text: /*
   * Copyright 2002-2004 Jason Edmeades
   * Copyright 2003-2004 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
   * Copyright 2009-2011 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #include <stdio.h>
  
  #include "wined3d_private.h"
  #include "winternl.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
  WINE_DECLARE_DEBUG_CHANNEL(winediag);
  
  #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
  #define DEFAULT_REFRESH_RATE 0
  
  /* The driver names reflect the lowest GPU supported
   * by a certain driver, so DRIVER_AMD_R300 supports
   * R3xx, R4xx and R5xx GPUs. */
  enum wined3d_display_driver
  {
      DRIVER_AMD_RAGE_128PRO,
      DRIVER_AMD_R100,
      DRIVER_AMD_R300,
      DRIVER_AMD_R600,
      DRIVER_INTEL_GMA800,
      DRIVER_INTEL_GMA900,
      DRIVER_INTEL_GMA950,
      DRIVER_INTEL_GMA3000,
      DRIVER_NVIDIA_TNT,
      DRIVER_NVIDIA_GEFORCE2MX,
      DRIVER_NVIDIA_GEFORCEFX,
      DRIVER_NVIDIA_GEFORCE6,
      DRIVER_NVIDIA_GEFORCE8,
      DRIVER_VMWARE,
      DRIVER_UNKNOWN
  };
  
  enum wined3d_driver_model
  {
      DRIVER_MODEL_WIN9X,
      DRIVER_MODEL_NT40,
      DRIVER_MODEL_NT5X,
      DRIVER_MODEL_NT6X
  };
  
  enum wined3d_gl_vendor
  {
      GL_VENDOR_UNKNOWN,
      GL_VENDOR_APPLE,
      GL_VENDOR_FGLRX,
      GL_VENDOR_MESA,
      GL_VENDOR_NVIDIA,
  };
  
  enum wined3d_d3d_level
  {
      WINED3D_D3D_LEVEL_5,
      WINED3D_D3D_LEVEL_6,
      WINED3D_D3D_LEVEL_7,
      WINED3D_D3D_LEVEL_8,
      WINED3D_D3D_LEVEL_9_SM2,
      WINED3D_D3D_LEVEL_9_SM3,
      WINED3D_D3D_LEVEL_10,
      WINED3D_D3D_LEVEL_11,
      WINED3D_D3D_LEVEL_COUNT
  };
  
  /* The d3d device ID */
  static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
  
  /* Extension detection */
  struct wined3d_extension_map
  {
      const char *extension_string;
      enum wined3d_gl_extension extension;
  };
  
  static const struct wined3d_extension_map gl_extension_map[] =
  {
      /* APPLE */
      {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE          },
      {"GL_APPLE_fence",                      APPLE_FENCE                   },
      {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS            },
      {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE      },
      {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422               },
  
      /* ARB */
      {"GL_ARB_blend_func_extended",          ARB_BLEND_FUNC_EXTENDED       },
      {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT        },
      {"GL_ARB_debug_output",                 ARB_DEBUG_OUTPUT              },
      {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT        },
      {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP               },
      {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE             },
      {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS              },
      {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX },
      {"GL_ARB_draw_instanced",               ARB_DRAW_INSTANCED            },
      {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM          },
      {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER           },
      {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT        },
      {"GL_ARB_framebuffer_sRGB",             ARB_FRAMEBUFFER_SRGB          },
      {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4          },
      {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL          },
      {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX         },
      {"GL_ARB_instanced_arrays",             ARB_INSTANCED_ARRAYS,         },
      {"GL_ARB_internalformat_query2",        ARB_INTERNALFORMAT_QUERY2,    },
      {"GL_ARB_map_buffer_alignment",         ARB_MAP_BUFFER_ALIGNMENT      },
      {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE          },
      {"GL_ARB_multisample",                  ARB_MULTISAMPLE               }, /* needs GLX_ARB_MULTISAMPLE as well */
      {"GL_ARB_multitexture",                 ARB_MULTITEXTURE              },
      {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY           },
      {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT       },
      {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS          },
      {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE              },
      {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX          },
      {"GL_ARB_shader_bit_encoding",          ARB_SHADER_BIT_ENCODING       },
      {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS            },
      {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD        },
      {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100      },
      {"GL_ARB_shadow",                       ARB_SHADOW                    },
      {"GL_ARB_sync",                         ARB_SYNC                      },
      {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP      },
      {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION       },
      {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC  },
      {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP          },
      {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD           },
      {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE       },
      {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3          },
      {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT             },
      {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT   },
      {"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE},
      {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO  },
      {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE         },
      {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG                },
      {"GL_ARB_timer_query",                  ARB_TIMER_QUERY               },
      {"GL_ARB_uniform_buffer_object",        ARB_UNIFORM_BUFFER_OBJECT     },
      {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA         },
      {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND              },
      {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT      },
      {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM            },
      {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER             },
  
      /* ATI */
      {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER           },
      {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL          },
      {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC   },
      {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3      },
      {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE       },
  
      /* EXT */
      {"GL_EXT_blend_color",                  EXT_BLEND_COLOR               },
      {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE   },
      {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE       },
      {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX              },
      {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT            },
      {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST         },
      {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2             },
      {"GL_EXT_fog_coord",                    EXT_FOG_COORD                 },
      {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT          },
      {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE   },
      {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT        },
      {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS    },
      {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4               },
      {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL      },
      {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS          },
      {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX          },
      {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR           },
      {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE          },
      {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP              },
      {"GL_EXT_texture3D",                    EXT_TEXTURE3D                 },
      {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC  },
      {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC  },
      {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD           },
      {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE       },
      {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3          },
      {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC},
      {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS          },
      {"GL_EXT_texture_mirror_clamp",         EXT_TEXTURE_MIRROR_CLAMP      },
      {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB              },
      {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE       },
      {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA         },
  
      /* NV */
      {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP                },
      {"GL_NV_fence",                         NV_FENCE                      },
      {"GL_NV_fog_distance",                  NV_FOG_DISTANCE               },
      {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM           },
      {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2          },
      {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION    },
      {"GL_NV_half_float",                    NV_HALF_FLOAT                 },
      {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT         },
      {"GL_NV_point_sprite",                  NV_POINT_SPRITE               },
      {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS         },
      {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2        },
      {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION          },
      {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4       },
      {"GL_NV_texture_shader",                NV_TEXTURE_SHADER             },
      {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2            },
      {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM             },
      {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1          },
      {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2            },
      {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION     },
      {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3            },
  
      /* SGI */
      {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP          },
  };
  
  static const struct wined3d_extension_map wgl_extension_map[] =
  {
      {"WGL_ARB_pixel_format",                WGL_ARB_PIXEL_FORMAT             },
      {"WGL_EXT_swap_control",                WGL_EXT_SWAP_CONTROL             },
      {"WGL_WINE_pixel_format_passthrough",   WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
  };
  
  /**********************************************************
   * Utility functions follow
   **********************************************************/
  
  const struct min_lookup minMipLookup[] =
  {
      /* NONE         POINT                       LINEAR */
      {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
      {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
      {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
  };
  
  const struct min_lookup minMipLookup_noFilter[] =
  {
      /* NONE         POINT                       LINEAR */
      {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
      {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
      {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
  };
  
  const struct min_lookup minMipLookup_noMip[] =
  {
      /* NONE         POINT                       LINEAR */
      {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
      {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
      {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
  };
  
  const GLenum magLookup[] =
  {
      /* NONE     POINT       LINEAR */
      GL_NEAREST, GL_NEAREST, GL_LINEAR,
  };
  
  const GLenum magLookup_noFilter[] =
  {
      /* NONE     POINT       LINEAR */
      GL_NEAREST, GL_NEAREST, GL_NEAREST,
  };
  
  struct wined3d_caps_gl_ctx
  {
      HDC dc;
      HWND wnd;
      HGLRC gl_ctx;
      HDC restore_dc;
      HGLRC restore_gl_ctx;
  };
  
  static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx)
  {
      TRACE("Destroying caps GL context.\n");
  
      if (!wglMakeCurrent(NULL, NULL))
          ERR("Failed to disable caps GL context.\n");
  
      if (!wglDeleteContext(ctx->gl_ctx))
      {
          DWORD err = GetLastError();
          ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
      }
  
      wined3d_release_dc(ctx->wnd, ctx->dc);
      DestroyWindow(ctx->wnd);
  
      if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
          ERR("Failed to restore previous GL context.\n");
  }
  
  static void wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx,
          struct wined3d_gl_info *gl_info, const GLint *ctx_attribs)
  {
      HGLRC new_ctx;
  
      if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
          return;
  
      if (!(new_ctx = gl_info->p_wglCreateContextAttribsARB(caps_gl_ctx->dc, NULL, ctx_attribs)))
      {
          ERR("Failed to create a context using wglCreateContextAttribsARB(), last error %#x.\n", GetLastError());
          gl_info->p_wglCreateContextAttribsARB = NULL;
          return;
      }
  
      if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx))
      {
          ERR("Failed to make new context current, last error %#x.\n", GetLastError());
          if (!wglDeleteContext(new_ctx))
              ERR("Failed to delete new context, last error %#x.\n", GetLastError());
          gl_info->p_wglCreateContextAttribsARB = NULL;
          return;
      }
  
      if (!wglDeleteContext(caps_gl_ctx->gl_ctx))
          ERR("Failed to delete old context, last error %#x.\n", GetLastError());
      caps_gl_ctx->gl_ctx = new_ctx;
  }
  
  static BOOL wined3d_caps_gl_ctx_create(struct wined3d_caps_gl_ctx *ctx)
  {
      PIXELFORMATDESCRIPTOR pfd;
      int iPixelFormat;
  
      TRACE("getting context...\n");
  
      ctx->restore_dc = wglGetCurrentDC();
      ctx->restore_gl_ctx = wglGetCurrentContext();
  
      /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
      ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
              WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
      if (!ctx->wnd)
      {
          ERR("Failed to create a window.\n");
          goto fail;
      }
  
      ctx->dc = GetDC(ctx->wnd);
      if (!ctx->dc)
      {
          ERR("Failed to get a DC.\n");
          goto fail;
      }
  
      /* PixelFormat selection */
      ZeroMemory(&pfd, sizeof(pfd));
      pfd.nSize = sizeof(pfd);
      pfd.nVersion = 1;
      pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
      pfd.iPixelType = PFD_TYPE_RGBA;
      pfd.cColorBits = 32;
      pfd.iLayerType = PFD_MAIN_PLANE;
  
      if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
      {
          /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
          ERR("Failed to find a suitable pixel format.\n");
          goto fail;
      }
      DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
      SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
  
      /* Create a GL context. */
      if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
      {
          WARN("Failed to create default context for capabilities initialization.\n");
          goto fail;
      }
  
      /* Make it the current GL context. */
      if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
      {
          ERR("Failed to make caps GL context current.\n");
          goto fail;
      }
  
      return TRUE;
  
  fail:
      if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
      ctx->gl_ctx = NULL;
      if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
      ctx->dc = NULL;
      if (ctx->wnd) DestroyWindow(ctx->wnd);
      ctx->wnd = NULL;
      if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
          ERR("Failed to restore previous GL context.\n");
  
      return FALSE;
  }
  
  /* Adjust the amount of used texture memory */
  UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount)
  {
      adapter->vram_bytes_used += amount;
      TRACE("Adjusted used adapter memory by 0x%s to 0x%s.\n",
              wine_dbgstr_longlong(amount),
              wine_dbgstr_longlong(adapter->vram_bytes_used));
      return adapter->vram_bytes_used;
  }
  
  static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
  {
      HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
      HeapFree(GetProcessHeap(), 0, adapter->cfgs);
  }
  
  ULONG CDECL wined3d_incref(struct wined3d *wined3d)
  {
      ULONG refcount = InterlockedIncrement(&wined3d->ref);
  
      TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
  
      return refcount;
  }
  
  ULONG CDECL wined3d_decref(struct wined3d *wined3d)
  {
      ULONG refcount = InterlockedDecrement(&wined3d->ref);
  
      TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
  
      if (!refcount)
      {
          unsigned int i;
  
          for (i = 0; i < wined3d->adapter_count; ++i)
          {
              wined3d_adapter_cleanup(&wined3d->adapters[i]);
          }
          HeapFree(GetProcessHeap(), 0, wined3d);
      }
  
      return refcount;
  }
  
  /* Context activation is done by the caller. */
  static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
  {
      GLuint prog;
      BOOL ret = FALSE;
      static const char testcode[] =
          "!!ARBvp1.0\n"
          "PARAM C[66] = { program.env[0..65] };\n"
          "ADDRESS A0;"
          "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
          "ARL A0.x, zero.x;\n"
          "MOV result.position, C[A0.x + 65];\n"
          "END\n";
  
      while (gl_info->gl_ops.gl.p_glGetError());
      GL_EXTCALL(glGenProgramsARB(1, &prog));
      if(!prog) {
          ERR("Failed to create an ARB offset limit test program\n");
      }
      GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
      GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
                                    strlen(testcode), testcode));
      if (gl_info->gl_ops.gl.p_glGetError())
      {
          TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
          TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          ret = TRUE;
      } else TRACE("OpenGL implementation allows offsets > 63\n");
  
      GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
      GL_EXTCALL(glDeleteProgramsARB(1, &prog));
      checkGLcall("ARB vp offset limit test cleanup");
  
      return ret;
  }
  
  static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      if (card_vendor != HW_VENDOR_AMD) return FALSE;
      if (device == CARD_AMD_RADEON_9500) return TRUE;
      if (device == CARD_AMD_RADEON_X700) return TRUE;
      if (device == CARD_AMD_RADEON_X1600) return TRUE;
      return FALSE;
  }
  
  static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      if (card_vendor == HW_VENDOR_NVIDIA)
      {
          if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
              device == CARD_NVIDIA_GEFORCEFX_5600 ||
              device == CARD_NVIDIA_GEFORCEFX_5800)
          {
              return TRUE;
          }
      }
      return FALSE;
  }
  
  static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
       * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
       * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
       *
       * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
       * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
       * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
       * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
       * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
       * the chance that other implementations support them is rather small since Win32 QuickTime uses
       * DirectDraw, not OpenGL.
       *
       * This test has been moved into wined3d_guess_gl_vendor()
       */
      if (gl_vendor == GL_VENDOR_APPLE)
      {
          return TRUE;
      }
      return FALSE;
  }
  
  /* Context activation is done by the caller. */
  static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
  {
      /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
       * but glTexSubImage from a PBO fails miserably, with the first line repeated over
       * all the texture. This function detects this bug by its symptom and disables PBOs
       * if the test fails.
       *
       * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
       * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
       * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
       * read back is compared to the original. If they are equal PBOs are assumed to work,
       * otherwise the PBO extension is disabled. */
      GLuint texture, pbo;
      static const unsigned int pattern[] =
      {
          0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
          0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
          0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
          0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
      };
      unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
  
      /* No PBO -> No point in testing them. */
      if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
  
      while (gl_info->gl_ops.gl.p_glGetError());
      gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
  
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
      checkGLcall("Specifying the PBO test texture");
  
      GL_EXTCALL(glGenBuffersARB(1, &pbo));
      GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
      GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
      checkGLcall("Specifying the PBO test pbo");
  
      gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
      checkGLcall("Loading the PBO test texture");
  
      GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
  
      gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
  
      memset(check, 0, sizeof(check));
      gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
      checkGLcall("Reading back the PBO test texture");
  
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
      GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
      checkGLcall("PBO test cleanup");
  
      if (memcmp(check, pattern, sizeof(check)))
      {
          WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
                  "Disabling PBOs. This may result in slower performance.\n");
          gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
      }
      else
      {
          TRACE("PBO test successful.\n");
      }
  }
  
  static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
  }
  
  static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
      if (card_vendor != HW_VENDOR_AMD) return FALSE;
      if (device == CARD_AMD_RADEON_X1600) return FALSE;
      return TRUE;
  }
  
  static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
       * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
       * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
       * varyings and we subtract one in dx9 shaders it's not going to hurt us because the dx9 limit is
       * hardcoded
       *
       * dx10 cards usually have 64 varyings */
      return gl_info->limits.glsl_varyings > 44;
  }
  
  static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
  }
  
  /* A GL context is provided by the caller */
  static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      GLenum error;
      DWORD data[16];
  
      if (!gl_info->supported[EXT_SECONDARY_COLOR])
          return FALSE;
  
      while (gl_info->gl_ops.gl.p_glGetError());
      GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
      error = gl_info->gl_ops.gl.p_glGetError();
  
      if (error == GL_NO_ERROR)
      {
          TRACE("GL Implementation accepts 4 component specular color pointers\n");
          return TRUE;
      }
      else
      {
          TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
                debug_glerror(error));
          return FALSE;
      }
  }
  
  /* A GL context is provided by the caller */
  static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      GLuint prog;
      BOOL ret = FALSE;
      GLint pos;
      static const char testcode[] =
          "!!ARBvp1.0\n"
          "OPTION NV_vertex_program2;\n"
          "MOV result.clip[0], 0.0;\n"
          "MOV result.position, 0.0;\n"
          "END\n";
  
      if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
  
      while (gl_info->gl_ops.gl.p_glGetError());
  
      GL_EXTCALL(glGenProgramsARB(1, &prog));
      if(!prog)
      {
          ERR("Failed to create the NVvp clip test program\n");
          return FALSE;
      }
      GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
      GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
                                    strlen(testcode), testcode));
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
      if(pos != -1)
      {
          WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
          TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          ret = TRUE;
          while (gl_info->gl_ops.gl.p_glGetError());
      }
      else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
  
      GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
      GL_EXTCALL(glDeleteProgramsARB(1, &prog));
      checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
  
      return ret;
  }
  
  /* Context activation is done by the caller. */
  static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      char data[4 * 4 * 4];
      GLuint tex, fbo;
      GLenum status;
  
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
  
      memset(data, 0xcc, sizeof(data));
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
      checkGLcall("glTexImage2D");
  
      gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
      gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
      checkGLcall("glFramebufferTexture2D");
  
      status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
      if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
      checkGLcall("glCheckFramebufferStatus");
  
      memset(data, 0x11, sizeof(data));
      gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
      checkGLcall("glTexSubImage2D");
  
      gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
      gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
      checkGLcall("glClear");
  
      gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
      checkGLcall("glGetTexImage");
  
      gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
      checkGLcall("glBindTexture");
  
      gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
      checkGLcall("glDeleteTextures");
  
      return *(DWORD *)data == 0x11111111;
  }
  
  /* Context activation is done by the caller. */
  static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
       * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
      GLuint tex;
      GLint size;
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
      checkGLcall("glTexImage2D");
  
      gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
      checkGLcall("glGetTexLevelParameteriv");
      TRACE("Real color depth is %d\n", size);
  
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
      checkGLcall("glBindTexture");
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
      checkGLcall("glDeleteTextures");
  
      return size < 16;
  }
  
  static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      return gl_vendor == GL_VENDOR_FGLRX;
  }
  
  static BOOL match_r200(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      if (card_vendor != HW_VENDOR_AMD) return FALSE;
      if (device == CARD_AMD_RADEON_8500) return TRUE;
      return FALSE;
  }
  
  static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      DWORD data[4];
      GLuint tex, fbo;
      GLenum status;
      float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
      GLuint prog;
      GLint err_pos;
      static const char program_code[] =
          "!!ARBfp1.0\n"
          "OPTION ARB_fog_linear;\n"
          "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
          "END\n";
  
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
          return FALSE;
      if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
          return FALSE;
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
      checkGLcall("glTexImage2D");
  
      gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
      gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
      checkGLcall("glFramebufferTexture2D");
  
      status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
      if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
      checkGLcall("glCheckFramebufferStatus");
  
      gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
      gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
      checkGLcall("glClear");
      gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
      checkGLcall("glViewport");
  
      gl_info->gl_ops.gl.p_glEnable(GL_FOG);
      gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
      gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
      gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
      gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
      gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
      checkGLcall("fog setup");
  
      GL_EXTCALL(glGenProgramsARB(1, &prog));
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
      GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
              strlen(program_code), program_code));
      gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
      checkGLcall("Test fragment program setup");
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
      if (err_pos != -1)
      {
          const char *error_str;
          error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
          FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
      }
  
      gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
      gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f,  0.0f);
      gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f,  1.0f);
      gl_info->gl_ops.gl.p_glVertex3f(-1.0f,  1.0f,  0.0f);
      gl_info->gl_ops.gl.p_glVertex3f( 1.0f,  1.0f,  1.0f);
      gl_info->gl_ops.gl.p_glEnd();
      checkGLcall("ARBfp fog test draw");
  
      gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
      checkGLcall("glGetTexImage");
      data[0] &= 0x00ffffff;
      data[1] &= 0x00ffffff;
      data[2] &= 0x00ffffff;
      data[3] &= 0x00ffffff;
  
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
  
      gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
      gl_info->gl_ops.gl.p_glDisable(GL_FOG);
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
      gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
      GL_EXTCALL(glDeleteProgramsARB(1, &prog));
      checkGLcall("ARBfp fog test teardown");
  
      TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
      return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
  }
  
  static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
  {
      /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
       * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
       * allow 48 different offsets or other helper immediate values. */
      TRACE("Reserving 12 GLSL constants for compiler private use.\n");
      gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
  }
  
  static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
  {
      /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
       * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
       * If real NP2 textures are used, the driver falls back to software. We could just remove the
       * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
       * due to the non-normalized texture coordinates. Thus set an internal extension flag,
       * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
       * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
       *
       * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
       * has this extension promoted to core. The extension loading code sets this extension supported
       * due to that, so this code works on fglrx as well. */
      if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
      {
          TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
          gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
          gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
      }
  }
  
  static void quirk_no_np2(struct wined3d_gl_info *gl_info)
  {
      /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
       *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
       *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
       *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
       *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
       *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
       *
       *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
       *  triggering the software fallback. There is not much we can do here apart from disabling the
       *  software-emulated extension and re-enable ARB_tex_rect (which was previously disabled
       *  in wined3d_adapter_init_gl_caps).
       *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
       *  post-processing effects in the game "Max Payne 2").
       *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
      TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
      gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
      gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
  }
  
  static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
  {
      /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
       * with fixed function fragment processing. Ideally this flag should be detected with a test shader
       * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
       * do not like vertex shaders in feedback mode and return an error, even though it should be valid
       * according to the spec.
       *
       * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
       * makes the shader slower and eats instruction slots which should be available to the d3d app.
       *
       * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
       * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
       * this workaround is activated on cards that do not need it, it won't break things, just affect
       * performance negatively. */
      TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
      gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
  }
  
  static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
  {
      gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
  }
  
  static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
  {
      gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
  }
  
  static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
  {
      gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
  }
  
  static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
  {
      gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
  }
  
  static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
  {
      gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
  }
  
  static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
  {
      gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
  }
  
  static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
  {
      /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
         selected texture formats. They are apparently the only DX9 class GPUs
         supporting VTF.
         Also, DX9-era GPUs are somewhat limited with float textures
         filtering and blending. */
      gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
  }
  
  static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
  {
      /* The Mesa r200 driver (and there is no other driver for this GPU Wine would run on)
       * loads some fog parameters (start, end, exponent, but not the color) into the
       * program.
       *
       * Apparently the fog hardware is only able to handle linear fog with a range of 0.0;1.0,
       * and it is the responsibility of the vertex pipeline to handle non-linear fog and
       * linear fog with start and end other than 0.0 and 1.0. */
      TRACE("Reserving 1 ARB constant for compiler private use.\n");
      gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
  }
  
  static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
  {
      gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
  }
  
  struct driver_quirk
  {
      BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
              enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
      void (*apply)(struct wined3d_gl_info *gl_info);
      const char *description;
  };
  
  static const struct driver_quirk quirk_table[] =
  {
      {
          match_amd_r300_to_500,
          quirk_amd_dx9,
          "AMD normalized texrect quirk"
      },
      {
          match_apple,
          quirk_apple_glsl_constants,
          "Apple GLSL uniform override"
      },
      {
          match_geforce5,
          quirk_no_np2,
          "Geforce 5 NP2 disable"
      },
      {
          match_apple_intel,
          quirk_texcoord_w,
          "Init texcoord .w for Apple Intel GPU driver"
      },
      {
          match_apple_nonr500ati,
          quirk_texcoord_w,
          "Init texcoord .w for Apple ATI >= r600 GPU driver"
      },
      {
          match_dx10_capable,
          quirk_clip_varying,
          "Reserved varying for gl_ClipPos"
      },
      {
          /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
           * GL implementations accept it. The Mac GL is the only implementation known to
           * reject it.
           *
           * If we can pass 4 component specular colors, do it, because (a) we don't have
           * to screw around with the data, and (b) the D3D fixed function vertex pipeline
           * passes specular alpha to the pixel shader if any is used. Otherwise the
           * specular alpha is used to pass the fog coordinate, which we pass to opengl
           * via GL_EXT_fog_coord.
           */
          match_allows_spec_alpha,
          quirk_allows_specular_alpha,
          "Allow specular alpha quirk"
      },
      {
          match_broken_nv_clip,
          quirk_disable_nvvp_clip,
          "Apple NV_vertex_program clip bug quirk"
      },
      {
          match_fbo_tex_update,
          quirk_fbo_tex_update,
          "FBO rebind for attachment updates"
      },
      {
          match_broken_rgba16,
          quirk_broken_rgba16,
          "True RGBA16 is not available"
      },
      {
          match_fglrx,
          quirk_infolog_spam,
          "Not printing GLSL infolog"
      },
      {
          match_not_dx10_capable,
          quirk_limited_tex_filtering,
          "Texture filtering, blending and VTF support is limited"
      },
      {
          match_r200,
          quirk_r200_constants,
          "r200 vertex shader constants"
      },
      {
          match_broken_arb_fog,
          quirk_broken_arb_fog,
          "ARBfp fogstart == fogend workaround"
      },
  };
  
