Revert my recent changes.
[reactos.git] / reactos / dll / directx / wine / wined3d / directx.c
index 98b3505..9a064bb 100644 (file)
@@ -5,6 +5,7 @@
  * Copyright 2003-2004 Raphael Junqueira
  * Copyright 2004 Christian Costa
  * Copyright 2005 Oliver Stieber
+ * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
@@ -28,7 +29,6 @@
 #define DEBUG_SINGLE_MODE 0
 #endif
 
-
 #include "config.h"
 #include <assert.h>
 #include "wined3d_private.h"
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
 
+#define GLINFO_LOCATION (*gl_info)
+
+/* The d3d device ID */
+static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
+
 /* Extension detection */
 static const struct {
     const char *extension_string;
     GL_SupportedExt extension;
+    DWORD version;
 } EXTENSION_MAP[] = {
     /* APPLE */
-    {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE},
-    {"GL_APPLE_fence",                      APPLE_FENCE},
+    {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
+    {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
+    {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
+    {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
+    {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
 
     /* ATI */
-    {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL},
-    {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3},
-    {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE},
-    {"GL_ATI_envmap_bumpmap",               ATI_ENVMAP_BUMPMAP},
+    {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
+    {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
+    {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
+    {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
+    {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
 
     /* ARB */
-    {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS},
-    {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM},
-    {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER},
-    {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL},
-    {"GL_ARB_imaging",                      ARB_IMAGING},
-    {"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_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP},
-    {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION},
-    {"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_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO},
-    {"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},
+    {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
+    {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
+    {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
+    {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
+    {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
+    {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
+    {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
+    {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
+    {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
+    {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
+    {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
+    {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
+    {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
+    {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
+    {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
+    {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
+    {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
+    {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
+    {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
+    {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
+    {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
+    {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
+    {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
+    {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
+    {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
+    {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
+    {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
+    {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
+    {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
+    {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
+    {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
 
     /* EXT */
-    {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX},
-    {"GL_EXT_fog_coord",                    EXT_FOG_COORD},
-    {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT},
-    {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT},
-    {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE},
-    {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS},
-    {"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_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_sRGB",                 EXT_TEXTURE_SRGB},
-    {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC},
-    {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD},
-    {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS},
-    {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER},
-    {"GL_EXT_vertex_weighting",             EXT_VERTEX_WEIGHTING},
+    {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
+    {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
+    {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
+    {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
+    {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
+    {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
+    {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
+    {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
+    {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
+    {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
+    {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
+    {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
+    {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
+    {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
+    {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
+    {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
+    {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
+    {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
+    {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
+    {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
+    {"GL_EXT_texture_swizzle",              EXT_TEXTURE_SWIZZLE,            0                           },
+    {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
+    {"GL_EXT_texture_lod",                  EXT_TEXTURE_LOD,                0                           },
+    {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
+    {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
+    {"GL_EXT_vertex_shader",                EXT_VERTEX_SHADER,              0                           },
+    {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
 
     /* NV */
-    {"GL_NV_half_float",                    NV_HALF_FLOAT},
-    {"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_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_texture_shader3",               NV_TEXTURE_SHADER3},
-    {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY},
-    {"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_program3",               NV_VERTEX_PROGRAM3},
+    {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
+    {"GL_NV_fence",                         NV_FENCE,                       0                           },
+    {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
+    {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
+    {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
+    {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
+    {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
+    {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
+    {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
+    {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
+    {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
+    {"GL_NV_texture_shader3",               NV_TEXTURE_SHADER3,             0                           },
+    {"GL_NV_occlusion_query",               NV_OCCLUSION_QUERY,             0                           },
+    {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
+    {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
+    {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
+    {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
+    {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
+    {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
+
+    /* SGI */
+    {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
 };
 
 /**********************************************************
  * Utility functions follow
  **********************************************************/
 
-/* Adapters */
-static int numAdapters = 0;
-static struct WineD3DAdapter Adapters[1];
+static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
+static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
+        WINED3DDEVTYPE DeviceType);
+static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
+static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
 
 /* lookup tables */
-int minLookup[MAX_LOOKUPS];
-int maxLookup[MAX_LOOKUPS];
+const int minLookup[MAX_LOOKUPS] =
+{
+    WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
+};
+
+const int maxLookup[MAX_LOOKUPS] =
+{
+    WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
+};
+
 DWORD *stateLookup[MAX_LOOKUPS];
 
-DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
+struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
+const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
+{
+    {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
+    {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
+    {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
+    {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
+};
+
+GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
+const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
+{
+    GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
+};
 
+/* drawStridedSlow attributes */
+glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
+glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
+glAttribFunc specular_func_3ubv;
+glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
+glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
+glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
 
 /**
- * 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
+ * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
+ * i.e., there is no GL Context - Get a default rendering context to enable the
+ * function query some info from GL.
  */
 
 static int             wined3d_fake_gl_context_ref = 0;
@@ -175,7 +234,7 @@ static void WineD3D_ReleaseFakeGLContext(void) {
         if(!wined3d_fake_gl_context_foreign && glCtx) {
             TRACE_(d3d_caps)("destroying fake GL context\n");
             pwglMakeCurrent(NULL, NULL);
-            pwglDeleteContext(glCtx);
+            //pwglDeleteContext(glCtx);
         }
         if(wined3d_fake_gl_context_hdc)
             ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
@@ -188,13 +247,11 @@ static void WineD3D_ReleaseFakeGLContext(void) {
     assert(wined3d_fake_gl_context_ref >= 0);
 
     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
-    LEAVE_GL();
 }
 
 static BOOL WineD3D_CreateFakeGLContext(void) {
     HGLRC glCtx = NULL;
 
-    ENTER_GL();
     EnterCriticalSection(&wined3d_fake_gl_context_cs);
 
     TRACE("getting context...\n");
@@ -269,10 +326,17 @@ static BOOL WineD3D_CreateFakeGLContext(void) {
     wined3d_fake_gl_context_hwnd = NULL;
     if(glCtx) pwglDeleteContext(glCtx);
     LeaveCriticalSection(&wined3d_fake_gl_context_cs);
-    LEAVE_GL();
     return FALSE;
 }
 
+/* Adjust the amount of used texture memory */
+long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
+    struct WineD3DAdapter *adapter = D3DDevice->adapter;
+
+    adapter->UsedTextureRam += glram;
+    TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
+    return adapter->UsedTextureRam;
+}
 
 /**********************************************************
  * IUnknown parts follows
@@ -308,6 +372,12 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
     TRACE("(%p) : Releasing from %d\n", This, This->ref);
     ref = InterlockedDecrement(&This->ref);
     if (ref == 0) {
+        unsigned int i;
+
+        for (i = 0; i < This->adapter_count; ++i)
+        {
+            HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
+        }
         HeapFree(GetProcessHeap(), 0, This);
     }
 
@@ -317,16 +387,18 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
 /* Set the shader type for this device, depending on the given capabilities,
  * the device type, and the user preferences in wined3d_settings */
 
-static void select_shader_mode(
-    WineD3D_GL_Info *gl_info,
-    WINED3DDEVTYPE DeviceType,
-    int* ps_selected,
-    int* vs_selected) {
-
+static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
+{
     if (wined3d_settings.vs_mode == VS_NONE) {
         *vs_selected = SHADER_NONE;
     } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
-        *vs_selected = SHADER_GLSL;
+        /* 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->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
+            *vs_selected = SHADER_ARB;
+        else
+            *vs_selected = SHADER_GLSL;
     } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
         *vs_selected = SHADER_ARB;
     } else {
@@ -339,6 +411,8 @@ static void select_shader_mode(
         *ps_selected = SHADER_GLSL;
     } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
         *ps_selected = SHADER_ARB;
+    } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
+        *ps_selected = SHADER_ATI;
     } else {
         *ps_selected = SHADER_NONE;
     }
@@ -352,14 +426,10 @@ static void select_shader_max_constants(
 
     switch (vs_selected_mode) {
         case SHADER_GLSL:
-            /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
-            gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
+            gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
             break;
         case SHADER_ARB:
-            /* We have to subtract any other PARAMs that we might use in our shader programs.
-             * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
-             * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
-            gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
+            gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
             break;
         default:
             gl_info->max_vshader_constantsF = 0;
@@ -368,18 +438,10 @@ static void select_shader_max_constants(
 
     switch (ps_selected_mode) {
         case SHADER_GLSL:
-            /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
-             * In theory the texbem instruction may need one more shader constant too. But lets assume
-             * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
-             * and lets not take away a uniform needlessly from all other shaders.
-             */
-            gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
+            gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
             break;
         case SHADER_ARB:
-            /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
-             * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
-             */
-            gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
+            gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
             break;
         default:
             gl_info->max_pshader_constantsF = 0;
@@ -391,8 +453,52 @@ static void select_shader_max_constants(
  * IWineD3D parts follows
  **********************************************************/
 
-#define GLINFO_LOCATION (*gl_info)
-BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
+static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
+{
+    GLuint prog;
+    BOOL ret = FALSE;
+    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(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(glGetError() != 0) {
+        TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
+        TRACE("error: %s\n", debugstr_a((const char *)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\n");
+
+    return ret;
+}
+
+static DWORD ver_for_ext(GL_SupportedExt ext)
+{
+    unsigned int i;
+    for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
+        if(EXTENSION_MAP[i].extension == ext) {
+            return EXTENSION_MAP[i].version;
+        }
+    }
+    return 0;
+}
+
+static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
     const char *GL_Extensions    = NULL;
     const char *WGL_Extensions   = NULL;
     const char *gl_string        = NULL;
@@ -401,48 +507,16 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
     GLfloat     gl_floatv[2];
     int         major = 1, minor = 0;
     BOOL        return_value = TRUE;
-    int         i;
+    unsigned    i;
     HDC         hdc;
-    HMODULE     mod_gl;
-
-#ifdef USE_WIN32_OPENGL
-#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
-    mod_gl = LoadLibraryA("opengl32.dll");
-    if(!mod_gl) {
-        ERR("Can't load opengl32.dll!\n");
-        return FALSE;
-    }
-#else
-#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
-    /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
-    mod_gl = GetModuleHandleA("gdi32.dll");
-#endif
-
-/* Load WGL core functions from opengl32.dll */
-#define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
-    WGL_FUNCS_GEN;
-#undef USE_WGL_FUNC
-
-    if(!pwglGetProcAddress) {
-        ERR("Unable to load wglGetProcAddress!\n");
-        return FALSE;
-    }
-
-/* Dynamicly load all GL core functions */
-    GL_FUNCS_GEN;
-#undef USE_GL_FUNC
-
-    /* Make sure that we've got a context */
-    /* TODO: CreateFakeGLContext should really take a display as a parameter  */
-    /* Only save the values obtained when a display is provided */
-    if (!WineD3D_CreateFakeGLContext() || wined3d_fake_gl_context_foreign)
-        return_value = FALSE;
+    unsigned int vidmem=0;
 
     TRACE_(d3d_caps)("(%p)\n", gl_info);
 
+    ENTER_GL();
+
     gl_string = (const char *) glGetString(GL_RENDERER);
-    if (NULL == gl_string)
-       gl_string = "None";
+    if (!gl_string) gl_string = "None";
     strcpy(gl_info->gl_renderer, gl_string);
 
     gl_string = (const char *) glGetString(GL_VENDOR);
@@ -454,7 +528,8 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
         } 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)")) {
+                   strstr(gl_info->gl_renderer, "Intel(R)") ||
+                   strstr(gl_string, "Intel Inc.")) {
             gl_info->gl_vendor = VENDOR_INTEL;
         } else if (strstr(gl_string, "Mesa")) {
             gl_info->gl_vendor = VENDOR_MESA;
@@ -472,6 +547,25 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
     gl_string = (const char *) glGetString(GL_VERSION);
     if (gl_string != NULL) {
 
+        /* First, parse the generic opengl version. This is supposed not to be convoluted with
+         * driver specific information
+         */
+        gl_string_cursor = gl_string;
+        major = atoi(gl_string_cursor);
+        if(major <= 0) {
+            ERR("Invalid opengl major version: %d\n", major);
+        }
+        while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
+            ++gl_string_cursor;
+        }
+        if (*gl_string_cursor++ != '.') {
+            ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
+        }
+        minor = atoi(gl_string_cursor);
+        TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
+        gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
+
+        /* Now parse the driver specific string which we'll report to the app */
         switch (gl_info->gl_vendor) {
         case VENDOR_NVIDIA:
             gl_string_cursor = strstr(gl_string, "NVIDIA");
@@ -541,7 +635,28 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
             }
             break;
 
-       case VENDOR_INTEL:
+        case VENDOR_INTEL:
+            /* Apple and Mesa version strings look differently, but both provide intel drivers */
+            if(strstr(gl_string, "APPLE")) {
+                /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
+                 * We only need the first part, and use the APPLE as identification
+                 * "1.2 APPLE-1.4.56"
+                 */
+                gl_string_cursor = gl_string;
+                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 MacOS-Intel version string: %s\n", debugstr_a(gl_string));
+                    break;
+                }
+
+                minor = atoi(gl_string_cursor);
+                break;
+            }
+
         case VENDOR_MESA:
             gl_string_cursor = strstr(gl_string, "Mesa");
             gl_string_cursor = strstr(gl_string_cursor, " ");
@@ -574,8 +689,14 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
             major = 0;
             minor = 9;
         }
-        gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
-        TRACE_(d3d_caps)("found GL_VERSION  (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
+        gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
+        TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
+        /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
+        gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
+    } else {
+        FIXME("OpenGL driver did not return version information\n");
+        gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
+        gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
     }
 
     TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
@@ -584,13 +705,13 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
      * Initialize openGL extension related variables
      *  with Default values
      */
-    memset(&gl_info->supported, 0, sizeof(gl_info->supported));
+    memset(gl_info->supported, 0, sizeof(gl_info->supported));
     gl_info->max_buffers        = 1;
     gl_info->max_textures       = 1;
     gl_info->max_texture_stages = 1;
     gl_info->max_fragment_samplers = 1;
     gl_info->max_vertex_samplers = 0;
-    gl_info->max_combined_samplers = 0;
+    gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
     gl_info->max_sampler_stages = 1;
     gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
     gl_info->ps_arb_max_temps = 0;
@@ -605,12 +726,6 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
     gl_info->vs_arb_constantsF = 0;
     gl_info->ps_arb_constantsF = 0;
 
-/* Now work out what GL support this card really has */
-#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
-    GL_EXT_FUNCS_GEN;
-    WGL_EXT_FUNCS_GEN;
-#undef USE_GL_FUNC
-
     /* Retrieve opengl defaults */
     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
     gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
@@ -624,14 +739,11 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
     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_floatv);
+    glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
+    gl_info->max_pointsizemin = gl_floatv[0];
     gl_info->max_pointsize = gl_floatv[1];
     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
 
-    glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
-    gl_info->max_aux_buffers = gl_max;
-    TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
-
     /* 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");
@@ -667,6 +779,35 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
             }
         }
 
