DERR_NOTAVAILABLE;
3754             }
3755
3756             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3757             {
3758                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3759                 {
3760                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3761                     return WINED3DERR_NOTAVAILABLE;
3762                 }
3763                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3764             }
3765
3766             if (usage & WINED3DUSAGE_RENDERTARGET)
3767             {
3768                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3769                 {
3770                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3771                     return WINED3DERR_NOTAVAILABLE;
3772                 }
3773                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3774             }
3775
3776             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3777             {
3778                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3779                 {
3780                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3781                     return WINED3DERR_NOTAVAILABLE;
3782                 }
3783                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3784             }
3785             break;
3786
3787         case WINED3DRTYPE_TEXTURE:
3788             /* Texture allows:
3789              *      - WINED3DUSAGE_AUTOGENMIPMAP
3790              *      - WINED3DUSAGE_DEPTHSTENCIL
3791              *      - WINED3DUSAGE_DMAP
3792              *      - WINED3DUSAGE_DYNAMIC
3793              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3794              *      - WINED3DUSAGE_RENDERTARGET
3795              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3796              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3797              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3798              */
3799             if (surface_type != SURFACE_OPENGL)
3800             {
3801                 TRACE_(d3d_caps)("[FAILED]\n");
3802                 return WINED3DERR_NOTAVAILABLE;
3803             }
3804
3805             if (!CheckTextureCapability(adapter, format))
3806             {
3807                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3808                 return WINED3DERR_NOTAVAILABLE;
3809             }
3810
3811             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3812             {
3813                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3814                     /* When autogenmipmap isn't around continue and return
3815                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3816                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3817                 else
3818                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3819             }
3820
3821             /* Always report dynamic locking. */
3822             if (usage & WINED3DUSAGE_DYNAMIC)
3823                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3824
3825             if (usage & WINED3DUSAGE_RENDERTARGET)
3826             {
3827                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3828                 {
3829                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3830                     return WINED3DERR_NOTAVAILABLE;
3831                 }
3832                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3833             }
3834
3835             /* Always report software processing. */
3836             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3837                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3838
3839             if (usage & WINED3DUSAGE_QUERY_FILTER)
3840             {
3841                 if (!CheckFilterCapability(adapter, format))
3842                 {
3843                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3844                     return WINED3DERR_NOTAVAILABLE;
3845                 }
3846                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3847             }
3848
3849             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3850             {
3851                 if (!CheckBumpMapCapability(adapter, format))
3852                 {
3853                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3854                     return WINED3DERR_NOTAVAILABLE;
3855                 }
3856                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3857             }
3858
3859             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3860             {
3861                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3862                 {
3863                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3864                     return WINED3DERR_NOTAVAILABLE;
3865                 }
3866                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3867             }
3868
3869             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3870             {
3871                 if (!CheckSrgbReadCapability(adapter, format))
3872                 {
3873                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3874                     return WINED3DERR_NOTAVAILABLE;
3875                 }
3876                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3877             }
3878
3879             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3880             {
3881                 if (!CheckSrgbWriteCapability(adapter, format))
3882                 {
3883                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3884                     return WINED3DERR_NOTAVAILABLE;
3885                 }
3886                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3887             }
3888
3889             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3890             {
3891                 if (!CheckVertexTextureCapability(adapter, format))
3892                 {
3893                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3894                     return WINED3DERR_NOTAVAILABLE;
3895                 }
3896                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3897             }
3898
3899             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3900             {
3901                 if (!CheckWrapAndMipCapability(adapter, format))
3902                 {
3903                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3904                     return WINED3DERR_NOTAVAILABLE;
3905                 }
3906                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3907             }
3908
3909             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3910             {
3911                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3912                 {
3913                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3914                     return WINED3DERR_NOTAVAILABLE;
3915                 }
3916                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3917                 {
3918                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3919                     return WINED3DERR_NOTAVAILABLE;
3920                 }
3921                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3922             }
3923             break;
3924
3925         case WINED3DRTYPE_VOLUMETEXTURE:
3926         case WINED3DRTYPE_VOLUME:
3927             /* Volume is to VolumeTexture what Surface is to Texture, but its
3928              * usage caps are not documented. Most driver seem to offer
3929              * (nearly) the same on Volume and VolumeTexture, so do that too.