  /* Certain applications (Steam) complain if we report an outdated driver version. In general,
   * reporting a driver version is moot because we are not the Windows driver, and we have different
   * bugs, features, etc.
   *
   * The driver version has the form "x.y.z.w".
   *
   * "x" is the Windows version the driver is meant for:
   * 4 -> 95/98/NT4
   * 5 -> 2000
   * 6 -> 2000/XP
   * 7 -> Vista
   * 8 -> Win 7
   *
   * "y" is the maximum Direct3D version the driver supports.
   * y  -> d3d version mapping:
   * 11 -> d3d6
   * 12 -> d3d7
   * 13 -> d3d8
   * 14 -> d3d9
   * 15 -> d3d10
   * 16 -> d3d10.1
   * 17 -> d3d11
   *
   * "z" is the subversion number.
   *
   * "w" is the vendor specific driver build number.
   */
  
  struct driver_version_information
  {
      enum wined3d_display_driver driver;
      enum wined3d_driver_model driver_model;
      const char *driver_name;            /* name of Windows driver */
      WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
      WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
      WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
  };
  
  /* The driver version table contains driver information for different devices on several OS versions. */
  static const struct driver_version_information driver_version_table[] =
  {
      /* AMD
       * - Radeon HD2x00 (R600) and up supported by current drivers.
       * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
       * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
       * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
      {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
      {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
      {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
      {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 17, 10, 1280},
      {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
      {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 17, 10, 1280 },
  
      /* Intel
       * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
       * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
       * igxprd32.dll but the GMA800 driver was never updated. */
      {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
      {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
      {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
      {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
      {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
      {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
  
      /* Nvidia
       * - Geforce8 and newer is supported by the current 340.52 driver on XP-Win8
       * - Geforce6 and 7 support is up to 307.83 on XP-Win8
       * - GeforceFX support is up to 173.x on <= XP
       * - Geforce2MX/3/4 up to 96.x on <= XP
       * - TNT/Geforce1/2 up to 71.x on <= XP
       * All version numbers used below are from the Linux nvidia drivers. */
      {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
      {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
      {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
      {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 18, 13,  783},
      {DRIVER_NVIDIA_GEFORCE8,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 18, 13, 4052},
      {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  18, 13,  783},
      {DRIVER_NVIDIA_GEFORCE8,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  18, 13, 4052},
  
      /* VMware */
      {DRIVER_VMWARE,             DRIVER_MODEL_NT5X,  "vm3dum.dll",   14, 1,  1134},
  };
  
  struct gpu_description
  {
      WORD vendor;                    /* reported PCI card vendor ID  */
      WORD card;                      /* reported PCI card device ID  */
      const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
      enum wined3d_display_driver driver;
      unsigned int vidmem;
  };
  
  /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
   * found on a board containing a specific GPU. */
  static const struct gpu_description gpu_description_table[] =
  {
      /* Nvidia cards */
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE8,  128 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE8,  128 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE8,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE8,  512 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE8,  320 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE8,  768 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE8,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9300,       "NVIDIA GeForce 9300",              DRIVER_NVIDIA_GEFORCE8,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400M,      "NVIDIA GeForce 9400M",             DRIVER_NVIDIA_GEFORCE8,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE8,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE8,  256 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE8,  384 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE8,  512 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE8,  512 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE8,  512 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE8,  512 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE8,  896 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_315M,       "NVIDIA GeForce 315M",              DRIVER_NVIDIA_GEFORCE8,  512 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_320M,       "NVIDIA GeForce 320M",              DRIVER_NVIDIA_GEFORCE8,  256},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_410M,       "NVIDIA GeForce 410M",              DRIVER_NVIDIA_GEFORCE8,  512},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE8,  768 },
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460M,    "NVIDIA GeForce GTX 460M",          DRIVER_NVIDIA_GEFORCE8,  1536},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE8,  1280},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE8,  1536},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT520,      "NVIDIA GeForce GT 520",            DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT540M,     "NVIDIA GeForce GT 540M",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT555M,     "NVIDIA GeForce GT 555M",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560TI,   "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE8,  1280},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE8,  1536},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT610,      "NVIDIA GeForce GT 610",            DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT630,      "NVIDIA GeForce GT 630",            DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT630M,     "NVIDIA GeForce GT 630M",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT640M,     "NVIDIA GeForce GT 640M",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT650M,     "NVIDIA GeForce GT 650M",           DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX650,     "NVIDIA GeForce GTX 650",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX650TI,   "NVIDIA GeForce GTX 650 Ti",        DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX660,     "NVIDIA GeForce GTX 660",           DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX660M,    "NVIDIA GeForce GTX 660M",          DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX660TI,   "NVIDIA GeForce GTX 660 Ti",        DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX670,     "NVIDIA GeForce GTX 670",           DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX670MX,   "NVIDIA GeForce GTX 670MX",         DRIVER_NVIDIA_GEFORCE8,  3072},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX680,     "NVIDIA GeForce GTX 680",           DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT750M,     "NVIDIA GeForce GT 750M",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX750,     "NVIDIA GeForce GTX 750",           DRIVER_NVIDIA_GEFORCE8,  1024},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX750TI,   "NVIDIA GeForce GTX 750 Ti",        DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX760,     "NVIDIA Geforce GTX 760",           DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX765M,    "NVIDIA GeForce GTX 765M",          DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX770M,    "NVIDIA GeForce GTX 770M",          DRIVER_NVIDIA_GEFORCE8,  3072},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX770,     "NVIDIA GeForce GTX 770",           DRIVER_NVIDIA_GEFORCE8,  2048},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX780,     "NVIDIA GeForce GTX 780",           DRIVER_NVIDIA_GEFORCE8,  3072},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX780TI,   "NVIDIA GeForce GTX 780 Ti",        DRIVER_NVIDIA_GEFORCE8,  3072},
      {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX970,     "NVIDIA GeForce GTX 970",           DRIVER_NVIDIA_GEFORCE8,  4096},
  
      /* AMD cards */
      {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4200M,        "ATI Mobility Radeon HD 4200",      DRIVER_AMD_R600,         256 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6410D,        "AMD Radeon HD 6410D",              DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6550D,        "AMD Radeon HD 6550D",              DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600M,        "AMD Radeon HD 6600M Series",       DRIVER_AMD_R600,         512 },
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6700,         "AMD Radeon HD 6700 Series",        DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD7660D,        "AMD Radeon HD 7660D",              DRIVER_AMD_R600,         2048},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD7700,         "AMD Radeon HD 7700 Series",        DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD7800,         "AMD Radeon HD 7800 Series",        DRIVER_AMD_R600,         2048},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD7900,         "AMD Radeon HD 7900 Series",        DRIVER_AMD_R600,         2048},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD8600M,        "AMD Radeon HD 8600M Series",       DRIVER_AMD_R600,         1024},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD8670,         "AMD Radeon HD 8670",               DRIVER_AMD_R600,         2048},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD8770,         "AMD Radeon HD 8770",               DRIVER_AMD_R600,         2048},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_R3,             "AMD Radeon HD 8400 / R3 Series",   DRIVER_AMD_R600,         2048},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_R7,             "AMD Radeon(TM) R7 Graphics",       DRIVER_AMD_R600,         2048},
      {HW_VENDOR_AMD,        CARD_AMD_RADEON_R9,             "AMD Radeon R9 290",                DRIVER_AMD_R600,         4096},
  
      /* VMware */
      {HW_VENDOR_VMWARE,     CARD_VMWARE_SVGA3D,             "VMware SVGA 3D (Microsoft Corporation - WDDM)",             DRIVER_VMWARE,        1024},
  
      /* Intel cards */
      {HW_VENDOR_INTEL,      CARD_INTEL_830M,                "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
      {HW_VENDOR_INTEL,      CARD_INTEL_855GM,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
      {HW_VENDOR_INTEL,      CARD_INTEL_845G,                "Intel(R) 845G",                                             DRIVER_INTEL_GMA800,  32 },
      {HW_VENDOR_INTEL,      CARD_INTEL_865G,                "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
      {HW_VENDOR_INTEL,      CARD_INTEL_915G,                "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_E7221G,              "Intel(R) E7221G",                                           DRIVER_INTEL_GMA900,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_915GM,               "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_945G,                "Intel(R) 945G",                                             DRIVER_INTEL_GMA950,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_945GM,               "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_945GME,              "Intel(R) 945GME",                                           DRIVER_INTEL_GMA950,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_Q35,                 "Intel(R) Q35",                                              DRIVER_INTEL_GMA950,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_G33,                 "Intel(R) G33",                                              DRIVER_INTEL_GMA950,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_Q33,                 "Intel(R) Q33",                                              DRIVER_INTEL_GMA950,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_PNVG,                "Intel(R) IGD",                                              DRIVER_INTEL_GMA950,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_PNVM,                "Intel(R) IGD",                                              DRIVER_INTEL_GMA950,  64 },
      {HW_VENDOR_INTEL,      CARD_INTEL_965Q,                "Intel(R) 965Q",                                             DRIVER_INTEL_GMA3000, 128},
      {HW_VENDOR_INTEL,      CARD_INTEL_965G,                "Intel(R) 965G",                                             DRIVER_INTEL_GMA3000, 128},
      {HW_VENDOR_INTEL,      CARD_INTEL_946GZ,               "Intel(R) 946GZ",                                            DRIVER_INTEL_GMA3000, 128},
      {HW_VENDOR_INTEL,      CARD_INTEL_965GM,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
      {HW_VENDOR_INTEL,      CARD_INTEL_965GME,              "Intel(R) 965GME",                                           DRIVER_INTEL_GMA3000, 128},
      {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512},
      {HW_VENDOR_INTEL,      CARD_INTEL_IGD,                 "Intel(R) Integrated Graphics Device",                       DRIVER_INTEL_GMA3000, 512},
      {HW_VENDOR_INTEL,      CARD_INTEL_G45,                 "Intel(R) G45/G43",                                          DRIVER_INTEL_GMA3000, 512},
      {HW_VENDOR_INTEL,      CARD_INTEL_Q45,                 "Intel(R) Q45/Q43",                                          DRIVER_INTEL_GMA3000, 512},
      {HW_VENDOR_INTEL,      CARD_INTEL_G41,                 "Intel(R) G41",                                              DRIVER_INTEL_GMA3000, 512},
      {HW_VENDOR_INTEL,      CARD_INTEL_B43,                 "Intel(R) B43",                                              DRIVER_INTEL_GMA3000, 512},
      {HW_VENDOR_INTEL,      CARD_INTEL_ILKD,                "Intel(R) Ironlake Desktop",                                 DRIVER_INTEL_GMA3000, 1024},
      {HW_VENDOR_INTEL,      CARD_INTEL_ILKM,                "Intel(R) Ironlake Mobile",                                  DRIVER_INTEL_GMA3000, 1024},
      {HW_VENDOR_INTEL,      CARD_INTEL_SNBD,                "Intel(R) Sandybridge Desktop",                              DRIVER_INTEL_GMA3000, 1024},
      {HW_VENDOR_INTEL,      CARD_INTEL_SNBM,                "Intel(R) Sandybridge Mobile",                               DRIVER_INTEL_GMA3000, 1024},
      {HW_VENDOR_INTEL,      CARD_INTEL_SNBS,                "Intel(R) Sandybridge Server",                               DRIVER_INTEL_GMA3000, 1024},
      {HW_VENDOR_INTEL,      CARD_INTEL_IVBD,                "Intel(R) Ivybridge Desktop",                                DRIVER_INTEL_GMA3000, 1024},
      {HW_VENDOR_INTEL,      CARD_INTEL_IVBM,                "Intel(R) Ivybridge Mobile",                                 DRIVER_INTEL_GMA3000, 1024},
      {HW_VENDOR_INTEL,      CARD_INTEL_IVBS,                "Intel(R) Ivybridge Server",                                 DRIVER_INTEL_GMA3000, 1024},
      {HW_VENDOR_INTEL,      CARD_INTEL_HWM,                 "Intel(R) Haswell Mobile",                                   DRIVER_INTEL_GMA3000, 1024},
  };
  
  static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
          enum wined3d_driver_model driver_model)
  {
      unsigned int i;
  
      TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
      for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
      {
          const struct driver_version_information *entry = &driver_version_table[i];
  
          if (entry->driver == driver && entry->driver_model == driver_model)
          {
              TRACE("Found driver \"%s\", version %u, subversion %u, build %u.\n",
                      entry->driver_name, entry->version, entry->subversion, entry->build);
              return entry;
          }
      }
      return NULL;
  }
  
  static const struct gpu_description *get_gpu_description(enum wined3d_pci_vendor vendor,
          enum wined3d_pci_device device)
  {
      unsigned int i;
  
      for (i = 0; i < (sizeof(gpu_description_table) / sizeof(*gpu_description_table)); ++i)
      {
          if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
              return &gpu_description_table[i];
      }
  
      return NULL;
  }
  
  static void init_driver_info(struct wined3d_driver_info *driver_info,
          enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
  {
      OSVERSIONINFOW os_version;
      WORD driver_os_version;
      enum wined3d_display_driver driver;
      enum wined3d_driver_model driver_model;
      const struct driver_version_information *version_info;
      const struct gpu_description *gpu_desc;
  
      if (driver_info->vendor != PCI_VENDOR_NONE || driver_info->device != PCI_DEVICE_NONE)
      {
          static unsigned int once;
  
          TRACE("GPU override %04x:%04x.\n", wined3d_settings.pci_vendor_id, wined3d_settings.pci_device_id);
  
          driver_info->vendor = wined3d_settings.pci_vendor_id;
          if (driver_info->vendor == PCI_VENDOR_NONE)
              driver_info->vendor = vendor;
  
          driver_info->device = wined3d_settings.pci_device_id;
          if (driver_info->device == PCI_DEVICE_NONE)
              driver_info->device = device;
  
          if (get_gpu_description(driver_info->vendor, driver_info->device))
          {
              vendor = driver_info->vendor;
              device = driver_info->device;
          }
          else if (!once++)
              ERR_(winediag)("Invalid GPU override %04x:%04x specified, ignoring.\n",
                      driver_info->vendor, driver_info->device);
      }
  
      driver_info->vendor = vendor;
      driver_info->device = device;
  
      memset(&os_version, 0, sizeof(os_version));
      os_version.dwOSVersionInfoSize = sizeof(os_version);
      if (!GetVersionExW(&os_version))
      {
          ERR("Failed to get OS version, reporting 2000/XP.\n");
          driver_os_version = 6;
          driver_model = DRIVER_MODEL_NT5X;
      }
      else
      {
          TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
          switch (os_version.dwMajorVersion)
          {
              case 4:
                  /* If needed we could distinguish between 9x and NT4, but this code won't make
                   * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
                   */
                  driver_os_version = 4;
                  driver_model = DRIVER_MODEL_WIN9X;
                  break;
  
              case 5:
                  driver_os_version = 6;
                  driver_model = DRIVER_MODEL_NT5X;
                  break;
  
              case 6:
                  if (os_version.dwMinorVersion == 0)
                  {
                      driver_os_version = 7;
                      driver_model = DRIVER_MODEL_NT6X;
                  }
                  else if (os_version.dwMinorVersion == 1)
                  {
                      driver_os_version = 8;
                      driver_model = DRIVER_MODEL_NT6X;
                  }
                  else
                  {
                      if (os_version.dwMinorVersion > 2)
                      {
                          FIXME("Unhandled OS version %u.%u, reporting Win 8.\n",
                                  os_version.dwMajorVersion, os_version.dwMinorVersion);
                      }
                      driver_os_version = 9;
                      driver_model = DRIVER_MODEL_NT6X;
                  }
                  break;
  
              default:
                  FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
                          os_version.dwMajorVersion, os_version.dwMinorVersion);
                  driver_os_version = 6;
                  driver_model = DRIVER_MODEL_NT5X;
                  break;
          }
      }
  
      if ((gpu_desc = get_gpu_description(driver_info->vendor, driver_info->device)))
      {
          driver_info->description = gpu_desc->description;
          driver_info->vram_bytes = (UINT64)gpu_desc->vidmem * 1024 * 1024;
          driver = gpu_desc->driver;
      }
      else
      {
          ERR("Card %04x:%04x not found in driver DB.\n", vendor, device);
          driver_info->description = "Direct3D HAL";
          driver_info->vram_bytes = WINE_DEFAULT_VIDMEM;
          driver = DRIVER_UNKNOWN;
      }
  
      if (wined3d_settings.emulated_textureram)
      {
          TRACE("Overriding amount of video memory with 0x%s bytes.\n",
                  wine_dbgstr_longlong(wined3d_settings.emulated_textureram));
          driver_info->vram_bytes = wined3d_settings.emulated_textureram;
      }
  
      /* Try to obtain driver version information for the current Windows version. This fails in
       * some cases:
       * - the gpu is not available on the currently selected OS version:
       *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
       *     version information for the current Windows version is returned instead of faked info.
       *     We do the same and assume the default Windows version to emulate is WinXP.
       *
       *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
       *     For now return the XP driver info. Perhaps later on we should return VESA.
       *
       * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
       *   This could be an indication that our database is not up to date, so this should be fixed.
       */
      if ((version_info = get_driver_version_info(driver, driver_model))
              || (version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X)))
      {
          driver_info->name = version_info->driver_name;
          driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
          driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
      }
      else
      {
          ERR("No driver version info found for device %04x:%04x, driver model %#x.\n",
                  vendor, device, driver_model);
          driver_info->name = "Display";
          driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
          driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
      }
  
      TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
              driver_info->version_high, driver_info->version_low);
  }
  
  /* Context activation is done by the caller. */
  static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
          enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
  {
      unsigned int i;
  
      for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
      {
          if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
          TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
          quirk_table[i].apply(gl_info);
      }
  
      /* Find out if PBOs work as they are supposed to. */
      test_pbo_functionality(gl_info);
  }
  
  static DWORD wined3d_parse_gl_version(const char *gl_version)
  {
      const char *ptr = gl_version;
      int major, minor;
  
      major = atoi(ptr);
      if (major <= 0)
          ERR("Invalid OpenGL major version %d.\n", major);
  
      while (isdigit(*ptr)) ++ptr;
      if (*ptr++ != '.')
          ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
  
      minor = atoi(ptr);
  
      TRACE("Found OpenGL version %d.%d.\n", major, minor);
  
      return MAKEDWORD_VERSION(major, minor);
  }
  
  static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
          const char *gl_vendor_string, const char *gl_renderer)
  {
  
      /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
       * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
       * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
       *
       * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
       * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
       * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
       * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
       * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
       * the chance that other implementations support them is rather small since Win32 QuickTime uses
       * DirectDraw, not OpenGL. */
      if (gl_info->supported[APPLE_FENCE]
              && gl_info->supported[APPLE_CLIENT_STORAGE]
              && gl_info->supported[APPLE_YCBCR_422])
          return GL_VENDOR_APPLE;
  
      if (strstr(gl_vendor_string, "NVIDIA"))
          return GL_VENDOR_NVIDIA;
  
      if (strstr(gl_vendor_string, "ATI"))
          return GL_VENDOR_FGLRX;
  
      if (strstr(gl_vendor_string, "Mesa")
              || strstr(gl_vendor_string, "X.Org")
              || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
              || strstr(gl_vendor_string, "DRI R300 Project")
              || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
              || strstr(gl_vendor_string, "VMware, Inc.")
              || strstr(gl_vendor_string, "Intel")
              || strstr(gl_renderer, "Mesa")
              || strstr(gl_renderer, "Gallium")
              || strstr(gl_renderer, "Intel"))
          return GL_VENDOR_MESA;
  
      FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
              debugstr_a(gl_vendor_string));
  
      return GL_VENDOR_UNKNOWN;
  }
  
  static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
  {
      if (strstr(gl_vendor_string, "NVIDIA")
              || strstr(gl_vendor_string, "Nouveau")
              || strstr(gl_vendor_string, "nouveau"))
          return HW_VENDOR_NVIDIA;
  
      if (strstr(gl_vendor_string, "ATI")
              || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
              || strstr(gl_vendor_string, "X.Org R300 Project")
              || strstr(gl_renderer, "AMD")
              || strstr(gl_renderer, "R100")
              || strstr(gl_renderer, "R200")
              || strstr(gl_renderer, "R300")
              || strstr(gl_renderer, "R600")
              || strstr(gl_renderer, "R700"))
          return HW_VENDOR_AMD;
  
      if (strstr(gl_vendor_string, "Intel(R)")
              /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
              || strstr(gl_renderer, "Intel")
              || strstr(gl_renderer, "i915")
              || strstr(gl_vendor_string, "Intel Inc."))
          return HW_VENDOR_INTEL;
  
      if (strstr(gl_renderer, "SVGA3D"))
          return HW_VENDOR_VMWARE;
  
      if (strstr(gl_vendor_string, "Mesa")
              || strstr(gl_vendor_string, "Brian Paul")
              || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
              || strstr(gl_vendor_string, "VMware, Inc."))
          return HW_VENDOR_SOFTWARE;
  
      FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
  
      return HW_VENDOR_NVIDIA;
  }
  
  static enum wined3d_d3d_level d3d_level_from_caps(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps, DWORD glsl_version)
  {
      if (shader_caps->vs_version >= 5)
          return WINED3D_D3D_LEVEL_11;
      if (shader_caps->vs_version == 4)
      {
          /* No backed supports SM 5 at the moment */
          if (glsl_version >= MAKEDWORD_VERSION(4, 00))
              return WINED3D_D3D_LEVEL_11;
          return WINED3D_D3D_LEVEL_10;
      }
      if (shader_caps->vs_version == 3)
      {
          /* Wine cannot use SM 4 on mesa drivers as the necessary functionality
           * is not exposed on compatibility contexts */
          if (glsl_version >= MAKEDWORD_VERSION(1, 30))
              return WINED3D_D3D_LEVEL_10;
          return WINED3D_D3D_LEVEL_9_SM3;
      }
      if (shader_caps->vs_version == 2)
          return WINED3D_D3D_LEVEL_9_SM2;
      if (shader_caps->vs_version == 1)
          return WINED3D_D3D_LEVEL_8;
  
      if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
          return WINED3D_D3D_LEVEL_7;
      if (fragment_caps->MaxSimultaneousTextures > 1)
          return WINED3D_D3D_LEVEL_6;
  
      return WINED3D_D3D_LEVEL_5;
  }
  
  static const struct wined3d_renderer_table
  {
      const char *renderer;
      enum wined3d_pci_device id;
  }
  cards_nvidia_binary[] =
  {
      /* Direct 3D 11 */
      {"GTX 970",                     CARD_NVIDIA_GEFORCE_GTX970},    /* GeForce 900 - highend */
      {"GTX 780 Ti",                  CARD_NVIDIA_GEFORCE_GTX780TI},  /* Geforce 700 - highend */
      {"GTX 780",                     CARD_NVIDIA_GEFORCE_GTX780},    /* Geforce 700 - highend */
      {"GTX 770M",                    CARD_NVIDIA_GEFORCE_GTX770M},   /* Geforce 700 - midend high mobile */
      {"GTX 770",                     CARD_NVIDIA_GEFORCE_GTX770},    /* Geforce 700 - highend */
      {"GTX 765M",                    CARD_NVIDIA_GEFORCE_GTX765M},   /* Geforce 700 - midend high mobile */
      {"GTX 760",                     CARD_NVIDIA_GEFORCE_GTX760},    /* Geforce 700 - midend high  */
      {"GTX 750 Ti",                  CARD_NVIDIA_GEFORCE_GTX750TI},  /* Geforce 700 - midend */
      {"GTX 750",                     CARD_NVIDIA_GEFORCE_GTX750},    /* Geforce 700 - midend */
      {"GT 750M",                     CARD_NVIDIA_GEFORCE_GT750M},    /* Geforce 700 - midend mobile */
      {"GTX 680",                     CARD_NVIDIA_GEFORCE_GTX680},    /* Geforce 600 - highend */
      {"GTX 670MX",                   CARD_NVIDIA_GEFORCE_GTX670MX},  /* Geforce 600 - highend */
      {"GTX 670",                     CARD_NVIDIA_GEFORCE_GTX670},    /* Geforce 600 - midend high */
      {"GTX 660 Ti",                  CARD_NVIDIA_GEFORCE_GTX660TI},  /* Geforce 600 - midend high */
      {"GTX 660M",                    CARD_NVIDIA_GEFORCE_GTX660M},   /* Geforce 600 - midend high mobile */
      {"GTX 660",                     CARD_NVIDIA_GEFORCE_GTX660},    /* Geforce 600 - midend high */
      {"GTX 650 Ti",                  CARD_NVIDIA_GEFORCE_GTX650TI},  /* Geforce 600 - lowend */
      {"GTX 650",                     CARD_NVIDIA_GEFORCE_GTX650},    /* Geforce 600 - lowend */
      {"GT 650M",                     CARD_NVIDIA_GEFORCE_GT650M},    /* Geforce 600 - midend mobile */
      {"GT 640M",                     CARD_NVIDIA_GEFORCE_GT640M},    /* Geforce 600 - midend mobile */
      {"GT 630M",                     CARD_NVIDIA_GEFORCE_GT630M},    /* Geforce 600 - midend mobile */
      {"GT 630",                      CARD_NVIDIA_GEFORCE_GT630},     /* Geforce 600 - lowend */
      {"GT 610",                      CARD_NVIDIA_GEFORCE_GT610},     /* Geforce 600 - lowend */
      {"GTX 580",                     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
      {"GTX 570",                     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
      {"GTX 560 Ti",                  CARD_NVIDIA_GEFORCE_GTX560TI},  /* Geforce 500 - midend */
      {"GTX 560",                     CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
      {"GT 555M",                     CARD_NVIDIA_GEFORCE_GT555M},    /* Geforce 500 - midend mobile */
      {"GTX 550 Ti",                  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
      {"GT 540M",                     CARD_NVIDIA_GEFORCE_GT540M},    /* Geforce 500 - midend mobile */
      {"GT 520",                      CARD_NVIDIA_GEFORCE_GT520},     /* Geforce 500 - lowend */
      {"GTX 480",                     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
      {"GTX 470",                     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
      /* Direct 3D 10 */
      {"GTX 465",                     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
      {"GTX 460M",                    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
      {"GTX 460",                     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
      {"GTS 450",                     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
      {"GT 440",                      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
      {"GT 430",                      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
      {"GT 420",                      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
      {"410M",                        CARD_NVIDIA_GEFORCE_410M},      /* Geforce 400 - lowend mobile */
      {"GT 330",                      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
      {"GTS 360M",                    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
      {"GTS 350M",                    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
      {"GT 330M",                     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
      {"GT 325M",                     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
      {"GT 320M",                     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
      {"320M",                        CARD_NVIDIA_GEFORCE_320M},      /* Geforce 300 - midend mobile */
      {"315M",                        CARD_NVIDIA_GEFORCE_315M},      /* Geforce 300 - midend mobile */
      {"GTX 295",                     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
      {"GTX 285",                     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
      {"GTX 280",                     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
      {"GTX 275",                     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
      {"GTX 260",                     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
      {"GT 240",                      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
      {"GT 220",                      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
      {"GeForce 310",                 CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
      {"GeForce 305",                 CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
      {"GeForce 210",                 CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
      {"G 210",                       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
      {"GTS 250",                     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
      {"GTS 150",                     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
      {"9800",                        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
      {"GT 140",                      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
      {"9600",                        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
      {"GT 130",                      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
      {"GT 120",                      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
      {"9500",                        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
      {"9400M",                       CARD_NVIDIA_GEFORCE_9400M},     /* Geforce 9 - lowend */
      {"9400",                        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
      {"9300",                        CARD_NVIDIA_GEFORCE_9300},      /* Geforce 9 - lowend low */
      {"9200",                        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
      {"9100",                        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
      {"G 100",                       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
      {"8800 GTX",                    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
      {"8800",                        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
      {"8600M",                       CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
      {"8600 M",                      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
      {"8700",                        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
      {"8600",                        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
      {"8500",                        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
      {"8400",                        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
      {"8300",                        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
      {"8200",                        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
      {"8100",                        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
      /* Direct 3D 9 SM3 */
      {"Quadro FX 5",                 CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
      {"Quadro FX 4",                 CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
      {"7950",                        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
      {"7900",                        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
      {"7800",                        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
      {"7700",                        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
      {"7600",                        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
      {"7400",                        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
      {"7300",                        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
      {"6800",                        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
      {"6700",                        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
      {"6610",                        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
      {"6600",                        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
      /* Direct 3D 9 SM2 */
      {"Quadro FX",                   CARD_NVIDIA_GEFORCEFX_5800},    /* GeforceFX - highend */
      {"5950",                        CARD_NVIDIA_GEFORCEFX_5800},    /* GeforceFX - highend */
      {"5900",                        CARD_NVIDIA_GEFORCEFX_5800},    /* GeforceFX - highend */
      {"5800",                        CARD_NVIDIA_GEFORCEFX_5800},    /* GeforceFX - highend */
      {"5750",                        CARD_NVIDIA_GEFORCEFX_5600},    /* GeforceFX - midend */
      {"5700",                        CARD_NVIDIA_GEFORCEFX_5600},    /* GeforceFX - midend */
      {"5650",                        CARD_NVIDIA_GEFORCEFX_5600},    /* GeforceFX - midend */
      {"5600",                        CARD_NVIDIA_GEFORCEFX_5600},    /* GeforceFX - midend */
      {"5500",                        CARD_NVIDIA_GEFORCEFX_5200},    /* GeforceFX - lowend */
      {"5300",                        CARD_NVIDIA_GEFORCEFX_5200},    /* GeforceFX - lowend */
      {"5250",                        CARD_NVIDIA_GEFORCEFX_5200},    /* GeforceFX - lowend */
      {"5200",                        CARD_NVIDIA_GEFORCEFX_5200},    /* GeforceFX - lowend */
      {"5100",                        CARD_NVIDIA_GEFORCEFX_5200},    /* GeforceFX - lowend */
      /* Direct 3D 8 */
      {"Quadro4",                     CARD_NVIDIA_GEFORCE4_TI4200},
      {"GeForce4 Ti",                 CARD_NVIDIA_GEFORCE4_TI4200},   /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */
      /* Direct 3D 7 */
      {"GeForce4 MX",                 CARD_NVIDIA_GEFORCE4_MX},       /* MX420/MX440/MX460/MX4000 */
      {"Quadro2 MXR",                 CARD_NVIDIA_GEFORCE2_MX},
      {"GeForce2 MX",                 CARD_NVIDIA_GEFORCE2_MX},       /* Geforce2 standard/MX100/MX200/MX400 */
      {"Quadro2",                     CARD_NVIDIA_GEFORCE2},
      {"GeForce2",                    CARD_NVIDIA_GEFORCE2},          /* Geforce2 GTS/Pro/Ti/Ultra */
      /* Direct 3D 6 */
      {"TNT2",                        CARD_NVIDIA_RIVA_TNT2},         /* Riva TNT2 standard/M64/Pro/Ultra */
  },
  /* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/
   *
   * Beware: renderer string do not match exact card model,
   * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
  cards_amd_binary[] =
  {
      /* Southern Islands */
      {"HD 7900",                     CARD_AMD_RADEON_HD7900},
      {"HD 7800",                     CARD_AMD_RADEON_HD7800},
      {"HD 7700",                     CARD_AMD_RADEON_HD7700},
      /* Northern Islands */
      {"HD 6970",                     CARD_AMD_RADEON_HD6900},
      {"HD 6900",                     CARD_AMD_RADEON_HD6900},
      {"HD 6800",                     CARD_AMD_RADEON_HD6800},
      {"HD 6770M",                    CARD_AMD_RADEON_HD6600M},
      {"HD 6750M",                    CARD_AMD_RADEON_HD6600M},
      {"HD 6700",                     CARD_AMD_RADEON_HD6700},
      {"HD 6670",                     CARD_AMD_RADEON_HD6600},
      {"HD 6630M",                    CARD_AMD_RADEON_HD6600M},
      {"HD 6600M",                    CARD_AMD_RADEON_HD6600M},
      {"HD 6600",                     CARD_AMD_RADEON_HD6600},
      {"HD 6570",                     CARD_AMD_RADEON_HD6600},
      {"HD 6500M",                    CARD_AMD_RADEON_HD6600M},
      {"HD 6500",                     CARD_AMD_RADEON_HD6600},
      {"HD 6400",                     CARD_AMD_RADEON_HD6400},
      {"HD 6300",                     CARD_AMD_RADEON_HD6300},
      {"HD 6200",                     CARD_AMD_RADEON_HD6300},
      /* Evergreen */
      {"HD 5870",                     CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
      {"HD 5850",                     CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
      {"HD 5800",                     CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
      {"HD 5770",                     CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
      {"HD 5750",                     CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
      {"HD 5700",                     CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
      {"HD 5670",                     CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
      {"HD 5570",                     CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
      {"HD 5550",                     CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
      {"HD 5450",                     CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
      {"HD 5000",                     CARD_AMD_RADEON_HD5600},    /* Defaulting to HD 5600 */
      /* R700 */
      {"HD 4890",                     CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
      {"HD 4870",                     CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
      {"HD 4850",                     CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
      {"HD 4830",                     CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
      {"HD 4800",                     CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
      {"HD 4770",                     CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
      {"HD 4700",                     CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
      {"HD 4670",                     CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
      {"HD 4650",                     CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
      {"HD 4600",                     CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
      {"HD 4550",                     CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
      {"HD 4350",                     CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
      /* R600/R700 integrated */
      {"HD 4200M",                    CARD_AMD_RADEON_HD4200M},
      {"HD 3300",                     CARD_AMD_RADEON_HD3200},
      {"HD 3200",                     CARD_AMD_RADEON_HD3200},
      {"HD 3100",                     CARD_AMD_RADEON_HD3200},
      /* R600 */
      {"HD 3870",                     CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
      {"HD 3850",                     CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
      {"HD 2900",                     CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
      {"HD 3830",                     CARD_AMD_RADEON_HD2600},    /* China-only midend */
      {"HD 3690",                     CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
      {"HD 3650",                     CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
      {"HD 2600",                     CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
      {"HD 3470",                     CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
      {"HD 3450",                     CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
      {"HD 3430",                     CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
      {"HD 3400",                     CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
      {"HD 2400",                     CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
      {"HD 2350",                     CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
      /* Radeon R5xx */
      {"X1950",                       CARD_AMD_RADEON_X1600},
      {"X1900",                       CARD_AMD_RADEON_X1600},
      {"X1800",                       CARD_AMD_RADEON_X1600},
      {"X1650",                       CARD_AMD_RADEON_X1600},
      {"X1600",                       CARD_AMD_RADEON_X1600},
      /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
       * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
      {"HD 2300",                     CARD_AMD_RADEON_X700},
      {"X2500",                       CARD_AMD_RADEON_X700},
      {"X2300",                       CARD_AMD_RADEON_X700},
      {"X1550",                       CARD_AMD_RADEON_X700},
      {"X1450",                       CARD_AMD_RADEON_X700},
      {"X1400",                       CARD_AMD_RADEON_X700},
      {"X1300",                       CARD_AMD_RADEON_X700},
      {"X850",                        CARD_AMD_RADEON_X700},
      {"X800",                        CARD_AMD_RADEON_X700},
      {"X700",                        CARD_AMD_RADEON_X700},
      /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */
      {"Radeon Xpress",               CARD_AMD_RADEON_XPRESS_200M},
  },
  cards_intel[] =
  {
      /* Haswell */
      {"Haswell Mobile",              CARD_INTEL_HWM},
      /* Ivybridge */
      {"Ivybridge Server",            CARD_INTEL_IVBS},
      {"Ivybridge Mobile",            CARD_INTEL_IVBM},
      {"Ivybridge Desktop",           CARD_INTEL_IVBD},
      /* Sandybridge */
      {"Sandybridge Server",          CARD_INTEL_SNBS},
      {"Sandybridge Mobile",          CARD_INTEL_SNBM},
      {"Sandybridge Desktop",         CARD_INTEL_SNBD},
      /* Ironlake */
      {"Ironlake Mobile",             CARD_INTEL_ILKM},
      {"Ironlake Desktop",            CARD_INTEL_ILKD},
      /* G4x */
      {"B43",                         CARD_INTEL_B43},
      {"G41",                         CARD_INTEL_G41},
      {"G45",                         CARD_INTEL_G45},
      {"Q45",                         CARD_INTEL_Q45},
      {"Integrated Graphics Device",  CARD_INTEL_IGD},
      {"GM45",                        CARD_INTEL_GM45},
      /* i965 */
      {"965GME",                      CARD_INTEL_965GME},
      {"965GM",                       CARD_INTEL_965GM},
      {"X3100",                       CARD_INTEL_965GM},  /* MacOS */
      {"946GZ",                       CARD_INTEL_946GZ},
      {"965G",                        CARD_INTEL_965G},
      {"965Q",                        CARD_INTEL_965Q},
      /* i945 */
      {"Pineview M",                  CARD_INTEL_PNVM},
      {"Pineview G",                  CARD_INTEL_PNVG},
      {"IGD",                         CARD_INTEL_PNVG},
      {"Q33",                         CARD_INTEL_Q33},
      {"G33",                         CARD_INTEL_G33},
      {"Q35",                         CARD_INTEL_Q35},
      {"945GME",                      CARD_INTEL_945GME},
      {"945GM",                       CARD_INTEL_945GM},
      {"GMA 950",                     CARD_INTEL_945GM},  /* MacOS */
      {"945G",                        CARD_INTEL_945G},
      /* i915 */
      {"915GM",                       CARD_INTEL_915GM},
      {"E7221G",                      CARD_INTEL_E7221G},
      {"915G",                        CARD_INTEL_915G},
      /* i8xx */
      {"865G",                        CARD_INTEL_865G},
      {"845G",                        CARD_INTEL_845G},
      {"855GM",                       CARD_INTEL_855GM},
      {"830M",                        CARD_INTEL_830M},
  },
  /* 20101109 - These are never returned by current Gallium radeon
   * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
   *
   * These are returned but not handled: RC410, RV380. */
  cards_amd_mesa[] =
  {
      /* Sea Islands */
      {"HAWAII",                      CARD_AMD_RADEON_R9    },
      {"KAVERI",                      CARD_AMD_RADEON_R7    },
      {"KABINI",                      CARD_AMD_RADEON_R3    },
      {"BONAIRE",                     CARD_AMD_RADEON_HD8770},
      /* Southern Islands */
      {"OLAND",                       CARD_AMD_RADEON_HD8670},
      {"HAINAN",                      CARD_AMD_RADEON_HD8600M},
      {"TAHITI",                      CARD_AMD_RADEON_HD7900},
      {"PITCAIRN",                    CARD_AMD_RADEON_HD7800},
      {"CAPE VERDE",                  CARD_AMD_RADEON_HD7700},
      /* Northern Islands */
      {"ARUBA",                       CARD_AMD_RADEON_HD7660D},
      {"CAYMAN",                      CARD_AMD_RADEON_HD6900},
      {"BARTS",                       CARD_AMD_RADEON_HD6800},
      {"TURKS",                       CARD_AMD_RADEON_HD6600},
      {"SUMO2",                       CARD_AMD_RADEON_HD6410D},   /* SUMO2 first, because we do a strstr(). */
      {"SUMO",                        CARD_AMD_RADEON_HD6550D},
      {"CAICOS",                      CARD_AMD_RADEON_HD6400},
      {"PALM",                        CARD_AMD_RADEON_HD6300},
      /* Evergreen */
      {"HEMLOCK",                     CARD_AMD_RADEON_HD5900},
      {"CYPRESS",                     CARD_AMD_RADEON_HD5800},
      {"JUNIPER",                     CARD_AMD_RADEON_HD5700},
      {"REDWOOD",                     CARD_AMD_RADEON_HD5600},
      {"CEDAR",                       CARD_AMD_RADEON_HD5400},
      /* R700 */
      {"R700",                        CARD_AMD_RADEON_HD4800},
      {"RV790",                       CARD_AMD_RADEON_HD4800},
      {"RV770",                       CARD_AMD_RADEON_HD4800},
      {"RV740",                       CARD_AMD_RADEON_HD4700},
      {"RV730",                       CARD_AMD_RADEON_HD4600},
      {"RV710",                       CARD_AMD_RADEON_HD4350},
      /* R600/R700 integrated */
      {"RS880",                       CARD_AMD_RADEON_HD4200M},
      {"RS780",                       CARD_AMD_RADEON_HD3200},
      /* R600 */
      {"R680",                        CARD_AMD_RADEON_HD2900},
      {"R600",                        CARD_AMD_RADEON_HD2900},
      {"RV670",                       CARD_AMD_RADEON_HD2900},
      {"RV635",                       CARD_AMD_RADEON_HD2600},
      {"RV630",                       CARD_AMD_RADEON_HD2600},
      {"RV620",                       CARD_AMD_RADEON_HD2350},
      {"RV610",                       CARD_AMD_RADEON_HD2350},
      /* R500 */
      {"R580",                        CARD_AMD_RADEON_X1600},
      {"R520",                        CARD_AMD_RADEON_X1600},
      {"RV570",                       CARD_AMD_RADEON_X1600},
      {"RV560",                       CARD_AMD_RADEON_X1600},
      {"RV535",                       CARD_AMD_RADEON_X1600},
      {"RV530",                       CARD_AMD_RADEON_X1600},
      {"RV516",                       CARD_AMD_RADEON_X700},
      {"RV515",                       CARD_AMD_RADEON_X700},
      /* R400 */
      {"R481",                        CARD_AMD_RADEON_X700},
      {"R480",                        CARD_AMD_RADEON_X700},
      {"R430",                        CARD_AMD_RADEON_X700},
      {"R423",                        CARD_AMD_RADEON_X700},
      {"R420",                        CARD_AMD_RADEON_X700},
      {"R410",                        CARD_AMD_RADEON_X700},
      {"RV410",                       CARD_AMD_RADEON_X700},
      /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */
      {"RS740",                       CARD_AMD_RADEON_XPRESS_200M},
      {"RS690",                       CARD_AMD_RADEON_XPRESS_200M},
      {"RS600",                       CARD_AMD_RADEON_XPRESS_200M},
      {"RS485",                       CARD_AMD_RADEON_XPRESS_200M},
      {"RS482",                       CARD_AMD_RADEON_XPRESS_200M},
      {"RS480",                       CARD_AMD_RADEON_XPRESS_200M},
      {"RS400",                       CARD_AMD_RADEON_XPRESS_200M},
      /* R300 */
      {"R360",                        CARD_AMD_RADEON_9500},
      {"R350",                        CARD_AMD_RADEON_9500},
      {"R300",                        CARD_AMD_RADEON_9500},
      {"RV370",                       CARD_AMD_RADEON_9500},
      {"RV360",                       CARD_AMD_RADEON_9500},
      {"RV351",                       CARD_AMD_RADEON_9500},
      {"RV350",                       CARD_AMD_RADEON_9500},
  },
  cards_nvidia_mesa[] =
  {
      /* Maxwell */
      {"NV124",                       CARD_NVIDIA_GEFORCE_GTX970},
      {"NV117",                       CARD_NVIDIA_GEFORCE_GTX750},
      /* Kepler */
      {"NVF1",                        CARD_NVIDIA_GEFORCE_GTX780TI},
      {"NVF0",                        CARD_NVIDIA_GEFORCE_GTX780},
      {"NVE6",                        CARD_NVIDIA_GEFORCE_GTX770M},
      {"NVE4",                        CARD_NVIDIA_GEFORCE_GTX680},
      /* Fermi */
      {"NVD9",                        CARD_NVIDIA_GEFORCE_GT520},
      {"NVCF",                        CARD_NVIDIA_GEFORCE_GTX550},
      {"NVCE",                        CARD_NVIDIA_GEFORCE_GTX560},
      {"NVC8",                        CARD_NVIDIA_GEFORCE_GTX570},
      {"NVC4",                        CARD_NVIDIA_GEFORCE_GTX460},
      {"NVC3",                        CARD_NVIDIA_GEFORCE_GT440},
      {"NVC1",                        CARD_NVIDIA_GEFORCE_GT420},
      {"NVC0",                        CARD_NVIDIA_GEFORCE_GTX480},
      /* Tesla */
      {"NVAF",                        CARD_NVIDIA_GEFORCE_GT320M},
      {"NVAC",                        CARD_NVIDIA_GEFORCE_8200},
      {"NVAA",                        CARD_NVIDIA_GEFORCE_8200},
      {"NVA8",                        CARD_NVIDIA_GEFORCE_210},
      {"NVA5",                        CARD_NVIDIA_GEFORCE_GT220},
      {"NVA3",                        CARD_NVIDIA_GEFORCE_GT240},
      {"NVA0",                        CARD_NVIDIA_GEFORCE_GTX280},
      {"NV98",                        CARD_NVIDIA_GEFORCE_9200},
      {"NV96",                        CARD_NVIDIA_GEFORCE_9400GT},
      {"NV94",                        CARD_NVIDIA_GEFORCE_9600GT},
      {"NV92",                        CARD_NVIDIA_GEFORCE_9800GT},
      {"NV86",                        CARD_NVIDIA_GEFORCE_8500GT},
      {"NV84",                        CARD_NVIDIA_GEFORCE_8600GT},
      {"NV50",                        CARD_NVIDIA_GEFORCE_8800GTX},
      /* Curie */
      {"NV68",                        CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
      {"NV67",                        CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
      {"NV63",                        CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
      {"NV4E",                        CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
      {"NV4C",                        CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
      {"NV4B",                        CARD_NVIDIA_GEFORCE_7600},
      {"NV4A",                        CARD_NVIDIA_GEFORCE_6200},
      {"NV49",                        CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
      {"NV47",                        CARD_NVIDIA_GEFORCE_7800GT},
      {"NV46",                        CARD_NVIDIA_GEFORCE_7400},
      {"NV45",                        CARD_NVIDIA_GEFORCE_6800},
      {"NV44",                        CARD_NVIDIA_GEFORCE_6200},
      {"NV43",                        CARD_NVIDIA_GEFORCE_6600GT},
      {"NV42",                        CARD_NVIDIA_GEFORCE_6800},
      {"NV41",                        CARD_NVIDIA_GEFORCE_6800},
      {"NV40",                        CARD_NVIDIA_GEFORCE_6800},
      /* Rankine */
      {"NV38",                        CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
      {"NV36",                        CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
      {"NV35",                        CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
      {"NV34",                        CARD_NVIDIA_GEFORCEFX_5200},
      {"NV31",                        CARD_NVIDIA_GEFORCEFX_5600},
      {"NV30",                        CARD_NVIDIA_GEFORCEFX_5800},
      /* Kelvin */
      {"nv28",                        CARD_NVIDIA_GEFORCE4_TI4200},
      {"nv25",                        CARD_NVIDIA_GEFORCE4_TI4200},
      {"nv20",                        CARD_NVIDIA_GEFORCE3},
      /* Celsius */
      {"nv1F",                        CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
      {"nv1A",                        CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
      {"nv18",                        CARD_NVIDIA_GEFORCE4_MX},
      {"nv17",                        CARD_NVIDIA_GEFORCE4_MX},
      {"nv16",                        CARD_NVIDIA_GEFORCE2},
      {"nv15",                        CARD_NVIDIA_GEFORCE2},
      {"nv11",                        CARD_NVIDIA_GEFORCE2_MX},
      {"nv10",                        CARD_NVIDIA_GEFORCE},
      /* Fahrenheit */
      {"nv05",                        CARD_NVIDIA_RIVA_TNT2},
      {"nv04",                        CARD_NVIDIA_RIVA_TNT},
      {"nv03",                        CARD_NVIDIA_RIVA_128},
  },
  cards_vmware[] =
  {
      {"SVGA3D",                      CARD_VMWARE_SVGA3D},
  };
  