+        LEAVE_GL();
+
+        /* Now work out what GL support this card really has */
+#define USE_GL_FUNC(type, pfn, ext, replace) { \
+            DWORD ver = ver_for_ext(ext); \
+            if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
+            else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
+            else gl_info->pfn = NULL; \
+        }
+        GL_EXT_FUNCS_GEN;
+#undef USE_GL_FUNC
+
+#define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
+        WGL_EXT_FUNCS_GEN;
+#undef USE_GL_FUNC
+
+        ENTER_GL();
+        /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
+         * loading the functions, otherwise the code above will load the extension entry points instead of the
+         * core functions, which may not work
+         */
+        for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
+            if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
+                EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
+                TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
+                gl_info->supported[EXTENSION_MAP[i].extension] = 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
@@ -675,15 +816,37 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
              */
             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_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
+                gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
+            }
+            if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
+                TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
+                gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
+            }
+        }
         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
             TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
             gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
         }
         if (gl_info->supported[NV_TEXTURE_SHADER2]) {
-            /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
-             * Won't occur in any real world situation though
-             */
-            gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
+            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_DRAW_BUFFERS]) {
             glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
@@ -719,6 +882,33 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
                 gl_info->max_vertex_samplers = tmp;
                 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
                 gl_info->max_combined_samplers = 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->max_vertex_samplers &&
+                   MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
+                    FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
+                          gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
+                    FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
+                    if( gl_info->max_combined_samplers > MAX_TEXTURES )
+                        gl_info->max_vertex_samplers =
+                            gl_info->max_combined_samplers - MAX_TEXTURES;
+                    else
+                        gl_info->max_vertex_samplers = 0;
+                }
             } else {
                 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
             }
@@ -745,24 +935,26 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
             GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
             gl_info->ps_arb_constantsF = gl_max;
             TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
-            GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
+            GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
             gl_info->ps_arb_max_temps = gl_max;
-            TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM temporaries: %d\n", gl_info->ps_arb_max_temps);
-            GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
+            TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
+            GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
             gl_info->ps_arb_max_instructions = gl_max;
-            TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM instructions: %d\n", gl_info->ps_arb_max_instructions);
+            TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
         }
         if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
             gl_info->vs_arb_version = VS_VERSION_11;
             GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
             gl_info->vs_arb_constantsF = gl_max;
             TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
-            GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
+            GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
             gl_info->vs_arb_max_temps = gl_max;
-            TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM temporaries: %d\n", gl_info->vs_arb_max_temps);
-            GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
+            TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
+            GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
             gl_info->vs_arb_max_instructions = gl_max;
-            TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM instructions: %d\n", gl_info->vs_arb_max_instructions);
+            TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
+
+            gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
         }
         if (gl_info->supported[ARB_VERTEX_SHADER]) {
             glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
@@ -773,6 +965,9 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
             glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
             gl_info->ps_glsl_constantsF = gl_max / 4;
             TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
+            glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
+            gl_info->max_glsl_varyings = gl_max;
+            TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
         }
         if (gl_info->supported[EXT_VERTEX_SHADER]) {
             gl_info->vs_ati_version = VS_VERSION_11;
@@ -791,7 +986,39 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
         } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
             gl_info->ps_nv_version = PS_VERSION_20;
         }
-
+        if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
+            glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
+        } else {
+            gl_info->max_shininess = 128.0;
+        }
+        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;
+            gl_info->supported[NV_TEXTURE_SHADER3] = 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_POINT_SPRITE]) {
+            gl_info->max_point_sprite_units = gl_info->max_textures;
+        } else {
+            gl_info->max_point_sprite_units = 0;
+        }
     }
     checkGLcall("extension detection\n");
 
@@ -843,6 +1070,15 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
      * 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 distinguishes 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.
      */
     switch (gl_info->gl_vendor) {
         case VENDOR_NVIDIA:
@@ -850,82 +1086,277 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
              * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
              */
             if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
-                if (strstr(gl_info->gl_renderer, "7800") ||
-                    strstr(gl_info->gl_renderer, "7900") ||
-                    strstr(gl_info->gl_renderer, "7950") ||
-                    strstr(gl_info->gl_renderer, "Quadro FX 4") ||
-                    strstr(gl_info->gl_renderer, "Quadro FX 5"))
-                        gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
-                else if(strstr(gl_info->gl_renderer, "6800") ||
-                        strstr(gl_info->gl_renderer, "7600"))
-                            gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
+                /* Geforce 200 - highend */
+                if(strstr(gl_info->gl_renderer, "GTX 280") ||
+                   strstr(gl_info->gl_renderer, "GTX 285") ||
+                   strstr(gl_info->gl_renderer, "GTX 295"))
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
+                    vidmem = 1024;
+                }
+                /* Geforce 200 - midend high */
+                if(strstr(gl_info->gl_renderer, "GTX 275")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
+                    vidmem = 896;
+                }
+                /* Geforce 200 - midend */
+                if(strstr(gl_info->gl_renderer, "GTX 260")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
+                    vidmem = 1024;
+                }
+                /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
+                else if(strstr(gl_info->gl_renderer, "9800") ||
+                        strstr(gl_info->gl_renderer, "GTS 150") ||
+                        strstr(gl_info->gl_renderer, "GTS 250"))
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
+                    vidmem = 512;
+                }
+                /* Geforce9 - midend */
+                else if(strstr(gl_info->gl_renderer, "9600")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
+                    vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
+                }
+                /* Geforce9 - midend low / Geforce 200 - low*/
+                else if(strstr(gl_info->gl_renderer, "9500") ||
+                        strstr(gl_info->gl_renderer, "GT 120") ||
+                        strstr(gl_info->gl_renderer, "GT 130"))
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
+                    vidmem = 256; /* The 9500GT has 256-1024MB */
+                }
+                /* Geforce9 - lowend */
+                else if(strstr(gl_info->gl_renderer, "9400")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
+                    vidmem = 256; /* The 9400GT has 256-1024MB */
+                }
+                /* Geforce9 - lowend low */
+                else if(strstr(gl_info->gl_renderer, "9100") ||
+                        strstr(gl_info->gl_renderer, "9200") ||
+                        strstr(gl_info->gl_renderer, "9300") ||
+                        strstr(gl_info->gl_renderer, "G 100"))
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
+                    vidmem = 256; /* The 9100-9300 cards have 256MB */
+                }
+                /* Geforce8 - highend */
+                else if (strstr(gl_info->gl_renderer, "8800")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
+                    vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
+                }
+                /* Geforce8 - midend mobile */
+                else if(strstr(gl_info->gl_renderer, "8600 M")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
+                    vidmem = 512;
+                }
+                /* Geforce8 - midend */
+                else if(strstr(gl_info->gl_renderer, "8600") ||
+                        strstr(gl_info->gl_renderer, "8700"))
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
+                    vidmem = 256;
+                }
+                /* Geforce8 - lowend */
+                else if(strstr(gl_info->gl_renderer, "8300") ||
+                        strstr(gl_info->gl_renderer, "8400") ||
+                        strstr(gl_info->gl_renderer, "8500"))
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
+                    vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
+                }
+                /* Geforce7 - highend */
+                else if(strstr(gl_info->gl_renderer, "7800") ||
+                        strstr(gl_info->gl_renderer, "7900") ||
+                        strstr(gl_info->gl_renderer, "7950") ||
+                        strstr(gl_info->gl_renderer, "Quadro FX 4") ||
+                        strstr(gl_info->gl_renderer, "Quadro FX 5"))
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
+                    vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
+                }
+                /* Geforce7 midend */
+                else if(strstr(gl_info->gl_renderer, "7600") ||
+                        strstr(gl_info->gl_renderer, "7700")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
+                    vidmem = 256; /* The 7600 uses 256-512MB */
+                /* Geforce7 lower medium */
+                } else if(strstr(gl_info->gl_renderer, "7400")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
+                    vidmem = 256; /* The 7400 uses 256-512MB */
+                }
+                /* Geforce7 lowend */
+                else if(strstr(gl_info->gl_renderer, "7300")) {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
+                    vidmem = 256; /* Mac Pros with this card have 256 MB */
+                }
+                /* Geforce6 highend */
+                else if(strstr(gl_info->gl_renderer, "6800"))
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
+                    vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
+                }
+                /* Geforce6 - midend */
                 else if(strstr(gl_info->gl_renderer, "6600") ||
                         strstr(gl_info->gl_renderer, "6610") ||
                         strstr(gl_info->gl_renderer, "6700"))
-                            gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
-                else
-                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400 */
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
+                    vidmem = 128; /* A 6600GT has 128-256MB */
+                }
+                /* Geforce6/7 lowend */
+                else {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
+                    vidmem = 64; /* */
+                }
             } else if(WINE_D3D9_CAPABLE(gl_info)) {
+                /* GeforceFX - highend */
                 if (strstr(gl_info->gl_renderer, "5800") ||
                     strstr(gl_info->gl_renderer, "5900") ||
                     strstr(gl_info->gl_renderer, "5950") ||
                     strstr(gl_info->gl_renderer, "Quadro FX"))
-                        gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
+                    vidmem = 256; /* 5800-5900 cards use 256MB */
+                }
+                /* GeforceFX - midend */
                 else if(strstr(gl_info->gl_renderer, "5600") ||
                         strstr(gl_info->gl_renderer, "5650") ||
                         strstr(gl_info->gl_renderer, "5700") ||
                         strstr(gl_info->gl_renderer, "5750"))
-                            gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
-                else
+                {
+                    gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
+                    vidmem = 128; /* A 5600 uses 128-256MB */
+                }
+                /* GeforceFX - lowend */
+                else {
                     gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
+                    vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
+                }
             } else if(WINE_D3D8_CAPABLE(gl_info)) {
-                if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4"))
+                if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
-                else
+                    vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
+                }
+                else {
                     gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
+                    vidmem = 64; /* Geforce3 cards have 64-128MB */
+                }
             } else if(WINE_D3D7_CAPABLE(gl_info)) {
-                if (strstr(gl_info->gl_renderer, "GeForce4 MX"))
+                if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
                     gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
-                else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR"))
+                    vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
+                }
+                else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
-                else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2"))
+                    vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
+                }
+                else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
                     gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
-                else
+                    vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
+                }
+                else {
                     gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
+                    vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
+                }
             } else {
-                if (strstr(gl_info->gl_renderer, "TNT2"))
+                if (strstr(gl_info->gl_renderer, "TNT2")) {
                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
-                else
+                    vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
+                }
+                else {
                     gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
+                    vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
+                }
             }
             break;
         case VENDOR_ATI:
             if(WINE_D3D9_CAPABLE(gl_info)) {
+                /* Radeon R6xx HD2900/HD3800 - highend */
+                if (strstr(gl_info->gl_renderer, "HD 2900") ||
+                    strstr(gl_info->gl_renderer, "HD 3870") ||
+                    strstr(gl_info->gl_renderer, "HD 3850"))
+                {
+                    gl_info->gl_card = CARD_ATI_RADEON_HD2900;
+                    vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
+                }
+                /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
+                else if (strstr(gl_info->gl_renderer, "HD 2600") ||
+                         strstr(gl_info->gl_renderer, "HD 3830") ||
+                         strstr(gl_info->gl_renderer, "HD 3690") ||
+                         strstr(gl_info->gl_renderer, "HD 3650"))
+                {
+                    gl_info->gl_card = CARD_ATI_RADEON_HD2600;
+                    vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
+                }
+                /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
+                else if (strstr(gl_info->gl_renderer, "HD 2300") ||
+                         strstr(gl_info->gl_renderer, "HD 2400") ||
+                         strstr(gl_info->gl_renderer, "HD 3470") ||
+                         strstr(gl_info->gl_renderer, "HD 3450") ||
+                         strstr(gl_info->gl_renderer, "HD 3430"))
+                {
+                    gl_info->gl_card = CARD_ATI_RADEON_HD2300;
+                    vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
+                }
+                /* Radeon R6xx/R7xx integrated */
+                else if (strstr(gl_info->gl_renderer, "HD 3100") ||
+                         strstr(gl_info->gl_renderer, "HD 3200") ||
+                         strstr(gl_info->gl_renderer, "HD 3300"))
+                {
+                    gl_info->gl_card = CARD_ATI_RADEON_HD3200;
+                    vidmem = 128; /* 128MB */
+                }
                 /* Radeon R5xx */
-                if (strstr(gl_info->gl_renderer, "X1600") ||
-                    strstr(gl_info->gl_renderer, "X1800") ||
-                    strstr(gl_info->gl_renderer, "X1900") ||
-                    strstr(gl_info->gl_renderer, "X1950"))
-                        gl_info->gl_card = CARD_ATI_RADEON_X1600;
-                /* Radeon R4xx + X1300/X1400 (lowend R5xx) */
+                else if (strstr(gl_info->gl_renderer, "X1600") ||
+                         strstr(gl_info->gl_renderer, "X1650") ||
+                         strstr(gl_info->gl_renderer, "X1800") ||
+                         strstr(gl_info->gl_renderer, "X1900") ||
+                         strstr(gl_info->gl_renderer, "X1950"))
+                {
+                    gl_info->gl_card = CARD_ATI_RADEON_X1600;
+                    vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
+                }
+                /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
                 else if(strstr(gl_info->gl_renderer, "X700") ||
                         strstr(gl_info->gl_renderer, "X800") ||
                         strstr(gl_info->gl_renderer, "X850") ||
                         strstr(gl_info->gl_renderer, "X1300") ||
-                        strstr(gl_info->gl_renderer, "X1400"))
-                            gl_info->gl_card = CARD_ATI_RADEON_X700;
-                /* Radeon R3xx */
-                else
+                        strstr(gl_info->gl_renderer, "X1400") ||
+                        strstr(gl_info->gl_renderer, "X1450") ||
+                        strstr(gl_info->gl_renderer, "X1550"))
+                {
+                    gl_info->gl_card = CARD_ATI_RADEON_X700;
+                    vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
+                }
+                /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
+                else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
+                {
+                    gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
+                    vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
+                }
+                /* Radeon R3xx */ 
+                else {
                     gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
+                    vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
+                }
             } else if(WINE_D3D8_CAPABLE(gl_info)) {
-                    gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
+                gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
+                vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
             } else if(WINE_D3D7_CAPABLE(gl_info)) {
-                    gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
-            } else
+                gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
+                vidmem = 32; /* There are models with up to 64MB */
+            } else {
                 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
+                vidmem = 16; /* There are 16-32MB models */
+            }
             break;
         case VENDOR_INTEL:
-            if (strstr(gl_info->gl_renderer, "915GM")) {
+            if (strstr(gl_info->gl_renderer, "GMA 950") ||
+                strstr(gl_info->gl_renderer, "945GM")) {
+                /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
+                gl_info->gl_card = CARD_INTEL_I945GM;
+                vidmem = 64;
+            } else 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;
@@ -942,7 +1373,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
         case VENDOR_MESA:
         case VENDOR_WINE:
         default:
-            /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
+            /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice 
              * for Nvidia was because the hardware and drivers they make are of good quality. This makes
              * them a good generic choice.
              */
@@ -958,17 +1389,15 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
             else
                 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
     }
-    TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
-
-    /* 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] = WINED3DTADDRESS_WRAP;
-    maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
-
-    minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
-    maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
+    TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
 
+    /* If we have an estimate use it, else default to 64MB;  */
+    if(vidmem)
+        gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
+    else
+        gl_info->vidmem = WINE_DEFAULT_VIDMEM;
 
+    /* Load all the lookup tables */
     for (i = 0; i < MAX_LOOKUPS; i++) {
         stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
     }
@@ -984,38 +1413,42 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
     stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
              gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
 
-    stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE        - minLookup[WINELOOKUP_MAGFILTER]]  = GL_NEAREST;
-    stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT       - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
-    stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR      - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
-    stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
+    magLookup[WINED3DTEXF_NONE        - WINED3DTEXF_NONE]  = GL_NEAREST;
+    magLookup[WINED3DTEXF_POINT       - WINED3DTEXF_NONE] = GL_NEAREST;
+    magLookup[WINED3DTEXF_LINEAR      - WINED3DTEXF_NONE] = GL_LINEAR;
+    magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
              gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
 