3930              *
3931              * Volumetexture allows:
3932              *      - D3DUSAGE_DYNAMIC
3933              *      - D3DUSAGE_NONSECURE (d3d9ex)
3934              *      - D3DUSAGE_SOFTWAREPROCESSING
3935              *      - D3DUSAGE_QUERY_WRAPANDMIP
3936              */
3937             if (surface_type != SURFACE_OPENGL)
3938             {
3939                 TRACE_(d3d_caps)("[FAILED]\n");
3940                 return WINED3DERR_NOTAVAILABLE;
3941             }
3942
3943             if (!gl_info->supported[EXT_TEXTURE3D])
3944             {
3945                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3946                 return WINED3DERR_NOTAVAILABLE;
3947             }
3948
3949             if (!CheckTextureCapability(adapter, format))
3950             {
3951                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3952                 return WINED3DERR_NOTAVAILABLE;
3953             }
3954
3955             /* Filter formats that need conversion; For one part, this
3956              * conversion is unimplemented, and volume textures are huge, so
3957              * it would be a big performance hit. Unless we hit an application
3958              * needing one of those formats, don't advertize them to avoid
3959              * leading applications into temptation. The windows drivers don't
3960              * support most of those formats on volumes anyway, except for
3961              * WINED3DFMT_R32_FLOAT. */
3962             switch (check_format_id)
3963             {
3964                 case WINED3DFMT_P8_UINT:
3965                 case WINED3DFMT_L4A4_UNORM:
3966                 case WINED3DFMT_R32_FLOAT:
3967                 case WINED3DFMT_R16_FLOAT:
3968                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3969                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3970                 case WINED3DFMT_R16G16_UNORM:
3971                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3972                     return WINED3DERR_NOTAVAILABLE;
3973
3974                 case WINED3DFMT_R8G8B8A8_SNORM:
3975                 case WINED3DFMT_R16G16_SNORM:
3976                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3977                     {
3978                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3979                         return WINED3DERR_NOTAVAILABLE;
3980                     }
3981                     break;
3982
3983                 case WINED3DFMT_R8G8_SNORM:
3984                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3985                     {
3986                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3987                         return WINED3DERR_NOTAVAILABLE;
3988                     }
3989                     break;
3990
3991                 case WINED3DFMT_DXT1:
3992                 case WINED3DFMT_DXT2:
3993                 case WINED3DFMT_DXT3:
3994                 case WINED3DFMT_DXT4:
3995                 case WINED3DFMT_DXT5:
3996                     /* The GL_EXT_texture_compression_s3tc spec requires that
3997                      * loading an s3tc compressed texture results in an error.
3998                      * While the D3D refrast does support s3tc volumes, at
3999                      * least the nvidia windows driver does not, so we're free
4000                      * not to support this format. */
4001                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4002                     return WINED3DERR_NOTAVAILABLE;
4003
4004                 default:
4005                     /* Do nothing, continue with checking the format below */
4006                     break;
4007             }
4008
4009             /* Always report dynamic locking. */
4010             if (usage & WINED3DUSAGE_DYNAMIC)
4011                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4012
4013             /* Always report software processing. */
4014             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4015                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4016
4017             if (usage & WINED3DUSAGE_QUERY_FILTER)
4018             {
4019                 if (!CheckFilterCapability(adapter, format))
4020                 {
4021                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4022                     return WINED3DERR_NOTAVAILABLE;
4023                 }
4024                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4025             }
4026
4027             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4028             {
4029                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4030                 {
4031                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4032                     return WINED3DERR_NOTAVAILABLE;
4033                 }
4034                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4035             }
4036
4037             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4038             {
4039                 if (!CheckSrgbReadCapability(adapter, format))
4040                 {
4041                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4042                     return WINED3DERR_NOTAVAILABLE;
4043                 }
4044                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4045             }
4046
4047             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4048             {
4049                 if (!CheckSrgbWriteCapability(adapter, format))
4050                 {
4051                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4052                     return WINED3DERR_NOTAVAILABLE;
4053                 }
4054                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4055             }
4056
4057             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4058             {
4059                 if (!CheckVertexTextureCapability(adapter, format))
4060                 {
4061                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4062                     return WINED3DERR_NOTAVAILABLE;
4063                 }
4064                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4065             }
4066
4067             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4068             {
4069                 if (!CheckWrapAndMipCapability(adapter, format))
4070                 {
4071                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4072                     return WINED3DERR_NOTAVAILABLE;
4073                 }
4074                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4075             }
4076             break;
4077
4078         default:
4079             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4080             return WINED3DERR_NOTAVAILABLE;
4081     }
4082
4083     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4084      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4085      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4086     if (usage_caps == usage)
4087         return WINED3D_OK;
4088     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4089         return WINED3DOK_NOAUTOGEN;
4090
4091     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4092             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4093
4094     return WINED3DERR_NOTAVAILABLE;
4095 }
4096
4097 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4098         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4099 {
4100     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4101             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4102             debug_d3dformat(dst_format));
4103
4104     return WINED3D_OK;
4105 }
4106
4107 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4108         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4109 {
4110     UINT mode_count;
4111     HRESULT hr;
4112
4113     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4114             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4115             debug_d3dformat(backbuffer_format), windowed);
4116
4117     if (adapter_idx >= wined3d->adapter_count)
4118         return WINED3DERR_INVALIDCALL;
4119
4120     /* The task of this function is to check whether a certain display / backbuffer format
4121      * combination is available on the given adapter. In fullscreen mode microsoft specified
4122      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4123      * and display format should match exactly.
4124      * In windowed mode format conversion can occur and this depends on the driver. When format
4125      * conversion is done, this function should nevertheless fail and applications need to use
4126      * CheckDeviceFormatConversion.
