/*
 * IWineD3D implementation
 *
 * Copyright 2002-2004 Jason Edmeades
 * Copyright 2003-2004 Raphael Junqueira
 * Copyright 2004 Christian Costa
 * Copyright 2005 Oliver Stieber
 *
 * 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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

/* Compile time diagnostics: */

/* Uncomment this to force only a single display mode to be exposed: */
/*#define DEBUG_SINGLE_MODE*/


#include "config.h"
#include "wined3d_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
#define GLINFO_LOCATION This->gl_info

/**********************************************************
 * Utility functions follow
 **********************************************************/

/* x11drv GDI escapes */
#define X11DRV_ESCAPE 6789
enum x11drv_escape_codes
{
    X11DRV_GET_DISPLAY,   /* get X11 display for a DC */
    X11DRV_GET_DRAWABLE,  /* get current drawable for a DC */
    X11DRV_GET_FONT,      /* get current X font for a DC */
};

/* retrieve the X display to use on a given DC */
inline static Display *get_display( HDC hdc )
{
    Display *display;
    enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;

    if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
                    sizeof(display), (LPSTR)&display )) display = NULL;
    return display;
}

/* lookup tables */
int minLookup[MAX_LOOKUPS];
int maxLookup[MAX_LOOKUPS];
DWORD *stateLookup[MAX_LOOKUPS];

DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];



/**
 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
 * ie there is no GL Context - Get a default rendering context to enable the
 * function query some info from GL
 */
static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
    static WineD3D_Context ctx = { NULL, NULL, NULL, 0, 0 };
    WineD3D_Context* ret = NULL;

    if (glXGetCurrentContext() == NULL) {
       BOOL         gotContext  = FALSE;
       BOOL         created     = FALSE;
       XVisualInfo  template;
       HDC          device_context;
       Visual*      visual;
       BOOL         failed = FALSE;
       int          num;
       XWindowAttributes win_attr;

       TRACE_(d3d_caps)("Creating Fake GL Context\n");

       ctx.drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");

       /* Get the display */
       device_context = GetDC(0);
       ctx.display = get_display(device_context);
       ReleaseDC(0, device_context);

       /* Get the X visual */
       ENTER_GL();
       if (XGetWindowAttributes(ctx.display, ctx.drawable, &win_attr)) {
           visual = win_attr.visual;
       } else {
           visual = DefaultVisual(ctx.display, DefaultScreen(ctx.display));
       }
       template.visualid = XVisualIDFromVisual(visual);
       ctx.visInfo = XGetVisualInfo(ctx.display, VisualIDMask, &template, &num);
       if (ctx.visInfo == NULL) {
           LEAVE_GL();
           WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
           failed = TRUE;
       }

       /* Create a GL context */
       if (!failed) {
           ctx.glCtx = glXCreateContext(ctx.display, ctx.visInfo, NULL, GL_TRUE);

           if (ctx.glCtx == NULL) {
               LEAVE_GL();
               WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
               failed = TRUE;
           }
       }

       /* Make it the current GL context */
       if (!failed && glXMakeCurrent(ctx.display, ctx.drawable, ctx.glCtx) == False) {
           glXDestroyContext(ctx.display, ctx.glCtx);
           LEAVE_GL();
           WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
           failed = TRUE;
       }

       /* It worked! Wow... */
       if (!failed) {
           gotContext = TRUE;
           created = TRUE;
           ret = &ctx;
       } else {
           ret = NULL;
       }

   } else {
     if (ctx.ref > 0) ret = &ctx;
   }

   if (NULL != ret) InterlockedIncrement(&ret->ref);
   return ret;
}

static void WineD3D_ReleaseFakeGLContext(WineD3D_Context* ctx) {
    /* If we created a dummy context, throw it away */
    if (NULL != ctx) {
        if (0 == InterlockedDecrement(&ctx->ref)) {
            glXMakeCurrent(ctx->display, None, NULL);
            glXDestroyContext(ctx->display, ctx->glCtx);
            ctx->display = NULL;
            ctx->glCtx = NULL;
            LEAVE_GL();
        }
    }
}

/**********************************************************
 * IUnknown parts follows
 **********************************************************/

HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
{
    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;

    TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
    if (IsEqualGUID(riid, &IID_IUnknown)
        || IsEqualGUID(riid, &IID_IWineD3DBase)
        || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
        IUnknown_AddRef(iface);
        *ppobj = This;
        return D3D_OK;
    }

    return E_NOINTERFACE;
}

ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    ULONG refCount = InterlockedIncrement(&This->ref);

    TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
    return refCount;
}

ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    ULONG ref;
    TRACE("(%p) : Releasing from %ld\n", This, This->ref);
    ref = InterlockedDecrement(&This->ref);
    if (ref == 0) {
        HeapFree(GetProcessHeap(), 0, This);
    }

    return ref;
}

/**********************************************************
 * IWineD3D parts follows
 **********************************************************/

static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
    const char *GL_Extensions    = NULL;
    const char *GLX_Extensions   = NULL;
    const char *gl_string        = NULL;
    const char *gl_string_cursor = NULL;
    GLint       gl_max;
    GLfloat     gl_float;
    Bool        test = 0;
    int         major, minor;
    WineD3D_Context *fake_ctx = NULL;
    BOOL        gotContext    = FALSE;
    int         i;

    /* Make sure that we've got a context */
    if (glXGetCurrentContext() == NULL) {
        /* TODO: CreateFakeGLContext should really take a display as a parameter  */
        fake_ctx = WineD3D_CreateFakeGLContext();
        if (NULL != fake_ctx) gotContext = TRUE;
    } else {
        gotContext = TRUE;
    }

    TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);

    gl_string = (const char *) glGetString(GL_RENDERER);
    strcpy(gl_info->gl_renderer, gl_string);

    /* Fill in the GL info retrievable depending on the display */
    if (NULL != display) {
        test = glXQueryVersion(display, &major, &minor);
        gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
    } else {
        FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n");
    }
    gl_string = (const char *) glGetString(GL_VENDOR);

    TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
    if (gl_string != NULL) {
        /* Fill in the GL vendor */
        if (strstr(gl_string, "NVIDIA")) {
            gl_info->gl_vendor = VENDOR_NVIDIA;
        } else if (strstr(gl_string, "ATI")) {
            gl_info->gl_vendor = VENDOR_ATI;
        } else if (strstr(gl_string, "Intel(R)") || 
		   strstr(gl_info->gl_renderer, "Intel(R)")) {
            gl_info->gl_vendor = VENDOR_INTEL;
        } else if (strstr(gl_string, "Mesa")) {
            gl_info->gl_vendor = VENDOR_MESA;
        } else {
            gl_info->gl_vendor = VENDOR_WINE;
        }
    } else {
        gl_info->gl_vendor = VENDOR_WINE;
    }


    TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);