 
-    minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE]     = GL_LINEAR;
-    minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT]    = GL_LINEAR;
-    minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR]   = GL_LINEAR;
-    minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE]    = GL_NEAREST;
-    minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
-    minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
-    minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE]   = GL_LINEAR;
-    minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
-    minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
-    minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE]   = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
-    GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
-    minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT]  = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
-    minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
+    minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE]     = GL_LINEAR;
+    minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT]    = GL_LINEAR;
+    minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR]   = GL_LINEAR;
+    minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE]    = GL_NEAREST;
+    minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT]   = GL_NEAREST_MIPMAP_NEAREST;
+    minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR]  = GL_NEAREST_MIPMAP_LINEAR;
+    minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE]   = GL_LINEAR;
+    minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT]  = GL_LINEAR_MIPMAP_NEAREST;
+    minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
+    minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
+            = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
+    minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
+            = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
+    minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
+            = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
 
 /* TODO: config lookups */
 
     /* Make sure there's an active HDC else the WGL extensions will fail */
     hdc = pwglGetCurrentDC();
     if (hdc) {
-        WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
-        TRACE_(d3d_caps)("WGL_Extensions reported:\n");
+        /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
+        if(GL_EXTCALL(wglGetExtensionsStringARB))
+            WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
 
         if (NULL == WGL_Extensions) {
             ERR("   WGL_Extensions returns NULL\n");
         } else {
+            TRACE_(d3d_caps)("WGL_Extensions reported:\n");
             while (*WGL_Extensions != 0x00) {
                 const char *Start;
                 char ThisExtn[256];
@@ -1039,15 +1472,21 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
                 }
+                if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
+                    gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
+                    TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
+                }
+                if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
+                    gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
+                    TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
+                }
             }
         }
     }
+    LEAVE_GL();
 
-
-    WineD3D_ReleaseFakeGLContext();
     return return_value;
 }
-#undef GLINFO_LOCATION
 
 /**********************************************************
  * IWineD3D implementation follows
@@ -1056,8 +1495,9 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
 
-    TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
-    return numAdapters;
+    TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
+
+    return This->adapter_count;
 }
 
 static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
@@ -1069,12 +1509,13 @@ static HRESULT  WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void
 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
 
+    TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
+
     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
         return NULL;
     }
 
-    TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
-    return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
+    return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
 }
 
 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
@@ -1151,7 +1592,7 @@ static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapte
     if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
         DEVMODEW DevModeW;
         int ModeIdx = 0;
-        int i = 0;
+        UINT i = 0;
         int j = 0;
 
         ZeroMemory(&DevModeW, sizeof(DevModeW));
@@ -1198,23 +1639,8 @@ static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapte
             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
 
-            if (Format == WINED3DFMT_UNKNOWN)
-            {
-                switch (DevModeW.dmBitsPerPel)
-                {
-                    case 8:
-                        pMode->Format = WINED3DFMT_P8;
-                        break;
-                    case 16:
-                        pMode->Format = WINED3DFMT_R5G6B5;
-                        break;
-                    case 32:
-                        pMode->Format = WINED3DFMT_X8R8G8B8;
-                        break;
-                    default:
-                        pMode->Format = WINED3DFMT_UNKNOWN;
-                        ERR("Unhandled bit depth (%u) in mode list!\n", DevModeW.dmBitsPerPel);
-                }
+            if (Format == WINED3DFMT_UNKNOWN) {
+                pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
             } else {
                 pMode->Format = Format;
             }
@@ -1267,14 +1693,7 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT A
             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
         }
 
-        switch (bpp) {
-        case  8: pMode->Format       = WINED3DFMT_R3G3B2;   break;
-        case 16: pMode->Format       = WINED3DFMT_R5G6B5;   break;
-        case 24: pMode->Format       = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
-        case 32: pMode->Format       = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
-        default: pMode->Format       = WINED3DFMT_UNKNOWN;
-        }
-
+        pMode->Format = pixelformat_for_depth(bpp);
     } else {
         FIXME_(d3d_caps)("Adapter not primary display\n");
     }
@@ -1298,20 +1717,34 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad
 
     /* Return the information requested */
     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
-    strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
-    strcpy(pIdentifier->Description, Adapters[Adapter].description);
+    strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
+    if(This->adapters[Adapter].gl_info.driver_description)
+        strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
+    else /* Copy default description "Direct3D HAL" */
+        strcpy(pIdentifier->Description, This->adapters[Adapter].description);
 
     /* 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 = Adapters[Adapter].gl_info.gl_driver_version;
-    *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
-    *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
+    pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
+    pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
+    *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
+    *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
     *(pIdentifier->SubSysId) = 0;
     *(pIdentifier->Revision) = 0;
+    *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
+
+    if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
+    {
+        TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
+        *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
+    }
+
+    if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
+    {
+        TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
+        *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
+    }
 
-    /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
     if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
         *(pIdentifier->WHQLLevel) = 0;
     } else {
@@ -1321,46 +1754,81 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad
     return WINED3D_OK;
 }
 
-static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
+static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
+        const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
+{
     short redSize, greenSize, blueSize, alphaSize, colorBits;
 
     if(!cfg)
         return FALSE;
 
-    if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
-        ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
-        return FALSE;
-    }
+    if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
+        if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
+        {
+            ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
+            return FALSE;
+        }
 
-    if(cfg->redSize < redSize)
-        return FALSE;
+        if(cfg->redSize < redSize)
+            return FALSE;
 
-    if(cfg->greenSize < greenSize)
-        return FALSE;
+        if(cfg->greenSize < greenSize)
+            return FALSE;
 
-    if(cfg->blueSize < blueSize)
-        return FALSE;
+        if(cfg->blueSize < blueSize)
+            return FALSE;
+
+        if(cfg->alphaSize < alphaSize)
+            return FALSE;
 
-    if(cfg->alphaSize < alphaSize)
+        return TRUE;
+    } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
+        if (format_desc->format == WINED3DFMT_R16_FLOAT)
+            return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
+        if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
+            return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
+        if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
+            return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
+        if (format_desc->format == WINED3DFMT_R32_FLOAT)
+            return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
+        if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
+            return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
+        if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
+            return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
+    } else {
+        /* Probably a color index mode */
         return FALSE;
+    }
 
-    return TRUE;
+    return FALSE;
 }
 
-static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
+static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
+        const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
+{
     short depthSize, stencilSize;
+    BOOL lockable = FALSE;
 
     if(!cfg)
         return FALSE;
 
-    if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
-        ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
+    if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
+    {
+        ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
         return FALSE;
     }
 
-    if(cfg->depthSize < depthSize)
+    if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
+        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;
 
@@ -1373,7 +1841,10 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
                                                    WINED3DFORMAT DepthStencilFormat) {
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
     int nCfgs;
-    WineD3D_PixelFormat *cfgs;
+    const WineD3D_PixelFormat *cfgs;
+    const struct WineD3DAdapter *adapter;
+    const struct GlPixelFormatDesc *rt_format_desc;
+    const struct GlPixelFormatDesc *ds_format_desc;
     int it;
 
     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
@@ -1388,11 +1859,16 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
         return WINED3DERR_INVALIDCALL;
     }
 
-    cfgs = Adapters[Adapter].cfgs;
-    nCfgs = Adapters[Adapter].nCfgs;
+    adapter = &This->adapters[Adapter];
+    rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
+    ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
+    cfgs = adapter->cfgs;
+    nCfgs = adapter->nCfgs;
     for (it = 0; it < nCfgs; ++it) {
-        if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
-            if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
+        if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
+        {
+            if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
+            {
                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
                 return WINED3D_OK;
             }
@@ -1403,12 +1879,15 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
     return WINED3DERR_NOTAVAILABLE;
 }
 
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
+static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
                                                        WINED3DFORMAT SurfaceFormat,
                                                        BOOL Windowed, WINED3DMULTISAMPLE_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",
+    const struct GlPixelFormatDesc *glDesc;
+    const struct WineD3DAdapter *adapter;
+
+    TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
           This,
           Adapter,
           DeviceType, debug_d3ddevicetype(DeviceType),
@@ -1421,33 +1900,86 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U
         return WINED3DERR_INVALIDCALL;
     }
 
-    /* TODO: Store in Adapter structure */
-    if (pQualityLevels != NULL) {
-        static int s_single_shot = 0;
-        if (!s_single_shot) {
-            FIXME("Quality levels unsupported at present\n");
-            s_single_shot = 1;
+    /* TODO: handle Windowed, add more quality levels */
+
+    if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
+
+    /* By default multisampling is disabled right now as it causes issues
+     * on some Nvidia driver versions and it doesn't work well in combination
+     * with FBOs yet. */
+    if(!wined3d_settings.allow_multisampling)
+        return WINED3DERR_NOTAVAILABLE;
+
+    adapter = &This->adapters[Adapter];
+    glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
+    if (!glDesc) return WINED3DERR_INVALIDCALL;
+
+    if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
+        int i, nCfgs;
+        const WineD3D_PixelFormat *cfgs;
+
+        cfgs = adapter->cfgs;
+        nCfgs = adapter->nCfgs;
+        for(i=0; i<nCfgs; i++) {
+            if(cfgs[i].numSamples != MultiSampleType)
+                continue;
+
+            if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
+                continue;
+
+            TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
+
+            if(pQualityLevels)
+                *pQualityLevels = 1; /* Guess at a value! */
+            return WINED3D_OK;
         }
-        *pQualityLevels = 1; /* Guess at a value! */
     }
+    else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
+        short redSize, greenSize, blueSize, alphaSize, colorBits;
+        int i, nCfgs;
+        const WineD3D_PixelFormat *cfgs;
 
-    if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
+        if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
+        {
+            ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
+            return WINED3DERR_NOTAVAILABLE;
+        }
+
+        cfgs = adapter->cfgs;
+        nCfgs = adapter->nCfgs;
+        for(i=0; i<nCfgs; i++) {
+            if(cfgs[i].numSamples != MultiSampleType)
+                continue;
+            if(cfgs[i].redSize != redSize)
+                continue;
+            if(cfgs[i].greenSize != greenSize)
+                continue;
+            if(cfgs[i].blueSize != blueSize)
+                continue;
+            if(cfgs[i].alphaSize != alphaSize)
+                continue;
+
+            TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
+
+            if(pQualityLevels)
+                *pQualityLevels = 1; /* Guess at a value! */
+            return WINED3D_OK;
+        }
+    }
     return WINED3DERR_NOTAVAILABLE;
 }
 
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
+static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
                                             WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
 
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
-    int nCfgs = 0;
-    WineD3D_PixelFormat *cfgs;
-    int it;
     HRESULT hr = WINED3DERR_NOTAVAILABLE;
+    UINT nmodes;
 
     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),
+          DeviceType, debug_d3ddevicetype(DeviceType),
           DisplayFormat, debug_d3dformat(DisplayFormat),
           BackBufferFormat, debug_d3dformat(BackBufferFormat),
           Windowed);
@@ -1457,29 +1989,590 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter
         return WINED3DERR_INVALIDCALL;
     }
 
-    cfgs = Adapters[Adapter].cfgs;
-    nCfgs = Adapters[Adapter].nCfgs;
-    for (it = 0; it < nCfgs; ++it) {
-        if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
-            hr = WINED3D_OK;
-            TRACE_(d3d_caps)("OK\n");
-            break ;
-        }
+    /* 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. When format
+     * conversion is done, this function should nevertheless fail and applications need to use
+     * CheckDeviceFormatConversion.
+     * At the moment we assume that fullscreen and windowed have the same capabilities */
+
+    /* There are only 4 display formats */
+    if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
+         (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
+         (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
+         (DisplayFormat == WINED3DFMT_A2R10G10B10)))
+    {
+        TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
+        return WINED3DERR_NOTAVAILABLE;
     }
 
-    if(hr != WINED3D_OK)
-        ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
+    /* If the requested DisplayFormat is not available, don't continue */
+    nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
+    if(!nmodes) {
+        TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
+        return WINED3DERR_NOTAVAILABLE;
+    }
 
-    if(hr != WINED3D_OK)
-        TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
+    /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
+    if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
+        TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
+        return WINED3DERR_NOTAVAILABLE;
+    }
+
+    /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
+    if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
+        TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
+        return WINED3DERR_NOTAVAILABLE;
+    }
+
+    /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
+    if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
+        TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
+        return WINED3DERR_NOTAVAILABLE;
+    }
+
+    /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
+    if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
+        TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
+        return WINED3DERR_NOTAVAILABLE;
+    }
+
+    /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
+    if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
+        TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
+        return WINED3DERR_NOTAVAILABLE;
+    }
+
+    /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
+    hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
+    if(FAILED(hr))
+        TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
 