4127      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4128
4129     /* There are only 4 display formats. */
4130     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4131             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4132             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4133             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4134     {
4135         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4136         return WINED3DERR_NOTAVAILABLE;
4137     }
4138
4139     /* If the requested display format is not available, don't continue. */
4140     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4141     if (!mode_count)
4142     {
4143         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4144         return WINED3DERR_NOTAVAILABLE;
4145     }
4146
4147     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4148      * it means 'reuse' the display format for the backbuffer. */
4149     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4150     {
4151         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4152         return WINED3DERR_NOTAVAILABLE;
4153     }
4154
4155     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4156      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4157     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4158     {
4159         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4160                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4161         return WINED3DERR_NOTAVAILABLE;
4162     }
4163
4164     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4165      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4166      * WINED3DFMT_B5G5R5A1_UNORM. */
4167     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4168             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4169     {
4170         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4171                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4172         return WINED3DERR_NOTAVAILABLE;
4173     }
4174
4175     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4176      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4177      * WINED3DFMT_B8G8R8A8_UNORM. */
4178     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4179             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4180     {
4181         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4182                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4183         return WINED3DERR_NOTAVAILABLE;
4184     }
4185
4186     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4187      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4188     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4189             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4190     {
4191         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4192                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4193         return WINED3DERR_NOTAVAILABLE;
4194     }
4195
4196     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4197     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4198             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4199     if (FAILED(hr))
4200         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4201                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4202
4203     return hr;
4204 }
4205
4206 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4207       subset of a D3DCAPS9 structure. However, it has to come via a void *
4208       as the d3d8 interface cannot import the d3d9 header                  */
4209 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4210         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4211 {
4212     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4213     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4214     int vs_selected_mode;
4215     int ps_selected_mode;
4216     struct shader_caps shader_caps;
4217     struct fragment_caps fragment_caps;
4218     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4219
4220     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4221             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4222
4223     if (adapter_idx >= wined3d->adapter_count)
4224         return WINED3DERR_INVALIDCALL;
4225
4226     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4227
4228     /* ------------------------------------------------
4229        The following fields apply to both d3d8 and d3d9
4230        ------------------------------------------------ */
4231     /* Not quite true, but use h/w supported by opengl I suppose */
4232     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4233     caps->AdapterOrdinal           = adapter_idx;
4234
4235     caps->Caps                     = 0;
4236     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4237                                      WINED3DCAPS2_FULLSCREENGAMMA |
4238                                      WINED3DCAPS2_DYNAMICTEXTURES;
4239     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4240         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4241
4242     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4243                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4244                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4245
4246     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4247                                      WINED3DPRESENT_INTERVAL_ONE;
4248
4249     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4250                                      WINED3DCURSORCAPS_LOWRES;
4251
4252     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4253                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4254                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4255                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4256                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4257                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4258                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4259                                      WINED3DDEVCAPS_PUREDEVICE          |
4260                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4261                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4262                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4263                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4264                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4265                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4266                                      WINED3DDEVCAPS_RTPATCHES;
4267
4268     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4269                                      WINED3DPMISCCAPS_CULLCCW               |
4270                                      WINED3DPMISCCAPS_CULLCW                |
4271                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4272                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4273                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4274                                      WINED3DPMISCCAPS_MASKZ                 |
4275                                      WINED3DPMISCCAPS_BLENDOP               |
4276                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4277                                     /* TODO:
4278                                         WINED3DPMISCCAPS_NULLREFERENCE
4279                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4280                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4281                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4282
4283     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4284         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4285     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4286         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4287
4288     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4289                                      WINED3DPRASTERCAPS_PAT       |
4290                                      WINED3DPRASTERCAPS_WFOG      |
4291                                      WINED3DPRASTERCAPS_ZFOG      |
4292                                      WINED3DPRASTERCAPS_FOGVERTEX |
4293                                      WINED3DPRASTERCAPS_FOGTABLE  |
4294                                      WINED3DPRASTERCAPS_STIPPLE   |
4295                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4296                                      WINED3DPRASTERCAPS_ZTEST     |
4297                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4298                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4299                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4300
4301     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4302     {
4303         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4304                              WINED3DPRASTERCAPS_ZBIAS         |
4305                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4306     }
4307     if (gl_info->supported[NV_FOG_DISTANCE])
4308     {
4309         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4310     }
4311                         /* FIXME Add:
4312                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4313                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4314                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4315                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4316                            WINED3DPRASTERCAPS_WBUFFER */
4317
4318     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4319                       WINED3DPCMPCAPS_EQUAL        |
4320                       WINED3DPCMPCAPS_GREATER      |
4321                       WINED3DPCMPCAPS_GREATEREQUAL |
4322                       WINED3DPCMPCAPS_LESS         |