  static const struct gl_vendor_selection
  {
      enum wined3d_gl_vendor gl_vendor;
      const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
      const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */
      size_t cards_size;              /* Number of entries in the array above */
  }
  amd_gl_vendor_table[] =
  {
      {GL_VENDOR_APPLE,   "Apple OSX AMD/ATI binary driver",  cards_amd_binary,       ARRAY_SIZE(cards_amd_binary)},
      {GL_VENDOR_FGLRX,   "AMD/ATI binary driver",            cards_amd_binary,       ARRAY_SIZE(cards_amd_binary)},
      {GL_VENDOR_MESA,    "Mesa AMD/ATI driver",              cards_amd_mesa,         ARRAY_SIZE(cards_amd_mesa)},
  },
  nvidia_gl_vendor_table[] =
  {
      {GL_VENDOR_APPLE,   "Apple OSX NVidia binary driver",   cards_nvidia_binary,    ARRAY_SIZE(cards_nvidia_binary)},
      {GL_VENDOR_MESA,    "Mesa Nouveau driver",              cards_nvidia_mesa,      ARRAY_SIZE(cards_nvidia_mesa)},
      {GL_VENDOR_NVIDIA,  "Nvidia binary driver",             cards_nvidia_binary,    ARRAY_SIZE(cards_nvidia_binary)},
  },
  vmware_gl_vendor_table[] =
  {
      {GL_VENDOR_MESA,    "VMware driver",                    cards_vmware,           ARRAY_SIZE(cards_vmware)},
  },
  intel_gl_vendor_table[] =
  {
      {GL_VENDOR_APPLE,   "Apple OSX Intel binary driver",    cards_intel,            ARRAY_SIZE(cards_intel)},
      {GL_VENDOR_MESA,    "Mesa Intel driver",                cards_intel,            ARRAY_SIZE(cards_intel)},
  };
  
  static const enum wined3d_pci_device
  card_fallback_nvidia[] =
  {
      CARD_NVIDIA_RIVA_128,           /* D3D5 */
      CARD_NVIDIA_RIVA_TNT,           /* D3D6 */
      CARD_NVIDIA_GEFORCE,            /* D3D7 */
      CARD_NVIDIA_GEFORCE3,           /* D3D8 */
      CARD_NVIDIA_GEFORCEFX_5800,     /* D3D9_SM2 */
      CARD_NVIDIA_GEFORCE_6800,       /* D3D9_SM3 */
      CARD_NVIDIA_GEFORCE_8800GTX,    /* D3D10 */
      CARD_NVIDIA_GEFORCE_GTX470,     /* D3D11 */
  },
  card_fallback_amd[] =
  {
      CARD_AMD_RAGE_128PRO,           /* D3D5 */
      CARD_AMD_RAGE_128PRO,           /* D3D6 */
      CARD_AMD_RADEON_7200,           /* D3D7 */
      CARD_AMD_RADEON_8500,           /* D3D8 */
      CARD_AMD_RADEON_9500,           /* D3D9_SM2 */
      CARD_AMD_RADEON_X1600,          /* D3D9_SM3 */
      CARD_AMD_RADEON_HD2900,         /* D3D10 */
      CARD_AMD_RADEON_HD5600,         /* D3D11 */
  },
  card_fallback_intel[] =
  {
      CARD_INTEL_845G,                /* D3D5 */
      CARD_INTEL_845G,                /* D3D6 */
      CARD_INTEL_845G,                /* D3D7 */
      CARD_INTEL_915G,                /* D3D8 */
      CARD_INTEL_915G,                /* D3D9_SM2 */
      CARD_INTEL_945G,                /* D3D9_SM3 */
      CARD_INTEL_G45,                 /* D3D10 */
      CARD_INTEL_IVBD,                /* D3D11 */
  };
  C_ASSERT(ARRAY_SIZE(card_fallback_nvidia)  == WINED3D_D3D_LEVEL_COUNT);
  C_ASSERT(ARRAY_SIZE(card_fallback_amd)     == WINED3D_D3D_LEVEL_COUNT);
  C_ASSERT(ARRAY_SIZE(card_fallback_intel)   == WINED3D_D3D_LEVEL_COUNT);
  
  static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
          unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer)
  {
      unsigned int i, j;
  
      for (i = 0; i < table_size; ++i)
      {
          if (table[i].gl_vendor != gl_vendor)
              continue;
  
          TRACE("Applying card selector \"%s\".\n", table[i].description);
  
          for (j = 0; j < table[i].cards_size; ++j)
          {
              if (strstr(gl_renderer, table[i].cards[j].renderer))
                  return table[i].cards[j].id;
          }
          return PCI_DEVICE_NONE;
      }
      FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
              gl_vendor, debugstr_a(gl_renderer));
  
      return PCI_DEVICE_NONE;
  }
  
  static const struct
  {
      enum wined3d_pci_vendor card_vendor;
      const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
      const struct gl_vendor_selection *gl_vendor_selection;
      unsigned int gl_vendor_count;
      const enum wined3d_pci_device *card_fallback; /* An array with D3D_LEVEL_COUNT elements */
  }
  card_vendor_table[] =
  {
      {HW_VENDOR_AMD,         "AMD",      amd_gl_vendor_table,
              sizeof(amd_gl_vendor_table) / sizeof(*amd_gl_vendor_table),
              card_fallback_amd},
      {HW_VENDOR_NVIDIA,      "Nvidia",   nvidia_gl_vendor_table,
              sizeof(nvidia_gl_vendor_table) / sizeof(*nvidia_gl_vendor_table),
              card_fallback_nvidia},
      {HW_VENDOR_VMWARE,      "VMware",   vmware_gl_vendor_table,
              sizeof(vmware_gl_vendor_table) / sizeof(*vmware_gl_vendor_table),
              card_fallback_amd},
      {HW_VENDOR_INTEL,       "Intel",    intel_gl_vendor_table,
              sizeof(intel_gl_vendor_table) / sizeof(*intel_gl_vendor_table),
              card_fallback_intel},
  };
  
  
  static enum wined3d_pci_device wined3d_guess_card(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps,
          DWORD glsl_version, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
  {
      /* A Direct3D device object contains the PCI id (vendor + device) of the
       * videocard which is used for rendering. Various applications use this
       * information to get a rough estimation of the features of the card and
       * some might use it for enabling 3d effects only on certain types of
       * videocards. In some cases games might even use it to work around bugs
       * which happen on certain videocards/driver combinations. The problem is
       * that OpenGL only exposes a rendering string containing the name of the
       * videocard and not the PCI id.
       *
       * Various games depend on the PCI id, so somehow we need to provide one.
       * A simple option is to parse the renderer string and translate this to
       * the right PCI id. This is a lot of work because there are more than 200
       * GPUs just for Nvidia. Various cards share the same renderer string, so
       * the amount of code might be 'small' but there are quite a number of
       * exceptions which would make this a pain to maintain. Another way would
       * be to query the PCI id from the operating system (assuming this is the
       * videocard which is used for rendering which is not always the case).
       * This would work but it is not very portable. Second it would not work
       * well in, let's say, a remote X situation in which the amount of 3d
       * features which can be used is limited.
       *
       * As said most games only use the PCI id to get an indication of the
       * capabilities of the card. It doesn't really matter if the given id is
       * the correct one if we return the id of a card with similar 3d features.
       *
       * The code below checks the OpenGL capabilities of a videocard and matches
       * that to a certain level of Direct3D functionality. Once a card passes
       * the Direct3D9 check, we know that the card (in case of Nvidia) is at
       * least a GeforceFX. To give a better estimate we do a basic check on the
       * renderer string but if that won't pass we return a default card. This
       * way is better than maintaining a full card database as even without a
       * full database we can return a card with similar features. Second the
       * size of the database can be made quite small because when you know what
       * type of 3d functionality a card has, you know to which GPU family the
       * GPU must belong. Because of this you only have to check a small part of
       * the renderer string to distinguish between different models from that
       * family.
       *
       * The code also selects a default amount of video memory which we will
       * use for an estimation of the amount of free texture memory. In case of
       * real D3D the amount of texture memory includes video memory and system
       * memory (to be specific AGP memory or in case of PCIE TurboCache /
       * HyperMemory). We don't know how much system memory can be addressed by
       * the system but we can make a reasonable estimation about the amount of
       * video memory. If the value is slightly wrong it doesn't matter as we
       * didn't include AGP-like memory which makes the amount of addressable
       * memory higher and second OpenGL isn't that critical it moves to system
       * memory behind our backs if really needed. Note that the amount of video
       * memory can be overruled using a registry setting. */
  
      unsigned int i;
      enum wined3d_d3d_level d3d_level = d3d_level_from_caps(shader_caps, fragment_caps, glsl_version);
      enum wined3d_pci_device device;
  
      for (i = 0; i < (sizeof(card_vendor_table) / sizeof(*card_vendor_table)); ++i)
      {
          if (card_vendor_table[i].card_vendor != *card_vendor)
              continue;
  
          TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
          device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
                  card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer);
          if (device != PCI_DEVICE_NONE)
              return device;
  
          TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
          return card_vendor_table[i].card_fallback[d3d_level];
      }
  
      FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
              *card_vendor, debugstr_a(gl_renderer));
  
      /* Default to generic Nvidia hardware based on the supported OpenGL extensions. */
      *card_vendor = HW_VENDOR_NVIDIA;
      return card_fallback_nvidia[d3d_level];
  }
  
  static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
          const struct wined3d_shader_backend_ops *shader_backend_ops)
  {
      if (shader_backend_ops == &glsl_shader_backend)
          return &glsl_vertex_pipe;
      return &ffp_vertex_pipe;
  }
  
  static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
          const struct wined3d_shader_backend_ops *shader_backend_ops)
  {
      if (shader_backend_ops == &glsl_shader_backend)
          return &glsl_fragment_pipe;
      if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM])
          return &arbfp_fragment_pipeline;
      if (gl_info->supported[ATI_FRAGMENT_SHADER])
          return &atifs_fragment_pipeline;
      if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
          return &nvts_fragment_pipeline;
      if (gl_info->supported[NV_REGISTER_COMBINERS])
          return &nvrc_fragment_pipeline;
      return &ffp_fragment_pipeline;
  }
  
  static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
  {
      BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
  
      if (glsl && gl_info->supported[ARB_FRAGMENT_SHADER])
          return &glsl_shader_backend;
      if (glsl && gl_info->supported[ARB_VERTEX_SHADER])
      {
          /* Geforce4 cards support GLSL but for vertex shaders only. Further
           * its reported GLSL caps are wrong. This combined with the fact that
           * GLSL won't offer more features or performance, use ARB shaders only
           * on this card. */
          if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
              return &arb_program_shader_backend;
          return &glsl_shader_backend;
      }
      if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
          return &arb_program_shader_backend;
      return &none_shader_backend;
  }
  
  static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info,
          const struct wined3d_shader_backend_ops *shader_backend_ops)
  {
      if ((shader_backend_ops == &glsl_shader_backend
              || shader_backend_ops == &arb_program_shader_backend)
              && gl_info->supported[ARB_FRAGMENT_PROGRAM])
          return &arbfp_blit;
      return &ffp_blit;
  }
  
  static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
          const struct wined3d_extension_map *map, UINT entry_count)
  {
      while (*extensions)
      {
          const char *start;
          size_t len;
          UINT i;
  
          while (isspace(*extensions))
              ++extensions;
          start = extensions;
          while (!isspace(*extensions) && *extensions)
              ++extensions;
  
          len = extensions - start;
          if (!len)
              continue;
  
          TRACE("- %s.\n", debugstr_an(start, len));
  
          for (i = 0; i < entry_count; ++i)
          {
              if (len == strlen(map[i].extension_string)
                      && !memcmp(start, map[i].extension_string, len))
              {
                  TRACE(" FOUND: %s support.\n", map[i].extension_string);
                  gl_info->supported[map[i].extension] = TRUE;
                  break;
              }
          }
      }
  }
  