     return hr;
 }
 
-#define GLINFO_LOCATION Adapters[Adapter].gl_info
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
-                                              WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
+
+/* Check if we support bumpmapping for a format */
+static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
+        WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
+{
+    const struct fragment_pipeline *fp;
+
+    switch(format_desc->format)
+    {
+        case WINED3DFMT_R8G8_SNORM:
+        case WINED3DFMT_R16G16_SNORM:
+        case WINED3DFMT_L6V5U5:
+        case WINED3DFMT_X8L8V8U8:
+        case WINED3DFMT_R8G8B8A8_SNORM:
+            /* Ask the fixed function pipeline implementation if it can deal
+             * with the conversion. If we've got a GL extension giving native
+             * support this will be an identity conversion. */
+            fp = select_fragment_implementation(adapter, DeviceType);
+            if (fp->color_fixup_supported(format_desc->color_fixup))
+            {
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            }
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+        default:
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+    }
+}
+
+/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
+static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
+        const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
+{
+    int it=0;
+
+    /* Only allow depth/stencil formats */
+    if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
+
+    /* Walk through all WGL pixel formats to find a match */
+    for (it = 0; it < adapter->nCfgs; ++it)
+    {
+        WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
+        if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
+        {
+            if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
+            {
+                return TRUE;
+            }
+        }
+    }
+
+    return FALSE;
+}
+
+static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
+{
+    /* The flags entry of a format contains the filtering capability */
+    if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
+
+    return FALSE;
+}
+
+/* Check the render target capabilities of a format */
+static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
+        const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
+{
+    /* Filter out non-RT formats */
+    if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
+
+    if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
+        WineD3D_PixelFormat *cfgs = adapter->cfgs;
+        int it;
+        short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
+        short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
+
+        getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
+        getColorBits(check_format_desc, &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_(d3d_caps)("[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 (it = 0; it < adapter->nCfgs; ++it)
+        {
+            if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
+                    &cfgs[it], check_format_desc))
+            {
+                TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
+                        cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
+                return TRUE;
+            }
+        }
+    } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
+        /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
+        WineD3D_PixelFormat *cfgs = adapter->cfgs;
+        int it;
+
+        /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
+        for (it = 0; it < adapter->nCfgs; ++it)
+        {
+            if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
+                    &cfgs[it], check_format_desc))
+            {
+                TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
+                        cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
+                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 CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
+{
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+
+    /* Check for supported sRGB formats (Texture loading and framebuffer) */
+    if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
+        TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
+        return FALSE;
+    }
+
+    switch (format_desc->format)
+    {
+        case WINED3DFMT_A8R8G8B8:
+        case WINED3DFMT_X8R8G8B8:
+        case WINED3DFMT_A4R4G4B4:
+        case WINED3DFMT_L8:
+        case WINED3DFMT_A8L8:
+        case WINED3DFMT_DXT1:
+        case WINED3DFMT_DXT2:
+        case WINED3DFMT_DXT3:
+        case WINED3DFMT_DXT4:
+        case WINED3DFMT_DXT5:
+            TRACE_(d3d_caps)("[OK]\n");
+            return TRUE;
+
+        default:
+            TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
+            return FALSE;
+    }
+    return FALSE;
+}
+
+static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
+        WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
+{
+    /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
+     * doing the color fixup in shaders.
+     * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
+    if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
+    {
+        int vs_selected_mode;
+        int ps_selected_mode;
+        select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+
+        if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
+            TRACE_(d3d_caps)("[OK]\n");
+            return TRUE;
+        }
+    }
+
+    TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
+    return FALSE;
+}
+
+/* Check if a format support blending in combination with pixel shaders */
+static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
+        const struct GlPixelFormatDesc *format_desc)
+{
+    /* The flags entry of a format contains the post pixel shader blending capability */
+    if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
+
+    return FALSE;
+}
+
+static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
+{
+    /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
+     * but we have to report mipmapping so we cannot reject this flag. 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 games need that
+     */
+    return TRUE;
+}
+
+/* Check if a texture format is supported on the given adapter */
+static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
+        WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
+{
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+    const shader_backend_t *shader_backend;
+    const struct fragment_pipeline *fp;
+
+    switch (format_desc->format)
+    {
+        /*****
+         *  supported: RGB(A) formats
+         */
+        case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
+        case WINED3DFMT_A8R8G8B8:
+        case WINED3DFMT_X8R8G8B8:
+        case WINED3DFMT_R5G6B5:
+        case WINED3DFMT_X1R5G5B5:
+        case WINED3DFMT_A1R5G5B5:
+        case WINED3DFMT_A4R4G4B4:
+        case WINED3DFMT_A8_UNORM:
+        case WINED3DFMT_X4R4G4B4:
+        case WINED3DFMT_R8G8B8A8_UNORM:
+        case WINED3DFMT_X8B8G8R8:
+        case WINED3DFMT_A2R10G10B10:
+        case WINED3DFMT_R10G10B10A2_UNORM:
+        case WINED3DFMT_R16G16_UNORM:
+            TRACE_(d3d_caps)("[OK]\n");
+            return TRUE;
+
+        case WINED3DFMT_R3G3B2:
+            TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
+            return FALSE;
+
+        /*****
+         *  supported: Palettized
+         */
+        case WINED3DFMT_P8:
+            TRACE_(d3d_caps)("[OK]\n");
+            return TRUE;
+        /* No Windows driver offers A8P8, so don't offer it either */
+        case WINED3DFMT_A8P8:
+            return FALSE;
+
+        /*****
+         *  Supported: (Alpha)-Luminance
+         */
+        case WINED3DFMT_L8:
+        case WINED3DFMT_A8L8:
+        case WINED3DFMT_L16:
+            TRACE_(d3d_caps)("[OK]\n");
+            return TRUE;
+
+        /* Not supported on Windows, thus disabled */
+        case WINED3DFMT_A4L4:
+            TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
+            return FALSE;
+
+        /*****
+         *  Supported: Depth/Stencil formats
+         */
+        case WINED3DFMT_D16_LOCKABLE:
+        case WINED3DFMT_D16_UNORM:
+        case WINED3DFMT_D15S1:
+        case WINED3DFMT_D24X8:
+        case WINED3DFMT_D24X4S4:
+        case WINED3DFMT_D24S8:
+        case WINED3DFMT_D24FS8:
+        case WINED3DFMT_D32:
+        case WINED3DFMT_D32F_LOCKABLE:
+            return TRUE;
+
+        /*****
+         *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
+         *  GL_NV_texture_shader). Emulated by shaders
+         */
+        case WINED3DFMT_R8G8_SNORM:
+        case WINED3DFMT_X8L8V8U8:
+        case WINED3DFMT_L6V5U5:
+        case WINED3DFMT_R8G8B8A8_SNORM:
+        case WINED3DFMT_R16G16_SNORM:
+            /* Ask the shader backend if it can deal with the conversion. If
+             * we've got a GL extension giving native support this will be an
+             * identity conversion. */
+            shader_backend = select_shader_backend(adapter, DeviceType);
+            if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
+            {
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            }
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+        case WINED3DFMT_DXT1:
+        case WINED3DFMT_DXT2:
+        case WINED3DFMT_DXT3:
+        case WINED3DFMT_DXT4:
+        case WINED3DFMT_DXT5:
+            if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            }
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+
+        /*****
+         *  Odd formats - not supported
+         */
+        case WINED3DFMT_VERTEXDATA:
+        case WINED3DFMT_R16_UINT:
+        case WINED3DFMT_R32_UINT:
+        case WINED3DFMT_R16G16B16A16_SNORM:
+        case WINED3DFMT_A2W10V10U10:
+        case WINED3DFMT_W11V11U10:
+            TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
+            return FALSE;
+
+        /*****
+         *  WINED3DFMT_CxV8U8: Not supported right now
+         */
+        case WINED3DFMT_CxV8U8:
+            TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
+            return FALSE;
+
+        /* YUV formats */
+        case WINED3DFMT_UYVY:
+        case WINED3DFMT_YUY2:
+            if(GL_SUPPORT(APPLE_YCBCR_422)) {
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            }
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+        case WINED3DFMT_YV12:
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+            /* Not supported */
+        case WINED3DFMT_R16G16B16A16_UNORM:
+        case WINED3DFMT_A8R3G3B2:
+            TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
+            return FALSE;
+
+            /* Floating point formats */
+        case WINED3DFMT_R16_FLOAT:
+        case WINED3DFMT_R16G16_FLOAT:
+        case WINED3DFMT_R16G16B16A16_FLOAT:
+            if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            }
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+        case WINED3DFMT_R32_FLOAT:
+        case WINED3DFMT_R32G32_FLOAT:
+        case WINED3DFMT_R32G32B32A32_FLOAT:
+            if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            }
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+        /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
+         * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
+         * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
+         * We can do instancing with all shader versions, but we need vertex shaders.
+         *
+         * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
+         * to enable instancing. WineD3D doesn't need that and just ignores it.
+         *
+         * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
+         */
+        case WINEMAKEFOURCC('I','N','S','T'):
+            TRACE("ATI Instancing check hack\n");
+            if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            }
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+        /* Some weird FOURCC formats */
+        case WINED3DFMT_R8G8_B8G8:
+        case WINED3DFMT_G8R8_G8B8:
+        case WINED3DFMT_MULTI2_ARGB8:
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+        /* Vendor specific formats */
+        case WINED3DFMT_ATI2N:
+            if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
+                shader_backend = select_shader_backend(adapter, DeviceType);
+                fp = select_fragment_implementation(adapter, DeviceType);
+                if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
+                        && fp->color_fixup_supported(format_desc->color_fixup))
+                {
+                    TRACE_(d3d_caps)("[OK]\n");
+                    return TRUE;
+                }
+
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            }
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+        case WINED3DFMT_NVHU:
+        case WINED3DFMT_NVHS:
+            /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
+             * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
+             * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
+             * ATI refused to support formats which can easilly be emulated with pixel shaders, so
+             * Applications have to deal with not having NVHS and NVHU.
+             */
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+
+        case WINED3DFMT_UNKNOWN:
+            return FALSE;
+
+        default:
+            ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
+            break;
+    }
+    return FALSE;
+}
+
+static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
+        WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
+{
+    const struct blit_shader *blitter;
+
+    if(SurfaceType == SURFACE_GDI) {
+        switch(check_format_desc->format)
+        {
+            case WINED3DFMT_R8G8B8:
+            case WINED3DFMT_A8R8G8B8:
+            case WINED3DFMT_X8R8G8B8:
+            case WINED3DFMT_R5G6B5:
+            case WINED3DFMT_X1R5G5B5:
+            case WINED3DFMT_A1R5G5B5:
+            case WINED3DFMT_A4R4G4B4:
+            case WINED3DFMT_R3G3B2:
+            case WINED3DFMT_A8_UNORM:
+            case WINED3DFMT_A8R3G3B2:
+            case WINED3DFMT_X4R4G4B4:
+            case WINED3DFMT_R10G10B10A2_UNORM:
+            case WINED3DFMT_R8G8B8A8_UNORM:
+            case WINED3DFMT_X8B8G8R8:
+            case WINED3DFMT_R16G16_UNORM:
+            case WINED3DFMT_A2R10G10B10:
+            case WINED3DFMT_R16G16B16A16_UNORM:
+            case WINED3DFMT_P8:
+                TRACE_(d3d_caps)("[OK]\n");
+                return TRUE;
+            default:
+                TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
+                return FALSE;
+        }
+    }
+
+    /* All format that are supported for textures are supported for surfaces as well */
+    if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
+    /* All depth stencil formats are supported on surfaces */
+    if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
+
+    /* If opengl can't process the format natively, the blitter may be able to convert it */
+    blitter = select_blit_implementation(adapter, DeviceType);
+    if (blitter->color_fixup_supported(check_format_desc->color_fixup))
+    {
+        TRACE_(d3d_caps)("[OK]\n");
+        return TRUE;
+    }
+
+    /* Reject other formats */
+    TRACE_(d3d_caps)("[FAILED]\n");
+    return FALSE;
+}
+
+static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
+{
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+
+    if (!GL_LIMITS(vertex_samplers)) {
+        TRACE_(d3d_caps)("[FAILED]\n");
+        return FALSE;
+    }
+
+    switch (format_desc->format)
+    {
+        case WINED3DFMT_R32G32B32A32_FLOAT:
+            if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
+                TRACE_(d3d_caps)("[FAILED]\n");
+                return FALSE;
+            }
+            TRACE_(d3d_caps)("[OK]\n");
+            return TRUE;
+
+        default:
+            TRACE_(d3d_caps)("[FAILED]\n");
+            return FALSE;
+    }
+    return FALSE;
+}
+
+static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
+        WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
+        WINED3DSURFTYPE SurfaceType) {
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
+    struct WineD3DAdapter *adapter = &This->adapters[Adapter];
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+    const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
+    const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
+    DWORD UsageCaps = 0;
+
     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
           This,
           Adapter,
@@ -1489,179 +2582,469 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
           RType, debug_d3dresourcetype(RType),
           CheckFormat, debug_d3dformat(CheckFormat));
 
-    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
-        return WINED3DERR_INVALIDCALL;
-    }
+    if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
+        return WINED3DERR_INVALIDCALL;
+    }
+
+    if(RType == WINED3DRTYPE_CUBETEXTURE) {
+
+        if(SurfaceType != SURFACE_OPENGL) {
+            TRACE("[FAILED]\n");
+            return WINED3DERR_NOTAVAILABLE;
+        }
+
+        /* Cubetexture allows:
+         *                    - D3DUSAGE_AUTOGENMIPMAP
+         *                    - D3DUSAGE_DEPTHSTENCIL
+         *                    - D3DUSAGE_DYNAMIC
+         *                    - D3DUSAGE_NONSECURE (d3d9ex)
+         *                    - D3DUSAGE_RENDERTARGET
+         *                    - D3DUSAGE_SOFTWAREPROCESSING
+         *                    - D3DUSAGE_QUERY_WRAPANDMIP
+         */
+        if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
+            /* Check if the texture format is around */
+            if (CheckTextureCapability(adapter, DeviceType, format_desc))
+            {
+                if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
+                    /* Check for automatic mipmap generation support */
+                    if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
+                        UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
+                    } else {
+                        /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
+                        TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
+                    }
+                }
+
+                /* Always report dynamic locking */
+                if(Usage & WINED3DUSAGE_DYNAMIC)
+                    UsageCaps |= WINED3DUSAGE_DYNAMIC;
+
+                if(Usage & WINED3DUSAGE_RENDERTARGET) {
+                    if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
+                    {
+                        UsageCaps |= WINED3DUSAGE_RENDERTARGET;
+                    } else {
+                        TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
+                        return WINED3DERR_NOTAVAILABLE;
+                    }
+                }
+
+                /* Always report software processing */
+                if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
+                    UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
+
+                /* Check QUERY_FILTER support */
+                if(Usage & WINED3DUSAGE_QUERY_FILTER) {
+                    if (CheckFilterCapability(adapter, format_desc))
+                    {
+                        UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
+                    } else {
+                        TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
+                        return WINED3DERR_NOTAVAILABLE;
+                    }
+                }
+
+                /* Check QUERY_POSTPIXELSHADER_BLENDING support */
+                if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
+                    if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
+                    {
+                        UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
+                    } else {
+                        TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
+                        return WINED3DERR_NOTAVAILABLE;
+                    }
+                }
+
+                /* Check QUERY_SRGBREAD support */
+                if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
+                    if (CheckSrgbReadCapability(adapter, format_desc))
+                    {
+                        UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
+                    } else {
+                        TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
+                        return WINED3DERR_NOTAVAILABLE;
+                    }
+                }
+
+                /* Check QUERY_SRGBWRITE support */
+                if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
+                    if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
+                    {
+                        UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
+                    } else {
+                        TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
+                        return WINED3DERR_NOTAVAILABLE;
+                    }
+                }
+
+                /* Check QUERY_VERTEXTEXTURE support */
+                if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
+                    if (CheckVertexTextureCapability(adapter, format_desc))
+                    {
+                        UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
+                    } else {
+                        TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
+                        return WINED3DERR_NOTAVAILABLE;
+                    }
+                }
+
+                /* Check QUERY_WRAPANDMIP support */
+                if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
+                    if (CheckWrapAndMipCapability(adapter, format_desc))
+                    {
+                        UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
+                    } else {
+                        TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
+                        return WINED3DERR_NOTAVAILABLE;
+                    }
+                }
+            } else {
+                TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
+                return WINED3DERR_NOTAVAILABLE;
+            }
+        } else {
+            TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
+            return WINED3DERR_NOTAVAILABLE;
+        }
+    } else if(RType == WINED3DRTYPE_SURFACE) {
+        /* Surface allows:
+         *                - D3DUSAGE_DEPTHSTENCIL
+         *                - D3DUSAGE_NONSECURE (d3d9ex)
+         *                - D3DUSAGE_RENDERTARGET
+         */
+
+        if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
+        {
+            if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
+                if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+
+            if(Usage & WINED3DUSAGE_RENDERTARGET) {
+                if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_RENDERTARGET;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+
+            /* Check QUERY_POSTPIXELSHADER_BLENDING support */
+            if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
+                if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+        } else {
+            TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
+            return WINED3DERR_NOTAVAILABLE;
+        }
+
+    } else if(RType == WINED3DRTYPE_TEXTURE) {
+        /* Texture allows:
+         *                - D3DUSAGE_AUTOGENMIPMAP
+         *                - D3DUSAGE_DEPTHSTENCIL
+         *                - D3DUSAGE_DMAP
+         *                - D3DUSAGE_DYNAMIC
+         *                - D3DUSAGE_NONSECURE (d3d9ex)
+         *                - D3DUSAGE_RENDERTARGET
+         *                - D3DUSAGE_SOFTWAREPROCESSING
+         *                - D3DUSAGE_TEXTAPI (d3d9ex)
+         *                - D3DUSAGE_QUERY_WRAPANDMIP
+         */
+
+        if(SurfaceType != SURFACE_OPENGL) {
+            TRACE("[FAILED]\n");
+            return WINED3DERR_NOTAVAILABLE;
+        }
+
+        /* Check if the texture format is around */
+        if (CheckTextureCapability(adapter, DeviceType, format_desc))
+        {
+            if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
+                /* Check for automatic mipmap generation support */
+                if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
+                    UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
+                } else {
+                    /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
+                    TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
+                }
+            }
+
+            /* Always report dynamic locking */
+            if(Usage & WINED3DUSAGE_DYNAMIC)
+                UsageCaps |= WINED3DUSAGE_DYNAMIC;
+
+            if(Usage & WINED3DUSAGE_RENDERTARGET) {
+                if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_RENDERTARGET;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
+                     return WINED3DERR_NOTAVAILABLE;
+                 }
+            }
+
+            /* Always report software processing */
+            if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
+                UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
+
+            /* Check QUERY_FILTER support */
+            if(Usage & WINED3DUSAGE_QUERY_FILTER) {
+                if (CheckFilterCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+
+            /* Check QUERY_LEGACYBUMPMAP support */
+            if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
+                if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+
+            /* Check QUERY_POSTPIXELSHADER_BLENDING support */
+            if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
+                if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+
+            /* Check QUERY_SRGBREAD support */
+            if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
+                if (CheckSrgbReadCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+
+            /* Check QUERY_SRGBWRITE support */
+            if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
+                if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+
+            /* Check QUERY_VERTEXTEXTURE support */
+            if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
+                if (CheckVertexTextureCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+
+            /* Check QUERY_WRAPANDMIP support */
+            if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
+                if (CheckWrapAndMipCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
 