4323                       WINED3DPCMPCAPS_LESSEQUAL    |
4324                       WINED3DPCMPCAPS_NEVER        |
4325                       WINED3DPCMPCAPS_NOTEQUAL;
4326
4327     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4328                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4329                            WINED3DPBLENDCAPS_DESTALPHA       |
4330                            WINED3DPBLENDCAPS_DESTCOLOR       |
4331                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4332                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4333                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4334                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4335                            WINED3DPBLENDCAPS_ONE             |
4336                            WINED3DPBLENDCAPS_SRCALPHA        |
4337                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4338                            WINED3DPBLENDCAPS_SRCCOLOR        |
4339                            WINED3DPBLENDCAPS_ZERO;
4340
4341     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4342                            WINED3DPBLENDCAPS_DESTCOLOR       |
4343                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4344                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4345                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4346                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4347                            WINED3DPBLENDCAPS_ONE             |
4348                            WINED3DPBLENDCAPS_SRCALPHA        |
4349                            WINED3DPBLENDCAPS_SRCCOLOR        |
4350                            WINED3DPBLENDCAPS_ZERO;
4351     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4352      * according to the glBlendFunc manpage
4353      *
4354      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4355      * legacy settings for srcblend only
4356      */
4357
4358     if (gl_info->supported[EXT_BLEND_COLOR])
4359     {
4360         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4361         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4362     }
4363
4364
4365     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4366                           WINED3DPCMPCAPS_EQUAL        |
4367                           WINED3DPCMPCAPS_GREATER      |
4368                           WINED3DPCMPCAPS_GREATEREQUAL |
4369                           WINED3DPCMPCAPS_LESS         |
4370                           WINED3DPCMPCAPS_LESSEQUAL    |
4371                           WINED3DPCMPCAPS_NEVER        |
4372                           WINED3DPCMPCAPS_NOTEQUAL;
4373
4374     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4375                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4376                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4377                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4378                            WINED3DPSHADECAPS_COLORFLATRGB       |
4379                            WINED3DPSHADECAPS_FOGFLAT            |
4380                            WINED3DPSHADECAPS_FOGGOURAUD         |
4381                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4382
4383     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4384                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4385                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4386                           WINED3DPTEXTURECAPS_BORDER             |
4387                           WINED3DPTEXTURECAPS_MIPMAP             |
4388                           WINED3DPTEXTURECAPS_PROJECTED          |
4389                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4390
4391     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4392     {
4393         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4394                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4395     }
4396
4397     if (gl_info->supported[EXT_TEXTURE3D])
4398     {
4399         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4400                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4401         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4402         {
4403             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4404         }
4405     }
4406
4407     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4408     {
4409         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4410                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4411         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4412         {
4413             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4414         }
4415     }
4416
4417     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4418                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4419                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4420                                WINED3DPTFILTERCAPS_MINFPOINT        |
4421                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4422                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4423                                WINED3DPTFILTERCAPS_LINEAR           |
4424                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4425                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4426                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4427                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4428                                WINED3DPTFILTERCAPS_NEAREST;
4429
4430     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4431     {
4432         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4433                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4434     }
4435
4436     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4437     {
4438         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4439                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4440                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4441                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4442                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4443                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4444                                        WINED3DPTFILTERCAPS_LINEAR           |
4445                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4446                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4447                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4448                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4449                                        WINED3DPTFILTERCAPS_NEAREST;
4450
4451         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4452         {
4453             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4454                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4455         }
4456     }
4457     else
4458     {
4459         caps->CubeTextureFilterCaps = 0;
4460     }
4461
4462     if (gl_info->supported[EXT_TEXTURE3D])
4463     {
4464         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4465                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4466                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4467                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4468                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4469                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4470                                          WINED3DPTFILTERCAPS_LINEAR           |
4471                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4472                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4473                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4474                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4475                                          WINED3DPTFILTERCAPS_NEAREST;
4476     }
4477     else
4478     {
4479         caps->VolumeTextureFilterCaps = 0;
4480     }
4481
4482     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4483                                  WINED3DPTADDRESSCAPS_CLAMP  |
4484                                  WINED3DPTADDRESSCAPS_WRAP;
4485
4486     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4487     {
4488         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4489     }
4490     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4491     {
4492         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4493     }
4494     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4495     {
4496         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4497     }
4498
4499     if (gl_info->supported[EXT_TEXTURE3D])
4500     {
4501         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4502                                            WINED3DPTADDRESSCAPS_CLAMP  |
4503                                            WINED3DPTADDRESSCAPS_WRAP;
4504         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4505         {
4506             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4507         }
4508         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4509         {
4510             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4511         }
4512         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4513         {
4514             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4515         }
4516     }
4517     else
4518     {
4519         caps->VolumeTextureAddressCaps = 0;
4520     }
4521
4522     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4523                       WINED3DLINECAPS_ZTEST         |
4524                       WINED3DLINECAPS_BLEND         |
4525                       WINED3DLINECAPS_ALPHACMP      |
4526                       WINED3DLINECAPS_FOG;