  static void load_gl_funcs(struct wined3d_gl_info *gl_info)
  {
  #define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
      /* GL_APPLE_fence */
      USE_GL_FUNC(glDeleteFencesAPPLE)
      USE_GL_FUNC(glFinishFenceAPPLE)
      USE_GL_FUNC(glFinishObjectAPPLE)
      USE_GL_FUNC(glGenFencesAPPLE)
      USE_GL_FUNC(glIsFenceAPPLE)
      USE_GL_FUNC(glSetFenceAPPLE)
      USE_GL_FUNC(glTestFenceAPPLE)
      USE_GL_FUNC(glTestObjectAPPLE)
      /* GL_APPLE_flush_buffer_range */
      USE_GL_FUNC(glBufferParameteriAPPLE)
      USE_GL_FUNC(glFlushMappedBufferRangeAPPLE)
      /* GL_ARB_blend_func_extended */
      USE_GL_FUNC(glBindFragDataLocationIndexed)
      USE_GL_FUNC(glGetFragDataIndex)
      /* GL_ARB_color_buffer_float */
      USE_GL_FUNC(glClampColorARB)
      /* GL_ARB_debug_output */
      USE_GL_FUNC(glDebugMessageCallbackARB)
      USE_GL_FUNC(glDebugMessageControlARB)
      USE_GL_FUNC(glDebugMessageInsertARB)
      USE_GL_FUNC(glGetDebugMessageLogARB)
      /* GL_ARB_draw_buffers */
      USE_GL_FUNC(glDrawBuffersARB)
      /* GL_ARB_draw_elements_base_vertex */
      USE_GL_FUNC(glDrawElementsBaseVertex)
      USE_GL_FUNC(glDrawElementsInstancedBaseVertex)
      USE_GL_FUNC(glDrawRangeElementsBaseVertex)
      USE_GL_FUNC(glMultiDrawElementsBaseVertex)
      /* GL_ARB_draw_instanced */
      USE_GL_FUNC(glDrawArraysInstancedARB)
      USE_GL_FUNC(glDrawElementsInstancedARB)
      /* GL_ARB_framebuffer_object */
      USE_GL_FUNC(glBindFramebuffer)
      USE_GL_FUNC(glBindRenderbuffer)
      USE_GL_FUNC(glBlitFramebuffer)
      USE_GL_FUNC(glCheckFramebufferStatus)
      USE_GL_FUNC(glDeleteFramebuffers)
      USE_GL_FUNC(glDeleteRenderbuffers)
      USE_GL_FUNC(glFramebufferRenderbuffer)
      USE_GL_FUNC(glFramebufferTexture1D)
      USE_GL_FUNC(glFramebufferTexture2D)
      USE_GL_FUNC(glFramebufferTexture3D)
      USE_GL_FUNC(glFramebufferTextureLayer)
      USE_GL_FUNC(glGenFramebuffers)
      USE_GL_FUNC(glGenRenderbuffers)
      USE_GL_FUNC(glGenerateMipmap)
      USE_GL_FUNC(glGetFramebufferAttachmentParameteriv)
      USE_GL_FUNC(glGetRenderbufferParameteriv)
      USE_GL_FUNC(glIsFramebuffer)
      USE_GL_FUNC(glIsRenderbuffer)
      USE_GL_FUNC(glRenderbufferStorage)
      USE_GL_FUNC(glRenderbufferStorageMultisample)
      /* GL_ARB_geometry_shader4 */
      USE_GL_FUNC(glFramebufferTextureARB)
      USE_GL_FUNC(glFramebufferTextureFaceARB)
      USE_GL_FUNC(glFramebufferTextureLayerARB)
      USE_GL_FUNC(glProgramParameteriARB)
      /* GL_ARB_instanced_arrays */
      USE_GL_FUNC(glVertexAttribDivisorARB)
      /* GL_ARB_internalformat_query */
      USE_GL_FUNC(glGetInternalformativ)
      /* GL_ARB_internalformat_query2 */
      USE_GL_FUNC(glGetInternalformati64v)
      /* GL_ARB_map_buffer_range */
      USE_GL_FUNC(glFlushMappedBufferRange)
      USE_GL_FUNC(glMapBufferRange)
      /* GL_ARB_multisample */
      USE_GL_FUNC(glSampleCoverageARB)
      /* GL_ARB_multitexture */
      USE_GL_FUNC(glActiveTextureARB)
      USE_GL_FUNC(glClientActiveTextureARB)
      USE_GL_FUNC(glMultiTexCoord1fARB)
      USE_GL_FUNC(glMultiTexCoord1fvARB)
      USE_GL_FUNC(glMultiTexCoord2fARB)
      USE_GL_FUNC(glMultiTexCoord2fvARB)
      USE_GL_FUNC(glMultiTexCoord2svARB)
      USE_GL_FUNC(glMultiTexCoord3fARB)
      USE_GL_FUNC(glMultiTexCoord3fvARB)
      USE_GL_FUNC(glMultiTexCoord4fARB)
      USE_GL_FUNC(glMultiTexCoord4fvARB)
      USE_GL_FUNC(glMultiTexCoord4svARB)
      /* GL_ARB_occlusion_query */
      USE_GL_FUNC(glBeginQueryARB)
      USE_GL_FUNC(glDeleteQueriesARB)
      USE_GL_FUNC(glEndQueryARB)
      USE_GL_FUNC(glGenQueriesARB)
      USE_GL_FUNC(glGetQueryivARB)
      USE_GL_FUNC(glGetQueryObjectivARB)
      USE_GL_FUNC(glGetQueryObjectuivARB)
      USE_GL_FUNC(glIsQueryARB)
      /* GL_ARB_point_parameters */
      USE_GL_FUNC(glPointParameterfARB)
      USE_GL_FUNC(glPointParameterfvARB)
      /* GL_ARB_provoking_vertex */
      USE_GL_FUNC(glProvokingVertex)
      /* GL_ARB_shader_objects */
      USE_GL_FUNC(glAttachObjectARB)
      USE_GL_FUNC(glBindAttribLocationARB)
      USE_GL_FUNC(glCompileShaderARB)
      USE_GL_FUNC(glCreateProgramObjectARB)
      USE_GL_FUNC(glCreateShaderObjectARB)
      USE_GL_FUNC(glDeleteObjectARB)
      USE_GL_FUNC(glDetachObjectARB)
      USE_GL_FUNC(glGetActiveUniformARB)
      USE_GL_FUNC(glGetAttachedObjectsARB)
      USE_GL_FUNC(glGetAttribLocationARB)
      USE_GL_FUNC(glGetHandleARB)
      USE_GL_FUNC(glGetInfoLogARB)
      USE_GL_FUNC(glGetObjectParameterfvARB)
      USE_GL_FUNC(glGetObjectParameterivARB)
      USE_GL_FUNC(glGetShaderSourceARB)
      USE_GL_FUNC(glGetUniformLocationARB)
      USE_GL_FUNC(glGetUniformfvARB)
      USE_GL_FUNC(glGetUniformivARB)
      USE_GL_FUNC(glLinkProgramARB)
      USE_GL_FUNC(glShaderSourceARB)
      USE_GL_FUNC(glUniform1fARB)
      USE_GL_FUNC(glUniform1fvARB)
      USE_GL_FUNC(glUniform1iARB)
      USE_GL_FUNC(glUniform1ivARB)
      USE_GL_FUNC(glUniform2fARB)
      USE_GL_FUNC(glUniform2fvARB)
      USE_GL_FUNC(glUniform2iARB)
      USE_GL_FUNC(glUniform2ivARB)
      USE_GL_FUNC(glUniform3fARB)
      USE_GL_FUNC(glUniform3fvARB)
      USE_GL_FUNC(glUniform3iARB)
      USE_GL_FUNC(glUniform3ivARB)
      USE_GL_FUNC(glUniform4fARB)
      USE_GL_FUNC(glUniform4fvARB)
      USE_GL_FUNC(glUniform4iARB)
      USE_GL_FUNC(glUniform4ivARB)
      USE_GL_FUNC(glUniformMatrix2fvARB)
      USE_GL_FUNC(glUniformMatrix3fvARB)
      USE_GL_FUNC(glUniformMatrix4fvARB)
      USE_GL_FUNC(glUseProgramObjectARB)
      USE_GL_FUNC(glValidateProgramARB)
      /* GL_ARB_sync */
      USE_GL_FUNC(glClientWaitSync)
      USE_GL_FUNC(glDeleteSync)
      USE_GL_FUNC(glFenceSync)
      USE_GL_FUNC(glGetInteger64v)
      USE_GL_FUNC(glGetSynciv)
      USE_GL_FUNC(glIsSync)
      USE_GL_FUNC(glWaitSync)
      /* GL_ARB_texture_compression */
      USE_GL_FUNC(glCompressedTexImage2DARB)
      USE_GL_FUNC(glCompressedTexImage3DARB)
      USE_GL_FUNC(glCompressedTexSubImage2DARB)
      USE_GL_FUNC(glCompressedTexSubImage3DARB)
      USE_GL_FUNC(glGetCompressedTexImageARB)
      /* GL_ARB_timer_query */
      USE_GL_FUNC(glQueryCounter)
      USE_GL_FUNC(glGetQueryObjectui64v)
      /* GL_ARB_uniform_buffer_object */
      USE_GL_FUNC(glBindBufferBase)
      USE_GL_FUNC(glBindBufferRange)
      USE_GL_FUNC(glGetActiveUniformBlockName)
      USE_GL_FUNC(glGetActiveUniformBlockiv)
      USE_GL_FUNC(glGetActiveUniformName)
      USE_GL_FUNC(glGetActiveUniformsiv)
      USE_GL_FUNC(glGetIntegeri_v)
      USE_GL_FUNC(glGetUniformBlockIndex)
      USE_GL_FUNC(glGetUniformIndices)
      USE_GL_FUNC(glUniformBlockBinding)
      /* GL_ARB_vertex_blend */
      USE_GL_FUNC(glVertexBlendARB)
      USE_GL_FUNC(glWeightPointerARB)
      USE_GL_FUNC(glWeightbvARB)
      USE_GL_FUNC(glWeightdvARB)
      USE_GL_FUNC(glWeightfvARB)
      USE_GL_FUNC(glWeightivARB)
      USE_GL_FUNC(glWeightsvARB)
      USE_GL_FUNC(glWeightubvARB)
      USE_GL_FUNC(glWeightuivARB)
      USE_GL_FUNC(glWeightusvARB)
      /* GL_ARB_vertex_buffer_object */
      USE_GL_FUNC(glBindBufferARB)
      USE_GL_FUNC(glBufferDataARB)
      USE_GL_FUNC(glBufferSubDataARB)
      USE_GL_FUNC(glDeleteBuffersARB)
      USE_GL_FUNC(glGenBuffersARB)
      USE_GL_FUNC(glGetBufferParameterivARB)
      USE_GL_FUNC(glGetBufferPointervARB)
      USE_GL_FUNC(glGetBufferSubDataARB)
      USE_GL_FUNC(glIsBufferARB)
      USE_GL_FUNC(glMapBufferARB)
      USE_GL_FUNC(glUnmapBufferARB)
      /* GL_ARB_vertex_program */
      USE_GL_FUNC(glBindProgramARB)
      USE_GL_FUNC(glDeleteProgramsARB)
      USE_GL_FUNC(glDisableVertexAttribArrayARB)
      USE_GL_FUNC(glEnableVertexAttribArrayARB)
      USE_GL_FUNC(glGenProgramsARB)
      USE_GL_FUNC(glGetProgramivARB)
      USE_GL_FUNC(glProgramEnvParameter4fvARB)
      USE_GL_FUNC(glProgramLocalParameter4fvARB)
      USE_GL_FUNC(glProgramStringARB)
      USE_GL_FUNC(glVertexAttrib1dARB)
      USE_GL_FUNC(glVertexAttrib1dvARB)
      USE_GL_FUNC(glVertexAttrib1fARB)
      USE_GL_FUNC(glVertexAttrib1fvARB)
      USE_GL_FUNC(glVertexAttrib1sARB)
      USE_GL_FUNC(glVertexAttrib1svARB)
      USE_GL_FUNC(glVertexAttrib2dARB)
      USE_GL_FUNC(glVertexAttrib2dvARB)
      USE_GL_FUNC(glVertexAttrib2fARB)
      USE_GL_FUNC(glVertexAttrib2fvARB)
      USE_GL_FUNC(glVertexAttrib2sARB)
      USE_GL_FUNC(glVertexAttrib2svARB)
      USE_GL_FUNC(glVertexAttrib3dARB)
      USE_GL_FUNC(glVertexAttrib3dvARB)
      USE_GL_FUNC(glVertexAttrib3fARB)
      USE_GL_FUNC(glVertexAttrib3fvARB)
      USE_GL_FUNC(glVertexAttrib3sARB)
      USE_GL_FUNC(glVertexAttrib3svARB)
      USE_GL_FUNC(glVertexAttrib4NbvARB)
      USE_GL_FUNC(glVertexAttrib4NivARB)
      USE_GL_FUNC(glVertexAttrib4NsvARB)
      USE_GL_FUNC(glVertexAttrib4NubARB)
      USE_GL_FUNC(glVertexAttrib4NubvARB)
      USE_GL_FUNC(glVertexAttrib4NuivARB)
      USE_GL_FUNC(glVertexAttrib4NusvARB)
      USE_GL_FUNC(glVertexAttrib4bvARB)
      USE_GL_FUNC(glVertexAttrib4dARB)
      USE_GL_FUNC(glVertexAttrib4dvARB)
      USE_GL_FUNC(glVertexAttrib4fARB)
      USE_GL_FUNC(glVertexAttrib4fvARB)
      USE_GL_FUNC(glVertexAttrib4ivARB)
      USE_GL_FUNC(glVertexAttrib4sARB)
      USE_GL_FUNC(glVertexAttrib4svARB)
      USE_GL_FUNC(glVertexAttrib4ubvARB)
      USE_GL_FUNC(glVertexAttrib4uivARB)
      USE_GL_FUNC(glVertexAttrib4usvARB)
      USE_GL_FUNC(glVertexAttribPointerARB)
      /* GL_ATI_fragment_shader */
      USE_GL_FUNC(glAlphaFragmentOp1ATI)
      USE_GL_FUNC(glAlphaFragmentOp2ATI)
      USE_GL_FUNC(glAlphaFragmentOp3ATI)
      USE_GL_FUNC(glBeginFragmentShaderATI)
      USE_GL_FUNC(glBindFragmentShaderATI)
      USE_GL_FUNC(glColorFragmentOp1ATI)
      USE_GL_FUNC(glColorFragmentOp2ATI)
      USE_GL_FUNC(glColorFragmentOp3ATI)
      USE_GL_FUNC(glDeleteFragmentShaderATI)
      USE_GL_FUNC(glEndFragmentShaderATI)
      USE_GL_FUNC(glGenFragmentShadersATI)
      USE_GL_FUNC(glPassTexCoordATI)
      USE_GL_FUNC(glSampleMapATI)
      USE_GL_FUNC(glSetFragmentShaderConstantATI)
      /* GL_ATI_separate_stencil */
      USE_GL_FUNC(glStencilOpSeparateATI)
      USE_GL_FUNC(glStencilFuncSeparateATI)
      /* GL_EXT_blend_color */
      USE_GL_FUNC(glBlendColorEXT)
      /* GL_EXT_blend_equation_separate */
      USE_GL_FUNC(glBlendFuncSeparateEXT)
      /* GL_EXT_blend_func_separate */
      USE_GL_FUNC(glBlendEquationSeparateEXT)
      /* GL_EXT_blend_minmax */
      USE_GL_FUNC(glBlendEquationEXT)
      /* GL_EXT_depth_bounds_test */
      USE_GL_FUNC(glDepthBoundsEXT)
      /* GL_EXT_draw_buffers2 */
      USE_GL_FUNC(glColorMaskIndexedEXT)
      USE_GL_FUNC(glDisableIndexedEXT)
      USE_GL_FUNC(glEnableIndexedEXT)
      USE_GL_FUNC(glGetBooleanIndexedvEXT)
      USE_GL_FUNC(glGetIntegerIndexedvEXT)
      USE_GL_FUNC(glIsEnabledIndexedEXT)
      /* GL_EXT_fog_coord */
      USE_GL_FUNC(glFogCoordPointerEXT)
      USE_GL_FUNC(glFogCoorddEXT)
      USE_GL_FUNC(glFogCoorddvEXT)
      USE_GL_FUNC(glFogCoordfEXT)
      USE_GL_FUNC(glFogCoordfvEXT)
      /* GL_EXT_framebuffer_blit */
      USE_GL_FUNC(glBlitFramebufferEXT)
      /* GL_EXT_framebuffer_multisample */
      USE_GL_FUNC(glRenderbufferStorageMultisampleEXT)
      /* GL_EXT_framebuffer_object */
      USE_GL_FUNC(glBindFramebufferEXT)
      USE_GL_FUNC(glBindRenderbufferEXT)
      USE_GL_FUNC(glCheckFramebufferStatusEXT)
      USE_GL_FUNC(glDeleteFramebuffersEXT)
      USE_GL_FUNC(glDeleteRenderbuffersEXT)
      USE_GL_FUNC(glFramebufferRenderbufferEXT)
      USE_GL_FUNC(glFramebufferTexture1DEXT)
      USE_GL_FUNC(glFramebufferTexture2DEXT)
      USE_GL_FUNC(glFramebufferTexture3DEXT)
      USE_GL_FUNC(glGenFramebuffersEXT)
      USE_GL_FUNC(glGenRenderbuffersEXT)
      USE_GL_FUNC(glGenerateMipmapEXT)
      USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT)
      USE_GL_FUNC(glGetRenderbufferParameterivEXT)
      USE_GL_FUNC(glIsFramebufferEXT)
      USE_GL_FUNC(glIsRenderbufferEXT)
      USE_GL_FUNC(glRenderbufferStorageEXT)
      /* GL_EXT_gpu_program_parameters */
      USE_GL_FUNC(glProgramEnvParameters4fvEXT)
      USE_GL_FUNC(glProgramLocalParameters4fvEXT)
      /* GL_EXT_gpu_shader4 */
      USE_GL_FUNC(glBindFragDataLocationEXT)
      USE_GL_FUNC(glGetFragDataLocationEXT)
      USE_GL_FUNC(glGetUniformuivEXT)
      USE_GL_FUNC(glGetVertexAttribIivEXT)
      USE_GL_FUNC(glGetVertexAttribIuivEXT)
      USE_GL_FUNC(glUniform1uiEXT)
      USE_GL_FUNC(glUniform1uivEXT)
      USE_GL_FUNC(glUniform2uiEXT)
      USE_GL_FUNC(glUniform2uivEXT)
      USE_GL_FUNC(glUniform3uiEXT)
      USE_GL_FUNC(glUniform3uivEXT)
      USE_GL_FUNC(glUniform4uiEXT)
      USE_GL_FUNC(glUniform4uivEXT)
      USE_GL_FUNC(glVertexAttribI1iEXT)
      USE_GL_FUNC(glVertexAttribI1ivEXT)
      USE_GL_FUNC(glVertexAttribI1uiEXT)
      USE_GL_FUNC(glVertexAttribI1uivEXT)
      USE_GL_FUNC(glVertexAttribI2iEXT)
      USE_GL_FUNC(glVertexAttribI2ivEXT)
      USE_GL_FUNC(glVertexAttribI2uiEXT)
      USE_GL_FUNC(glVertexAttribI2uivEXT)
      USE_GL_FUNC(glVertexAttribI3iEXT)
      USE_GL_FUNC(glVertexAttribI3ivEXT)
      USE_GL_FUNC(glVertexAttribI3uiEXT)
      USE_GL_FUNC(glVertexAttribI3uivEXT)
      USE_GL_FUNC(glVertexAttribI4bvEXT)
      USE_GL_FUNC(glVertexAttribI4iEXT)
      USE_GL_FUNC(glVertexAttribI4ivEXT)
      USE_GL_FUNC(glVertexAttribI4svEXT)
      USE_GL_FUNC(glVertexAttribI4ubvEXT)
      USE_GL_FUNC(glVertexAttribI4uiEXT)
      USE_GL_FUNC(glVertexAttribI4uivEXT)
      USE_GL_FUNC(glVertexAttribI4usvEXT)
      USE_GL_FUNC(glVertexAttribIPointerEXT)
      /* GL_EXT_point_parameters */
      USE_GL_FUNC(glPointParameterfEXT)
      USE_GL_FUNC(glPointParameterfvEXT)
      /* GL_EXT_provoking_vertex */
      USE_GL_FUNC(glProvokingVertexEXT)
      /* GL_EXT_secondary_color */
      USE_GL_FUNC(glSecondaryColor3fEXT)
      USE_GL_FUNC(glSecondaryColor3fvEXT)
      USE_GL_FUNC(glSecondaryColor3ubEXT)
      USE_GL_FUNC(glSecondaryColor3ubvEXT)
      USE_GL_FUNC(glSecondaryColorPointerEXT)
      /* GL_EXT_stencil_two_side */
      USE_GL_FUNC(glActiveStencilFaceEXT)
      /* GL_EXT_texture3D */
      USE_GL_FUNC(glTexImage3D)
      USE_GL_FUNC(glTexImage3DEXT)
      USE_GL_FUNC(glTexSubImage3D)
      USE_GL_FUNC(glTexSubImage3DEXT)
      /* GL_NV_fence */
      USE_GL_FUNC(glDeleteFencesNV)
      USE_GL_FUNC(glFinishFenceNV)
      USE_GL_FUNC(glGenFencesNV)
      USE_GL_FUNC(glGetFenceivNV)
      USE_GL_FUNC(glIsFenceNV)
      USE_GL_FUNC(glSetFenceNV)
      USE_GL_FUNC(glTestFenceNV)
      /* GL_NV_half_float */
      USE_GL_FUNC(glColor3hNV)
      USE_GL_FUNC(glColor3hvNV)
      USE_GL_FUNC(glColor4hNV)
      USE_GL_FUNC(glColor4hvNV)
      USE_GL_FUNC(glFogCoordhNV)
      USE_GL_FUNC(glFogCoordhvNV)
      USE_GL_FUNC(glMultiTexCoord1hNV)
      USE_GL_FUNC(glMultiTexCoord1hvNV)
      USE_GL_FUNC(glMultiTexCoord2hNV)
      USE_GL_FUNC(glMultiTexCoord2hvNV)
      USE_GL_FUNC(glMultiTexCoord3hNV)
      USE_GL_FUNC(glMultiTexCoord3hvNV)
      USE_GL_FUNC(glMultiTexCoord4hNV)
      USE_GL_FUNC(glMultiTexCoord4hvNV)
      USE_GL_FUNC(glNormal3hNV)
      USE_GL_FUNC(glNormal3hvNV)
      USE_GL_FUNC(glSecondaryColor3hNV)
      USE_GL_FUNC(glSecondaryColor3hvNV)
      USE_GL_FUNC(glTexCoord1hNV)
      USE_GL_FUNC(glTexCoord1hvNV)
      USE_GL_FUNC(glTexCoord2hNV)
      USE_GL_FUNC(glTexCoord2hvNV)
      USE_GL_FUNC(glTexCoord3hNV)
      USE_GL_FUNC(glTexCoord3hvNV)
      USE_GL_FUNC(glTexCoord4hNV)
      USE_GL_FUNC(glTexCoord4hvNV)
      USE_GL_FUNC(glVertex2hNV)
      USE_GL_FUNC(glVertex2hvNV)
      USE_GL_FUNC(glVertex3hNV)
      USE_GL_FUNC(glVertex3hvNV)
      USE_GL_FUNC(glVertex4hNV)
      USE_GL_FUNC(glVertex4hvNV)
      USE_GL_FUNC(glVertexAttrib1hNV)
      USE_GL_FUNC(glVertexAttrib1hvNV)
      USE_GL_FUNC(glVertexAttrib2hNV)
      USE_GL_FUNC(glVertexAttrib2hvNV)
      USE_GL_FUNC(glVertexAttrib3hNV)
      USE_GL_FUNC(glVertexAttrib3hvNV)
      USE_GL_FUNC(glVertexAttrib4hNV)
      USE_GL_FUNC(glVertexAttrib4hvNV)
      USE_GL_FUNC(glVertexAttribs1hvNV)
      USE_GL_FUNC(glVertexAttribs2hvNV)
      USE_GL_FUNC(glVertexAttribs3hvNV)
      USE_GL_FUNC(glVertexAttribs4hvNV)
      USE_GL_FUNC(glVertexWeighthNV)
      USE_GL_FUNC(glVertexWeighthvNV)
      /* GL_NV_point_sprite */
      USE_GL_FUNC(glPointParameteri)
      USE_GL_FUNC(glPointParameteriNV)
      USE_GL_FUNC(glPointParameteriv)
      USE_GL_FUNC(glPointParameterivNV)
      /* GL_NV_register_combiners */
      USE_GL_FUNC(glCombinerInputNV)
      USE_GL_FUNC(glCombinerOutputNV)
      USE_GL_FUNC(glCombinerParameterfNV)
      USE_GL_FUNC(glCombinerParameterfvNV)
      USE_GL_FUNC(glCombinerParameteriNV)
      USE_GL_FUNC(glCombinerParameterivNV)
      USE_GL_FUNC(glFinalCombinerInputNV)
      /* WGL extensions */
      USE_GL_FUNC(wglChoosePixelFormatARB)
      USE_GL_FUNC(wglGetExtensionsStringARB)
      USE_GL_FUNC(wglGetPixelFormatAttribfvARB)
      USE_GL_FUNC(wglGetPixelFormatAttribivARB)
      USE_GL_FUNC(wglSetPixelFormatWINE)
      USE_GL_FUNC(wglSwapIntervalEXT)
  
      /* Newer core functions */
      USE_GL_FUNC(glActiveTexture)            /* OpenGL 1.3 */
      USE_GL_FUNC(glBlendColor)               /* OpenGL 1.4 */
      USE_GL_FUNC(glBlendEquation)            /* OpenGL 1.4 */
      USE_GL_FUNC(glBlendEquationSeparate)    /* OpenGL 2.0 */
      USE_GL_FUNC(glBlendFuncSeparate)        /* OpenGL 1.4 */
  #undef USE_GL_FUNC
  
  #ifndef USE_WIN32_OPENGL
      /* hack: use the functions directly from the TEB table to bypass the thunks */
      /* note that we still need the above wglGetProcAddress calls to initialize the table */
      gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
  #endif
  
  #define MAP_GL_FUNCTION(core_func, ext_func) \
          do                                                                            \
          {                                                                             \
              if (!gl_info->gl_ops.ext.p_##core_func)                                   \
                  gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \
          } while (0)
  
      MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB);
      MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
      MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
      MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
      MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT);
  #undef MAP_GL_FUNCTION
  }
  
  static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
  {
      GLfloat gl_floatv[2];
      GLint gl_max;
  
      gl_info->limits.blends = 1;
      gl_info->limits.buffers = 1;
      gl_info->limits.textures = 1;
      gl_info->limits.texture_coords = 1;
      gl_info->limits.vertex_uniform_blocks = 0;
      gl_info->limits.geometry_uniform_blocks = 0;
      gl_info->limits.fragment_uniform_blocks = 0;
      gl_info->limits.fragment_samplers = 1;
      gl_info->limits.vertex_samplers = 0;
      gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
      gl_info->limits.vertex_attribs = 16;
      gl_info->limits.glsl_vs_float_constants = 0;
      gl_info->limits.glsl_ps_float_constants = 0;
      gl_info->limits.arb_vs_float_constants = 0;
      gl_info->limits.arb_vs_native_constants = 0;
      gl_info->limits.arb_vs_instructions = 0;
      gl_info->limits.arb_vs_temps = 0;
      gl_info->limits.arb_ps_float_constants = 0;
      gl_info->limits.arb_ps_local_constants = 0;
      gl_info->limits.arb_ps_instructions = 0;
      gl_info->limits.arb_ps_temps = 0;
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
      gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
      TRACE("Clip plane support - max planes %d.\n", gl_max);
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
      gl_info->limits.lights = gl_max;
      TRACE("Light support - max lights %d.\n", gl_max);
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
      gl_info->limits.texture_size = gl_max;
      TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
  
      gl_info->gl_ops.gl.p_glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
      gl_info->limits.pointsize_min = gl_floatv[0];
      gl_info->limits.pointsize_max = gl_floatv[1];
      TRACE("Maximum point size support - max point size %f.\n", gl_floatv[1]);
  
      if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
          TRACE("Minimum buffer map alignment: %d.\n", gl_max);
      }
      else
      {
          WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
      }
      if (gl_info->supported[NV_REGISTER_COMBINERS])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
          gl_info->limits.general_combiners = gl_max;
          TRACE("Max general combiners: %d.\n", gl_max);
      }
      if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
          gl_info->limits.buffers = gl_max;
          TRACE("Max draw buffers: %u.\n", gl_max);
      }
      if (gl_info->supported[ARB_MULTITEXTURE])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
          gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
          TRACE("Max textures: %d.\n", gl_info->limits.textures);
  
          if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
          {
              GLint tmp;
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
              gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
              gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
          }
          else
          {
              gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max);
              gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
          }
          TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
          TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
  
          if (gl_info->supported[ARB_VERTEX_SHADER])
          {
              GLint tmp;
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
              gl_info->limits.vertex_samplers = tmp;
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
              gl_info->limits.combined_samplers = tmp;
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
              gl_info->limits.vertex_attribs = tmp;
  
              /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
               * is known at shader link time. In a vertex shader + pixel shader combination this isn't
               * an issue because then the sampler setup only depends on the two shaders. If a pixel
               * shader is used with fixed function vertex processing we're fine too because fixed function
               * vertex processing doesn't use any samplers. If fixed function fragment processing is
               * used we have to make sure that all vertex sampler setups are valid together with all
               * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
               * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
               * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
               * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
               * a fixed function pipeline anymore.
               *
               * So this is just a check to check that our assumption holds true. If not, write a warning
               * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
              if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
                      && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
              {
                  FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
                          gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
                  FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
                  if (gl_info->limits.combined_samplers > MAX_TEXTURES)
                      gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
                  else
                      gl_info->limits.vertex_samplers = 0;
              }
          }
          else
          {
              gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
          }
          TRACE("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
          TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
      }
      if (gl_info->supported[ARB_VERTEX_BLEND])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
          gl_info->limits.blends = gl_max;
          TRACE("Max blends: %u.\n", gl_info->limits.blends);
      }
      if (gl_info->supported[EXT_TEXTURE3D])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
          gl_info->limits.texture3d_size = gl_max;
          TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
      }
      if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
          gl_info->limits.anisotropy = gl_max;
          TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
      }
      if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
      {
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
          gl_info->limits.arb_ps_float_constants = gl_max;
          TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
          gl_info->limits.arb_ps_native_constants = gl_max;
          TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
                  gl_info->limits.arb_ps_native_constants);
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
          gl_info->limits.arb_ps_temps = gl_max;
          TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
          gl_info->limits.arb_ps_instructions = gl_max;
          TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
          gl_info->limits.arb_ps_local_constants = gl_max;
          TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
      }
      if (gl_info->supported[ARB_VERTEX_PROGRAM])
      {
          GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
          gl_info->limits.arb_vs_float_constants = gl_max;
          TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
          GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
          gl_info->limits.arb_vs_native_constants = gl_max;
          TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
                  gl_info->limits.arb_vs_native_constants);
          GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
          gl_info->limits.arb_vs_temps = gl_max;
          TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
          GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
          gl_info->limits.arb_vs_instructions = gl_max;
          TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
      }
      if (gl_info->supported[ARB_VERTEX_SHADER])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
          gl_info->limits.glsl_vs_float_constants = gl_max / 4;
          TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
  
          if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
          {
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
              gl_info->limits.vertex_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
              TRACE("Max vertex uniform blocks: %u (%d).\n", gl_info->limits.vertex_uniform_blocks, gl_max);
          }
      }
      if (gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
          gl_info->limits.geometry_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
          TRACE("Max geometry uniform blocks: %u (%d).\n", gl_info->limits.geometry_uniform_blocks, gl_max);
      }
      if (gl_info->supported[ARB_FRAGMENT_SHADER])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
          gl_info->limits.glsl_ps_float_constants = gl_max / 4;
          TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
          gl_info->limits.glsl_varyings = gl_max;
          TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
  
          if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
          {
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
              gl_info->limits.fragment_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
              TRACE("Max fragment uniform blocks: %u (%d).\n", gl_info->limits.fragment_uniform_blocks, gl_max);
          }
      }
      if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max);
          TRACE("Max combined uniform blocks: %d.\n", gl_max);
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max);
          TRACE("Max uniform buffer bindings: %d.\n", gl_max);
      }
  
      if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
          gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
      else
          gl_info->limits.shininess = 128.0f;
  
      if ((gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
              && wined3d_settings.allow_multisampling)
      {
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
          gl_info->limits.samples = gl_max;
      }
  }
  
  /* Context activation is done by the caller. */
  static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
  {
      struct wined3d_driver_info *driver_info = &adapter->driver_info;
      const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
      struct wined3d_gl_info *gl_info = &adapter->gl_info;
      struct wined3d_vertex_caps vertex_caps;
      enum wined3d_pci_vendor card_vendor;
      struct fragment_caps fragment_caps;
      struct shader_caps shader_caps;
      const char *WGL_Extensions = NULL;
      const char *GL_Extensions = NULL;
      enum wined3d_gl_vendor gl_vendor;
      enum wined3d_pci_device device;
      DWORD gl_version;
      HDC hdc;
      unsigned int i;
  
      TRACE("adapter %p.\n", adapter);
  
      gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
      TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
      if (!gl_renderer_str)
      {
          ERR("Received a NULL GL_RENDERER.\n");
          return FALSE;
      }
  
      gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
      TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
      if (!gl_vendor_str)
      {
          ERR("Received a NULL GL_VENDOR.\n");
          return FALSE;
      }
  
      /* Parse the GL_VERSION field into major and minor information */
      gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
      TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
      if (!gl_version_str)
      {
          ERR("Received a NULL GL_VERSION.\n");
          return FALSE;
      }
      gl_version = wined3d_parse_gl_version(gl_version_str);
  
      /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
      GL_Extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
      if (!GL_Extensions)
      {
          ERR("Received a NULL GL_EXTENSIONS.\n");
          return FALSE;
      }
  
      memset(gl_info->supported, 0, sizeof(gl_info->supported));
      gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
  
      TRACE("GL extensions reported:\n");
      parse_extension_string(gl_info, GL_Extensions, gl_extension_map,
              sizeof(gl_extension_map) / sizeof(*gl_extension_map));
  