-    if (Usage & WINED3DUSAGE_QUERY_FILTER) {
-        switch (CheckFormat) {
-            /* Filtering not supported */
-            case WINED3DFMT_A32B32G32R32F:
-                TRACE_(d3d_caps)("[FAILED]\n");
-                return WINED3DERR_NOTAVAILABLE;
-            default:
-                break;
+            if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
+                if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
+        } else {
+            TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
+            return WINED3DERR_NOTAVAILABLE;
         }
-    }
+    } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
+        /* 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.
+         *
+         * Volumetexture allows:
+         *                      - D3DUSAGE_DYNAMIC
+         *                      - D3DUSAGE_NONSECURE (d3d9ex)
+         *                      - D3DUSAGE_SOFTWAREPROCESSING
+         *                      - D3DUSAGE_QUERY_WRAPANDMIP
+         */
 
-    /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
-     * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
-     * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
-    if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
-        if (!GL_LIMITS(vertex_samplers)) {
-            TRACE_(d3d_caps)("[FAILED]\n");
+        if(SurfaceType != SURFACE_OPENGL) {
+            TRACE("[FAILED]\n");
             return WINED3DERR_NOTAVAILABLE;
         }
 
-        switch (CheckFormat) {
-            case WINED3DFMT_A32B32G32R32F:
-                if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
-                    TRACE_(d3d_caps)("[FAILED]\n");
+        /* Check volume texture and volume usage caps */
+        if(GL_SUPPORT(EXT_TEXTURE3D)) {
+            if (!CheckTextureCapability(adapter, DeviceType, format_desc))
+            {
+                TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
+                return WINED3DERR_NOTAVAILABLE;
+            }
+
+            /* Always report dynamic locking */
+            if(Usage & WINED3DUSAGE_DYNAMIC)
+                UsageCaps |= WINED3DUSAGE_DYNAMIC;
+
+            /* Always report software processing */
+            if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
+                UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
+
+            /* Check QUERY_FILTER support */
+            if(Usage & WINED3DUSAGE_QUERY_FILTER) {
+                if (CheckFilterCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
                     return WINED3DERR_NOTAVAILABLE;
                 }
-                TRACE_(d3d_caps)("[OK]\n");
-                return WINED3D_OK;
+            }
 
-            default:
-                TRACE_(d3d_caps)("[FAILED]\n");
-                return WINED3DERR_NOTAVAILABLE;
-        }
-    }
+            /* Check QUERY_POSTPIXELSHADER_BLENDING support */
+            if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
+                if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
+                    return WINED3DERR_NOTAVAILABLE;
+                }
+            }
 
-    if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
-        switch (CheckFormat) {
-            /* In theory we could do all formats, just fetch them accordingly should the buffer be locked.
-             * Windows supports only those 3, and enumerating the other formats confuses applications
-             */
-            case WINED3DFMT_D24S8:
-            case WINED3DFMT_D24X8:
-            case WINED3DFMT_D16:
-                TRACE_(d3d_caps)("[OK]\n");
-                return WINED3D_OK;
-            case WINED3DFMT_D16_LOCKABLE:
-            case WINED3DFMT_D24FS8:
-            case WINED3DFMT_D32F_LOCKABLE:
-            case WINED3DFMT_D24X4S4:
-            case WINED3DFMT_D15S1:
-            case WINED3DFMT_D32:
-                TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n");
-                return WINED3DERR_NOTAVAILABLE;
-            default:
-                TRACE_(d3d_caps)("[FAILED]\n");
-                return WINED3DERR_NOTAVAILABLE;
-        }
-    } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
-        switch (CheckFormat) {
-            case WINED3DFMT_R8G8B8:
-            case WINED3DFMT_A8R8G8B8:
-            case WINED3DFMT_X8R8G8B8:
-            case WINED3DFMT_R5G6B5:
-            case WINED3DFMT_X1R5G5B5:
-            case WINED3DFMT_A1R5G5B5:
-            case WINED3DFMT_A4R4G4B4:
-            case WINED3DFMT_R3G3B2:
-            case WINED3DFMT_X4R4G4B4:
-            case WINED3DFMT_A8B8G8R8:
-            case WINED3DFMT_X8B8G8R8:
-            case WINED3DFMT_P8:
-                TRACE_(d3d_caps)("[OK]\n");
-                return WINED3D_OK;
-            case WINED3DFMT_R16F:
-            case WINED3DFMT_A16B16G16R16F:
-                if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
-                    TRACE_(d3d_caps)("[FAILED]\n");
+            /* Check QUERY_SRGBREAD support */
+            if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
+                if (CheckSrgbReadCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
                     return WINED3DERR_NOTAVAILABLE;
                 }
-                TRACE_(d3d_caps)("[OK]\n");
-                return WINED3D_OK;
-            case WINED3DFMT_A32B32G32R32F:
-               if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
-                    TRACE_(d3d_caps)("[FAILED]\n");
+            }
+
+            /* Check QUERY_SRGBWRITE support */
+            if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
+                if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
                     return WINED3DERR_NOTAVAILABLE;
                 }
-                TRACE_(d3d_caps)("[OK]\n");
-                return WINED3D_OK;
-            default:
-                TRACE_(d3d_caps)("[FAILED]\n");
-                return WINED3DERR_NOTAVAILABLE;
-        }
-    } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
-        if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
-            switch (CheckFormat) {
-                case WINED3DFMT_V8U8:
-                    TRACE_(d3d_caps)("[OK]\n");
-                    return WINED3D_OK;
-                /* TODO: Other bump map formats */
-                default:
-                    TRACE_(d3d_caps)("[FAILED]\n");
+            }
+
+            /* Check QUERY_VERTEXTEXTURE support */
+            if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
+                if (CheckVertexTextureCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
                     return WINED3DERR_NOTAVAILABLE;
+                }
             }
-        }
-        if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
-            switch (CheckFormat) {
-                case WINED3DFMT_V8U8:
-                    TRACE_(d3d_caps)("[OK]\n");
-                    return WINED3D_OK;
-                default:
-                    TRACE_(d3d_caps)("[FAILED]\n");
+
+            /* Check QUERY_WRAPANDMIP support */
+            if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
+                if (CheckWrapAndMipCapability(adapter, format_desc))
+                {
+                    UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
+                } else {
+                    TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
                     return WINED3DERR_NOTAVAILABLE;
+                }
             }
+        } else {
+            TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
+            return WINED3DERR_NOTAVAILABLE;
         }
-        TRACE_(d3d_caps)("[FAILED]\n");
-        return WINED3DERR_NOTAVAILABLE;
-    }
 
-    if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
-        switch (CheckFormat) {
-        case WINED3DFMT_DXT1:
-        case WINED3DFMT_DXT2:
-        case WINED3DFMT_DXT3:
-        case WINED3DFMT_DXT4:
-        case WINED3DFMT_DXT5:
-          TRACE_(d3d_caps)("[OK]\n");
-          return WINED3D_OK;
-        default:
-            break; /* Avoid compiler warnings */
-        }
-    }
+        /* Filter formats that need conversion; For one part, this conversion is unimplemented,
+         * and volume textures are huge, so it would be a big performance hit. Unless we hit an
+         * app needing one of those formats, don't advertize them to avoid leading apps into
+         * temptation. The windows drivers don't support most of those formats on volumes anyway,
+         * except of R32F.
+         */
+        switch(CheckFormat) {
+            case WINED3DFMT_P8:
+            case WINED3DFMT_A4L4:
+            case WINED3DFMT_R32_FLOAT:
+            case WINED3DFMT_R16_FLOAT:
+            case WINED3DFMT_X8L8V8U8:
+            case WINED3DFMT_L6V5U5:
+            case WINED3DFMT_R16G16_UNORM:
+                TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
+                return WINED3DERR_NOTAVAILABLE;
+
+            case WINED3DFMT_R8G8B8A8_SNORM:
+            case WINED3DFMT_R16G16_SNORM:
+            if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
+                TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
+                return WINED3DERR_NOTAVAILABLE;
+            }
+            break;
+
+            case WINED3DFMT_R8G8_SNORM:
+            if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
+                TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
+                return WINED3DERR_NOTAVAILABLE;
+            }
+            break;
 
-    /* Check for supported sRGB formats (Texture loading and framebuffer) */
-    if (GL_SUPPORT(EXT_TEXTURE_SRGB) && (Usage & WINED3DUSAGE_QUERY_SRGBREAD)) {
-        switch (CheckFormat) {
-            case WINED3DFMT_A8R8G8B8:
-            case WINED3DFMT_X8R8G8B8:
-            case WINED3DFMT_A4R4G4B4:
-            case WINED3DFMT_L8:
-            case WINED3DFMT_A8L8:
             case WINED3DFMT_DXT1:
             case WINED3DFMT_DXT2:
             case WINED3DFMT_DXT3:
             case WINED3DFMT_DXT4:
             case WINED3DFMT_DXT5:
-                TRACE_(d3d_caps)("[OK]\n");
-                return WINED3D_OK;
-
-            default:
-                TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
+                /* 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.
+                 */
+                TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
                 return WINED3DERR_NOTAVAILABLE;
-        }
-    }
-
-    if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
 
-        BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL);
-
-        switch (CheckFormat) {
-            case WINED3DFMT_R16F:
-            case WINED3DFMT_A16B16G16R16F:
-                if (!half_pixel_support) break;
-            case WINED3DFMT_R32F:
-            case WINED3DFMT_A32B32G32R32F:
-                TRACE_(d3d_caps)("[OK]\n");
-                return WINED3D_OK;
             default:
-                break; /* Avoid compiler warnings */
+                /* Do nothing, continue with checking the format below */
+                break;
         }
+    } else if(RType == WINED3DRTYPE_BUFFER){
+        /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
+        TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
+        return WINED3DERR_NOTAVAILABLE;
     }
 
     /* This format is nothing special and it is supported perfectly.
@@ -1676,120 +3059,17 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
         return WINED3DERR_NOTAVAILABLE;
     }
 
-    switch (CheckFormat) {
-
-        /*****
-         *  supported: RGB(A) formats
-         */
-        case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
-        case WINED3DFMT_A8R8G8B8:
-        case WINED3DFMT_X8R8G8B8:
-        case WINED3DFMT_R5G6B5:
-        case WINED3DFMT_X1R5G5B5:
-        case WINED3DFMT_A1R5G5B5:
-        case WINED3DFMT_A4R4G4B4:
-        case WINED3DFMT_R3G3B2:
-        case WINED3DFMT_A8:
-        case WINED3DFMT_X4R4G4B4:
-        case WINED3DFMT_A8B8G8R8:
-        case WINED3DFMT_X8B8G8R8:
-        case WINED3DFMT_A2R10G10B10:
-        case WINED3DFMT_A2B10G10R10:
-            TRACE_(d3d_caps)("[OK]\n");
-            return WINED3D_OK;
-
-        /*****
-         *  supported: Palettized
-         */
-        case WINED3DFMT_P8:
-            TRACE_(d3d_caps)("[OK]\n");
-            return WINED3D_OK;
-
-        /*****
-         *  Supported: (Alpha)-Luminance
-         */
-        case WINED3DFMT_L8:
-        case WINED3DFMT_A8L8:
-        case WINED3DFMT_A4L4:
-            TRACE_(d3d_caps)("[OK]\n");
-            return WINED3D_OK;
-
-        /*****
-         *  Not supported for now: Bump mapping formats
-         *  Enable some because games often fail when they are not available
-         *  and are still playable even without bump mapping
-         */
-        case WINED3DFMT_V8U8:
-        case WINED3DFMT_V16U16:
-        case WINED3DFMT_L6V5U5:
-        case WINED3DFMT_X8L8V8U8:
-        case WINED3DFMT_Q8W8V8U8:
-        case WINED3DFMT_W11V11U10:
-        case WINED3DFMT_A2W10V10U10:
-            WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
-            return WINED3D_OK;
-
-        /*****
-         *  DXTN Formats: Handled above
-         * WINED3DFMT_DXT1
-         * WINED3DFMT_DXT2
-         * WINED3DFMT_DXT3
-         * WINED3DFMT_DXT4
-         * WINED3DFMT_DXT5
-         */
-
-        /*****
-         *  Odd formats - not supported
-         */
-        case WINED3DFMT_VERTEXDATA:
-        case WINED3DFMT_INDEX16:
-        case WINED3DFMT_INDEX32:
-        case WINED3DFMT_Q16W16V16U16:
-            TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
-            return WINED3DERR_NOTAVAILABLE;
-
-        /*****
-         *  Float formats: Not supported right now
-         */
-        case WINED3DFMT_G16R16F:
-        case WINED3DFMT_G32R32F:
-        case WINED3DFMT_CxV8U8:
-            TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
-            return WINED3DERR_NOTAVAILABLE;
-
-            /* Not supported */
-        case WINED3DFMT_G16R16:
-        case WINED3DFMT_A16B16G16R16:
-        case WINED3DFMT_A8R3G3B2:
-            TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
-            return WINED3DERR_NOTAVAILABLE;
-
-        /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
-         * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
-         * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
-         * We can do instancing with all shader versions, but we need vertex shaders.
-         *
-         * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
-         * to enable instancing. WineD3D doesn't need that and just ignores it.
-         *
-         * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
-         */
-        case WINEMAKEFOURCC('I','N','S','T'):
-            TRACE("ATI Instancing check hack\n");
-            if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
-                TRACE_(d3d_caps)("[OK]\n");
-                return WINED3D_OK;
-            } else {
-                TRACE_(d3d_caps)("[FAILED]\n");
-                return WINED3DERR_NOTAVAILABLE;
-            }
-
-        default:
-            break;
+    /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
+     * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
+     * usage flags match. */
+    if(UsageCaps == Usage) {
+        return WINED3D_OK;
+    } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
+        return WINED3DOK_NOAUTOGEN;
+    } else {
+        TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
+        return WINED3DERR_NOTAVAILABLE;
     }
-
-    TRACE_(d3d_caps)("[FAILED]\n");
-    return WINED3DERR_NOTAVAILABLE;
 }
 
 static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
@@ -1805,14 +3085,73 @@ static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface,
     return WINED3D_OK;
 }
 
+static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
+{
+    const shader_backend_t *ret;
+    int vs_selected_mode;
+    int ps_selected_mode;
+
+    select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+    if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
+        ret = &glsl_shader_backend;
+    } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
+        ret = &arb_program_shader_backend;
+    } else {
+        ret = &none_shader_backend;
+    }
+    return ret;
+}
+
+static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
+        WINED3DDEVTYPE DeviceType)
+{
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+    int vs_selected_mode;
+    int ps_selected_mode;
+
+    select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+    if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
+        return &arbfp_fragment_pipeline;
+    } else if(ps_selected_mode == SHADER_ATI) {
+        return &atifs_fragment_pipeline;
+    } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
+        return &nvts_fragment_pipeline;
+    } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
+        return &nvrc_fragment_pipeline;
+    } else {
+        return &ffp_fragment_pipeline;
+    }
+}
+
+static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
+{
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+    int vs_selected_mode;
+    int ps_selected_mode;
+
+    select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+    if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
+        return &arbfp_blit;
+    } else {
+        return &ffp_blit;
+    }
+}
+
 /* 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                  */
 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
 