4527     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4528      * idea how generating the smoothing alpha values works; the result is different
4529      */
4530
4531     caps->MaxTextureWidth = gl_info->limits.texture_size;
4532     caps->MaxTextureHeight = gl_info->limits.texture_size;
4533
4534     if (gl_info->supported[EXT_TEXTURE3D])
4535         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4536     else
4537         caps->MaxVolumeExtent = 0;
4538
4539     caps->MaxTextureRepeat = 32768;
4540     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4541     caps->MaxVertexW = 1.0f;
4542
4543     caps->GuardBandLeft = 0.0f;
4544     caps->GuardBandTop = 0.0f;
4545     caps->GuardBandRight = 0.0f;
4546     caps->GuardBandBottom = 0.0f;
4547
4548     caps->ExtentsAdjust = 0.0f;
4549
4550     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4551                           WINED3DSTENCILCAPS_INCRSAT |
4552                           WINED3DSTENCILCAPS_INVERT  |
4553                           WINED3DSTENCILCAPS_KEEP    |
4554                           WINED3DSTENCILCAPS_REPLACE |
4555                           WINED3DSTENCILCAPS_ZERO;
4556     if (gl_info->supported[EXT_STENCIL_WRAP])
4557     {
4558         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4559                               WINED3DSTENCILCAPS_INCR;
4560     }
4561     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4562     {
4563         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4564     }
4565
4566     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4567
4568     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4569     caps->MaxActiveLights = gl_info->limits.lights;
4570
4571     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4572     caps->MaxVertexBlendMatrixIndex   = 0;
4573
4574     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4575     caps->MaxPointSize = gl_info->limits.pointsize_max;
4576
4577
4578     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4579     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4580                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4581                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4582                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4583                                   WINED3DVTXPCAPS_VERTEXFOG         |
4584                                   WINED3DVTXPCAPS_TEXGEN;
4585
4586     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4587     caps->MaxVertexIndex      = 0xFFFFF;
4588     caps->MaxStreams          = MAX_STREAMS;
4589     caps->MaxStreamStride     = 1024;
4590
4591     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4592     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4593                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4594     caps->MaxNpatchTessellationLevel        = 0;
4595     caps->MasterAdapterOrdinal              = 0;
4596     caps->AdapterOrdinalInGroup             = 0;
4597     caps->NumberOfAdaptersInGroup           = 1;
4598
4599     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4600
4601     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4602                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4603                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4604                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4605     caps->VertexTextureFilterCaps             = 0;
4606
4607     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4608     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4609
4610     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4611     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4612
4613     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4614      * Ignore shader model capabilities if disabled in config
4615      */
4616     if (vs_selected_mode == SHADER_NONE)
4617     {
4618         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4619         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4620         caps->MaxVertexShaderConst         = 0;
4621     }
4622     else
4623     {
4624         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4625         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4626     }
4627
4628     if (ps_selected_mode == SHADER_NONE)
4629     {
4630         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4631         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4632         caps->PixelShader1xMaxValue        = 0.0f;
4633     } else {
4634         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4635         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4636     }
4637
4638     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4639     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4640     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4641
4642     /* The following caps are shader specific, but they are things we cannot detect, or which
4643      * are the same among all shader models. So to avoid code duplication set the shader version
4644      * specific, but otherwise constant caps here
4645      */
4646     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4647     {
4648         /* Where possible set the caps based on OpenGL extensions and if they
4649          * aren't set (in case of software rendering) use the VS 3.0 from
4650          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4651          * VS3.0 value. */
4652         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4653         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4654         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4655         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4656         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4657         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4658
4659         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4660         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4661     }
4662     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4663     {
4664         caps->VS20Caps.Caps                     = 0;
4665         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4666         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4667         caps->VS20Caps.StaticFlowControlDepth   = 1;
4668
4669         caps->MaxVShaderInstructionsExecuted    = 65535;
4670         caps->MaxVertexShader30InstructionSlots = 0;
4671     }
4672     else
4673     { /* VS 1.x */
4674         caps->VS20Caps.Caps                     = 0;
4675         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4676         caps->VS20Caps.NumTemps                 = 0;
4677         caps->VS20Caps.StaticFlowControlDepth   = 0;
4678
4679         caps->MaxVShaderInstructionsExecuted    = 0;
4680         caps->MaxVertexShader30InstructionSlots = 0;
4681     }
4682
4683     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4684     {
4685         /* Where possible set the caps based on OpenGL extensions and if they
4686          * aren't set (in case of software rendering) use the PS 3.0 from
4687          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4688          * PS 3.0 value. */
4689
4690         /* Caps is more or less undocumented on MSDN but it appears to be
4691          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4692          * cards from Windows */
4693         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4694                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4695                 WINED3DPS20CAPS_PREDICATION          |
4696                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4697                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4698         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4699         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4700         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4701         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4702         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4703         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4704         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4705
4706         caps->MaxPShaderInstructionsExecuted = 65535;
4707         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4708                 adapter->gl_info.limits.arb_ps_instructions);
4709     }
4710     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4711     {
4712         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4713         caps->PS20Caps.Caps                     = 0;
4714         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4715         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4716         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4717         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4718         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4719
4720         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4721         caps->MaxPixelShader30InstructionSlots  = 0;
4722     }
4723     else /* PS 1.x */
4724     {
4725         caps->PS20Caps.Caps                     = 0;
4726         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4727         caps->PS20Caps.NumTemps                 = 0;
4728         caps->PS20Caps.StaticFlowControlDepth   = 0;
4729         caps->PS20Caps.NumInstructionSlots      = 0;
4730
4731         caps->MaxPShaderInstructionsExecuted    = 0;
4732         caps->MaxPixelShader30InstructionSlots  = 0;
4733     }
4734
4735     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4736     {
4737         /* OpenGL supports all the formats below, perhaps not always
4738          * without conversion, but it supports them.
4739          * Further GLSL doesn't seem to have an official unsigned type so
4740          * don't advertise it yet as I'm not sure how we handle it.
4741          * We might need to add some clamping in the shader engine to
4742          * support it.