    /* Parse the GL_VERSION field into major and minor information */
    gl_string = (const char *) glGetString(GL_VERSION);
    if (gl_string != NULL) {

        switch (gl_info->gl_vendor) {
        case VENDOR_NVIDIA:
            gl_string_cursor = strstr(gl_string, "NVIDIA");
            if (!gl_string_cursor) {
                ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
                break;
            }

            gl_string_cursor = strstr(gl_string_cursor, " ");
            if (!gl_string_cursor) {
                ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
                break;
            }

            while (*gl_string_cursor == ' ') {
                ++gl_string_cursor;
            }

            if (!*gl_string_cursor) {
                ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
                break;
            }

            major = atoi(gl_string_cursor);
            while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
                ++gl_string_cursor;
            }

            if (*gl_string_cursor++ != '.') {
                ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
                break;
            }

            minor = atoi(gl_string_cursor);
            minor = major*100+minor;
            major = 10;

            break;

        case VENDOR_ATI:
            major = minor = 0;
            gl_string_cursor = strchr(gl_string, '-');
            if (gl_string_cursor) {
                int error = 0;
                gl_string_cursor++;

                /* Check if version number is of the form x.y.z */
                if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
                    error = 1;
                if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
                    error = 1;
                if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
                    error = 1;
                if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
                    error = 1;

                /* Mark version number as malformed */
                if (error)
                    gl_string_cursor = 0;
            }

            if (!gl_string_cursor)
                WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
            else {
                major = *gl_string_cursor - '0';
                minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
            }
            break;

	case VENDOR_INTEL:
        case VENDOR_MESA:
            gl_string_cursor = strstr(gl_string, "Mesa");
            gl_string_cursor = strstr(gl_string_cursor, " ");
            while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
            if (*gl_string_cursor) {
                char tmp[16];
                int cursor = 0;

                while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
                    tmp[cursor++] = *gl_string_cursor;
                    ++gl_string_cursor;
                }
                tmp[cursor] = 0;
                major = atoi(tmp);

                if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
                ++gl_string_cursor;

                cursor = 0;
                while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
                    tmp[cursor++] = *gl_string_cursor;
                    ++gl_string_cursor;
                }
                tmp[cursor] = 0;
                minor = atoi(tmp);
            }
            break;

        default:
            major = 0;
            minor = 9;
        }
        gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
        TRACE_(d3d_caps)("found GL_VERSION  (%s)->%i.%i->(0x%08lx)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);

        /* Fill in the renderer information */

        switch (gl_info->gl_vendor) {
        case VENDOR_NVIDIA:
            if (strstr(gl_info->gl_renderer, "GeForce4 Ti")) {
                gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
            } else if (strstr(gl_info->gl_renderer, "GeForceFX")) {
                gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5900ULTRA;
            } else if (strstr(gl_info->gl_renderer, "Quadro FX 3000")) {
                gl_info->gl_card = CARD_NVIDIA_QUADROFX_3000;
            } else if (strstr(gl_info->gl_renderer, "GeForce 6800")) {
                gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800ULTRA;
            } else if (strstr(gl_info->gl_renderer, "Quadro FX 4000")) {
                gl_info->gl_card = CARD_NVIDIA_QUADROFX_4000;
            } else if (strstr(gl_info->gl_renderer, "GeForce 7800")) {
                gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800ULTRA;
            } else {
                gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
            }
            break;

        case VENDOR_ATI:
            if (strstr(gl_info->gl_renderer, "RADEON 9800 PRO")) {
                gl_info->gl_card = CARD_ATI_RADEON_9800PRO;
            } else if (strstr(gl_info->gl_renderer, "RADEON 9700 PRO")) {
                gl_info->gl_card = CARD_ATI_RADEON_9700PRO;
            } else {
                gl_info->gl_card = CARD_ATI_RADEON_8500;
            }
            break;

        case VENDOR_INTEL:
            if (strstr(gl_info->gl_renderer, "915GM")) {
                gl_info->gl_card = CARD_INTEL_I915GM;
            } else if (strstr(gl_info->gl_renderer, "915G")) {
                gl_info->gl_card = CARD_INTEL_I915G;
            } else if (strstr(gl_info->gl_renderer, "865G")) {
                gl_info->gl_card = CARD_INTEL_I865G;
            } else if (strstr(gl_info->gl_renderer, "855G")) {
                gl_info->gl_card = CARD_INTEL_I855G;
            } else if (strstr(gl_info->gl_renderer, "830G")) {
                gl_info->gl_card = CARD_INTEL_I830G;
            } else {
	      gl_info->gl_card = CARD_INTEL_I915G;
            }
            break;

        default:
            gl_info->gl_card = CARD_WINE;
            break;
        }
    } else {
        FIXME("get version string returned null\n");
    }

    TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);

    /*
     * Initialize openGL extension related variables
     *  with Default values
     */
    memset(&gl_info->supported, 0, sizeof(gl_info->supported));
    gl_info->max_textures   = 1;
    gl_info->max_samplers   = 1;
    gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
    gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
    gl_info->vs_nv_version  = VS_VERSION_NOT_SUPPORTED;
    gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;

    /* Now work out what GL support this card really has */
#define USE_GL_FUNC(type, pfn) gl_info->pfn = NULL;
    GL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC

    /* Retrieve opengl defaults */
    glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
    gl_info->max_clipplanes = min(D3DMAXUSERCLIPPLANES, gl_max);
    TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);

    glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
    gl_info->max_lights = gl_max;
    TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);

    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
    gl_info->max_texture_size = gl_max;
    TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);

    glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float);
    gl_info->max_pointsize = gl_float;
    TRACE_(d3d_caps)("Maximum point size support - max texture size=%f\n", gl_float);

    /* Parse the gl supported features, in theory enabling parts of our code appropriately */
    GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
    TRACE_(d3d_caps)("GL_Extensions reported:\n");

    if (NULL == GL_Extensions) {
        ERR("   GL_Extensions returns NULL\n");
    } else {
        while (*GL_Extensions != 0x00) {
            const char *Start = GL_Extensions;
            char        ThisExtn[256];

            memset(ThisExtn, 0x00, sizeof(ThisExtn));
            while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
                GL_Extensions++;
            }
            memcpy(ThisExtn, Start, (GL_Extensions - Start));
            TRACE_(d3d_caps)("- %s\n", ThisExtn);

            /**
             * ARB
             */
            if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
                gl_info->ps_arb_version = PS_VERSION_11;
                TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
                gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
                glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
                TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
                gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
            } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
                gl_info->supported[ARB_MULTISAMPLE] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
                glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
                TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
                gl_info->supported[ARB_MULTITEXTURE] = TRUE;
                gl_info->max_textures = min(MAX_TEXTURES, gl_max);
                gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
            } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
                gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
                TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
                gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
                gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
                gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
                gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
                gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
                gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
                gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
            } else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB multisample support\n");
                gl_info->supported[ARB_MULTISAMPLE] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n");
                gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n");
                gl_info->supported[ARB_POINT_SPRITE] = TRUE;
            } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
                gl_info->vs_arb_version = VS_VERSION_11;
                TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
                gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
                glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
                TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max);
                gl_info->max_blends = gl_max;
                gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
                gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n");
                gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) {
                TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n");
                gl_info->supported[ARB_POINT_PARAMETERS] = TRUE;
            /**
             * EXT
             */
            } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
                gl_info->supported[EXT_FOG_COORD] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n");
                gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
                TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
                gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
                gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Secondary coord support\n");
                gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
                gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
                gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
                gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
                gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
                gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
                gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
                glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
                TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max);
                gl_info->max_anisotropy = gl_max;
            } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
                gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
                gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
                TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
                gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;