     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
+    struct WineD3DAdapter *adapter = &This->adapters[Adapter];
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
     int vs_selected_mode;
     int ps_selected_mode;
+    struct shader_caps shader_caps;
+    struct fragment_caps fragment_caps;
+    const shader_backend_t *shader_backend;
+    const struct fragment_pipeline *frag_pipeline = NULL;
+    DWORD ckey_caps, blit_caps, fx_caps;
 
     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
 
@@ -1820,565 +3159,577 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
         return WINED3DERR_INVALIDCALL;
     }
 
-    select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+    select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
 
     /* This function should *not* be modifying GL caps
      * TODO: move the functionality where it belongs */
-    select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
+    select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
 
     /* ------------------------------------------------
        The following fields apply to both d3d8 and d3d9
        ------------------------------------------------ */
-    *pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
-    *pCaps->AdapterOrdinal          = Adapter;
-
-    *pCaps->Caps                    = 0;
-    *pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
-                                      WINED3DCAPS2_FULLSCREENGAMMA |
-                                      WINED3DCAPS2_DYNAMICTEXTURES;
-    *pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
-    *pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE;
-
-    *pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
-                                      WINED3DCURSORCAPS_LOWRES;
-
-    *pCaps->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   |
-                                      WINED3DDEVCAPS_RTPATCHES;
-
-    *pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
-                                      WINED3DPMISCCAPS_CULLCCW               |
-                                      WINED3DPMISCCAPS_CULLCW                |
-                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
-                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
-                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
-                                      WINED3DPMISCCAPS_MASKZ                 |
-                                      WINED3DPMISCCAPS_BLENDOP;
+    pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
+    pCaps->AdapterOrdinal          = Adapter;
+
+    pCaps->Caps                    = 0;
+    pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
+                                     WINED3DCAPS2_FULLSCREENGAMMA |
+                                     WINED3DCAPS2_DYNAMICTEXTURES;
+    if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
+        pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
+    }
+
+    pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
+                                     WINED3DCAPS3_COPY_TO_VIDMEM                   |
+                                     WINED3DCAPS3_COPY_TO_SYSTEMMEM;
+
+    pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
+                                     WINED3DPRESENT_INTERVAL_ONE;
+
+    pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
+                                     WINED3DCURSORCAPS_LOWRES;
+
+    pCaps->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   |
+                                     WINED3DDEVCAPS_RTPATCHES;
+
+    pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
+                                     WINED3DPMISCCAPS_CULLCCW               |
+                                     WINED3DPMISCCAPS_CULLCW                |
+                                     WINED3DPMISCCAPS_COLORWRITEENABLE      |
+                                     WINED3DPMISCCAPS_CLIPTLVERTS           |
+                                     WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
+                                     WINED3DPMISCCAPS_MASKZ                 |
+                                     WINED3DPMISCCAPS_BLENDOP               |
+                                     WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
                                     /* TODO:
                                         WINED3DPMISCCAPS_NULLREFERENCE
                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
-                                        WINED3DPMISCCAPS_SEPARATEALPHABLEND
                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
-                                        WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
 
-/* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
-#if 0
-    if (GL_SUPPORT(NV_REGISTER_COMBINERS))
-        *pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_TSSARGTEMP;
-    if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
-        *pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
-#endif
-
-    *pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
-                                      WINED3DPRASTERCAPS_PAT       |
-                                      WINED3DPRASTERCAPS_WFOG      |
-                                      WINED3DPRASTERCAPS_ZFOG      |
-                                      WINED3DPRASTERCAPS_FOGVERTEX |
-                                      WINED3DPRASTERCAPS_FOGTABLE  |
-                                      WINED3DPRASTERCAPS_FOGRANGE  |
-                                      WINED3DPRASTERCAPS_STIPPLE   |
-                                      WINED3DPRASTERCAPS_SUBPIXEL  |
-                                      WINED3DPRASTERCAPS_ZTEST     |
-                                      WINED3DPRASTERCAPS_SCISSORTEST   |
-                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
-                                      WINED3DPRASTERCAPS_DEPTHBIAS;
+    if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
+        pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
+
+    pCaps->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_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
-      *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
-                            WINED3DPRASTERCAPS_ZBIAS         |
-                            WINED3DPRASTERCAPS_MIPMAPLODBIAS;
+        pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
+                             WINED3DPRASTERCAPS_ZBIAS         |
+                             WINED3DPRASTERCAPS_MIPMAPLODBIAS;
+    }
+    if(GL_SUPPORT(NV_FOG_DISTANCE)) {
+        pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
     }
                         /* FIXME Add:
-                          WINED3DPRASTERCAPS_COLORPERSPECTIVE
-                          WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
-                          WINED3DPRASTERCAPS_ANTIALIASEDGES
-                          WINED3DPRASTERCAPS_ZBUFFERLESSHSR
-                          WINED3DPRASTERCAPS_WBUFFER */
-
-    *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
-                       WINED3DPCMPCAPS_EQUAL        |
-                       WINED3DPCMPCAPS_GREATER      |
-                       WINED3DPCMPCAPS_GREATEREQUAL |
-                       WINED3DPCMPCAPS_LESS         |
-                       WINED3DPCMPCAPS_LESSEQUAL    |
-                       WINED3DPCMPCAPS_NEVER        |
-                       WINED3DPCMPCAPS_NOTEQUAL;
-
-    *pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BLENDFACTOR     |
-                            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;
-
-    *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR     |
-                            WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
-                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
-                            WINED3DPBLENDCAPS_DESTALPHA       |
-                            WINED3DPBLENDCAPS_DESTCOLOR       |
-                            WINED3DPBLENDCAPS_INVDESTALPHA    |
-                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
-                            WINED3DPBLENDCAPS_INVSRCALPHA     |
-                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
-                            WINED3DPBLENDCAPS_ONE             |
-                            WINED3DPBLENDCAPS_SRCALPHA        |
-                            WINED3DPBLENDCAPS_SRCCOLOR        |
-                            WINED3DPBLENDCAPS_ZERO;
+                           WINED3DPRASTERCAPS_COLORPERSPECTIVE
+                           WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
+                           WINED3DPRASTERCAPS_ANTIALIASEDGES
+                           WINED3DPRASTERCAPS_ZBUFFERLESSHSR
+                           WINED3DPRASTERCAPS_WBUFFER */
+
+    pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
+                      WINED3DPCMPCAPS_EQUAL        |
+                      WINED3DPCMPCAPS_GREATER      |
+                      WINED3DPCMPCAPS_GREATEREQUAL |
+                      WINED3DPCMPCAPS_LESS         |
+                      WINED3DPCMPCAPS_LESSEQUAL    |
+                      WINED3DPCMPCAPS_NEVER        |
+                      WINED3DPCMPCAPS_NOTEQUAL;
+
+    pCaps->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;
+
+    pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
+                           WINED3DPBLENDCAPS_DESTCOLOR       |
+                           WINED3DPBLENDCAPS_INVDESTALPHA    |
+                           WINED3DPBLENDCAPS_INVDESTCOLOR    |
+                           WINED3DPBLENDCAPS_INVSRCALPHA     |
+                           WINED3DPBLENDCAPS_INVSRCCOLOR     |
+                           WINED3DPBLENDCAPS_ONE             |
+                           WINED3DPBLENDCAPS_SRCALPHA        |
+                           WINED3DPBLENDCAPS_SRCCOLOR        |
+                           WINED3DPBLENDCAPS_ZERO;
     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
      * according to the glBlendFunc manpage
+     *
+     * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
+     * legacy settings for srcblend only
      */
 
-    *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
-                           WINED3DPCMPCAPS_EQUAL        |
-                           WINED3DPCMPCAPS_GREATER      |
-                           WINED3DPCMPCAPS_GREATEREQUAL |
-                           WINED3DPCMPCAPS_LESS         |
-                           WINED3DPCMPCAPS_LESSEQUAL    |
-                           WINED3DPCMPCAPS_NEVER        |
-                           WINED3DPCMPCAPS_NOTEQUAL;
-
-    *pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
-                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
-                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
-                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
-                            WINED3DPSHADECAPS_COLORFLATRGB       |
-                            WINED3DPSHADECAPS_FOGFLAT            |
-                            WINED3DPSHADECAPS_FOGGOURAUD         |
-                            WINED3DPSHADECAPS_SPECULARFLATRGB;
-
-    *pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
-                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
-                           WINED3DPTEXTURECAPS_BORDER             |
-                           WINED3DPTEXTURECAPS_MIPMAP             |
-                           WINED3DPTEXTURECAPS_PROJECTED          |
-                           WINED3DPTEXTURECAPS_PERSPECTIVE        |
-                           WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
+    if( GL_SUPPORT(EXT_BLEND_COLOR)) {
+        pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
+        pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
+    }
+
+
+    pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
+                          WINED3DPCMPCAPS_EQUAL        |
+                          WINED3DPCMPCAPS_GREATER      |
+                          WINED3DPCMPCAPS_GREATEREQUAL |
+                          WINED3DPCMPCAPS_LESS         |
+                          WINED3DPCMPCAPS_LESSEQUAL    |
+                          WINED3DPCMPCAPS_NEVER        |
+                          WINED3DPCMPCAPS_NOTEQUAL;
+
+    pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
+                           WINED3DPSHADECAPS_COLORGOURAUDRGB    |
+                           WINED3DPSHADECAPS_ALPHAFLATBLEND     |
+                           WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
+                           WINED3DPSHADECAPS_COLORFLATRGB       |
+                           WINED3DPSHADECAPS_FOGFLAT            |
+                           WINED3DPSHADECAPS_FOGGOURAUD         |
+                           WINED3DPSHADECAPS_SPECULARFLATRGB;
+
+    pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
+                          WINED3DPTEXTURECAPS_ALPHAPALETTE       |
+                          WINED3DPTEXTURECAPS_TRANSPARENCY       |
+                          WINED3DPTEXTURECAPS_BORDER             |
+                          WINED3DPTEXTURECAPS_MIPMAP             |
+                          WINED3DPTEXTURECAPS_PROJECTED          |
+                          WINED3DPTEXTURECAPS_PERSPECTIVE;
+
+    if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
+        pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
+                              WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
+    }
 
     if( GL_SUPPORT(EXT_TEXTURE3D)) {
-        *pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
-                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
-                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
+        pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
+                               WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
+                               WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
     }
 
     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
-        *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
-                             WINED3DPTEXTURECAPS_MIPCUBEMAP    |
-                             WINED3DPTEXTURECAPS_CUBEMAP_POW2;
+        pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
+                              WINED3DPTEXTURECAPS_MIPCUBEMAP    |
+                              WINED3DPTEXTURECAPS_CUBEMAP_POW2;
 
     }
 
-    *pCaps->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;
+    pCaps->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_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
-        *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
-                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
+        pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
+                                    WINED3DPTFILTERCAPS_MINFANISOTROPIC;
     }
 
     if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
-        *pCaps->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;
+        pCaps->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_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
-            *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
+            pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
         }
     } else
-        *pCaps->CubeTextureFilterCaps = 0;
+        pCaps->CubeTextureFilterCaps = 0;
 
     if (GL_SUPPORT(EXT_TEXTURE3D)) {
-        *pCaps->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;
+        pCaps->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
-        *pCaps->VolumeTextureFilterCaps = 0;
+        pCaps->VolumeTextureFilterCaps = 0;
 
-    *pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
-                                  WINED3DPTADDRESSCAPS_CLAMP  |
-                                  WINED3DPTADDRESSCAPS_WRAP;
+    pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
+                                 WINED3DPTADDRESSCAPS_CLAMP  |
+                                 WINED3DPTADDRESSCAPS_WRAP;
 
     if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
-        *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
+        pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
     }
     if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
-        *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
+        pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
     }
     if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
-        *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
+        pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
     }
 
     if (GL_SUPPORT(EXT_TEXTURE3D)) {
-        *pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
-                                            WINED3DPTADDRESSCAPS_CLAMP  |
-                                            WINED3DPTADDRESSCAPS_WRAP;
+        pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
+                                           WINED3DPTADDRESSCAPS_CLAMP  |
+                                           WINED3DPTADDRESSCAPS_WRAP;
         if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
-            *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
+            pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
         }
         if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
-            *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
+            pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
         }
         if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
-            *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
+            pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
         }
     } else
-        *pCaps->VolumeTextureAddressCaps = 0;
-
-    *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
-                       WINED3DLINECAPS_ZTEST;
-                      /* FIXME: Add
-                        WINED3DLINECAPS_BLEND
-                        WINED3DLINECAPS_ALPHACMP
-                        WINED3DLINECAPS_FOG */
+        pCaps->VolumeTextureAddressCaps = 0;
+
+    pCaps->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
+     */
 
-    *pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
-    *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
+    pCaps->MaxTextureWidth  = GL_LIMITS(texture_size);
+    pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
 
     if(GL_SUPPORT(EXT_TEXTURE3D))
-        *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
+        pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
     else
-        *pCaps->MaxVolumeExtent = 0;
+        pCaps->MaxVolumeExtent = 0;
 
-    *pCaps->MaxTextureRepeat = 32768;
-    *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
-    *pCaps->MaxVertexW = 1.0;
+    pCaps->MaxTextureRepeat = 32768;
+    pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
+    pCaps->MaxVertexW = 1.0;
 
-    *pCaps->GuardBandLeft = 0;
-    *pCaps->GuardBandTop = 0;
-    *pCaps->GuardBandRight = 0;
-    *pCaps->GuardBandBottom = 0;
+    pCaps->GuardBandLeft = 0;
+    pCaps->GuardBandTop = 0;
+    pCaps->GuardBandRight = 0;
+    pCaps->GuardBandBottom = 0;
 
-    *pCaps->ExtentsAdjust = 0;
+    pCaps->ExtentsAdjust = 0;
 
-    *pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
-                           WINED3DSTENCILCAPS_INCRSAT |
-                           WINED3DSTENCILCAPS_INVERT  |
-                           WINED3DSTENCILCAPS_KEEP    |
-                           WINED3DSTENCILCAPS_REPLACE |
-                           WINED3DSTENCILCAPS_ZERO;
+    pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
+                          WINED3DSTENCILCAPS_INCRSAT |
+                          WINED3DSTENCILCAPS_INVERT  |
+                          WINED3DSTENCILCAPS_KEEP    |
+                          WINED3DSTENCILCAPS_REPLACE |
+                          WINED3DSTENCILCAPS_ZERO;
     if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
-      *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
-                             WINED3DSTENCILCAPS_INCR;
+        pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
+                              WINED3DSTENCILCAPS_INCR;
     }
     if ( This->dxVersion > 8 &&
         ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
             GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
-        *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
-    }
-
-    *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
-
-    *pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD         |
-                             WINED3DTEXOPCAPS_ADDSIGNED   |
-                             WINED3DTEXOPCAPS_ADDSIGNED2X |
-                             WINED3DTEXOPCAPS_MODULATE    |
-                             WINED3DTEXOPCAPS_MODULATE2X  |
-                             WINED3DTEXOPCAPS_MODULATE4X  |
-                             WINED3DTEXOPCAPS_SELECTARG1  |
-                             WINED3DTEXOPCAPS_SELECTARG2  |
-                             WINED3DTEXOPCAPS_DISABLE;
-
-    if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
-        GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
-        GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
-        *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
-                                WINED3DTEXOPCAPS_BLENDTEXTUREALPHA  |
-                                WINED3DTEXOPCAPS_BLENDFACTORALPHA   |
-                                WINED3DTEXOPCAPS_BLENDCURRENTALPHA  |
-                                WINED3DTEXOPCAPS_LERP               |
-                                WINED3DTEXOPCAPS_SUBTRACT;
-    }
-    if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
-         GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
-        *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH             |
-                                WINED3DTEXOPCAPS_MULTIPLYADD            |
-                                WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
-                                WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
-                                WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
-    }
-    if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
-        *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
-
-    if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
-        *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
-                                 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
-    }
-
-    if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
-        *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
-    } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
-        /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
-         * not support 3D textures. This asks for trouble if an app uses both bump mapping
-         * and 3D textures. It also allows us to keep the code simpler by having texture
-         * shaders constantly enabled.
-         */
-        *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
-        /* TODO: Luminance bump map? */
+        pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
     }
-#if 0
-    /* FIXME: Add
-    *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
-                             WINED3DTEXOPCAPS_PREMODULATE */
-#endif
 