      /* Now work out what GL support this card really has. */
      load_gl_funcs( gl_info );
  
      hdc = wglGetCurrentDC();
      /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
      if (GL_EXTCALL(wglGetExtensionsStringARB))
          WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
      if (!WGL_Extensions)
          WARN("WGL extensions not supported.\n");
      else
          parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map,
                  sizeof(wgl_extension_map) / sizeof(*wgl_extension_map));
  
      if (!gl_info->supported[EXT_TEXTURE3D] && gl_version >= MAKEDWORD_VERSION(1, 2))
      {
          TRACE("GL CORE: GL_EXT_texture3D support.\n");
          gl_info->gl_ops.ext.p_glTexImage3DEXT = (void *)gl_info->gl_ops.ext.p_glTexImage3D;
          gl_info->gl_ops.ext.p_glTexSubImage3DEXT = gl_info->gl_ops.ext.p_glTexSubImage3D;
          gl_info->supported[EXT_TEXTURE3D] = TRUE;
      }
  
      if (!gl_info->supported[NV_POINT_SPRITE] && gl_version >= MAKEDWORD_VERSION(1, 4))
      {
          TRACE("GL CORE: GL_NV_point_sprite support.\n");
          gl_info->gl_ops.ext.p_glPointParameterivNV = gl_info->gl_ops.ext.p_glPointParameteriv;
          gl_info->gl_ops.ext.p_glPointParameteriNV = gl_info->gl_ops.ext.p_glPointParameteri;
          gl_info->supported[NV_POINT_SPRITE] = TRUE;
      }
  
      if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_version >= MAKEDWORD_VERSION(2, 0))
      {
          TRACE("GL CORE: GL_ARB_texture_non_power_of_two support.\n");
          gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
      }
  
      if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
  
      if (gl_info->supported[APPLE_FENCE])
      {
          /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
           * The apple extension interacts with some other apple exts. Disable the NV
           * extension if the apple one is support to prevent confusion in other parts
           * of the code. */
          gl_info->supported[NV_FENCE] = FALSE;
      }
      if (gl_info->supported[APPLE_FLOAT_PIXELS])
      {
          /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
           *
           * The enums are the same:
           * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881a
           * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881b
           * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
           * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
           * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140b
           */
          if (!gl_info->supported[ARB_TEXTURE_FLOAT])
          {
              TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
              gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
          }
          if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
          {
              TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
              gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
          }
      }
      if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
      {
          /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
           * functionality. Prefer the ARB extension */
          gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
      }
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
      {
          TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
          gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
      }
      if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
      {
          TRACE(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
          gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
      }
      if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
      {
          TRACE(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
          gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
      }
      if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
      {
          TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
          gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
      }
      if (gl_info->supported[NV_TEXTURE_SHADER2])
      {
          if (gl_info->supported[NV_REGISTER_COMBINERS])
          {
              /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
               * are supported. The nv extensions provide the same functionality as the
               * ATI one, and a bit more(signed pixelformats). */
              gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
          }
      }
      if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
      {
          /* If we have full NP2 texture support, disable
           * GL_ARB_texture_rectangle because we will never use it.
           * This saves a few redundant glDisable calls. */
          gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
      }
      if (gl_info->supported[ATI_FRAGMENT_SHADER])
      {
          /* Disable NV_register_combiners and fragment shader if this is supported.
           * generally the NV extensions are preferred over the ATI ones, and this
           * extension is disabled if register_combiners and texture_shader2 are both
           * supported. So we reach this place only if we have incomplete NV dxlevel 8
           * fragment processing support. */
          gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
          gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
          gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
          gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
      }
      if (gl_info->supported[NV_HALF_FLOAT])
      {
          /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
          gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
      }
      if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
      {
          /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
           * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
           * we never render to sRGB surfaces). */
          gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
      }
      if (gl_info->supported[ARB_OCCLUSION_QUERY])
      {
          GLint counter_bits;
  
          GL_EXTCALL(glGetQueryivARB(GL_SAMPLES_PASSED_ARB, GL_QUERY_COUNTER_BITS_ARB, &counter_bits));
          TRACE("Occlusion query counter has %d bits.\n", counter_bits);
          if (!counter_bits)
              gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
      }
      if (gl_info->supported[ARB_TIMER_QUERY])
      {
          GLint counter_bits;
  
          GL_EXTCALL(glGetQueryivARB(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS_ARB, &counter_bits));
          TRACE("Timestamp query counter has %d bits.\n", counter_bits);
          if (!counter_bits)
              gl_info->supported[ARB_TIMER_QUERY] = FALSE;
      }
      if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP])
      {
          TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n");
          gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
      }
      if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
      {
          TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n");
          gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE;
      }
  
      wined3d_adapter_init_limits(gl_info);
  
      if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
          gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
  
      if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
      {
          const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
          unsigned int major, minor;
  
          TRACE("GLSL version string: %s.\n", debugstr_a(str));
  
          /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
          sscanf(str, "%u.%u", &major, &minor);
          gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
      }
  
      checkGLcall("extension detection");
  
      adapter->shader_backend = select_shader_backend(gl_info);
      adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
      adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
      adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend);
  
      adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
      adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
      adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
      adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
      adapter->d3d_info.limits.ps_version = shader_caps.ps_version;
      adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count;
      adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count;
  
      adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
      adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw;
  
      adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
      adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
      adapter->d3d_info.limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
      TRACE("Max texture stages: %u.\n", adapter->d3d_info.limits.ffp_blend_stages);
  
      if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
      {
          gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
          gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
          gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
          gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
          gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
          gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
          gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
          gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
          gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
          gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
          gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
          gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
          gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
          gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
          gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
          gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
          gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
                  = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
          gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
          gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
      }
      else
      {
          if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
          {
              gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
              gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
              gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
              gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
              gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
              gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
              gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
              gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
              gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
              gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
              gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
              gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
              gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
              gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
              gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
              gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
                      = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
              gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
          }
          else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          {
              WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
              wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
          }
          if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
          {
              gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
          }
          if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
          {
              gl_info->fbo_ops.glRenderbufferStorageMultisample
                      = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
          }
      }
  
      gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
      card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
      TRACE("Found GL_VENDOR (%s)->(0x%04x/0x%04x).\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
  
      device = wined3d_guess_card(&shader_caps, &fragment_caps, gl_info->glsl_version, gl_renderer_str, &gl_vendor, &card_vendor);
      TRACE("Found (fake) card: 0x%x (vendor id), 0x%x (device id).\n", card_vendor, device);
  
      gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
      gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
              gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
      gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
      gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
              gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
      gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
              gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT;
  
      adapter->d3d_info.valid_rt_mask = 0;
      for (i = 0; i < gl_info->limits.buffers; ++i)
          adapter->d3d_info.valid_rt_mask |= (1 << i);
  
      fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
      init_driver_info(driver_info, card_vendor, device);
      add_gl_compat_wrappers(gl_info);
  
      return TRUE;
  }
  
  UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
  {
      TRACE("wined3d %p, reporting %u adapters.\n",
              wined3d, wined3d->adapter_count);
  
      return wined3d->adapter_count;
  }
  
  HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
  {
      FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
  
      return WINED3D_OK;
  }
  
  HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
  {
      TRACE("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
  
      if (adapter_idx >= wined3d->adapter_count)
          return NULL;
  
      return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
  }
  
  /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
       of the same bpp but different resolutions                                  */
  
  /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
  UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
          enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering)
  {
      const struct wined3d_adapter *adapter;
      const struct wined3d_format *format;
      unsigned int i = 0;
      unsigned int j = 0;
      UINT format_bits;
      DEVMODEW mode;
  
      TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
              wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering);
  
      if (adapter_idx >= wined3d->adapter_count)
          return 0;
  
      adapter = &wined3d->adapters[adapter_idx];
      format = wined3d_get_format(&adapter->gl_info, format_id);
      format_bits = format->byte_count * CHAR_BIT;
  
      memset(&mode, 0, sizeof(mode));
      mode.dmSize = sizeof(mode);
  
      while (EnumDisplaySettingsExW(adapter->DeviceName, j++, &mode, 0))
      {
          if (mode.dmFields & DM_DISPLAYFLAGS)
          {
              if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
                      && (mode.u2.dmDisplayFlags & DM_INTERLACED))
                  continue;
  
              if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
                      && !(mode.u2.dmDisplayFlags & DM_INTERLACED))
                  continue;
          }
  
          if (format_id == WINED3DFMT_UNKNOWN)
          {
              /* This is for d3d8, do not enumerate P8 here. */
              if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
          }
          else if (mode.dmBitsPerPel == format_bits)
          {
              ++i;
          }
      }
  
      TRACE("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
  
      return i;
  }
  
  /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
  HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
          enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering,
          UINT mode_idx, struct wined3d_display_mode *mode)
  {
      const struct wined3d_adapter *adapter;
      const struct wined3d_format *format;
      UINT format_bits;
      DEVMODEW m;
      UINT i = 0;
      int j = 0;
  
      TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x, mode_idx %u, mode %p.\n",
              wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering, mode_idx, mode);
  
      if (!mode || adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      adapter = &wined3d->adapters[adapter_idx];
      format = wined3d_get_format(&adapter->gl_info, format_id);
      format_bits = format->byte_count * CHAR_BIT;
  
      memset(&m, 0, sizeof(m));
      m.dmSize = sizeof(m);
  
      while (i <= mode_idx)
      {
          if (!EnumDisplaySettingsExW(adapter->DeviceName, j++, &m, 0))
          {
              WARN("Invalid mode_idx %u.\n", mode_idx);
              return WINED3DERR_INVALIDCALL;
          }
  
          if (m.dmFields & DM_DISPLAYFLAGS)
          {
              if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
                      && (m.u2.dmDisplayFlags & DM_INTERLACED))
                  continue;
  
              if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
                      && !(m.u2.dmDisplayFlags & DM_INTERLACED))
                  continue;
          }
  
          if (format_id == WINED3DFMT_UNKNOWN)
          {
              /* This is for d3d8, do not enumerate P8 here. */
              if (m.dmBitsPerPel == 32 || m.dmBitsPerPel == 16) ++i;
          }
          else if (m.dmBitsPerPel == format_bits)
          {
              ++i;
          }
      }
  
      mode->width = m.dmPelsWidth;
      mode->height = m.dmPelsHeight;
      mode->refresh_rate = DEFAULT_REFRESH_RATE;
      if (m.dmFields & DM_DISPLAYFREQUENCY)
          mode->refresh_rate = m.dmDisplayFrequency;
  
      if (format_id == WINED3DFMT_UNKNOWN)
          mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
      else
          mode->format_id = format_id;
  
      if (!(m.dmFields & DM_DISPLAYFLAGS))
          mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
      else if (m.u2.dmDisplayFlags & DM_INTERLACED)
          mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
      else
          mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
  
      TRACE("%ux%u@%u %u bpp, %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
              m.dmBitsPerPel, debug_d3dformat(mode->format_id), mode->scanline_ordering);
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
          struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
  {
      const struct wined3d_adapter *adapter;
      DEVMODEW m;
  
      TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n",
              wined3d, adapter_idx, mode, rotation);
  
      if (!mode || adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      adapter = &wined3d->adapters[adapter_idx];
  
      memset(&m, 0, sizeof(m));
      m.dmSize = sizeof(m);
  
      EnumDisplaySettingsExW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &m, 0);
      mode->width = m.dmPelsWidth;
      mode->height = m.dmPelsHeight;
      mode->refresh_rate = DEFAULT_REFRESH_RATE;
      if (m.dmFields & DM_DISPLAYFREQUENCY)
          mode->refresh_rate = m.dmDisplayFrequency;
      mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
  
      /* Lie about the format. X11 can't change the color depth, and some apps
       * are pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
       * that GetDisplayMode still returns 24 bpp. This should probably be
       * handled in winex11 instead. */
      if (adapter->screen_format && adapter->screen_format != mode->format_id)
      {
          WARN("Overriding format %s with stored format %s.\n",
                  debug_d3dformat(mode->format_id),
                  debug_d3dformat(adapter->screen_format));
          mode->format_id = adapter->screen_format;
      }
  
      if (!(m.dmFields & DM_DISPLAYFLAGS))
          mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
      else if (m.u2.dmDisplayFlags & DM_INTERLACED)
          mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
      else
          mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
  
      if (rotation)
      {
          switch (m.u1.s2.dmDisplayOrientation)
          {
              case DMDO_DEFAULT:
                  *rotation = WINED3D_DISPLAY_ROTATION_0;
                  break;
              case DMDO_90:
                  *rotation = WINED3D_DISPLAY_ROTATION_90;
                  break;
              case DMDO_180:
                  *rotation = WINED3D_DISPLAY_ROTATION_180;
                  break;
              case DMDO_270:
                  *rotation = WINED3D_DISPLAY_ROTATION_270;
                  break;
              default:
                  FIXME("Unhandled display rotation %#x.\n", m.u1.s2.dmDisplayOrientation);
                  *rotation = WINED3D_DISPLAY_ROTATION_UNSPECIFIED;
                  break;
          }
      }
  
      TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
              mode->refresh_rate, debug_d3dformat(mode->format_id),
              mode->scanline_ordering);
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d,
          UINT adapter_idx, const struct wined3d_display_mode *mode)
  {
      struct wined3d_adapter *adapter;
      DEVMODEW new_mode, current_mode;
      RECT clip_rc;
      LONG ret;
      enum wined3d_format_id new_format_id;
  
      TRACE("wined3d %p, adapter_idx %u, mode %p.\n", wined3d, adapter_idx, mode);
  
      if (adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
      adapter = &wined3d->adapters[adapter_idx];
  
      memset(&new_mode, 0, sizeof(new_mode));
      new_mode.dmSize = sizeof(new_mode);
      memset(&current_mode, 0, sizeof(current_mode));
      current_mode.dmSize = sizeof(current_mode);
      if (mode)
      {
          const struct wined3d_format *format;
  
          TRACE("mode %ux%u@%u %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
                  debug_d3dformat(mode->format_id), mode->scanline_ordering);
  
          format = wined3d_get_format(&adapter->gl_info, mode->format_id);
  
          new_mode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
          new_mode.dmBitsPerPel = format->byte_count * CHAR_BIT;
          new_mode.dmPelsWidth = mode->width;
          new_mode.dmPelsHeight = mode->height;
  
          new_mode.dmDisplayFrequency = mode->refresh_rate;
          if (mode->refresh_rate)
              new_mode.dmFields |= DM_DISPLAYFREQUENCY;
  
          if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
          {
              new_mode.dmFields |= DM_DISPLAYFLAGS;
              if (mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED)
                  new_mode.u2.dmDisplayFlags |= DM_INTERLACED;
          }
          new_format_id = mode->format_id;
      }
      else
      {
          if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_REGISTRY_SETTINGS, &new_mode))
          {
              ERR("Failed to read mode from registry.\n");
              return WINED3DERR_NOTAVAILABLE;
          }
          new_format_id = pixelformat_for_depth(new_mode.dmBitsPerPel);
      }
  
      /* Only change the mode if necessary. */
      if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &current_mode))
      {
          ERR("Failed to get current display mode.\n");
      }
      else if (current_mode.dmPelsWidth == new_mode.dmPelsWidth
              && current_mode.dmPelsHeight == new_mode.dmPelsHeight
              && current_mode.dmBitsPerPel == new_mode.dmBitsPerPel
              && (current_mode.dmDisplayFrequency == new_mode.dmDisplayFrequency
              || !(new_mode.dmFields & DM_DISPLAYFREQUENCY))
              && (current_mode.u2.dmDisplayFlags == new_mode.u2.dmDisplayFlags
              || !(new_mode.dmFields & DM_DISPLAYFLAGS)))
      {
          TRACE("Skipping redundant mode setting call.\n");
          return WINED3D_OK;
      }
  
      ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL);
      if (ret != DISP_CHANGE_SUCCESSFUL)
      {
          if (new_mode.dmFields & DM_DISPLAYFREQUENCY)
          {
              WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n");
              new_mode.dmFields &= ~DM_DISPLAYFREQUENCY;
              new_mode.dmDisplayFrequency = 0;
              ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL);
          }
          if (ret != DISP_CHANGE_SUCCESSFUL)
              return WINED3DERR_NOTAVAILABLE;
      }
  
      /* Store the new values. */
      adapter->screen_format = new_format_id;
  
      /* And finally clip mouse to our screen. */
      SetRect(&clip_rc, 0, 0, new_mode.dmPelsWidth, new_mode.dmPelsHeight);
      ClipCursor(&clip_rc);
  
      return WINED3D_OK;
  }
  
  /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
     and fields being inserted in the middle, a new structure is used in place    */
  HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
          UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
  {
      const struct wined3d_adapter *adapter;
      size_t len;
  
      TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
              wined3d, adapter_idx, flags, identifier);
  
      if (adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      adapter = &wined3d->adapters[adapter_idx];
  
      if (identifier->driver_size)
      {
          const char *name = adapter->driver_info.name;
          len = min(strlen(name), identifier->driver_size - 1);
          memcpy(identifier->driver, name, len);
          memset(&identifier->driver[len], 0, identifier->driver_size - len);
      }
  
      if (identifier->description_size)
      {
          const char *description = adapter->driver_info.description;
          len = min(strlen(description), identifier->description_size - 1);
          memcpy(identifier->description, description, len);
          memset(&identifier->description[len], 0, identifier->description_size - len);
      }
  
      /* Note that d3d8 doesn't supply a device name. */
      if (identifier->device_name_size)
      {
          if (!WideCharToMultiByte(CP_ACP, 0, adapter->DeviceName, -1, identifier->device_name,
                  identifier->device_name_size, NULL, NULL))
          {
              ERR("Failed to convert device name, last error %#x.\n", GetLastError());
              return WINED3DERR_INVALIDCALL;
          }
      }
  
      identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
      identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
      identifier->vendor_id = adapter->driver_info.vendor;
      identifier->device_id = adapter->driver_info.device;
      identifier->subsystem_id = 0;
      identifier->revision = 0;
      memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
      identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
      memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
      identifier->video_memory = min(~(SIZE_T)0, adapter->vram_bytes);
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx,
          struct wined3d_raster_status *raster_status)
  {
      LONGLONG freq_per_frame, freq_per_line;
      LARGE_INTEGER counter, freq_per_sec;
      struct wined3d_display_mode mode;
      static UINT once;
  
      if (!once++)
          FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
                  wined3d, adapter_idx, raster_status);
      else
          WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
                  wined3d, adapter_idx, raster_status);
  
      /* Obtaining the raster status is a widely implemented but optional
       * feature. When this method returns OK StarCraft 2 expects the
       * raster_status->InVBlank value to actually change over time.
       * And Endless Alice Crysis doesn't care even if this method fails.
       * Thus this method returns OK and fakes raster_status by
       * QueryPerformanceCounter. */
  
      if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
          return WINED3DERR_INVALIDCALL;
      if (FAILED(wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, NULL)))
          return WINED3DERR_INVALIDCALL;
      if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
          mode.refresh_rate = 60;
  
      freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
      /* Assume 20 scan lines in the vertical blank. */
      freq_per_line = freq_per_frame / (mode.height + 20);
      raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
      if (raster_status->scan_line < mode.height)
          raster_status->in_vblank = FALSE;
      else
      {
          raster_status->scan_line = 0;
          raster_status->in_vblank = TRUE;
      }
  
      TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
              raster_status->in_vblank, raster_status->scan_line);
  
      return WINED3D_OK;
  }
  
  static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
          const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
  {
      BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
  
      /* Float formats need FBOs. If FBOs are used this function isn't called */
      if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
  
      if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
          if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
          {
              ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
              return FALSE;
          }
  
          if(cfg->redSize < redSize)
              return FALSE;
  
          if(cfg->greenSize < greenSize)
              return FALSE;
  
          if(cfg->blueSize < blueSize)
              return FALSE;
  
          if(cfg->alphaSize < alphaSize)
              return FALSE;
  
          return TRUE;
      }
  
      /* Probably a RGBA_float or color index mode */
      return FALSE;
  }
  
  static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
          const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
  {
      BYTE depthSize, stencilSize;
      BOOL lockable = FALSE;
  
      if (!getDepthStencilBits(format, &depthSize, &stencilSize))
      {
          ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
          return FALSE;
      }
  
      /* Float formats need FBOs. If FBOs are used this function isn't called */
      if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
  
      if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
          lockable = TRUE;
  
      /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
       * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
       * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
      if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
          return FALSE;
  
      /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
       * allow more stencil bits than requested. */
      if(cfg->stencilSize < stencilSize)
          return FALSE;
  
      return TRUE;
  }
  
  HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
          UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id,
          enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
  {
      const struct wined3d_format *rt_format;
      const struct wined3d_format *ds_format;
      const struct wined3d_adapter *adapter;
  
      TRACE("wined3d %p, adapter_idx %u, device_type %s,\n"
              "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
              wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
              debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
  
      if (adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      adapter = &wined3d->adapters[adapter_idx];
      rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
      ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
                  && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
          {
              TRACE("Formats match.\n");
              return WINED3D_OK;
          }
      }
      else
      {
          const struct wined3d_pixel_format *cfgs;
          unsigned int cfg_count;
          unsigned int i;
  
          cfgs = adapter->cfgs;
          cfg_count = adapter->cfg_count;
          for (i = 0; i < cfg_count; ++i)
          {
              if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
                      && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
              {
                  TRACE("Formats match.\n");
                  return WINED3D_OK;
              }
          }
      }
  
      TRACE("Unsupported format pair: %s and %s.\n",
              debug_d3dformat(render_target_format_id),
              debug_d3dformat(depth_stencil_format_id));
  
      return WINED3DERR_NOTAVAILABLE;
  }
  
  HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
          enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
          enum wined3d_multisample_type multisample_type, DWORD *quality_levels)
  {
      const struct wined3d_gl_info *gl_info;
  
      TRACE("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
              "windowed %#x, multisample_type %#x, quality_levels %p.\n",
              wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
              windowed, multisample_type, quality_levels);
  
      if (adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      gl_info = &wined3d->adapters[adapter_idx].gl_info;
  
      if (multisample_type > gl_info->limits.samples)
      {
          TRACE("Returning not supported.\n");
          if (quality_levels)
              *quality_levels = 0;
  
          return WINED3DERR_NOTAVAILABLE;
      }
  
      if (quality_levels)
      {
          if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
              /* FIXME: This is probably wrong. */
              *quality_levels = gl_info->limits.samples;
          else
              *quality_levels = 1;
      }
  
      return WINED3D_OK;
  }
  
  /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
  static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
          const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
  {
      /* Only allow depth/stencil formats */
      if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
  
      /* Blacklist formats not supported on Windows */
      switch (ds_format->id)
      {
          case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
          case WINED3DFMT_S4X4_UINT_D24_UNORM:
              TRACE("[FAILED] - not supported on windows.\n");
              return FALSE;
  
          default:
              break;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
          if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
      }
      else
      {
          unsigned int i;
  
          /* Walk through all WGL pixel formats to find a match */
          for (i = 0; i < adapter->cfg_count; ++i)
          {
              const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
              if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
                      && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
                  return TRUE;
          }
      }
  
      return FALSE;
  }
  
  /* Check the render target capabilities of a format */
  static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
          const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
  {
      /* Filter out non-RT formats */
      if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
      if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
      {
          BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
          BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
          const struct wined3d_pixel_format *cfgs = adapter->cfgs;
          unsigned int i;
  
          getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
          getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
  
          /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
           * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
          if (!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue)))
          {
              TRACE("[FAILED]\n");
              return FALSE;
          }
  
          /* Check if there is a WGL pixel format matching the requirements, the format should also be window
           * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
          for (i = 0; i < adapter->cfg_count; ++i)
          {
              if (cfgs[i].windowDrawable
                      && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
              {
                  TRACE("Pixel format %d is compatible with format %s.\n",
                          cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
                  return TRUE;
              }
          }
      }
      else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          /* For now return TRUE for FBOs until we have some proper checks.
           * Note that this function will only be called when the format is around for texturing. */
          return TRUE;
      }
      return FALSE;
  }
  
  static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
          const struct wined3d_format *adapter_format,
          const struct wined3d_format *check_format, BOOL no3d)
  {
      if (no3d)
      {
          switch (check_format->id)
          {
              case WINED3DFMT_B8G8R8_UNORM:
                  TRACE("[FAILED] - Not enumerated on Windows.\n");
                  return FALSE;
              case WINED3DFMT_B8G8R8A8_UNORM:
              case WINED3DFMT_B8G8R8X8_UNORM:
              case WINED3DFMT_B5G6R5_UNORM:
              case WINED3DFMT_B5G5R5X1_UNORM:
              case WINED3DFMT_B5G5R5A1_UNORM:
              case WINED3DFMT_B4G4R4A4_UNORM:
              case WINED3DFMT_B2G3R3_UNORM:
              case WINED3DFMT_A8_UNORM:
              case WINED3DFMT_B2G3R3A8_UNORM:
              case WINED3DFMT_B4G4R4X4_UNORM:
              case WINED3DFMT_R10G10B10A2_UNORM:
              case WINED3DFMT_R8G8B8A8_UNORM:
              case WINED3DFMT_R8G8B8X8_UNORM:
              case WINED3DFMT_R16G16_UNORM:
              case WINED3DFMT_B10G10R10A2_UNORM:
              case WINED3DFMT_R16G16B16A16_UNORM:
              case WINED3DFMT_P8_UINT:
                  TRACE("[OK]\n");
                  return TRUE;
              default:
                  TRACE("[FAILED] - Not available on GDI surfaces.\n");
                  return FALSE;
          }
      }
  