            /**
             * NVIDIA
             */
            } else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
                gl_info->supported[NV_FOG_DISTANCE] = TRUE;
            } else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
                gl_info->ps_nv_version = PS_VERSION_11;
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
            } else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support\n");
                gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
            } else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
                gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
            } else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
                gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
            } else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
                gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
            } else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
                gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
            } else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
                gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
            } else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
                gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
            } else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) {
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n");
                gl_info->supported[NV_OCCLUSION_QUERY] = TRUE;
            } else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
                gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program1_1")) ? VS_VERSION_11 : VS_VERSION_10);
                gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program2"))   ? VS_VERSION_20 : VS_VERSION_10);
                TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
                gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;

            /**
             * ATI
             */
            /** TODO */
            } else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
                TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
                gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
            } else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
                TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
                gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
            } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
                gl_info->vs_ati_version = VS_VERSION_11;
                TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
                gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
            }


            if (*GL_Extensions == ' ') GL_Extensions++;
        }
    }

    /* Load all the lookup tables
    TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
    minLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_WRAP;
    maxLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_MIRRORONCE;

    minLookup[WINELOOKUP_MAGFILTER] = D3DTEXF_NONE;
    maxLookup[WINELOOKUP_MAGFILTER] = D3DTEXF_ANISOTROPIC;


    for (i = 0; i < MAX_LOOKUPS; i++) {
        stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
    }

    stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_WRAP   - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
    stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_CLAMP  - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
    stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
    stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
    stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
    stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;

    stateLookup[WINELOOKUP_MAGFILTER][D3DTEXF_NONE        - minLookup[WINELOOKUP_MAGFILTER]]  = GL_NEAREST;
    stateLookup[WINELOOKUP_MAGFILTER][D3DTEXF_POINT       - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
    stateLookup[WINELOOKUP_MAGFILTER][D3DTEXF_LINEAR      - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
    stateLookup[WINELOOKUP_MAGFILTER][D3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
             gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;


    minMipLookup[D3DTEXF_NONE][D3DTEXF_NONE]     = GL_LINEAR;
    minMipLookup[D3DTEXF_NONE][D3DTEXF_POINT]    = GL_LINEAR;
    minMipLookup[D3DTEXF_NONE][D3DTEXF_LINEAR]   = GL_LINEAR;
    minMipLookup[D3DTEXF_POINT][D3DTEXF_NONE]    = GL_NEAREST;
    minMipLookup[D3DTEXF_POINT][D3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
    minMipLookup[D3DTEXF_POINT][D3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
    minMipLookup[D3DTEXF_LINEAR][D3DTEXF_NONE]   = GL_LINEAR;
    minMipLookup[D3DTEXF_LINEAR][D3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
    minMipLookup[D3DTEXF_LINEAR][D3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
    minMipLookup[D3DTEXF_ANISOTROPIC][D3DTEXF_NONE]   = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
    GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
    minMipLookup[D3DTEXF_ANISOTROPIC][D3DTEXF_POINT]  = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
    minMipLookup[D3DTEXF_ANISOTROPIC][D3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;

/* TODO: config lookups */


#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
    GL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC

    if (display != NULL) {
        GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
        TRACE_(d3d_caps)("GLX_Extensions reported:\n");

        if (NULL == GLX_Extensions) {
            ERR("   GLX_Extensions returns NULL\n");
        } else {
            while (*GLX_Extensions != 0x00) {
                const char *Start = GLX_Extensions;
                char ThisExtn[256];

                memset(ThisExtn, 0x00, sizeof(ThisExtn));
                while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
                    GLX_Extensions++;
                }
                memcpy(ThisExtn, Start, (GLX_Extensions - Start));
                TRACE_(d3d_caps)("- %s\n", ThisExtn);
                if (*GLX_Extensions == ' ') GLX_Extensions++;
            }
        }
    }

#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
    GLX_EXT_FUNCS_GEN;
#undef USE_GL_FUNC

    /* If we created a dummy context, throw it away */
    if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx);

    /* Only save the values obtained when a display is provided */
    if (fake_ctx == NULL) {
        return TRUE;
    } else {
        return FALSE;
    }
}

/**********************************************************
 * IWineD3D implementation follows
 **********************************************************/

UINT     WINAPI  IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;

    /* FIXME: Set to one for now to imply the display */
    TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
    return 1;
}

HRESULT  WINAPI  IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
    return D3D_OK;
}

HMONITOR WINAPI  IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    FIXME_(d3d_caps)("(%p)->(Adptr:%d)\n", This, Adapter);
    if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
        return NULL;
    }
    return D3D_OK;
}

/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
     of the same bpp but different resolutions                                  */

/* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
UINT     WINAPI  IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));

    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
        return 0;
    }

    if (Adapter == 0) { /* Display */
        int i = 0;
        int j = 0;
#if !defined( DEBUG_SINGLE_MODE )
        DEVMODEW DevModeW;

        /* Work out the current screen bpp */
        HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
        int bpp = GetDeviceCaps(hdc, BITSPIXEL);
        DeleteDC(hdc);

        while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
            j++;
            switch (Format)
            {
            case D3DFMT_UNKNOWN:
                   i++;
                   break;
            case D3DFMT_X8R8G8B8:
            case D3DFMT_A8R8G8B8:
                   if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++;
                   if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++;
                   break;
            case D3DFMT_X1R5G5B5:
            case D3DFMT_A1R5G5B5:
            case D3DFMT_R5G6B5:
                   if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
                   break;
            default:
                   /* Skip other modes as they do not match requested format */
                   break;
            }
        }
#else
        i = 1;
        j = 1;
#endif
        TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
        return i;
    } else {
        FIXME_(d3d_caps)("Adapter not primary display\n");
    }
    return 0;
}

/* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));

    /* Validate the parameters as much as possible */
    if (NULL == pMode ||
        Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
        Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
        return D3DERR_INVALIDCALL;
    }

    if (Adapter == 0) { /* Display */
#if !defined( DEBUG_SINGLE_MODE )
        DEVMODEW DevModeW;
        int ModeIdx = 0;

        /* Work out the current screen bpp */
        HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
        int bpp = GetDeviceCaps(hdc, BITSPIXEL);
        DeleteDC(hdc);

        /* If we are filtering to a specific format, then need to skip all unrelated
           modes, but if mode is irrelevant, then we can use the index directly      */
        if (Format == D3DFMT_UNKNOWN)
        {
            ModeIdx = Mode;
        } else {
            int i = 0;
            int j = 0;
            DEVMODEW DevModeWtmp;


            while (i<(Mode) && EnumDisplaySettingsExW(NULL, j, &DevModeWtmp, 0)) {
                j++;
                switch (Format)
                {
                case D3DFMT_UNKNOWN:
                       i++;
                       break;
                case D3DFMT_X8R8G8B8:
                case D3DFMT_A8R8G8B8:
                       if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++;
                       if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++;
                       break;
                case D3DFMT_X1R5G5B5:
                case D3DFMT_A1R5G5B5:
                case D3DFMT_R5G6B5:
                       if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++;
                       break;
                default:
                       /* Skip other modes as they do not match requested format */
                       break;
                }
            }
            ModeIdx = j;
        }