4743          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4744         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4745                           WINED3DDTCAPS_UBYTE4N   |
4746                           WINED3DDTCAPS_SHORT2N   |
4747                           WINED3DDTCAPS_SHORT4N;
4748         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4749         {
4750             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4751                                WINED3DDTCAPS_FLOAT16_4;
4752         }
4753     }
4754     else
4755     {
4756         caps->DeclTypes = 0;
4757     }
4758
4759     /* Set DirectDraw helper Caps */
4760     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4761                                         WINEDDCKEYCAPS_SRCBLT;
4762     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4763                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4764                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4765                                         WINEDDFXCAPS_BLTROTATION90          |
4766                                         WINEDDFXCAPS_BLTSHRINKX             |
4767                                         WINEDDFXCAPS_BLTSHRINKXN            |
4768                                         WINEDDFXCAPS_BLTSHRINKY             |
4769                                         WINEDDFXCAPS_BLTSHRINKXN            |
4770                                         WINEDDFXCAPS_BLTSTRETCHX            |
4771                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4772                                         WINEDDFXCAPS_BLTSTRETCHY            |
4773                                         WINEDDFXCAPS_BLTSTRETCHYN;
4774     blit_caps =                         WINEDDCAPS_BLT                      |
4775                                         WINEDDCAPS_BLTCOLORFILL             |
4776                                         WINEDDCAPS_BLTDEPTHFILL             |
4777                                         WINEDDCAPS_BLTSTRETCH               |
4778                                         WINEDDCAPS_CANBLTSYSMEM             |
4779                                         WINEDDCAPS_CANCLIP                  |
4780                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4781                                         WINEDDCAPS_COLORKEY                 |
4782                                         WINEDDCAPS_COLORKEYHWASSIST         |
4783                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4784     pal_caps =                          WINEDDPCAPS_8BIT                    |
4785                                         WINEDDPCAPS_PRIMARYSURFACE;
4786
4787     /* Fill the ddraw caps structure */
4788     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4789                                         WINEDDCAPS_PALETTE                  |
4790                                         blit_caps;
4791     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4792                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4793                                         WINEDDCAPS2_PRIMARYGAMMA             |
4794                                         WINEDDCAPS2_WIDESURFACES             |
4795                                         WINEDDCAPS2_CANRENDERWINDOWED;
4796     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4797     caps->DirectDrawCaps.FXCaps =       fx_caps;
4798     caps->DirectDrawCaps.PalCaps =      pal_caps;
4799     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4800     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4801     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4802     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4803     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4804     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4805     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4806     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4807     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4808
4809     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4810                                         WINEDDSCAPS_BACKBUFFER              |
4811                                         WINEDDSCAPS_FLIP                    |
4812                                         WINEDDSCAPS_FRONTBUFFER             |
4813                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4814                                         WINEDDSCAPS_PALETTE                 |
4815                                         WINEDDSCAPS_PRIMARYSURFACE          |
4816                                         WINEDDSCAPS_SYSTEMMEMORY            |
4817                                         WINEDDSCAPS_VIDEOMEMORY             |
4818                                         WINEDDSCAPS_VISIBLE;
4819     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4820
4821     /* Set D3D caps if OpenGL is available. */
4822     if (adapter->opengl)
4823     {
4824         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4825                                         WINEDDSCAPS_MIPMAP                  |
4826                                         WINEDDSCAPS_TEXTURE                 |
4827                                         WINEDDSCAPS_ZBUFFER;
4828         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4829     }
4830
4831     return WINED3D_OK;
4832 }
4833
4834 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4835         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4836 {
4837     IWineD3DDeviceImpl *object;
4838     HRESULT hr;
4839
4840     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4841             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4842
4843     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4844      * number and create a device without a 3D adapter for 2D only operation. */
4845     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4846         return WINED3DERR_INVALIDCALL;
4847
4848     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4849     if (!object)
4850     {
4851         ERR("Failed to allocate device memory.\n");
4852         return E_OUTOFMEMORY;
4853     }
4854
4855     hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent);
4856     if (FAILED(hr))
4857     {
4858         WARN("Failed to initialize device, hr %#x.\n", hr);
4859         HeapFree(GetProcessHeap(), 0, object);
4860         return hr;
4861     }
4862
4863     TRACE("Created device %p.\n", object);
4864     *device = (IWineD3DDevice *)object;
4865
4866     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4867
4868     return WINED3D_OK;
4869 }
4870
4871 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4872 {
4873     TRACE("wined3d %p.\n", wined3d);
4874
4875     return wined3d->parent;
4876 }
4877
4878 static void WINE_GLAPI invalid_func(const void *data)
4879 {
4880     ERR("Invalid vertex attribute function called\n");
4881     DebugBreak();
4882 }
4883
4884 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4885 {
4886     ERR("Invalid texcoord function called\n");
4887     DebugBreak();
4888 }
4889
4890 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4891  * the extension detection and are used in drawStridedSlow
4892  */
4893 static void WINE_GLAPI position_d3dcolor(const void *data)
4894 {
4895     DWORD pos = *((const DWORD *)data);
4896
4897     FIXME("Add a test for fixed function position from d3dcolor type\n");
4898     glVertex4s(D3DCOLOR_B_R(pos),
4899                D3DCOLOR_B_G(pos),
4900                D3DCOLOR_B_B(pos),
4901                D3DCOLOR_B_A(pos));
4902 }
4903
4904 static void WINE_GLAPI position_float4(const void *data)
4905 {
4906     const GLfloat *pos = data;
4907
4908     if (pos[3] != 0.0f && pos[3] != 1.0f)
4909     {
4910         float w = 1.0f / pos[3];
4911
4912         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4913     }
4914     else
4915     {
4916         glVertex3fv(pos);
4917     }
4918 }
4919
4920 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4921 {
4922     DWORD diffuseColor = *((const DWORD *)data);
4923
4924     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4925                D3DCOLOR_B_G(diffuseColor),
4926                D3DCOLOR_B_B(diffuseColor),
4927                D3DCOLOR_B_A(diffuseColor));
4928 }
4929
4930 static void WINE_GLAPI specular_d3dcolor(const void *data)
4931 {
4932     DWORD specularColor = *((const DWORD *)data);
4933     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4934             D3DCOLOR_B_G(specularColor),
4935             D3DCOLOR_B_B(specularColor)};
4936
4937     specular_func_3ubv(d);
4938 }
4939
4940 static void WINE_GLAPI warn_no_specular_func(const void *data)
4941 {
4942     WARN("GL_EXT_secondary_color not supported\n");
4943 }
4944
4945 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4946 {