      /* All formats that are supported for textures are supported for surfaces
       * as well. */
      if (check_format->flags & WINED3DFMT_FLAG_TEXTURE)
          return TRUE;
      /* All depth stencil formats are supported on surfaces */
      if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
  
      /* If opengl can't process the format natively, the blitter may be able to convert it */
      if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
              NULL, WINED3D_POOL_DEFAULT, 0, check_format,
              NULL, WINED3D_POOL_DEFAULT, 0, adapter_format))
      {
          TRACE("[OK]\n");
          return TRUE;
      }
  
      /* Reject other formats */
      TRACE("[FAILED]\n");
      return FALSE;
  }
  
  /* OpenGL supports mipmapping on all formats. Wrapping is unsupported, but we
   * have to report mipmapping so we cannot reject WRAPANDMIP. Tests show that
   * Windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to
   * show that wrapping is supported. The lack of filtering will sort out the
   * mipmapping capability anyway.
   *
   * For now lets report this on all formats, but in the future we may want to
   * restrict it to some should applications need that. */
  HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
          enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
          enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id)
  {
      const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
      const struct wined3d_gl_info *gl_info = &adapter->gl_info;
      const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
      const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
      DWORD format_flags = 0;
      DWORD allowed_usage;
  
      TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
              "resource_type %s, check_format %s.\n",
              wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
              debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
              debug_d3dformat(check_format_id));
  
      if (adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      switch (resource_type)
      {
          case WINED3D_RTYPE_CUBE_TEXTURE:
              if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
              {
                  TRACE("[FAILED] - No cube texture support.\n");
                  return WINED3DERR_NOTAVAILABLE;
              }
  
              format_flags |= WINED3DFMT_FLAG_TEXTURE;
              allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP
                      | WINED3DUSAGE_DYNAMIC
                      | WINED3DUSAGE_RENDERTARGET
                      | WINED3DUSAGE_SOFTWAREPROCESSING
                      | WINED3DUSAGE_QUERY_FILTER
                      | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
                      | WINED3DUSAGE_QUERY_SRGBREAD
                      | WINED3DUSAGE_QUERY_SRGBWRITE
                      | WINED3DUSAGE_QUERY_VERTEXTEXTURE
                      | WINED3DUSAGE_QUERY_WRAPANDMIP;
              break;
  
          case WINED3D_RTYPE_SURFACE:
              if (!CheckSurfaceCapability(adapter, adapter_format, format, wined3d->flags & WINED3D_NO3D))
              {
                  TRACE("[FAILED] - Not supported for plain surfaces.\n");
                  return WINED3DERR_NOTAVAILABLE;
              }
  
              allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
                      | WINED3DUSAGE_RENDERTARGET
                      | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
              break;
  
          case WINED3D_RTYPE_TEXTURE:
              if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && (format->flags & WINED3DFMT_FLAG_SHADOW)
                      && !gl_info->supported[ARB_SHADOW])
              {
                  TRACE("[FAILED] - No shadow sampler support.\n");
                  return WINED3DERR_NOTAVAILABLE;
              }
  
              format_flags |= WINED3DFMT_FLAG_TEXTURE;
              allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP
                      | WINED3DUSAGE_DEPTHSTENCIL
                      | WINED3DUSAGE_DYNAMIC
                      | WINED3DUSAGE_RENDERTARGET
                      | WINED3DUSAGE_SOFTWAREPROCESSING
                      | WINED3DUSAGE_QUERY_FILTER
                      | WINED3DUSAGE_QUERY_LEGACYBUMPMAP
                      | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
                      | WINED3DUSAGE_QUERY_SRGBREAD
                      | WINED3DUSAGE_QUERY_SRGBWRITE
                      | WINED3DUSAGE_QUERY_VERTEXTEXTURE
                      | WINED3DUSAGE_QUERY_WRAPANDMIP;
              break;
  
          case WINED3D_RTYPE_VOLUME_TEXTURE:
          case WINED3D_RTYPE_VOLUME:
              /* Volume is to VolumeTexture what Surface is to Texture, but its
               * usage caps are not documented. Most driver seem to offer
               * (nearly) the same on Volume and VolumeTexture, so do that too. */
              if (!gl_info->supported[EXT_TEXTURE3D])
              {
                  TRACE("[FAILED] - No volume texture support.\n");
                  return WINED3DERR_NOTAVAILABLE;
              }
  
              /* The GL_EXT_texture_compression_s3tc spec requires that loading
               * an s3tc compressed texture results in an error. While the D3D
               * refrast does support s3tc volumes, at least the nvidia Windows
               * driver does not, so we're free not to support this format. */
              switch (check_format_id)
              {
                  case WINED3DFMT_DXT1:
                  case WINED3DFMT_DXT2:
                  case WINED3DFMT_DXT3:
                  case WINED3DFMT_DXT4:
                  case WINED3DFMT_DXT5:
                      TRACE("[FAILED] - DXTn does not support 3D textures.\n");
                      return WINED3DERR_NOTAVAILABLE;
  
                  default:
                      /* Do nothing, continue with checking the format below */
                      break;
              }
  
              format_flags |= WINED3DFMT_FLAG_TEXTURE;
              allowed_usage = WINED3DUSAGE_DYNAMIC
                      | WINED3DUSAGE_SOFTWAREPROCESSING
                      | WINED3DUSAGE_QUERY_FILTER
                      | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
                      | WINED3DUSAGE_QUERY_SRGBREAD
                      | WINED3DUSAGE_QUERY_SRGBWRITE
                      | WINED3DUSAGE_QUERY_VERTEXTEXTURE
                      | WINED3DUSAGE_QUERY_WRAPANDMIP;
              break;
  
          default:
              FIXME("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
              return WINED3DERR_NOTAVAILABLE;
      }
  
      if ((usage & allowed_usage) != usage)
      {
          TRACE("Requested usage %#x, but resource type %s only allows %#x.\n",
                  usage, debug_d3dresourcetype(resource_type), allowed_usage);
          return WINED3DERR_NOTAVAILABLE;
      }
  
      if (usage & WINED3DUSAGE_QUERY_FILTER)
          format_flags |= WINED3DFMT_FLAG_FILTERING;
      if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
          format_flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
      if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
          format_flags |= WINED3DFMT_FLAG_SRGB_READ;
      if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
          format_flags |= WINED3DFMT_FLAG_SRGB_WRITE;
      if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
          format_flags |= WINED3DFMT_FLAG_VTF;
      if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
          format_flags |= WINED3DFMT_FLAG_BUMPMAP;
  
      if ((format->flags & format_flags) != format_flags)
      {
          TRACE("Requested format flags %#x, but format %s only has %#x.\n",
                  format_flags, debug_d3dformat(check_format_id), format->flags);
          return WINED3DERR_NOTAVAILABLE;
      }
  
      if ((format_flags & WINED3DFMT_FLAG_TEXTURE) && (wined3d->flags & WINED3D_NO3D))
      {
          TRACE("Requested texturing support, but wined3d was created with WINED3D_NO3D.\n");
          return WINED3DERR_NOTAVAILABLE;
      }
  
      if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
              && !CheckDepthStencilCapability(adapter, adapter_format, format))
      {
          TRACE("Requested WINED3DUSAGE_DEPTHSTENCIL, but format %s is not supported for depth / stencil buffers.\n",
                  debug_d3dformat(check_format_id));
          return WINED3DERR_NOTAVAILABLE;
      }
  
      if ((usage & WINED3DUSAGE_RENDERTARGET)
              && !CheckRenderTargetCapability(adapter, adapter_format, format))
      {
          TRACE("Requested WINED3DUSAGE_RENDERTARGET, but format %s is not supported for render targets.\n",
                  debug_d3dformat(check_format_id));
          return WINED3DERR_NOTAVAILABLE;
      }
  
      if ((usage & WINED3DUSAGE_AUTOGENMIPMAP) && !gl_info->supported[SGIS_GENERATE_MIPMAP])
      {
          TRACE("No WINED3DUSAGE_AUTOGENMIPMAP support, returning WINED3DOK_NOAUTOGEN.\n");
          return WINED3DOK_NOAUTOGEN;
      }
  
      return WINED3D_OK;
  }
  
  UINT CDECL wined3d_calculate_format_pitch(const struct wined3d *wined3d, UINT adapter_idx,
          enum wined3d_format_id format_id, UINT width)
  {
      const struct wined3d_gl_info *gl_info;
  
      TRACE("wined3d %p, adapter_idx %u, format_id %s, width %u.\n",
              wined3d, adapter_idx, debug_d3dformat(format_id), width);
  
      if (adapter_idx >= wined3d->adapter_count)
          return ~0u;
  
      gl_info = &wined3d->adapters[adapter_idx].gl_info;
      return wined3d_format_calculate_pitch(wined3d_get_format(gl_info, format_id), width);
  }
  
  HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
          enum wined3d_device_type device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
  {
      FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
              wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
              debug_d3dformat(dst_format));
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx,
          enum wined3d_device_type device_type, enum wined3d_format_id display_format,
          enum wined3d_format_id backbuffer_format, BOOL windowed)
  {
      BOOL present_conversion = wined3d->flags & WINED3D_PRESENT_CONVERSION;
  
      TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
              wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
              debug_d3dformat(backbuffer_format), windowed);
  
      if (adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      /* The task of this function is to check whether a certain display / backbuffer format
       * combination is available on the given adapter. In fullscreen mode microsoft specified
       * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
       * and display format should match exactly.
       * In windowed mode format conversion can occur and this depends on the driver. */
  
      /* There are only 4 display formats. */
      if (!(display_format == WINED3DFMT_B5G6R5_UNORM
              || display_format == WINED3DFMT_B5G5R5X1_UNORM
              || display_format == WINED3DFMT_B8G8R8X8_UNORM
              || display_format == WINED3DFMT_B10G10R10A2_UNORM))
      {
          TRACE("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
          return WINED3DERR_NOTAVAILABLE;
      }
  
      if (!windowed)
      {
          /* If the requested display format is not available, don't continue. */
          if (!wined3d_get_adapter_mode_count(wined3d, adapter_idx,
                  display_format, WINED3D_SCANLINE_ORDERING_UNKNOWN))
          {
              TRACE("No available modes for display format %s.\n", debug_d3dformat(display_format));
              return WINED3DERR_NOTAVAILABLE;
          }
  
          present_conversion = FALSE;
      }
      else if (display_format == WINED3DFMT_B10G10R10A2_UNORM)
      {
          /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode. */
          TRACE("Unsupported format combination %s / %s in windowed mode.\n",
                  debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
          return WINED3DERR_NOTAVAILABLE;
      }
  
      if (present_conversion)
      {
          /* Use the display format as back buffer format if the latter is
           * WINED3DFMT_UNKNOWN. */
          if (backbuffer_format == WINED3DFMT_UNKNOWN)
              backbuffer_format = display_format;
  
          if (FAILED(wined3d_check_device_format_conversion(wined3d, adapter_idx,
                  device_type, backbuffer_format, display_format)))
          {
              TRACE("Format conversion from %s to %s not supported.\n",
                      debug_d3dformat(backbuffer_format), debug_d3dformat(display_format));
              return WINED3DERR_NOTAVAILABLE;
          }
      }
      else
      {
          /* When format conversion from the back buffer format to the display
           * format is not allowed, only a limited number of combinations are
           * valid. */
  
          if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
          {
              TRACE("Unsupported format combination %s / %s.\n",
                      debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
              return WINED3DERR_NOTAVAILABLE;
          }
  
          if (display_format == WINED3DFMT_B5G5R5X1_UNORM
                  && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
          {
              TRACE("Unsupported format combination %s / %s.\n",
                      debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
              return WINED3DERR_NOTAVAILABLE;
          }
  
          if (display_format == WINED3DFMT_B8G8R8X8_UNORM
                  && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
          {
              TRACE("Unsupported format combination %s / %s.\n",
                      debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
              return WINED3DERR_NOTAVAILABLE;
          }
  
          if (display_format == WINED3DFMT_B10G10R10A2_UNORM
                  && backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM)
          {
              TRACE("Unsupported format combination %s / %s.\n",
                      debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
              return WINED3DERR_NOTAVAILABLE;
          }
      }
  
      /* Validate that the back buffer format is usable for render targets. */
      if (FAILED(wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
              WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_SURFACE, backbuffer_format)))
      {
          TRACE("Format %s not allowed for render targets.\n", debug_d3dformat(backbuffer_format));
          return WINED3DERR_NOTAVAILABLE;
      }
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
          enum wined3d_device_type device_type, WINED3DCAPS *caps)
  {
      const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
      const struct wined3d_gl_info *gl_info = &adapter->gl_info;
      struct shader_caps shader_caps;
      struct fragment_caps fragment_caps;
      struct wined3d_vertex_caps vertex_caps;
      DWORD ckey_caps, blit_caps, fx_caps;
  
      TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
              wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
  
      if (adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
      caps->AdapterOrdinal           = adapter_idx;
  
      caps->Caps                     = 0;
      caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
                                       WINED3DCAPS2_FULLSCREENGAMMA |
                                       WINED3DCAPS2_DYNAMICTEXTURES;
      if (gl_info->supported[SGIS_GENERATE_MIPMAP])
          caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
  
      caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
                                       WINED3DCAPS3_COPY_TO_VIDMEM                   |
                                       WINED3DCAPS3_COPY_TO_SYSTEMMEM;
  
      caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
                                       WINED3DPRESENT_INTERVAL_ONE;
  
      caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
                                       WINED3DCURSORCAPS_LOWRES;
  
      caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
                                       WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
                                       WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
                                       WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
                                       WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
                                       WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
                                       WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
                                       WINED3DDEVCAPS_PUREDEVICE          |
                                       WINED3DDEVCAPS_HWRASTERIZATION     |
                                       WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
                                       WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
                                       WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
                                       WINED3DDEVCAPS_DRAWPRIMITIVES2     |
                                       WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
  
      caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
                                       WINED3DPMISCCAPS_CULLCCW               |
                                       WINED3DPMISCCAPS_CULLCW                |
                                       WINED3DPMISCCAPS_COLORWRITEENABLE      |
                                       WINED3DPMISCCAPS_CLIPTLVERTS           |
                                       WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
                                       WINED3DPMISCCAPS_MASKZ                 |
                                       WINED3DPMISCCAPS_BLENDOP               |
                                       WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
                                      /* TODO:
                                          WINED3DPMISCCAPS_NULLREFERENCE
                                          WINED3DPMISCCAPS_FOGANDSPECULARALPHA
                                          WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
                                          WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
  
      if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
          caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
      if (gl_info->supported[EXT_DRAW_BUFFERS2])
          caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
      if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
          caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
  
      caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
                                       WINED3DPRASTERCAPS_PAT       |
                                       WINED3DPRASTERCAPS_WFOG      |
                                       WINED3DPRASTERCAPS_ZFOG      |
                                       WINED3DPRASTERCAPS_FOGVERTEX |
                                       WINED3DPRASTERCAPS_FOGTABLE  |
                                       WINED3DPRASTERCAPS_STIPPLE   |
                                       WINED3DPRASTERCAPS_SUBPIXEL  |
                                       WINED3DPRASTERCAPS_ZTEST     |
                                       WINED3DPRASTERCAPS_SCISSORTEST   |
                                       WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
                                       WINED3DPRASTERCAPS_DEPTHBIAS;
  
      if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
      {
          caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
                               WINED3DPRASTERCAPS_ZBIAS         |
                               WINED3DPRASTERCAPS_MIPMAPLODBIAS;
      }
  
      caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
                        WINED3DPCMPCAPS_EQUAL        |
                        WINED3DPCMPCAPS_GREATER      |
                        WINED3DPCMPCAPS_GREATEREQUAL |
                        WINED3DPCMPCAPS_LESS         |
                        WINED3DPCMPCAPS_LESSEQUAL    |
                        WINED3DPCMPCAPS_NEVER        |
                        WINED3DPCMPCAPS_NOTEQUAL;
  
      /* WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA
       * are legacy settings for srcblend only. */
      caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
                             WINED3DPBLENDCAPS_BOTHSRCALPHA    |
                             WINED3DPBLENDCAPS_DESTALPHA       |
                             WINED3DPBLENDCAPS_DESTCOLOR       |
                             WINED3DPBLENDCAPS_INVDESTALPHA    |
                             WINED3DPBLENDCAPS_INVDESTCOLOR    |
                             WINED3DPBLENDCAPS_INVSRCALPHA     |
                             WINED3DPBLENDCAPS_INVSRCCOLOR     |
                             WINED3DPBLENDCAPS_ONE             |
                             WINED3DPBLENDCAPS_SRCALPHA        |
                             WINED3DPBLENDCAPS_SRCALPHASAT     |
                             WINED3DPBLENDCAPS_SRCCOLOR        |
                             WINED3DPBLENDCAPS_ZERO;
  
      caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
                             WINED3DPBLENDCAPS_DESTCOLOR       |
                             WINED3DPBLENDCAPS_INVDESTALPHA    |
                             WINED3DPBLENDCAPS_INVDESTCOLOR    |
                             WINED3DPBLENDCAPS_INVSRCALPHA     |
                             WINED3DPBLENDCAPS_INVSRCCOLOR     |
                             WINED3DPBLENDCAPS_ONE             |
                             WINED3DPBLENDCAPS_SRCALPHA        |
                             WINED3DPBLENDCAPS_SRCCOLOR        |
                             WINED3DPBLENDCAPS_ZERO;
  
      if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED])
          caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT;
  
      if (gl_info->supported[EXT_BLEND_COLOR])
      {
          caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
          caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
      }
  
  
      caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
                            WINED3DPCMPCAPS_EQUAL        |
                            WINED3DPCMPCAPS_GREATER      |
                            WINED3DPCMPCAPS_GREATEREQUAL |
                            WINED3DPCMPCAPS_LESS         |
                            WINED3DPCMPCAPS_LESSEQUAL    |
                            WINED3DPCMPCAPS_NEVER        |
                            WINED3DPCMPCAPS_NOTEQUAL;
  
      caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
                             WINED3DPSHADECAPS_COLORGOURAUDRGB    |
                             WINED3DPSHADECAPS_ALPHAFLATBLEND     |
                             WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
                             WINED3DPSHADECAPS_COLORFLATRGB       |
                             WINED3DPSHADECAPS_FOGFLAT            |
                             WINED3DPSHADECAPS_FOGGOURAUD         |
                             WINED3DPSHADECAPS_SPECULARFLATRGB;
  
      caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
                            WINED3DPTEXTURECAPS_ALPHAPALETTE       |
                            WINED3DPTEXTURECAPS_TRANSPARENCY       |
                            WINED3DPTEXTURECAPS_BORDER             |
                            WINED3DPTEXTURECAPS_MIPMAP             |
                            WINED3DPTEXTURECAPS_PROJECTED          |
                            WINED3DPTEXTURECAPS_PERSPECTIVE;
  
      if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
      {
          caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
                                WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
      }
  
      if (gl_info->supported[EXT_TEXTURE3D])
      {
          caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
                                 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
          if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
          {
              caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
          }
      }
  
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
      {
          caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
                                WINED3DPTEXTURECAPS_MIPCUBEMAP;
          if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
          {
              caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
          }
      }
  
      caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
                                 WINED3DPTFILTERCAPS_MAGFPOINT        |
                                 WINED3DPTFILTERCAPS_MINFLINEAR       |
                                 WINED3DPTFILTERCAPS_MINFPOINT        |
                                 WINED3DPTFILTERCAPS_MIPFLINEAR       |
                                 WINED3DPTFILTERCAPS_MIPFPOINT        |
                                 WINED3DPTFILTERCAPS_LINEAR           |
                                 WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
                                 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
                                 WINED3DPTFILTERCAPS_MIPLINEAR        |
                                 WINED3DPTFILTERCAPS_MIPNEAREST       |
                                 WINED3DPTFILTERCAPS_NEAREST;
  
      if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
      {
          caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
                                      WINED3DPTFILTERCAPS_MINFANISOTROPIC;
      }
  
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
      {
          caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
                                         WINED3DPTFILTERCAPS_MAGFPOINT        |
                                         WINED3DPTFILTERCAPS_MINFLINEAR       |
                                         WINED3DPTFILTERCAPS_MINFPOINT        |
                                         WINED3DPTFILTERCAPS_MIPFLINEAR       |
                                         WINED3DPTFILTERCAPS_MIPFPOINT        |
                                         WINED3DPTFILTERCAPS_LINEAR           |
                                         WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
                                         WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
                                         WINED3DPTFILTERCAPS_MIPLINEAR        |
                                         WINED3DPTFILTERCAPS_MIPNEAREST       |
                                         WINED3DPTFILTERCAPS_NEAREST;
  
          if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
          {
              caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
                                              WINED3DPTFILTERCAPS_MINFANISOTROPIC;
          }
      }
      else
      {
          caps->CubeTextureFilterCaps = 0;
      }
  
      if (gl_info->supported[EXT_TEXTURE3D])
      {
          caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
                                           WINED3DPTFILTERCAPS_MAGFPOINT        |
                                           WINED3DPTFILTERCAPS_MINFLINEAR       |
                                           WINED3DPTFILTERCAPS_MINFPOINT        |
                                           WINED3DPTFILTERCAPS_MIPFLINEAR       |
                                           WINED3DPTFILTERCAPS_MIPFPOINT        |
                                           WINED3DPTFILTERCAPS_LINEAR           |
                                           WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
                                           WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
                                           WINED3DPTFILTERCAPS_MIPLINEAR        |
                                           WINED3DPTFILTERCAPS_MIPNEAREST       |
                                           WINED3DPTFILTERCAPS_NEAREST;
      }
      else
      {
          caps->VolumeTextureFilterCaps = 0;
      }
  
      caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
                                   WINED3DPTADDRESSCAPS_CLAMP  |
                                   WINED3DPTADDRESSCAPS_WRAP;
  
      if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
      {
          caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
      }
      if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
      {
          caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
      }
      if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
      {
          caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
      }
  
      if (gl_info->supported[EXT_TEXTURE3D])
      {
          caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
                                             WINED3DPTADDRESSCAPS_CLAMP  |
                                             WINED3DPTADDRESSCAPS_WRAP;
          if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
          {
              caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
          }
          if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
          {
              caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
          }
          if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
          {
              caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
          }
      }
      else
      {
          caps->VolumeTextureAddressCaps = 0;
      }
  
      caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
                        WINED3DLINECAPS_ZTEST         |
                        WINED3DLINECAPS_BLEND         |
                        WINED3DLINECAPS_ALPHACMP      |
                        WINED3DLINECAPS_FOG;
      /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
       * idea how generating the smoothing alpha values works; the result is different
       */
  
      caps->MaxTextureWidth = gl_info->limits.texture_size;
      caps->MaxTextureHeight = gl_info->limits.texture_size;
  
      if (gl_info->supported[EXT_TEXTURE3D])
          caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
      else
          caps->MaxVolumeExtent = 0;
  
      caps->MaxTextureRepeat = 32768;
      caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
      caps->MaxVertexW = 1.0f;
  
      caps->GuardBandLeft = 0.0f;
      caps->GuardBandTop = 0.0f;
      caps->GuardBandRight = 0.0f;
      caps->GuardBandBottom = 0.0f;
  
      caps->ExtentsAdjust = 0.0f;
  
      caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
                            WINED3DSTENCILCAPS_INCRSAT |
                            WINED3DSTENCILCAPS_INVERT  |
                            WINED3DSTENCILCAPS_KEEP    |
                            WINED3DSTENCILCAPS_REPLACE |
                            WINED3DSTENCILCAPS_ZERO;
      if (gl_info->supported[EXT_STENCIL_WRAP])
      {
          caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
                                WINED3DSTENCILCAPS_INCR;
      }
      if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
      {
          caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
      }
  
      caps->MaxAnisotropy = gl_info->limits.anisotropy;
      caps->MaxPointSize = gl_info->limits.pointsize_max;
  
      caps->MaxPrimitiveCount   = 0x555555; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */
      caps->MaxVertexIndex      = 0xffffff; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */
      caps->MaxStreams          = MAX_STREAMS;
      caps->MaxStreamStride     = 1024;
  