        /* Now get the display mode via the calculated index */
        if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
        {
            pMode->Width        = DevModeW.dmPelsWidth;
            pMode->Height       = DevModeW.dmPelsHeight;
            bpp                 = min(DevModeW.dmBitsPerPel, bpp);
            pMode->RefreshRate  = D3DADAPTER_DEFAULT;
            if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
            {
                pMode->RefreshRate = DevModeW.dmDisplayFrequency;
            }

            if (Format == D3DFMT_UNKNOWN)
            {
                switch (bpp) {
                case  8: pMode->Format = D3DFMT_R3G3B2;   break;
                case 16: pMode->Format = D3DFMT_R5G6B5;   break;
                case 24: /* Robots and EVE Online need 24 and 32 bit as A8R8G8B8 to start */
                case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
                default: pMode->Format = D3DFMT_UNKNOWN;
                }
            } else {
                pMode->Format = Format;
            }
        }
        else
        {
            TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
            return D3DERR_INVALIDCALL;
        }

#else
        /* Return one setting of the format requested */
        if (Mode > 0) return D3DERR_INVALIDCALL;
        pMode->Width        = 800;
        pMode->Height       = 600;
        pMode->RefreshRate  = D3DADAPTER_DEFAULT;
        pMode->Format       = (Format == D3DFMT_UNKNOWN) ? D3DFMT_A8R8G8B8 : Format;
        bpp = 32;
#endif
        TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp);

    } else {
        FIXME_(d3d_caps)("Adapter not primary display\n");
    }

    return D3D_OK;
}

HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, D3DDISPLAYMODE* pMode) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);

    if (NULL == pMode ||
        Adapter >= IWineD3D_GetAdapterCount(iface)) {
        return D3DERR_INVALIDCALL;
    }

    if (Adapter == 0) { /* Display */
        int bpp = 0;
        DEVMODEW DevModeW;

        EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
        pMode->Width        = DevModeW.dmPelsWidth;
        pMode->Height       = DevModeW.dmPelsHeight;
        bpp                 = DevModeW.dmBitsPerPel;
        pMode->RefreshRate  = D3DADAPTER_DEFAULT;
        if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
        {
            pMode->RefreshRate = DevModeW.dmDisplayFrequency;
        }

        switch (bpp) {
        case  8: pMode->Format       = D3DFMT_R3G3B2;   break;
        case 16: pMode->Format       = D3DFMT_R5G6B5;   break;
        case 24: pMode->Format       = D3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
        case 32: pMode->Format       = D3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
        default: pMode->Format       = D3DFMT_UNKNOWN;
        }

    } else {
        FIXME_(d3d_caps)("Adapter not primary display\n");
    }

    TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
          pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
    return D3D_OK;
}

static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) {
    Display *display;
    HDC     device_context;
    /* only works with one adapter at the moment... */

    /* Get the display */
    device_context = GetDC(0);
    display = get_display(device_context);
    ReleaseDC(0, device_context);
    return display;
}

/* 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 WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
                                                   WINED3DADAPTER_IDENTIFIER* pIdentifier) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;

    TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %lx, pId=%p)\n", This, Adapter, Flags, pIdentifier);

    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
        return D3DERR_INVALIDCALL;
    }

    if (Adapter == 0) { /* Display - only device supported for now */

        BOOL isGLInfoValid = This->isGLInfoValid;

        /* FillGLCaps updates gl_info, but we only want to store and
           reuse the values once we have a context which is valid. Values from
           a temporary context may differ from the final ones                 */
        if (isGLInfoValid == FALSE) {
            /* If we don't know the device settings, go query them now */
            isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
        }

        /* If it worked, return the information requested */
        if (isGLInfoValid) {
          TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
          strcpy(pIdentifier->Driver, "Display");
          strcpy(pIdentifier->Description, "Direct3D HAL");

          /* Note dx8 doesn't supply a DeviceName */
          if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
          /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
          pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
          pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
          *(pIdentifier->VendorId) = This->gl_info.gl_vendor;
          *(pIdentifier->DeviceId) = This->gl_info.gl_card;
          *(pIdentifier->SubSysId) = 0;
          *(pIdentifier->Revision) = 0;

        } else {

          /* If it failed, return dummy values from an NVidia driver */
          WARN_(d3d_caps)("Cannot get GLCaps for device/Vendor Name and Version detection using FillGLCaps, currently using NVIDIA identifiers\n");
          strcpy(pIdentifier->Driver, "Display");
          strcpy(pIdentifier->Description, "Direct3D HAL");
          if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
          /* Current Windows Nvidia drivers have versions like e.g. 6.14.10.5672 */
          pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
          /* 71.74 is a current Linux Nvidia driver version */
          pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(10, (71*100+74));
          *(pIdentifier->VendorId) = VENDOR_NVIDIA;
          *(pIdentifier->DeviceId) = CARD_NVIDIA_GEFORCE4_TI4600;
          *(pIdentifier->SubSysId) = 0;
          *(pIdentifier->Revision) = 0;
        }

        /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
        if (Flags & D3DENUM_NO_WHQL_LEVEL) {
            *(pIdentifier->WHQLLevel) = 0;
        } else {
            *(pIdentifier->WHQLLevel) = 1;
        }

    } else {
        FIXME_(d3d_caps)("Adapter not primary display\n");
    }

    return D3D_OK;
}

static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
#if 0 /* This code performs a strict test between the format and the current X11  buffer depth, which may give the best performance */
  int gl_test;
  int rb, gb, bb, ab, type, buf_sz;

  gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RED_SIZE,   &rb);
  gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_GREEN_SIZE, &gb);
  gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BLUE_SIZE,  &bb);
  gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_ALPHA_SIZE, &ab);
  gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RENDER_TYPE, &type);
  gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BUFFER_SIZE, &buf_sz);

  switch (Format) {
  case WINED3DFMT_X8R8G8B8:
  case WINED3DFMT_R8G8B8:
    if (8 == rb && 8 == gb && 8 == bb) return TRUE;
    break;
  case WINED3DFMT_A8R8G8B8:
    if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE;
    break;
  case WINED3DFMT_A2R10G10B10:
    if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE;
    break;
  case WINED3DFMT_X1R5G5B5:
    if (5 == rb && 5 == gb && 5 == bb) return TRUE;
    break;
  case WINED3DFMT_A1R5G5B5:
    if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE;
    break;
  case WINED3DFMT_X4R4G4B4:
    if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE;
    break;
  case WINED3DFMT_R5G6B5:
    if (5 == rb && 6 == gb && 5 == bb) return TRUE;
    break;
  case WINED3DFMT_R3G3B2:
    if (3 == rb && 3 == gb && 2 == bb) return TRUE;
    break;
  case WINED3DFMT_A8P8:
    if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE;
    break;
  case WINED3DFMT_P8:
    if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE;
    break;
  default:
    ERR("unsupported format %s\n", debug_d3dformat(Format));
    break;
  }
  return FALSE;
#else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
switch (Format) {
  case WINED3DFMT_X8R8G8B8:
  case WINED3DFMT_R8G8B8:
  case WINED3DFMT_A8R8G8B8:
  case WINED3DFMT_A2R10G10B10:
  case WINED3DFMT_X1R5G5B5:
  case WINED3DFMT_A1R5G5B5:
  case WINED3DFMT_R5G6B5:
  case WINED3DFMT_R3G3B2:
  case WINED3DFMT_A8P8:
  case WINED3DFMT_P8:
return TRUE;
  default:
    ERR("unsupported format %s\n", debug_d3dformat(Format));
    break;
  }
return FALSE;
#endif
}