4947     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4948     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4949     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4950     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4951     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4952     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4953     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4954     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4955     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4956     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4957     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4958     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4959     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4960     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4961     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4962     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4963     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4964
4965     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4966     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4967     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4968     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4969     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4970     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4971     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4972     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4973     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4974     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4975     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4976     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4977     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4978     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4979     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4980     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4981     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4982
4983     /* No 4 component entry points here */
4984     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4985     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4986     if (gl_info->supported[EXT_SECONDARY_COLOR])
4987     {
4988         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4989     }
4990     else
4991     {
4992         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4993     }
4994     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4995     if (gl_info->supported[EXT_SECONDARY_COLOR])
4996     {
4997         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4998         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4999     }
5000     else
5001     {
5002         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5003     }
5004     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5005     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5006     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5007     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5008     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5009     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5010     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5011     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5012     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5013     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5014     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5015     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5016
5017     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5018      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5019      */
5020     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5021     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5022     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5023     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5024     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5025     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5026     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5027     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5028     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5029     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5030     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5031     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5032     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5033     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5034     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5035     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5036     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5037
5038     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5039     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5040     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5041     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5042     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5043     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5044     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5045     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5046     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5047     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5048     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5049     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5050     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5051     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5052     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5053     if (gl_info->supported[NV_HALF_FLOAT])
5054     {
5055         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5056         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5057         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5058     } else {
5059         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5060         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5061     }
5062 }
5063
5064 /* Do not call while under the GL lock. */
5065 static BOOL InitAdapters(struct wined3d *wined3d)
5066 {
5067     static HMODULE mod_gl;
5068     BOOL ret;
5069     int ps_selected_mode, vs_selected_mode;
5070
5071     /* No need to hold any lock. The calling library makes sure only one thread calls
5072      * wined3d simultaneously
5073      */
5074
5075     TRACE("Initializing adapters\n");
5076
5077     if(!mod_gl) {
5078 #ifdef USE_WIN32_OPENGL
5079 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5080         mod_gl = LoadLibraryA("opengl32.dll");
5081         if(!mod_gl) {
5082             ERR("Can't load opengl32.dll!\n");
5083             goto nogl_adapter;
5084         }
5085 #else
5086 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5087         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5088         mod_gl = GetModuleHandleA("gdi32.dll");
5089 #endif
5090     }
5091
5092 /* Load WGL core functions from opengl32.dll */
5093 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5094     WGL_FUNCS_GEN;
5095 #undef USE_WGL_FUNC
5096
5097     if(!pwglGetProcAddress) {
5098         ERR("Unable to load wglGetProcAddress!\n");
5099         goto nogl_adapter;
5100     }
5101
5102 /* Dynamically load all GL core functions */
5103     GL_FUNCS_GEN;
5104 #undef USE_GL_FUNC
5105
5106     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5107      * otherwise because we have to use winex11.drv's override
5108      */
5109 #ifdef USE_WIN32_OPENGL
5110     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5111     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5112 #else
5113     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5114     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5115 #endif
5116
5117     glEnableWINE = glEnable;
5118     glDisableWINE = glDisable;
5119
5120     /* For now only one default adapter */
5121     {
5122         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5123         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5124         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5125         int iPixelFormat;
5126         int res;
5127         int i;
5128         WineD3D_PixelFormat *cfgs;
5129         DISPLAY_DEVICEW DisplayDevice;
5130         HDC hdc;
5131
5132         TRACE("Initializing default adapter\n");
5133         adapter->ordinal = 0;
5134         adapter->monitorPoint.x = -1;
5135         adapter->monitorPoint.y = -1;
5136
5137         if (!AllocateLocallyUniqueId(&adapter->luid))
5138         {
5139             DWORD err = GetLastError();
5140             ERR("Failed to set adapter LUID (%#x).\n", err);
5141             goto nogl_adapter;
5142         }
5143         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5144                 adapter->luid.HighPart, adapter->luid.LowPart);
5145
5146         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5147         {
5148             ERR("Failed to get a gl context for default adapter\n");
5149             goto nogl_adapter;
5150         }
5151
5152         ret = IWineD3DImpl_FillGLCaps(adapter);
5153         if(!ret) {
5154             ERR("Failed to initialize gl caps for default adapter\n");
5155             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5156             goto nogl_adapter;
5157         }
5158         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5159         if(!ret) {
5160             ERR("Failed to init gl formats\n");
5161             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5162             goto nogl_adapter;
5163         }