-    *pCaps->MaxTextureBlendStages   = GL_LIMITS(texture_stages);
-    *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
-    *pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
-    *pCaps->MaxActiveLights         = GL_LIMITS(lights);
+    pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
+
+    pCaps->MaxUserClipPlanes       = GL_LIMITS(clipplanes);
+    pCaps->MaxActiveLights         = GL_LIMITS(lights);
 
-    *pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
-    *pCaps->MaxVertexBlendMatrixIndex   = 0;
+    pCaps->MaxVertexBlendMatrices      = GL_LIMITS(blends);
+    pCaps->MaxVertexBlendMatrixIndex   = 0;
 
-    *pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
-    *pCaps->MaxPointSize    = GL_LIMITS(pointsize);
+    pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
+    pCaps->MaxPointSize    = GL_LIMITS(pointsize);
 
 
-    *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
-                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
-                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
-                                   WINED3DVTXPCAPS_LOCALVIEWER       |
-                                   WINED3DVTXPCAPS_VERTEXFOG         |
-                                   WINED3DVTXPCAPS_TEXGEN;
-                                  /* FIXME: Add
+    pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
+                                  WINED3DVTXPCAPS_MATERIALSOURCE7   |
+                                  WINED3DVTXPCAPS_POSITIONALLIGHTS  |
+                                  WINED3DVTXPCAPS_LOCALVIEWER       |
+                                  WINED3DVTXPCAPS_VERTEXFOG         |
+                                  WINED3DVTXPCAPS_TEXGEN;
+                                  /* FIXME: Add 
                                      D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
 
-    *pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
-    *pCaps->MaxVertexIndex      = 0xFFFFF;
-    *pCaps->MaxStreams          = MAX_STREAMS;
-    *pCaps->MaxStreamStride     = 1024;
-
-    if (vs_selected_mode == SHADER_GLSL) {
-        /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
-           models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
-           vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
-           now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
-        if(GLINFO_LOCATION.vs_nv_version == VS_VERSION_20)
-            *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
-        else
-            *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
-        TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
-    } else if (vs_selected_mode == SHADER_ARB) {
-        *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
-        TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
-    } else {
-        *pCaps->VertexShaderVersion  = 0;
-        TRACE_(d3d_caps)("Vertex shader functionality not available\n");
-    }
+    pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
+    pCaps->MaxVertexIndex      = 0xFFFFF;
+    pCaps->MaxStreams          = MAX_STREAMS;
+    pCaps->MaxStreamStride     = 1024;
 
-    *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
+    /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
+    pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
+                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
+    pCaps->MaxNpatchTessellationLevel        = 0;
+    pCaps->MasterAdapterOrdinal              = 0;
+    pCaps->AdapterOrdinalInGroup             = 0;
+    pCaps->NumberOfAdaptersInGroup           = 1;
 
-    if (ps_selected_mode == SHADER_GLSL) {
-        /* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
-           in case of GeforceFX cards. */
-        if(GLINFO_LOCATION.ps_nv_version == PS_VERSION_20)
-            *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
-        else
-            *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
-        /* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */
-        *pCaps->PixelShader1xMaxValue = 1.0;
-        TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
-    } else if (ps_selected_mode == SHADER_ARB) {
-        *pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
-        *pCaps->PixelShader1xMaxValue = 1.0;
-        TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
+    pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
+
+    pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
+                                                WINED3DPTFILTERCAPS_MAGFPOINT  |
+                                                WINED3DPTFILTERCAPS_MINFLINEAR |
+                                                WINED3DPTFILTERCAPS_MAGFLINEAR;
+    pCaps->VertexTextureFilterCaps           = 0;
+
+    memset(&shader_caps, 0, sizeof(shader_caps));
+    shader_backend = select_shader_backend(adapter, DeviceType);
+    shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
+
+    memset(&fragment_caps, 0, sizeof(fragment_caps));
+    frag_pipeline = select_fragment_implementation(adapter, DeviceType);
+    frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
+
+    /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
+    pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
+
+    /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
+     * Ignore shader model capabilities if disabled in config
+     */
+    if(vs_selected_mode == SHADER_NONE) {
+        TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
+        pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
+        pCaps->MaxVertexShaderConst         = 0;
     } else {
-        *pCaps->PixelShaderVersion    = 0;
-        *pCaps->PixelShader1xMaxValue = 0.0;
-        TRACE_(d3d_caps)("Pixel shader functionality not available\n");
+        pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
+        pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
     }
 
-    /* ------------------------------------------------
-       The following fields apply to d3d9 only
-       ------------------------------------------------ */
-    if (This->dxVersion > 8) {
-        /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
-        *pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET;
-        /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
-        *pCaps->MaxNpatchTessellationLevel        = 0;
-        *pCaps->MasterAdapterOrdinal              = 0;
-        *pCaps->AdapterOrdinalInGroup             = 0;
-        *pCaps->NumberOfAdaptersInGroup           = 1;
-
-        if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
-            /* 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 */
-            *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
-                                WINED3DDTCAPS_UBYTE4N   |
-                                WINED3DDTCAPS_SHORT2N   |
-                                WINED3DDTCAPS_SHORT4N;
-            if (GL_SUPPORT(NV_HALF_FLOAT)) {
-                *pCaps->DeclTypes |=
-                                WINED3DDTCAPS_FLOAT16_2 |
-                                WINED3DDTCAPS_FLOAT16_4;
-            }
-        } else
-            *pCaps->DeclTypes                         = 0;
-
-        *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
-
-
-        *pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
-                                                    WINED3DPTFILTERCAPS_MAGFPOINT  |
-                                                    WINED3DPTFILTERCAPS_MINFLINEAR |
-                                                    WINED3DPTFILTERCAPS_MAGFLINEAR;
-        *pCaps->VertexTextureFilterCaps           = 0;
-
-        if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
-            /* 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. */
-            *pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
-            *pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
-            *pCaps->VS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.vs_arb_max_temps);
-            *pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
-
-            *pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
-            *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
-        } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
-            *pCaps->VS20Caps.Caps                     = 0;
-            *pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
-            *pCaps->VS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.vs_arb_max_temps);
-            *pCaps->VS20Caps.StaticFlowControlDepth   = 1;
-
-            *pCaps->MaxVShaderInstructionsExecuted    = 65535;
-            *pCaps->MaxVertexShader30InstructionSlots = 0;
-        } else { /* VS 1.x */
-            *pCaps->VS20Caps.Caps                     = 0;
-            *pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
-            *pCaps->VS20Caps.NumTemps                 = 0;
-            *pCaps->VS20Caps.StaticFlowControlDepth   = 0;
-
-            *pCaps->MaxVShaderInstructionsExecuted    = 0;
-            *pCaps->MaxVertexShader30InstructionSlots = 0;
-        }
-
-        if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
-            /* 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 */
-            *pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
-                                                        WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
-                                                        WINED3DPS20CAPS_PREDICATION          |
-                                                        WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
-                                                        WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
-            *pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
-            *pCaps->PS20Caps.NumTemps                 = max(32, GLINFO_LOCATION.ps_arb_max_temps);
-            *pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
-            *pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
-
-            *pCaps->MaxPShaderInstructionsExecuted    = 65535;
-            *pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
-        } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
-            /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
-            *pCaps->PS20Caps.Caps                     = 0;
-            *pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
-            *pCaps->PS20Caps.NumTemps                 = max(12, GLINFO_LOCATION.ps_arb_max_temps);
-            *pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
-            *pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
-
-            *pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
-            *pCaps->MaxPixelShader30InstructionSlots  = 0;
-        } else { /* PS 1.x */
-            *pCaps->PS20Caps.Caps                     = 0;
-            *pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
-            *pCaps->PS20Caps.NumTemps                 = 0;
-            *pCaps->PS20Caps.StaticFlowControlDepth   = 0;
-            *pCaps->PS20Caps.NumInstructionSlots      = 0;
-
-            *pCaps->MaxPShaderInstructionsExecuted    = 0;
-            *pCaps->MaxPixelShader30InstructionSlots  = 0;
-        }
+    if(ps_selected_mode == SHADER_NONE) {
+        TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
+        pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
+        pCaps->PixelShader1xMaxValue        = 0.0;
+    } else {
+        pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
+        pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
     }
 
-    return WINED3D_OK;
-}
+    pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
+    pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
+    pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
 
-static unsigned int glsl_program_key_hash(void *key) {
-    glsl_program_key_t *k = (glsl_program_key_t *)key;
+    pCaps->VS20Caps                         = shader_caps.VS20Caps;
+    pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
+    pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
+    pCaps->PS20Caps                         = shader_caps.PS20Caps;
+    pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
+    pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
 
-    unsigned int hash = k->vshader | k->pshader << 16;
-    hash += ~(hash << 15);
-    hash ^=  (hash >> 10);
-    hash +=  (hash << 3);
-    hash ^=  (hash >> 6);
-    hash += ~(hash << 11);
-    hash ^=  (hash >> 16);
+    /* 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(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
+        /* 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. */
+        pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
+        pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
+        pCaps->VS20Caps.NumTemps                 = max(32, adapter->gl_info.vs_arb_max_temps);
+        pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
+
+        pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
+        pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
+    } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
+        pCaps->VS20Caps.Caps                     = 0;
+        pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
+        pCaps->VS20Caps.NumTemps                 = max(12, adapter->gl_info.vs_arb_max_temps);
+        pCaps->VS20Caps.StaticFlowControlDepth   = 1;
+
+        pCaps->MaxVShaderInstructionsExecuted    = 65535;
+        pCaps->MaxVertexShader30InstructionSlots = 0;
+    } else { /* VS 1.x */
+        pCaps->VS20Caps.Caps                     = 0;
+        pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
+        pCaps->VS20Caps.NumTemps                 = 0;
+        pCaps->VS20Caps.StaticFlowControlDepth   = 0;
+
+        pCaps->MaxVShaderInstructionsExecuted    = 0;
+        pCaps->MaxVertexShader30InstructionSlots = 0;
+    }
 
-    return hash;
-}
+    if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
+        /* 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 */
+        pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
+                WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
+                WINED3DPS20CAPS_PREDICATION          |
+                WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
+                WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
+        pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
+        pCaps->PS20Caps.NumTemps                 = max(32, adapter->gl_info.ps_arb_max_temps);
+        pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
+        pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
+
+        pCaps->MaxPShaderInstructionsExecuted    = 65535;
+        pCaps->MaxPixelShader30InstructionSlots  = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
+    } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
+        /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
+        pCaps->PS20Caps.Caps                     = 0;
+        pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
+        pCaps->PS20Caps.NumTemps                 = max(12, adapter->gl_info.ps_arb_max_temps);
+        pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
+        pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
+
+        pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
+        pCaps->MaxPixelShader30InstructionSlots  = 0;
+    } else { /* PS 1.x */
+        pCaps->PS20Caps.Caps                     = 0;
+        pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
+        pCaps->PS20Caps.NumTemps                 = 0;
+        pCaps->PS20Caps.StaticFlowControlDepth   = 0;
+        pCaps->PS20Caps.NumInstructionSlots      = 0;
+
+        pCaps->MaxPShaderInstructionsExecuted    = 0;
+        pCaps->MaxPixelShader30InstructionSlots  = 0;
+    }
 
-static BOOL glsl_program_key_compare(void *keya, void *keyb) {
-    glsl_program_key_t *ka = (glsl_program_key_t *)keya;
-    glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
+    if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
+        /* 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 */
+        pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
+                           WINED3DDTCAPS_UBYTE4N   |
+                           WINED3DDTCAPS_SHORT2N   |
+                           WINED3DDTCAPS_SHORT4N;
+        if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
+            pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
+                                WINED3DDTCAPS_FLOAT16_4;
+        }
+    } else
+        pCaps->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_BLTSHRINKXN            |
+                                        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 */
+    pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
+                                        WINEDDCAPS_PALETTE                  |
+                                        blit_caps;
+    pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
+                                        WINEDDCAPS2_NOPAGELOCKREQUIRED       |
+                                        WINEDDCAPS2_PRIMARYGAMMA             |
+                                        WINEDDCAPS2_WIDESURFACES             |
+                                        WINEDDCAPS2_CANRENDERWINDOWED;
+    pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
+    pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
+    pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
+    pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
+    pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
+    pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
+    pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
+    pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
+    pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
+
+    pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
+                                        WINEDDSCAPS_BACKBUFFER              |
+                                        WINEDDSCAPS_FLIP                    |
+                                        WINEDDSCAPS_FRONTBUFFER             |
+                                        WINEDDSCAPS_OFFSCREENPLAIN          |
+                                        WINEDDSCAPS_PALETTE                 |
+                                        WINEDDSCAPS_PRIMARYSURFACE          |
+                                        WINEDDSCAPS_SYSTEMMEMORY            |
+                                        WINEDDSCAPS_VIDEOMEMORY             |
+                                        WINEDDSCAPS_VISIBLE;
+    pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
+
+    /* Set D3D caps if OpenGL is available. */
+    if (adapter->opengl)
+    {
+        pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
+                                        WINEDDSCAPS_MIPMAP                  |
+                                        WINEDDSCAPS_TEXTURE                 |
+                                        WINEDDSCAPS_ZBUFFER;
+        pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
+    }
 
-    return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
+    return WINED3D_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    */
-static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
-                                           DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
-                                           IUnknown *parent) {
-
+static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
+        WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
+        IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
+{
     IWineD3DDeviceImpl *object  = NULL;
     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
-    HDC hDC;
+    struct WineD3DAdapter *adapter = &This->adapters[Adapter];
+    WINED3DDISPLAYMODE  mode;
+    const struct fragment_pipeline *frag_pipeline = NULL;
     int i;
+    struct fragment_caps ffp_caps;
+    struct shader_caps shader_caps;
+    HRESULT hr;
 
     /* 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.
@@ -2399,15 +3750,19 @@ static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
     object->lpVtbl  = &IWineD3DDevice_Vtbl;
     object->ref     = 1;
     object->wineD3D = iface;
-    object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
+    object->adapter = This->adapter_count ? adapter : NULL;
     IWineD3D_AddRef(object->wineD3D);
     object->parent  = parent;
+    object->device_parent = device_parent;
+    list_init(&object->resources);
+    list_init(&object->shaders);
 
     if(This->dxVersion == 7) {
-        object->surface_alignment = 8;
+        object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
     } else {
-        object->surface_alignment = 4;
+        object->surface_alignment = D3D8_PITCH_ALIGNMENT;
     }
+    object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
 
     /* Set the state up as invalid until the device is fully created */
     object->state   = WINED3DERR_DRIVERINTERNALERROR;
@@ -2425,32 +3780,51 @@ static HRESULT  WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
     object->adapterNo                    = Adapter;
     object->devType                      = DeviceType;
 