static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
#if 0/* This code performs a strict test between the format and the current X11  buffer depth, which may give the best performance */
  int gl_test;
  int db, sb;

  gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_DEPTH_SIZE, &db);
  gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_STENCIL_SIZE, &sb);

  switch (Format) {
  case WINED3DFMT_D16:
  case WINED3DFMT_D16_LOCKABLE:
    if (16 == db) return TRUE;
    break;
  case WINED3DFMT_D32:
    if (32 == db) return TRUE;
    break;
  case WINED3DFMT_D15S1:
    if (15 == db) return TRUE;
    break;
  case WINED3DFMT_D24S8:
    if (24 == db && 8 == sb) return TRUE;
    break;
  case WINED3DFMT_D24FS8:
    if (24 == db && 8 == sb) return TRUE;
    break;
  case WINED3DFMT_D24X8:
    if (24 == db) return TRUE;
    break;
  case WINED3DFMT_D24X4S4:
    if (24 == db && 4 == sb) return TRUE;
    break;
  case WINED3DFMT_D32F_LOCKABLE:
    if (32 == db) return TRUE;
    break;
  default:
    ERR("unsupported format %s\n", debug_d3dformat(Format));
    break;
  }
  return FALSE;
#else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
  switch (Format) {
  case WINED3DFMT_D16:
  case WINED3DFMT_D16_LOCKABLE:
  case WINED3DFMT_D32:
  case WINED3DFMT_D15S1:
  case WINED3DFMT_D24S8:
  case WINED3DFMT_D24FS8:
  case WINED3DFMT_D24X8:
  case WINED3DFMT_D24X4S4:
  case WINED3DFMT_D32F_LOCKABLE:
    return TRUE;
  default:
    ERR("unsupported format %s\n", debug_d3dformat(Format));
    break;
  }
  return FALSE;
#endif
}

HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
                                                   WINED3DFORMAT AdapterFormat,
                                                   WINED3DFORMAT RenderTargetFormat,
                                                   WINED3DFORMAT DepthStencilFormat) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    HRESULT hr = D3DERR_NOTAVAILABLE;
    WineD3D_Context* ctx = NULL;
    GLXFBConfig* cfgs = NULL;
    int nCfgs = 0;
    int it;

    WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
           This, Adapter,
           DeviceType, debug_d3ddevicetype(DeviceType),
           AdapterFormat, debug_d3dformat(AdapterFormat),
           RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
           DepthStencilFormat, debug_d3dformat(DepthStencilFormat));

    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
        TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning D3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
        return D3DERR_INVALIDCALL;
    }
    /* TODO: use the real context if it's available */
    ctx = WineD3D_CreateFakeGLContext();
    if(NULL !=  ctx) {
        cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
    } else {
        TRACE_(d3d_caps)("(%p) : Unable to create a fake context at this time (there may already be an active context)\n", This);
    }

    if (NULL != cfgs) {
        for (it = 0; it < nCfgs; ++it) {
            if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], RenderTargetFormat)) {
                if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(ctx, cfgs[it], DepthStencilFormat)) {
                    hr = D3D_OK;
                    break ;
                }
            }
        }
        XFree(cfgs);
        cfgs = NULL;
    } else {
        /* If there's a corrent context then we cannot create a fake one so pass everything */
        hr = D3D_OK;
    }

    if (ctx != NULL)
        WineD3D_ReleaseFakeGLContext(ctx);

    if (hr != D3D_OK)
        TRACE_(d3d_caps)("Failed to match stencil format to device\b");

    TRACE_(d3d_caps)("(%p) : Returning %lx\n", This, hr);
    return hr;
}

HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, 
                                                       WINED3DFORMAT SurfaceFormat,
                                                       BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {

    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
          This,
          Adapter,
          DeviceType, debug_d3ddevicetype(DeviceType),
          SurfaceFormat, debug_d3dformat(SurfaceFormat),
          Windowed,
          MultiSampleType,
          pQualityLevels);

    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
        return D3DERR_INVALIDCALL;
    }

    if (pQualityLevels != NULL) {
        static int s_single_shot = 0;
        if (!s_single_shot) {
            FIXME("Quality levels unsupported at present\n");
            s_single_shot = 1;
        }
        *pQualityLevels = 1; /* Guess at a value! */
    }

    if (D3DMULTISAMPLE_NONE == MultiSampleType) return D3D_OK;
    return D3DERR_NOTAVAILABLE;
}

HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE CheckType,
                                            WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {

    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
          This,
          Adapter,
          CheckType, debug_d3ddevicetype(CheckType),
          DisplayFormat, debug_d3dformat(DisplayFormat),
          BackBufferFormat, debug_d3dformat(BackBufferFormat),
          Windowed);

    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
        return D3DERR_INVALIDCALL;
    }

    {
      GLXFBConfig* cfgs = NULL;
      int nCfgs = 0;
      int it;
      HRESULT hr = D3DERR_NOTAVAILABLE;

      WineD3D_Context* ctx = WineD3D_CreateFakeGLContext();
      if (NULL != ctx) {
        cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
        for (it = 0; it < nCfgs; ++it) {
            if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], DisplayFormat)) {
                hr = D3D_OK;
                break ;
            }
        }
        XFree(cfgs);

        WineD3D_ReleaseFakeGLContext(ctx);
        return hr;
      }
    }

    return D3DERR_NOTAVAILABLE;
}

HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, 
                                              WINED3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ",
          This,
          Adapter,
          DeviceType, debug_d3ddevicetype(DeviceType),
          AdapterFormat, debug_d3dformat(AdapterFormat),
          Usage, debug_d3dusage(Usage),
          RType, debug_d3dresourcetype(RType),
          CheckFormat, debug_d3dformat(CheckFormat));

    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
        return D3DERR_INVALIDCALL;
    }

    if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
        switch (CheckFormat) {
        case D3DFMT_DXT1:
        case D3DFMT_DXT2:
        case D3DFMT_DXT3:
        case D3DFMT_DXT4:
        case D3DFMT_DXT5:
          TRACE_(d3d_caps)("[OK]\n");
          return D3D_OK;
        default:
            break; /* Avoid compiler warnings */
        }
    }

    switch (CheckFormat) {
    /*****
     * check supported using GL_SUPPORT
     */
    case D3DFMT_DXT1:
    case D3DFMT_DXT2:
    case D3DFMT_DXT3:
    case D3DFMT_DXT4:
    case D3DFMT_DXT5:

    /*****
     *  supported
     */
      /*case D3DFMT_R5G6B5: */
      /*case D3DFMT_X1R5G5B5:*/
      /*case D3DFMT_A1R5G5B5: */
      /*case D3DFMT_A4R4G4B4:*/