5164
5165         hdc = fake_gl_ctx.dc;
5166
5167         adapter->TextureRam = adapter->driver_info.vidmem;
5168         adapter->UsedTextureRam = 0;
5169         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5170
5171         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5172         DisplayDevice.cb = sizeof(DisplayDevice);
5173         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5174         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5175         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5176
5177         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5178         {
5179             int attribute;
5180             int attribs[11];
5181             int values[11];
5182             int nAttribs = 0;
5183
5184             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5185             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5186
5187             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5188             cfgs = adapter->cfgs;
5189             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5190             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5191             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5192             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5193             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5194             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5195             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5196             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5197             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5198             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5199             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5200
5201             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5202             {
5203                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5204
5205                 if(!res)
5206                     continue;
5207
5208                 /* Cache the pixel format */
5209                 cfgs->iPixelFormat = iPixelFormat;
5210                 cfgs->redSize = values[0];
5211                 cfgs->greenSize = values[1];
5212                 cfgs->blueSize = values[2];
5213                 cfgs->alphaSize = values[3];
5214                 cfgs->colorSize = values[4];
5215                 cfgs->depthSize = values[5];
5216                 cfgs->stencilSize = values[6];
5217                 cfgs->windowDrawable = values[7];
5218                 cfgs->iPixelType = values[8];
5219                 cfgs->doubleBuffer = values[9];
5220                 cfgs->auxBuffers = values[10];
5221
5222                 cfgs->numSamples = 0;
5223                 /* Check multisample support */
5224                 if (gl_info->supported[ARB_MULTISAMPLE])
5225                 {
5226                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5227                     int value[2];
5228                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5229                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5230                         * value[1] = number of multi sample buffers*/
5231                         if(value[0])
5232                             cfgs->numSamples = value[1];
5233                     }
5234                 }
5235
5236                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5237                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5238                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5239                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5240                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5241                 cfgs++;
5242             }
5243         }
5244         else
5245         {
5246             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5247             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5248             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5249
5250             cfgs = adapter->cfgs;
5251             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5252             {
5253                 PIXELFORMATDESCRIPTOR ppfd;
5254
5255                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5256                 if(!res)
5257                     continue;
5258
5259                 /* We only want HW acceleration using an OpenGL ICD driver.
5260                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5261                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5262                  */
5263                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5264                 {
5265                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5266                     continue;
5267                 }
5268
5269                 cfgs->iPixelFormat = iPixelFormat;
5270                 cfgs->redSize = ppfd.cRedBits;
5271                 cfgs->greenSize = ppfd.cGreenBits;
5272                 cfgs->blueSize = ppfd.cBlueBits;
5273                 cfgs->alphaSize = ppfd.cAlphaBits;
5274                 cfgs->colorSize = ppfd.cColorBits;
5275                 cfgs->depthSize = ppfd.cDepthBits;
5276                 cfgs->stencilSize = ppfd.cStencilBits;
5277                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5278                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5279                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5280                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5281                 cfgs->numSamples = 0;
5282
5283                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5284                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5285                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5286                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5287                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5288                 cfgs++;
5289                 adapter->nCfgs++;
5290             }
5291
5292             /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5293             if(!adapter->nCfgs)
5294             {
5295                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5296
5297                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5298                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5299                 goto nogl_adapter;
5300             }
5301         }
5302
5303         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5304          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5305          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5306          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5307          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5308          * driver is allowed to consume more bits EXCEPT for stencil bits.
5309          *
5310          * Mark an adapter with this broken stencil behavior.
5311          */
5312         adapter->brokenStencil = TRUE;
5313         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5314         {
5315             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5316             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5317                 adapter->brokenStencil = FALSE;
5318                 break;
5319             }
5320         }
5321
5322         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5323
5324         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5325         fillGLAttribFuncs(&adapter->gl_info);
5326         adapter->opengl = TRUE;
5327     }
5328     wined3d->adapter_count = 1;
5329     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5330
5331     return TRUE;
5332
5333 nogl_adapter:
5334     /* Initialize an adapter for ddraw-only memory counting */
5335     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5336     wined3d->adapters[0].ordinal = 0;
5337     wined3d->adapters[0].opengl = FALSE;
5338     wined3d->adapters[0].monitorPoint.x = -1;
5339     wined3d->adapters[0].monitorPoint.y = -1;
5340
5341     wined3d->adapters[0].driver_info.name = "Display";
5342     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5343     if (wined3d_settings.emulated_textureram)
5344         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5345     else
5346         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5347
5348     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5349
5350     wined3d->adapter_count = 1;
5351     return FALSE;
5352 }
5353
5354 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5355
5356 const struct wined3d_parent_ops wined3d_null_parent_ops =
5357 {
5358     wined3d_null_wined3d_object_destroyed,
5359 };
5360
5361 /* Do not call while under the GL lock. */
5362 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent)
5363 {
5364     wined3d->dxVersion = version;
5365     wined3d->ref = 1;
5366     wined3d->parent = parent;
5367
5368     if (!InitAdapters(wined3d))
5369     {
5370         WARN("Failed to initialize adapters.\n");
5371         if (version > 7)
5372         {
5373             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5374             return E_FAIL;
5375         }
5376     }
5377
5378     return WINED3D_OK;
5379 }