      /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
      caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
      caps->MaxNpatchTessellationLevel        = 0;
      caps->MasterAdapterOrdinal              = 0;
      caps->AdapterOrdinalInGroup             = 0;
      caps->NumberOfAdaptersInGroup           = 1;
  
      caps->NumSimultaneousRTs = gl_info->limits.buffers;
  
      caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
                                                  WINED3DPTFILTERCAPS_MAGFPOINT  |
                                                  WINED3DPTFILTERCAPS_MINFLINEAR |
                                                  WINED3DPTFILTERCAPS_MAGFLINEAR;
      caps->VertexTextureFilterCaps             = 0;
  
      adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
      adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
      adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
  
      /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
      caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
  
      caps->VertexShaderVersion = shader_caps.vs_version;
      caps->MaxVertexShaderConst = shader_caps.vs_uniform_count;
  
      caps->PixelShaderVersion = shader_caps.ps_version;
      caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
  
      caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
      caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
      caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
  
      caps->MaxUserClipPlanes                = vertex_caps.max_user_clip_planes;
      caps->MaxActiveLights                  = vertex_caps.max_active_lights;
      caps->MaxVertexBlendMatrices           = vertex_caps.max_vertex_blend_matrices;
      caps->MaxVertexBlendMatrixIndex        = vertex_caps.max_vertex_blend_matrix_index;
      caps->VertexProcessingCaps             = vertex_caps.vertex_processing_caps;
      caps->FVFCaps                          = vertex_caps.fvf_caps;
      caps->RasterCaps                      |= vertex_caps.raster_caps;
  
      /* The following caps are shader specific, but they are things we cannot detect, or which
       * are the same among all shader models. So to avoid code duplication set the shader version
       * specific, but otherwise constant caps here
       */
      if (caps->VertexShaderVersion >= 3)
      {
          /* Where possible set the caps based on OpenGL extensions and if they
           * aren't set (in case of software rendering) use the VS 3.0 from
           * MSDN or else if there's OpenGL spec use a hardcoded value minimum
           * VS3.0 value. */
          caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
          /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
          caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
          caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
          /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
          caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
  
          caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
          caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
          caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT;
      }
      else if (caps->VertexShaderVersion == 2)
      {
          caps->VS20Caps.caps = 0;
          caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
          caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
          caps->VS20Caps.static_flow_control_depth = 1;
  
          caps->MaxVShaderInstructionsExecuted    = 65535;
          caps->MaxVertexShader30InstructionSlots = 0;
      }
      else
      { /* VS 1.x */
          caps->VS20Caps.caps = 0;
          caps->VS20Caps.dynamic_flow_control_depth = 0;
          caps->VS20Caps.temp_count = 0;
          caps->VS20Caps.static_flow_control_depth = 0;
  
          caps->MaxVShaderInstructionsExecuted    = 0;
          caps->MaxVertexShader30InstructionSlots = 0;
      }
  
      if (caps->PixelShaderVersion >= 3)
      {
          /* Where possible set the caps based on OpenGL extensions and if they
           * aren't set (in case of software rendering) use the PS 3.0 from
           * MSDN or else if there's OpenGL spec use a hardcoded value minimum
           * PS 3.0 value. */
  
          /* Caps is more or less undocumented on MSDN but it appears to be
           * used for PS20Caps based on results from R9600/FX5900/Geforce6800
           * cards from Windows */
          caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
                  WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
                  WINED3DPS20CAPS_PREDICATION          |
                  WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
                  WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
          /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
          caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
          caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
          /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
          caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
          /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
          caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
  
          caps->MaxPShaderInstructionsExecuted = 65535;
          caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
                  adapter->gl_info.limits.arb_ps_instructions);
      }
      else if(caps->PixelShaderVersion == 2)
      {
          /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
          caps->PS20Caps.caps = 0;
          caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
          caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
          caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
          /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
          caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
  
          caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
          caps->MaxPixelShader30InstructionSlots  = 0;
      }
      else /* PS 1.x */
      {
          caps->PS20Caps.caps = 0;
          caps->PS20Caps.dynamic_flow_control_depth = 0;
          caps->PS20Caps.temp_count = 0;
          caps->PS20Caps.static_flow_control_depth = 0;
          caps->PS20Caps.instruction_slot_count = 0;
  
          caps->MaxPShaderInstructionsExecuted    = 0;
          caps->MaxPixelShader30InstructionSlots  = 0;
      }
  
      if (caps->VertexShaderVersion >= 2)
      {
          /* OpenGL supports all the formats below, perhaps not always
           * without conversion, but it supports them.
           * Further GLSL doesn't seem to have an official unsigned type so
           * don't advertise it yet as I'm not sure how we handle it.
           * We might need to add some clamping in the shader engine to
           * support it.
           * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
          caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
                            WINED3DDTCAPS_UBYTE4N   |
                            WINED3DDTCAPS_SHORT2N   |
                            WINED3DDTCAPS_SHORT4N;
          if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
          {
              caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
                                 WINED3DDTCAPS_FLOAT16_4;
          }
      }
      else
      {
          caps->DeclTypes = 0;
      }
  
      /* Set DirectDraw helper Caps */
      ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
                                          WINEDDCKEYCAPS_SRCBLT;
      fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
                                          WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
                                          WINEDDFXCAPS_BLTMIRRORUPDOWN        |
                                          WINEDDFXCAPS_BLTROTATION90          |
                                          WINEDDFXCAPS_BLTSHRINKX             |
                                          WINEDDFXCAPS_BLTSHRINKXN            |
                                          WINEDDFXCAPS_BLTSHRINKY             |
                                          WINEDDFXCAPS_BLTSHRINKYN            |
                                          WINEDDFXCAPS_BLTSTRETCHX            |
                                          WINEDDFXCAPS_BLTSTRETCHXN           |
                                          WINEDDFXCAPS_BLTSTRETCHY            |
                                          WINEDDFXCAPS_BLTSTRETCHYN;
      blit_caps =                         WINEDDCAPS_BLT                      |
                                          WINEDDCAPS_BLTCOLORFILL             |
                                          WINEDDCAPS_BLTDEPTHFILL             |
                                          WINEDDCAPS_BLTSTRETCH               |
                                          WINEDDCAPS_CANBLTSYSMEM             |
                                          WINEDDCAPS_CANCLIP                  |
                                          WINEDDCAPS_CANCLIPSTRETCHED         |
                                          WINEDDCAPS_COLORKEY                 |
                                          WINEDDCAPS_COLORKEYHWASSIST         |
                                          WINEDDCAPS_ALIGNBOUNDARYSRC;
  
      /* Fill the ddraw caps structure */
      caps->ddraw_caps.caps =             WINEDDCAPS_GDI                      |
                                          WINEDDCAPS_PALETTE                  |
                                          blit_caps;
      caps->ddraw_caps.caps2 =            WINEDDCAPS2_CERTIFIED               |
                                          WINEDDCAPS2_NOPAGELOCKREQUIRED      |
                                          WINEDDCAPS2_PRIMARYGAMMA            |
                                          WINEDDCAPS2_WIDESURFACES            |
                                          WINEDDCAPS2_CANRENDERWINDOWED;
      caps->ddraw_caps.color_key_caps = ckey_caps;
      caps->ddraw_caps.fx_caps = fx_caps;
      caps->ddraw_caps.svb_caps = blit_caps;
      caps->ddraw_caps.svb_color_key_caps = ckey_caps;
      caps->ddraw_caps.svb_fx_caps = fx_caps;
      caps->ddraw_caps.vsb_caps = blit_caps;
      caps->ddraw_caps.vsb_color_key_caps = ckey_caps;
      caps->ddraw_caps.vsb_fx_caps = fx_caps;
      caps->ddraw_caps.ssb_caps = blit_caps;
      caps->ddraw_caps.ssb_color_key_caps = ckey_caps;
      caps->ddraw_caps.ssb_fx_caps = fx_caps;
  
      caps->ddraw_caps.dds_caps =         WINEDDSCAPS_ALPHA                   |
                                          WINEDDSCAPS_BACKBUFFER              |
                                          WINEDDSCAPS_FLIP                    |
                                          WINEDDSCAPS_FRONTBUFFER             |
                                          WINEDDSCAPS_OFFSCREENPLAIN          |
                                          WINEDDSCAPS_PALETTE                 |
                                          WINEDDSCAPS_PRIMARYSURFACE          |
                                          WINEDDSCAPS_SYSTEMMEMORY            |
                                          WINEDDSCAPS_VIDEOMEMORY             |
                                          WINEDDSCAPS_VISIBLE;
  
      if (!(wined3d->flags & WINED3D_NO3D))
      {
          caps->ddraw_caps.dds_caps |=    WINEDDSCAPS_3DDEVICE                |
                                          WINEDDSCAPS_MIPMAP                  |
                                          WINEDDSCAPS_TEXTURE                 |
                                          WINEDDSCAPS_ZBUFFER;
          caps->ddraw_caps.caps |=        WINEDDCAPS_3D;
      }
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type,
          HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
          struct wined3d_device **device)
  {
      struct wined3d_device *object;
      HRESULT hr;
  
      TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
              wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
  
      /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
       * number and create a device without a 3D adapter for 2D only operation. */
      if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
          return WINED3DERR_INVALIDCALL;
  
      object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
      if (!object)
          return E_OUTOFMEMORY;
  
      hr = device_init(object, wined3d, adapter_idx, device_type,
              focus_window, flags, surface_alignment, device_parent);
      if (FAILED(hr))
      {
          WARN("Failed to initialize device, hr %#x.\n", hr);
          HeapFree(GetProcessHeap(), 0, object);
          return hr;
      }
  
      TRACE("Created device %p.\n", object);
      *device = object;
  
      device_parent->ops->wined3d_device_created(device_parent, *device);
  
      return WINED3D_OK;
  }
  
  static void WINE_GLAPI invalid_func(const void *data)
  {
      ERR("Invalid vertex attribute function called\n");
      DebugBreak();
  }
  
  static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
  {
      ERR("Invalid texcoord function called\n");
      DebugBreak();
  }
  
  /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
   * the extension detection and are used in draw_strided_slow
   */
  static void WINE_GLAPI position_d3dcolor(const void *data)
  {
      DWORD pos = *((const DWORD *)data);
  
      FIXME("Add a test for fixed function position from d3dcolor type\n");
      context_get_current()->gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
              D3DCOLOR_B_G(pos),
              D3DCOLOR_B_B(pos),
              D3DCOLOR_B_A(pos));
  }
  
  static void WINE_GLAPI position_float4(const void *data)
  {
      const GLfloat *pos = data;
  
      if (pos[3] != 0.0f && pos[3] != 1.0f)
      {
          float w = 1.0f / pos[3];
  
          context_get_current()->gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
      }
      else
      {
          context_get_current()->gl_info->gl_ops.gl.p_glVertex3fv(pos);
      }
  }
  
  static void WINE_GLAPI diffuse_d3dcolor(const void *data)
  {
      DWORD diffuseColor = *((const DWORD *)data);
  
      context_get_current()->gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
              D3DCOLOR_B_G(diffuseColor),
              D3DCOLOR_B_B(diffuseColor),
              D3DCOLOR_B_A(diffuseColor));
  }
  
  static void WINE_GLAPI specular_d3dcolor(const void *data)
  {
      DWORD specularColor = *((const DWORD *)data);
      GLubyte d[] =
      {
          D3DCOLOR_B_R(specularColor),
          D3DCOLOR_B_G(specularColor),
          D3DCOLOR_B_B(specularColor)
      };
  
      context_get_current()->gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
  }
  
  static void WINE_GLAPI warn_no_specular_func(const void *data)
  {
      WARN("GL_EXT_secondary_color not supported\n");
  }
  
  static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
  {
      const struct wined3d_gl_info *gl_info = &adapter->gl_info;
      struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
      struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
  
      ops->position[WINED3D_FFP_EMIT_FLOAT1]    = invalid_func;
      ops->position[WINED3D_FFP_EMIT_FLOAT2]    = invalid_func;
      ops->position[WINED3D_FFP_EMIT_FLOAT3]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
      if (!d3d_info->xyzrhw)
          ops->position[WINED3D_FFP_EMIT_FLOAT4]    = position_float4;
      else
          ops->position[WINED3D_FFP_EMIT_FLOAT4]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
      ops->position[WINED3D_FFP_EMIT_D3DCOLOR]  = position_d3dcolor;
      ops->position[WINED3D_FFP_EMIT_UBYTE4]    = invalid_func;
      ops->position[WINED3D_FFP_EMIT_SHORT2]    = invalid_func;
      ops->position[WINED3D_FFP_EMIT_SHORT4]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
      ops->position[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_func;
      ops->position[WINED3D_FFP_EMIT_SHORT2N]   = invalid_func;
      ops->position[WINED3D_FFP_EMIT_SHORT4N]   = invalid_func;
      ops->position[WINED3D_FFP_EMIT_USHORT2N]  = invalid_func;
      ops->position[WINED3D_FFP_EMIT_USHORT4N]  = invalid_func;
      ops->position[WINED3D_FFP_EMIT_UDEC3]     = invalid_func;
      ops->position[WINED3D_FFP_EMIT_DEC3N]     = invalid_func;
      ops->position[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
      ops->position[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
      ops->position[WINED3D_FFP_EMIT_INVALID]   = invalid_func;
  
      ops->diffuse[WINED3D_FFP_EMIT_FLOAT1]     = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_FLOAT2]     = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_FLOAT3]     = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
      ops->diffuse[WINED3D_FFP_EMIT_FLOAT4]     = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
      ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR]   = diffuse_d3dcolor;
      ops->diffuse[WINED3D_FFP_EMIT_UBYTE4]     = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_SHORT2]     = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_SHORT4]     = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
      ops->diffuse[WINED3D_FFP_EMIT_SHORT2N]    = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_SHORT4N]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
      ops->diffuse[WINED3D_FFP_EMIT_USHORT2N]   = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_USHORT4N]   = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
      ops->diffuse[WINED3D_FFP_EMIT_UDEC3]      = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_DEC3N]      = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_2]  = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_4]  = invalid_func;
      ops->diffuse[WINED3D_FFP_EMIT_INVALID]    = invalid_func;
  
      /* No 4 component entry points here. */
      ops->specular[WINED3D_FFP_EMIT_FLOAT1]    = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_FLOAT2]    = invalid_func;
      if (gl_info->supported[EXT_SECONDARY_COLOR])
          ops->specular[WINED3D_FFP_EMIT_FLOAT3]    = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
      else
          ops->specular[WINED3D_FFP_EMIT_FLOAT3]    = warn_no_specular_func;
      ops->specular[WINED3D_FFP_EMIT_FLOAT4]    = invalid_func;
      if (gl_info->supported[EXT_SECONDARY_COLOR])
          ops->specular[WINED3D_FFP_EMIT_D3DCOLOR]  = specular_d3dcolor;
      else
          ops->specular[WINED3D_FFP_EMIT_D3DCOLOR]  = warn_no_specular_func;
      ops->specular[WINED3D_FFP_EMIT_UBYTE4]    = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_SHORT2]    = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_SHORT4]    = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_SHORT2N]   = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_SHORT4N]   = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_USHORT2N]  = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_USHORT4N]  = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_UDEC3]     = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_DEC3N]     = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
      ops->specular[WINED3D_FFP_EMIT_INVALID]   = invalid_func;
  
      /* Only 3 component entry points here. Test how others behave. Float4
       * normals are used by one of our tests, trying to pass it to the pixel
       * shader, which fails on Windows. */
      ops->normal[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_FLOAT3]      = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
      /* Just ignore the 4th value. */
      ops->normal[WINED3D_FFP_EMIT_FLOAT4]      = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
      ops->normal[WINED3D_FFP_EMIT_D3DCOLOR]    = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
      ops->normal[WINED3D_FFP_EMIT_INVALID]     = invalid_func;
  
      ops->texcoord[WINED3D_FFP_EMIT_FLOAT1]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
      ops->texcoord[WINED3D_FFP_EMIT_FLOAT2]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
      ops->texcoord[WINED3D_FFP_EMIT_FLOAT3]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
      ops->texcoord[WINED3D_FFP_EMIT_FLOAT4]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
      ops->texcoord[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
      ops->texcoord[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
      ops->texcoord[WINED3D_FFP_EMIT_SHORT2]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
      ops->texcoord[WINED3D_FFP_EMIT_SHORT4]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
      ops->texcoord[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
      ops->texcoord[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
      ops->texcoord[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
      ops->texcoord[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
      ops->texcoord[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
      ops->texcoord[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
      ops->texcoord[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
      if (gl_info->supported[NV_HALF_FLOAT])
      {
          /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
          ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
                  (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
          ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
                  (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
      }
      else
      {
          ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
          ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
      }
      ops->texcoord[WINED3D_FFP_EMIT_INVALID]   = invalid_texcoord_func;
  }
  
  static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc)
  {
      const struct wined3d_gl_info *gl_info = &adapter->gl_info;
      int i;
  
      if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
      {
          UINT attrib_count = 0;
          GLint cfg_count;
          int attribs[11];
          int values[11];
          int attribute;
  
          attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
          GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
  
          adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
          attribs[attrib_count++] = WGL_RED_BITS_ARB;
          attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
          attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
          attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
          attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
          attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
          attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
          attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
          attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
          attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
          attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
  
          for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
          {
              struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
              int format_id = i + 1;
  
              if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
                  continue;
  
              cfg->iPixelFormat = format_id;
              cfg->redSize = values[0];
              cfg->greenSize = values[1];
              cfg->blueSize = values[2];
              cfg->alphaSize = values[3];
              cfg->colorSize = values[4];
              cfg->depthSize = values[5];
              cfg->stencilSize = values[6];
              cfg->windowDrawable = values[7];
              cfg->iPixelType = values[8];
              cfg->doubleBuffer = values[9];
              cfg->auxBuffers = values[10];
  
              cfg->numSamples = 0;
              /* Check multisample support. */
              if (gl_info->supported[ARB_MULTISAMPLE])
              {
                  int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
                  int values[2];
  
                  if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
                  {
                      /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
                       * multisampling is supported. values[1] = number of
                       * multisample buffers. */
                      if (values[0])
                          cfg->numSamples = values[1];
                  }
              }
  
              TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
                      "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
                      cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
                      cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
                      cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
  
              ++adapter->cfg_count;
          }
      }
      else
      {
          int cfg_count;
  
          cfg_count = DescribePixelFormat(dc, 0, 0, 0);
          adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
  
          for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
          {
              struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
              PIXELFORMATDESCRIPTOR pfd;
              int format_id = i + 1;
  
              if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
                  continue;
  
              /* We only want HW acceleration using an OpenGL ICD driver.
               * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering.
               * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
               * driver (e.g. 3dfx minigl). */
              if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
              {
                  TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
                  continue;
              }
  
              cfg->iPixelFormat = format_id;
              cfg->redSize = pfd.cRedBits;
              cfg->greenSize = pfd.cGreenBits;
              cfg->blueSize = pfd.cBlueBits;
              cfg->alphaSize = pfd.cAlphaBits;
              cfg->colorSize = pfd.cColorBits;
              cfg->depthSize = pfd.cDepthBits;
              cfg->stencilSize = pfd.cStencilBits;
              cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
              cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
              cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
              cfg->auxBuffers = pfd.cAuxBuffers;
              cfg->numSamples = 0;
  
              TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
                      "depth=%d, stencil=%d, windowDrawable=%d\n",
                      cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
                      cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
                      cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
  
              ++adapter->cfg_count;
          }
      }
  }
  
  static BOOL wined3d_adapter_init(struct wined3d_adapter *adapter, UINT ordinal)
  {
      struct wined3d_gl_info *gl_info = &adapter->gl_info;
      struct wined3d_caps_gl_ctx caps_gl_ctx = {0};
      unsigned int ctx_attrib_idx = 0;
      DISPLAY_DEVICEW display_device;
      GLint ctx_attribs[3];
  
      TRACE("adapter %p, ordinal %u.\n", adapter, ordinal);
  
      adapter->ordinal = ordinal;
      adapter->monitorPoint.x = -1;
      adapter->monitorPoint.y = -1;
  
  /* Dynamically load all GL core functions */
  #ifdef USE_WIN32_OPENGL
      {
          HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
  #define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
          ALL_WGL_FUNCS
  #undef USE_GL_FUNC
          gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
      }
  #else
      /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
      {
          HDC hdc = GetDC( 0 );
          const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
          ReleaseDC( 0, hdc );
          if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
          gl_info->gl_ops.wgl = wgl_driver->wgl;
          gl_info->gl_ops.gl = wgl_driver->gl;
      }
  #endif
  
      glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
      glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
  
      if (!AllocateLocallyUniqueId(&adapter->luid))
      {
          ERR("Failed to set adapter LUID (%#x).\n", GetLastError());
          return FALSE;
      }
      TRACE("Allocated LUID %08x:%08x for adapter %p.\n",
              adapter->luid.HighPart, adapter->luid.LowPart, adapter);
  
      if (!wined3d_caps_gl_ctx_create(&caps_gl_ctx))
      {
          ERR("Failed to get a GL context for adapter %p.\n", adapter);
          return FALSE;
      }
  
      if (context_debug_output_enabled(gl_info))
      {
          ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
          ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB;
      }
      ctx_attribs[ctx_attrib_idx] = 0;
      wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info, ctx_attribs);
  
      if (!wined3d_adapter_init_gl_caps(adapter))
      {
          ERR("Failed to initialize GL caps for adapter %p.\n", adapter);
          wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
          return FALSE;
      }
  
      wined3d_adapter_init_fb_cfgs(adapter, caps_gl_ctx.dc);
      /* We haven't found any suitable formats. This should only happen in
       * case of GDI software rendering, which is pretty useless anyway. */
      if (!adapter->cfg_count)
      {
          WARN("No suitable pixel formats found.\n");
          wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
          HeapFree(GetProcessHeap(), 0, adapter->cfgs);
          return FALSE;
      }
  
      if (!wined3d_adapter_init_format_info(adapter))
      {
          ERR("Failed to initialize GL format info.\n");
          wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
          HeapFree(GetProcessHeap(), 0, adapter->cfgs);
          return FALSE;
      }
  
      adapter->vram_bytes = adapter->driver_info.vram_bytes;
      adapter->vram_bytes_used = 0;
      TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(adapter->vram_bytes));
  
      display_device.cb = sizeof(display_device);
      EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
      TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
      strcpyW(adapter->DeviceName, display_device.DeviceName);
  
      wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
  
      wined3d_adapter_init_ffp_attrib_ops(adapter);
  
      return TRUE;
  }
  
  static void wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordinal)
  {
      DISPLAY_DEVICEW display_device;
  
      memset(adapter, 0, sizeof(*adapter));
      adapter->ordinal = ordinal;
      adapter->monitorPoint.x = -1;
      adapter->monitorPoint.y = -1;
  
      adapter->driver_info.name = "Display";
      adapter->driver_info.description = "WineD3D DirectDraw Emulation";
      if (wined3d_settings.emulated_textureram)
          adapter->vram_bytes = wined3d_settings.emulated_textureram;
      else
          adapter->vram_bytes = 128 * 1024 * 1024;
  
      initPixelFormatsNoGL(&adapter->gl_info);
  
      adapter->vertex_pipe = &none_vertex_pipe;
      adapter->fragment_pipe = &none_fragment_pipe;
      adapter->shader_backend = &none_shader_backend;
      adapter->blitter = &cpu_blit;
  
      display_device.cb = sizeof(display_device);
      EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
      TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
      strcpyW(adapter->DeviceName, display_device.DeviceName);
  }
  
  static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
  
  const struct wined3d_parent_ops wined3d_null_parent_ops =
  {
      wined3d_null_wined3d_object_destroyed,
  };
  
  HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags)
  {
      wined3d->ref = 1;
      wined3d->flags = flags;
  
      TRACE("Initializing adapters.\n");
  
      if (flags & WINED3D_NO3D)
      {
          wined3d_adapter_init_nogl(&wined3d->adapters[0], 0);
          wined3d->adapter_count = 1;
          return WINED3D_OK;
      }
  
      if (!wined3d_adapter_init(&wined3d->adapters[0], 0))
      {
          WARN("Failed to initialize adapter.\n");
          return E_FAIL;
      }
      wined3d->adapter_count = 1;
  
      return WINED3D_OK;
  }
  