    /*****
     * unsupported
     */

      /* color buffer */
      /*case D3DFMT_X8R8G8B8:*/
    case D3DFMT_A8R3G3B2:

      /* Paletted */
    case D3DFMT_P8:
    case D3DFMT_A8P8:

      /* Luminance */
    case D3DFMT_L8:
    case D3DFMT_A8L8:
    case D3DFMT_A4L4:

      /* Bump */
#if 0
    case D3DFMT_V8U8:
    case D3DFMT_V16U16:
#endif
    case D3DFMT_L6V5U5:
    case D3DFMT_X8L8V8U8:
    case D3DFMT_Q8W8V8U8:
    case D3DFMT_W11V11U10:

    /****
     * currently hard to support
     */
    case D3DFMT_UYVY:
    case D3DFMT_YUY2:

      /* Since we do not support these formats right now, don't pretend to. */
      TRACE_(d3d_caps)("[FAILED]\n");
      return D3DERR_NOTAVAILABLE;
    default:
      break;
    }

    TRACE_(d3d_caps)("[OK]\n");
    return D3D_OK;
}

HRESULT  WINAPI  IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
                                                          WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;

    FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))",
          This,
          Adapter,
          DeviceType, debug_d3ddevicetype(DeviceType),
          SourceFormat, debug_d3dformat(SourceFormat),
          TargetFormat, debug_d3dformat(TargetFormat));
    return D3D_OK;
}

/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
      subset of a D3DCAPS9 structure. However, it has to come via a void *
      as the d3d8 interface cannot import the d3d9 header                  */
HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {

    IWineD3DImpl    *This = (IWineD3DImpl *)iface;

    TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);

    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
        return D3DERR_INVALIDCALL;
    }

    /* If we don't know the device settings, go query them now */
    if (This->isGLInfoValid == FALSE) {
        /* use the desktop window to fill gl caps */
        BOOL rc = IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));

        /* We are running off a real context, save the values */
        if (rc) This->isGLInfoValid = TRUE;

    }

    /* ------------------------------------------------
       The following fields apply to both d3d8 and d3d9
       ------------------------------------------------ */
    *pCaps->DeviceType              = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
    *pCaps->AdapterOrdinal          = Adapter;

    *pCaps->Caps                    = 0;
    *pCaps->Caps2                   = D3DCAPS2_CANRENDERWINDOWED;
    *pCaps->Caps3                   = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
    *pCaps->PresentationIntervals   = D3DPRESENT_INTERVAL_IMMEDIATE;

    *pCaps->CursorCaps              = 0;


    *pCaps->DevCaps                 = D3DDEVCAPS_DRAWPRIMTLVERTEX    |
                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT |
                                      D3DDEVCAPS_EXECUTEVIDEOMEMORY  |
                                      D3DDEVCAPS_PUREDEVICE          |
                                      D3DDEVCAPS_HWRASTERIZATION     |
                                      D3DDEVCAPS_TEXTUREVIDEOMEMORY;


    *pCaps->PrimitiveMiscCaps       = D3DPMISCCAPS_CULLCCW               |
                                      D3DPMISCCAPS_CULLCW                |
                                      D3DPMISCCAPS_COLORWRITEENABLE      |
                                      D3DPMISCCAPS_CLIPTLVERTS           |
                                      D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
                                      D3DPMISCCAPS_MASKZ;
                               /*NOT: D3DPMISCCAPS_TSSARGTEMP*/

    *pCaps->RasterCaps              = D3DPRASTERCAPS_DITHER    |
                                      D3DPRASTERCAPS_PAT       |
                                      D3DPRASTERCAPS_WFOG      |
                                      D3DPRASTERCAPS_ZFOG      |
                                      D3DPRASTERCAPS_FOGVERTEX |
                                      D3DPRASTERCAPS_FOGTABLE  |
                                      D3DPRASTERCAPS_FOGRANGE;

    if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
      *pCaps->RasterCaps |= D3DPRASTERCAPS_ANISOTROPY    |
                            D3DPRASTERCAPS_ZBIAS         |
                            D3DPRASTERCAPS_MIPMAPLODBIAS;
    }
                        /* FIXME Add:
			   D3DPRASTERCAPS_COLORPERSPECTIVE
			   D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
			   D3DPRASTERCAPS_ANTIALIASEDGES
			   D3DPRASTERCAPS_ZBUFFERLESSHSR
			   D3DPRASTERCAPS_WBUFFER */

    *pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS       |
                       D3DPCMPCAPS_EQUAL        |
                       D3DPCMPCAPS_GREATER      |
                       D3DPCMPCAPS_GREATEREQUAL |
                       D3DPCMPCAPS_LESS         |
                       D3DPCMPCAPS_LESSEQUAL    |
                       D3DPCMPCAPS_NEVER        |
                       D3DPCMPCAPS_NOTEQUAL;

    *pCaps->SrcBlendCaps  = 0xFFFFFFFF;   /*FIXME: Tidy up later */
    *pCaps->DestBlendCaps = 0xFFFFFFFF;   /*FIXME: Tidy up later */
    *pCaps->AlphaCmpCaps  = 0xFFFFFFFF;   /*FIXME: Tidy up later */

    *pCaps->ShadeCaps     = D3DPSHADECAPS_SPECULARGOURAUDRGB |
                            D3DPSHADECAPS_COLORGOURAUDRGB;

    *pCaps->TextureCaps =  D3DPTEXTURECAPS_ALPHA              |
                           D3DPTEXTURECAPS_ALPHAPALETTE       |
                           D3DPTEXTURECAPS_VOLUMEMAP          |
                           D3DPTEXTURECAPS_MIPMAP             |
                           D3DPTEXTURECAPS_PROJECTED          |
                           D3DPTEXTURECAPS_PERSPECTIVE        |
                           D3DPTEXTURECAPS_VOLUMEMAP_POW2 ;
                          /* TODO: add support for NON-POW2 if avaialble

                          */
    if (This->dxVersion > 8) {
        *pCaps->TextureCaps |= D3DPTEXTURECAPS_NONPOW2CONDITIONAL;

    } else {  /* NONPOW2 isn't accessible by d3d8 yet */
        *pCaps->TextureCaps |= D3DPTEXTURECAPS_POW2;
    }

    if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
        *pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP     |
                             D3DPTEXTURECAPS_MIPCUBEMAP    |
                             D3DPTEXTURECAPS_CUBEMAP_POW2;

    }

    *pCaps->TextureFilterCaps = D3DPTFILTERCAPS_MAGFLINEAR |
                                D3DPTFILTERCAPS_MAGFPOINT  |
                                D3DPTFILTERCAPS_MINFLINEAR |
                                D3DPTFILTERCAPS_MINFPOINT  |
                                D3DPTFILTERCAPS_MIPFLINEAR |
                                D3DPTFILTERCAPS_MIPFPOINT;

    *pCaps->CubeTextureFilterCaps = 0;
    *pCaps->VolumeTextureFilterCaps = 0;

    *pCaps->TextureAddressCaps =  D3DPTADDRESSCAPS_BORDER |
                                  D3DPTADDRESSCAPS_CLAMP  |
                                  D3DPTADDRESSCAPS_WRAP;

    if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
        *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
    }
    if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
        *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
    }
    if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
        *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
    }

    *pCaps->VolumeTextureAddressCaps = 0;

    *pCaps->LineCaps = D3DLINECAPS_TEXTURE |
                       D3DLINECAPS_ZTEST;
                      /* FIXME: Add
			 D3DLINECAPS_BLEND
			 D3DLINECAPS_ALPHACMP
			 D3DLINECAPS_FOG */

    *pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
    *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);

    *pCaps->MaxVolumeExtent = 0;

    *pCaps->MaxTextureRepeat = 32768;
    *pCaps->MaxTextureAspectRatio = 32768;
    *pCaps->MaxVertexW = 1.0;

    *pCaps->GuardBandLeft = 0;
    *pCaps->GuardBandTop = 0;
    *pCaps->GuardBandRight = 0;
    *pCaps->GuardBandBottom = 0;

    *pCaps->ExtentsAdjust = 0;

    *pCaps->StencilCaps =  D3DSTENCILCAPS_DECRSAT |
                           D3DSTENCILCAPS_INCRSAT |
                           D3DSTENCILCAPS_INVERT  |
                           D3DSTENCILCAPS_KEEP    |
                           D3DSTENCILCAPS_REPLACE |
                           D3DSTENCILCAPS_ZERO;
    if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
      *pCaps->StencilCaps |= D3DSTENCILCAPS_DECR  |
                             D3DSTENCILCAPS_INCR;
    }

    *pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */

    *pCaps->TextureOpCaps =  D3DTEXOPCAPS_ADD         |
                             D3DTEXOPCAPS_ADDSIGNED   |
                             D3DTEXOPCAPS_ADDSIGNED2X |
                             D3DTEXOPCAPS_MODULATE    |
                             D3DTEXOPCAPS_MODULATE2X  |
                             D3DTEXOPCAPS_MODULATE4X  |
                             D3DTEXOPCAPS_SELECTARG1  |
                             D3DTEXOPCAPS_SELECTARG2  |
                             D3DTEXOPCAPS_DISABLE;
#if defined(GL_VERSION_1_3)
    *pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 |
                             D3DTEXOPCAPS_SUBTRACT;
#endif
    if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
        GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
        GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
        *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
                                D3DTEXOPCAPS_BLENDTEXTUREALPHA  |
                                D3DTEXOPCAPS_BLENDFACTORALPHA   |
                                D3DTEXOPCAPS_BLENDCURRENTALPHA  |
                                D3DTEXOPCAPS_LERP;
    }
    if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
        *pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH             |
                                D3DTEXOPCAPS_MULTIPLYADD            |
                                D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
                                D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
                                D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
    }

#if 0
    *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP;
                            /* FIXME: Add
                            D3DTEXOPCAPS_BUMPENVMAPLUMINANCE 
                            D3DTEXOPCAPS_PREMODULATE */
#endif

    *pCaps->MaxTextureBlendStages   = GL_LIMITS(textures);
    *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
    *pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
    *pCaps->MaxActiveLights         = GL_LIMITS(lights);



#if 0 /* TODO: Blends support in drawprim */
    *pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
#else
    *pCaps->MaxVertexBlendMatrices      = 0;
#endif
    *pCaps->MaxVertexBlendMatrixIndex   = 1;

    *pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
    *pCaps->MaxPointSize    = GL_LIMITS(pointsize);


    *pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS |
                                   D3DVTXPCAPS_MATERIALSOURCE7   |
                                   D3DVTXPCAPS_POSITIONALLIGHTS  |
                                   D3DVTXPCAPS_LOCALVIEWER |
                                   D3DVTXPCAPS_TEXGEN;
                                  /* FIXME: Add 
                                     D3DVTXPCAPS_TWEENING */

    *pCaps->MaxPrimitiveCount   = 0xFFFFFFFF;
    *pCaps->MaxVertexIndex      = 0xFFFFFFFF;
    *pCaps->MaxStreams          = MAX_STREAMS;
    *pCaps->MaxStreamStride     = 1024;

    if (((wined3d_settings.vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (wined3d_settings.vs_mode == VS_SW) || (DeviceType == D3DDEVTYPE_REF)) {
      *pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);

      if (This->gl_info.gl_vendor == VENDOR_MESA ||
          This->gl_info.gl_vendor == VENDOR_WINE) {
        *pCaps->MaxVertexShaderConst = 95;
      } else {
        *pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
      }
    } else {
        *pCaps->VertexShaderVersion  = 0;
        *pCaps->MaxVertexShaderConst = 0;
    }

    if ((wined3d_settings.ps_mode == PS_HW) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType != D3DDEVTYPE_REF)) {
        *pCaps->PixelShaderVersion    = D3DPS_VERSION(1,4);
        *pCaps->PixelShader1xMaxValue = 1.0;
    } else {
        *pCaps->PixelShaderVersion    = 0;
        *pCaps->PixelShader1xMaxValue = 0.0;
    }
    /* TODO: ARB_FRAGMENT_PROGRAM_100 */

    /* ------------------------------------------------
       The following fields apply to d3d9 only
       ------------------------------------------------ */
    if (This->dxVersion > 8) {
        GLint max_buffers = 1;
        FIXME("Caps support for directx9 is nonexistent at the moment!\n");
        *pCaps->DevCaps2                          = 0;
        /* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES */
        *pCaps->MaxNpatchTessellationLevel        = 0;
        *pCaps->MasterAdapterOrdinal              = 0;
        *pCaps->AdapterOrdinalInGroup             = 0;
        *pCaps->NumberOfAdaptersInGroup           = 1;
        *pCaps->DeclTypes                         = 0;
#if 0 /*FIXME: Simultaneous render targets*/
        GL_MAX_DRAW_BUFFERS_ATI 0x00008824
        if (GL_SUPPORT(GL_MAX_DRAW_BUFFERS_ATI)) {
            ENTER_GL();
            glEnable(GL_MAX_DRAW_BUFFERS_ATI);
            glGetIntegerv(GL_MAX_DRAW_BUFFERS_ATI, &max_buffers);
            glDisable(GL_MAX_DRAW_BUFFERS_ATI);
            LEAVE_GL();
        }
#endif
        *pCaps->NumSimultaneousRTs                = max_buffers;
        *pCaps->StretchRectFilterCaps             = 0;
        /* TODO: add
           D3DPTFILTERCAPS_MINFPOINT
           D3DPTFILTERCAPS_MAGFPOINT
           D3DPTFILTERCAPS_MINFLINEAR
           D3DPTFILTERCAPS_MAGFLINEAR
        */
        *pCaps->VS20Caps.Caps                     = 0;
        *pCaps->PS20Caps.Caps                     = 0;
        *pCaps->VertexTextureFilterCaps           = 0;
        *pCaps->MaxVShaderInstructionsExecuted    = 0;
        *pCaps->MaxPShaderInstructionsExecuted    = 0;
        *pCaps->MaxVertexShader30InstructionSlots = 0;
        *pCaps->MaxPixelShader30InstructionSlots  = 0;
    }

    return D3D_OK;
}


/* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
   and fields being inserted in the middle, a new structure is used in place    */
HRESULT  WINAPI  IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
                                           DWORD BehaviourFlags, WINED3DPRESENT_PARAMETERS* pPresentationParameters,
                                           IWineD3DDevice** ppReturnedDeviceInterface, IUnknown *parent,
                                           D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {

    IWineD3DDeviceImpl *object  = NULL;
    IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
    IWineD3DSwapChainImpl *swapchain;

    /* Validate the adapter number */
    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
        return D3DERR_INVALIDCALL;
    }

    /* Create a WineD3DDevice object */
    object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
    *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
    TRACE("Created WineD3DDevice object @ %p\n", object);
    if (NULL == object) {
      return D3DERR_OUTOFVIDEOMEMORY;
    }

    /* Set up initial COM information */
    object->lpVtbl  = &IWineD3DDevice_Vtbl;
    object->ref     = 1;
    object->wineD3D = iface;
    IWineD3D_AddRef(object->wineD3D);
    object->parent  = parent;

    /* Set the state up as invalid until the device is fully created */
    object->state   = D3DERR_DRIVERINTERNALERROR;

    TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
          hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
    TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
          *(pPresentationParameters->AutoDepthStencilFormat), debug_d3dformat(*(pPresentationParameters->AutoDepthStencilFormat)),
          *(pPresentationParameters->BackBufferFormat), debug_d3dformat(*(pPresentationParameters->BackBufferFormat)));

    /* Save the creation parameters */
    object->createParms.AdapterOrdinal = Adapter;
    object->createParms.DeviceType     = DeviceType;
    object->createParms.hFocusWindow   = hFocusWindow;
    object->createParms.BehaviorFlags  = BehaviourFlags;

    /* Initialize other useful values */
    object->adapterNo                    = Adapter;
    object->devType                      = DeviceType;

    /* Let D3D8 use WineD3D's capability detection code. We can't use the block of code after this call yet
    /  as D3D8 doesn't use WineD3D stateblocks / swapchains.
    */
    if(This->dxVersion == 8) {
        /* Setup some defaults for creating the implicit swapchain */
        ENTER_GL();
        IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
        LEAVE_GL();
    }

    /* FIXME: Use for dx8 code eventually too! */
    /* Deliberately no indentation here, as this if will be removed when dx8 support merged in */
    if (This->dxVersion > 8) {
        TRACE("(%p) : Creating stateblock\n", This);
        /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
        if (D3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
                                         WINED3DSBT_INIT,
                                        (IWineD3DStateBlock **)&object->stateBlock,
                                        NULL)  || NULL == object->stateBlock) {   /* Note: No parent needed for initial internal stateblock */
            WARN("Failed to create stateblock\n");
            goto create_device_error;
        }
        TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
        object->updateStateBlock = object->stateBlock;
        IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
        /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */

        /* Setup some defaults for creating the implicit swapchain */
        ENTER_GL();
        IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
        LEAVE_GL();

        /* Setup the implicit swapchain */
        TRACE("Creating implicit swapchain\n");
        if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) object->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
            WARN("Failed to create implicit swapchain\n");
            goto create_device_error;
        }

        object->renderTarget = swapchain->backBuffer;
        IWineD3DSurface_AddRef(object->renderTarget);
        /* Depth Stencil support */
        object->stencilBufferTarget = object->depthStencilBuffer;
        if (NULL != object->stencilBufferTarget) {
            IWineD3DSurface_AddRef(object->stencilBufferTarget);
        }

        /* Set up some starting GL setup */
        ENTER_GL();
        /*
        * Initialize openGL extension related variables
        *  with Default values
        */

        This->isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, swapchain->display);
        /* Setup all the devices defaults */
        IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)object->stateBlock);
#if 0
        IWineD3DImpl_CheckGraphicsMemory();
#endif
        LEAVE_GL();

        { /* Set a default viewport */
            D3DVIEWPORT9 vp;
            vp.X      = 0;
            vp.Y      = 0;
            vp.Width  = *(pPresentationParameters->BackBufferWidth);
            vp.Height = *(pPresentationParameters->BackBufferHeight);
            vp.MinZ   = 0.0f;
            vp.MaxZ   = 1.0f;
            IWineD3DDevice_SetViewport((IWineD3DDevice *)object, &vp);
        }


        /* Initialize the current view state */
        object->modelview_valid = 1;
        object->proj_valid = 0;
        object->view_ident = 1;
        object->last_was_rhw = 0;
        glGetIntegerv(GL_MAX_LIGHTS, &object->maxConcurrentLights);
        TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object);

        /* Clear the screen */
        IWineD3DDevice_Clear((IWineD3DDevice *) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);

    } else { /* End of FIXME: remove when dx8 merged in */

        FIXME("(%p) Incomplete stub for d3d8\n", This);

    }

    /* set the state of the device to valid */
    object->state = D3D_OK;

    return D3D_OK;
create_device_error:

    /* Set the device state to error */
    object->state = D3DERR_DRIVERINTERNALERROR;

    if (object->updateStateBlock != NULL) {
        IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
        object->updateStateBlock = NULL;
    }
    if (object->stateBlock != NULL) {
        IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
        object->stateBlock = NULL;
    }
    if (object->renderTarget != NULL) {
        IWineD3DSurface_Release(object->renderTarget);
        object->renderTarget = NULL;
    }
    if (object->stencilBufferTarget != NULL) {
        IWineD3DSurface_Release(object->stencilBufferTarget);
        object->stencilBufferTarget = NULL;
    }
    if (object->stencilBufferTarget != NULL) {
        IWineD3DSurface_Release(object->stencilBufferTarget);
        object->stencilBufferTarget = NULL;
    }
    if (swapchain != NULL) {
        IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
        swapchain = NULL;
    }
    HeapFree(GetProcessHeap(), 0, object);
    *ppReturnedDeviceInterface = NULL;
    return D3DERR_INVALIDCALL;

}

HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
    IWineD3DImpl *This = (IWineD3DImpl *)iface;
    IUnknown_AddRef(This->parent);
    *pParent = This->parent;
    return D3D_OK;
}

/**********************************************************
 * IWineD3D VTbl follows
 **********************************************************/

const IWineD3DVtbl IWineD3D_Vtbl =
{
    /* IUnknown */
    IWineD3DImpl_QueryInterface,
    IWineD3DImpl_AddRef,
    IWineD3DImpl_Release,
    /* IWineD3D */
    IWineD3DImpl_GetParent,
    IWineD3DImpl_GetAdapterCount,
    IWineD3DImpl_RegisterSoftwareDevice,
    IWineD3DImpl_GetAdapterMonitor,
    IWineD3DImpl_GetAdapterModeCount,
    IWineD3DImpl_EnumAdapterModes,
    IWineD3DImpl_GetAdapterDisplayMode,
    IWineD3DImpl_GetAdapterIdentifier,
    IWineD3DImpl_CheckDeviceMultiSampleType,
    IWineD3DImpl_CheckDepthStencilMatch,
    IWineD3DImpl_CheckDeviceType,
    IWineD3DImpl_CheckDeviceFormat,
    IWineD3DImpl_CheckDeviceFormatConversion,
    IWineD3DImpl_GetDeviceCaps,
    IWineD3DImpl_CreateDevice
};