-    select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
-    if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
-        object->shader_backend = &glsl_shader_backend;
-        object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
-    } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
-        object->shader_backend = &arb_program_shader_backend;
-    } else {
-        object->shader_backend = &none_shader_backend;
+    select_shader_mode(&adapter->gl_info, DeviceType,
+            &object->ps_selected_mode, &object->vs_selected_mode);
+    object->shader_backend = select_shader_backend(adapter, DeviceType);
+
+    memset(&shader_caps, 0, sizeof(shader_caps));
+    object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
+    object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
+    object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
+
+    memset(&ffp_caps, 0, sizeof(ffp_caps));
+    frag_pipeline = select_fragment_implementation(adapter, DeviceType);
+    object->frag_pipe = frag_pipeline;
+    frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
+    object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
+    object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
+    hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
+                        ffp_vertexstate_template, frag_pipeline, misc_state_template);
+
+    if (FAILED(hr)) {
+        IWineD3D_Release(object->wineD3D);
+        HeapFree(GetProcessHeap(), 0, object);
+
+        return hr;
     }
 
+    object->blitter = select_blit_implementation(adapter, DeviceType);
+
     /* set the state of the device to valid */
     object->state = WINED3D_OK;
 
     /* Get the initial screen setup for ddraw */
-    object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
-    object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
-    hDC = GetDC(0);
-    object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
-    ReleaseDC(0, hDC);
+    IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
+
+    object->ddraw_width = mode.Width;
+    object->ddraw_height = mode.Height;
+    object->ddraw_format = mode.Format;
 
     for(i = 0; i < PATCHMAP_SIZE; i++) {
         list_init(&object->patches[i]);
     }
+
+    IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
+
     return WINED3D_OK;
 }
-#undef GLINFO_LOCATION
 
 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
@@ -2479,71 +3853,683 @@ ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
     return IUnknown_Release(volumeParent);
 }
 
-#define PUSH1(att)        attribs[nAttribs++] = (att);
-#define GLINFO_LOCATION (Adapters[0].gl_info)
-BOOL InitAdapters(void) {
+static BOOL match_apple(const WineD3D_GL_Info *gl_info)
+{
+    /* 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_FLUSH_RENDER] &&
+       gl_info->supported[APPLE_YCBCR_422]) {
+        TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
+        TRACE_(d3d_caps)("Activating MacOS fixups\n");
+        return TRUE;
+    } else {
+        TRACE_(d3d_caps)("Apple extensions are not supported\n");
+        TRACE_(d3d_caps)("Not activating MacOS fixups\n");
+        return FALSE;
+    }
+}
+
+static void test_pbo_functionality(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])];
+
+    if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
+        /* No PBO -> No point in testing them */
+        return;
+    }
+
+    while(glGetError());
+    glGenTextures(1, &texture);
+    glBindTexture(GL_TEXTURE_2D, texture);
+
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+    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\n");
+
+    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\n");
+
+    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\n");
+
+    GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
+    glFinish(); /* just to be sure */
+
+    memset(check, 0, sizeof(check));
+    glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
+    checkGLcall("Reading back the PBO test texture\n");
+
+    glDeleteTextures(1, &texture);
+    GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
+    checkGLcall("PBO test cleanup\n");
+
+    if(memcmp(check, pattern, sizeof(check)) != 0) {
+        WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
+        WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
+        gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
+    } else {
+        TRACE_(d3d_caps)("PBO test successful\n");
+    }
+}
+
+/* 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.
+ *
+ * If a card is not found in this table, the gl driver version is reported
+ */
+struct driver_version_information {
+    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 */
+    WORD hipart_hi, hipart_lo;          /* driver hiword to report      */
+    WORD lopart_hi, lopart_lo;          /* driver loword to report      */
+};
+
+static const struct driver_version_information driver_version_table[] = {
+    /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
+     * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
+     * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
+     * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
+     *
+     * All version numbers used below are from the Linux nvidia drivers.
+     */
+    {VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  7,  1,  8,  6      },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        7,  1,  8,  6      },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               7,  1,  8,  6      },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        9,  6,  4,  3      },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 7,  1,  8,  6      },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  9,  6,  4,  3      },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           9,  6,  4,  3      },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          9,  6,  4,  3      },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           7,  15, 11, 7341   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           7,  15, 11, 7341   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           7,  15, 11, 7341   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           7,  15, 11, 8044   },
+    {VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           7,  15, 11, 8044   },
+
+    /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
+    {VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  6,  14, 10, 6764    },
+    {VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               6,  14, 10, 6764    },
+    {VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          6,  14, 10, 6764    },
+    {VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         "ATI Mobility Radeon HD 2300",      6,  14, 10, 6764    },
+    {VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      6,  14, 10, 6764    },
+    {VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            6,  14, 10, 6764    },
+
+    /* TODO: Add information about legacy ATI hardware, Intel and other cards */
+};
+
+static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info) {
+    if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
+    if(gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
+    if(gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
+    if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
+    return FALSE;
+}
+
+static BOOL match_geforce5(const WineD3D_GL_Info *gl_info) {
+    if(gl_info->gl_vendor == VENDOR_NVIDIA) {
+        if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
+            return TRUE;
+        }
+    }
+    return FALSE;
+}
+
+static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info) {
+    return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info);
+}
+
+static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info) {
+    if(!match_apple(gl_info)) return FALSE;
+    if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
+    if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
+    return TRUE;
+}
+
+static BOOL match_fglrx(const WineD3D_GL_Info *gl_info) {
+    if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
+    if(match_apple(gl_info)) return FALSE;
+    if(strstr(gl_info->gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers */
+    return TRUE;
+}
+
+static void quirk_arb_constants(WineD3D_GL_Info *gl_info) {
+    TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL\n", gl_info->vs_arb_constantsF);
+    gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
+    TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL\n", gl_info->ps_arb_constantsF);
+    gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
+}
+
+static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info) {
+    quirk_arb_constants(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_(d3d_caps)("Reserving 12 GLSL constants for compiler private use\n");
+    gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
+}
+
+/* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
+ * on more than one texture unit. This means that the d3d9 visual point size test will cause a
+ * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
+ * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
+ * most games, but avoids the crash
+ *
+ * A more sophisticated way would be to find all units that need texture coordinates and enable
+ * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
+ * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
+ *
+ * Note that disabling the extension entirely does not gain predictability because there is no point
+ * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension.
+ */
+static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info) {
+    if(gl_info->supported[ARB_POINT_SPRITE]) {
+        TRACE("Limiting point sprites to one texture unit\n");
+        gl_info->max_point_sprite_units = 1;
+    }
+}
+
+static void quirk_ati_dx9(WineD3D_GL_Info *gl_info) {
+    quirk_arb_constants(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 inconventient
+     * 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.
+     */
+    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[WINE_NORMALIZED_TEXRECT] = TRUE;
+
+    /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
+     * it is generally more efficient. Reserve just 8 constants
+     */
+    TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use\n");
+    gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
+}
+
+static void quirk_no_np2(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 reenable ARB_tex_rect (which was previously disabled
+     *  in IWineD3DImpl_FillGLCaps).
+     *  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(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->set_texcoord_w = TRUE;
+}
+
+struct driver_quirk quirk_table[] = {
+    {
+        match_ati_r300_to_500,
+        quirk_ati_dx9,
+        "ATI GLSL constant and normalized texrect quirk"
+    },
+    /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
+     * used it falls back to software. While the compiler can detect if the shader uses all declared
+     * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
+     * using relative addressing falls back to software.
+     *
+     * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
+     */
+    {
+        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_fglrx,
+        quirk_one_point_sprite,
+        "Fglrx point sprite crash workaround"
+    }
+};
+
+static void fixup_extensions(WineD3D_GL_Info *gl_info) {
+    unsigned int i;
+
+    for(i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); i++) {
+        if(!quirk_table[i].match(gl_info)) continue;
+        TRACE_(d3d_caps)("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);
+
+    /* Fixup the driver version */
+    for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
+        if(gl_info->gl_vendor == driver_version_table[i].vendor &&
+           gl_info->gl_card   == driver_version_table[i].card) {
+            TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
+
+            gl_info->driver_version        = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
+                                                               driver_version_table[i].lopart_lo);
+            gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
+                                                               driver_version_table[i].hipart_lo);
+            strcpy(gl_info->driver_description, driver_version_table[i].description);
+            break;
+        }
+    }
+}
+
+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 drawStridedSlow
+ */
+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");
+    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] < eps && pos[3] > -eps)
+        glVertex3fv(pos);
+    else {
+        float w = 1.0 / pos[3];
+
+        glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
+    }
+}
+
+static void WINE_GLAPI diffuse_d3dcolor(const void *data)
+{
+    DWORD diffuseColor = *((const DWORD *)data);
+
+    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);
+    GLbyte d[] = {D3DCOLOR_B_R(specularColor),
+            D3DCOLOR_B_G(specularColor),
+            D3DCOLOR_B_B(specularColor)};
+
+    specular_func_3ubv(d);
+}
+
+static void WINE_GLAPI warn_no_specular_func(const void *data)
+{
+    WARN("GL_EXT_secondary_color not supported\n");
+}
+
+static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
+{
+    position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
+    position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
+    position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
+    position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
+    position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
+    position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
+
+    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
+    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
+    diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
+    diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
+    diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
+    diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
+    diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
+    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
+
+    /* No 4 component entry points here */
+    specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
+    if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
+        specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
+    } else {
+        specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
+    }
+    specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
+    if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
+        specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
+        specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
+    } else {
+        specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
+    }
+    specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
+    specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = 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.
+     */
+    normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
+    normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
+    normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
+    normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
+
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
+    multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
+    if (GL_SUPPORT(NV_HALF_FLOAT))
+    {
+        /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
+        multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
+        multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
+    } else {
+        multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
+        multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
+    }
+}
+
+BOOL InitAdapters(IWineD3DImpl *This)
+{
+    static HMODULE mod_gl;
     BOOL ret;
     int ps_selected_mode, vs_selected_mode;
 
     /* No need to hold any lock. The calling library makes sure only one thread calls
      * wined3d simultaneously
      */
-    if(numAdapters > 0) return TRUE;
 
     TRACE("Initializing adapters\n");
+
+    if(!mod_gl) {
+#ifdef USE_WIN32_OPENGL
+#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
+        mod_gl = LoadLibraryA("opengl32.dll");
+        if(!mod_gl) {
+            ERR("Can't load opengl32.dll!\n");
+            goto nogl_adapter;
+        }
+#else
+#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
+        /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
+        mod_gl = GetModuleHandleA("gdi32.dll");
+#endif
+    }
+
+/* Load WGL core functions from opengl32.dll */
+#define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
+    WGL_FUNCS_GEN;
+#undef USE_WGL_FUNC
+
+    if(!pwglGetProcAddress) {
+        ERR("Unable to load wglGetProcAddress!\n");
+        goto nogl_adapter;
+    }
+
+/* Dynamically load all GL core functions */
+    GL_FUNCS_GEN;
+#undef USE_GL_FUNC
+
+    /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
+     * otherwise because we have to use winex11.drv's override
+     */
+#ifdef USE_WIN32_OPENGL
+    glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
+    glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
+#else
+    glFinish = (void*)pwglGetProcAddress("wglFinish");
+    glFlush = (void*)pwglGetProcAddress("wglFlush");
+#endif
+
+    glEnableWINE = glEnable;
+    glDisableWINE = glDisable;
+
     /* For now only one default adapter */
     {
-        int attribute;
+        struct WineD3DAdapter *adapter = &This->adapters[0];
+        const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+        int iPixelFormat;
+        int res;
+        int i;
+        WineD3D_PixelFormat *cfgs;
         DISPLAY_DEVICEW DisplayDevice;
+        HDC hdc;
 
         TRACE("Initializing default adapter\n");
-        Adapters[0].monitorPoint.x = -1;
-        Adapters[0].monitorPoint.y = -1;
+        adapter->num = 0;
+        adapter->monitorPoint.x = -1;
+        adapter->monitorPoint.y = -1;
+
+        if (!WineD3D_CreateFakeGLContext()) {
+            ERR("Failed to get a gl context for default adapter\n");
+            WineD3D_ReleaseFakeGLContext();
+            goto nogl_adapter;
+        }
 
-        ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
+        ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
         if(!ret) {
             ERR("Failed to initialize gl caps for default adapter\n");
-            HeapFree(GetProcessHeap(), 0, Adapters);
-            return FALSE;
+            WineD3D_ReleaseFakeGLContext();
+            goto nogl_adapter;
         }
-        ret = initPixelFormats(&Adapters[0].gl_info);
+        ret = initPixelFormats(&adapter->gl_info);
         if(!ret) {
             ERR("Failed to init gl formats\n");
-            HeapFree(GetProcessHeap(), 0, Adapters);
-            return FALSE;
+            WineD3D_ReleaseFakeGLContext();
+            goto nogl_adapter;
+        }
+
+        hdc = pwglGetCurrentDC();
+        if(!hdc) {
+            ERR("Failed to get gl HDC\n");
+            WineD3D_ReleaseFakeGLContext();
+            goto nogl_adapter;
         }
 
-        Adapters[0].driver = "Display";
-        Adapters[0].description = "Direct3D HAL";
+        adapter->driver = "Display";
+        adapter->description = "Direct3D HAL";
+
+        /* Use the VideoRamSize registry setting when set */
+        if(wined3d_settings.emulated_textureram)
+            adapter->TextureRam = wined3d_settings.emulated_textureram;
+        else
+            adapter->TextureRam = adapter->gl_info.vidmem;
+        adapter->UsedTextureRam = 0;
+        TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
 
         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
         DisplayDevice.cb = sizeof(DisplayDevice);
         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
-        strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
+        strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
 
-        if (WineD3D_CreateFakeGLContext()) {
-            int iPixelFormat;
-            int attribs[8];
-            int values[8];
+        if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
+        {
+            int attribute;
+            int attribs[10];
+            int values[10];
             int nAttribs = 0;
-            int res;
-            WineD3D_PixelFormat *cfgs;
 
             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
-            GL_EXTCALL(wglGetPixelFormatAttribivARB(wined3d_fake_gl_context_hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
-
-            Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
-            cfgs = Adapters[0].cfgs;
-            PUSH1(WGL_RED_BITS_ARB)
-            PUSH1(WGL_GREEN_BITS_ARB)
-            PUSH1(WGL_BLUE_BITS_ARB)
-            PUSH1(WGL_ALPHA_BITS_ARB)
-            PUSH1(WGL_DEPTH_BITS_ARB)
-            PUSH1(WGL_STENCIL_BITS_ARB)
-
-            for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
-                res = GL_EXTCALL(wglGetPixelFormatAttribivARB(wined3d_fake_gl_context_hdc, iPixelFormat, 0, nAttribs, attribs, values));
+            GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
+
+            adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
+            cfgs = adapter->cfgs;
+            attribs[nAttribs++] = WGL_RED_BITS_ARB;
+            attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
+            attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
+            attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
+            attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
+            attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
+            attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
+            attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
+            attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
+            attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
+
+            for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
+            {
+                res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
 
                 if(!res)
                     continue;
@@ -2556,24 +4542,147 @@ BOOL InitAdapters(void) {
                 cfgs->alphaSize = values[3];
                 cfgs->depthSize = values[4];
                 cfgs->stencilSize = values[5];
+                cfgs->windowDrawable = values[6];
+                cfgs->iPixelType = values[7];
+                cfgs->doubleBuffer = values[8];
+                cfgs->auxBuffers = values[9];
+
+                cfgs->pbufferDrawable = FALSE;
+                /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
+                if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
+                    int attrib = WGL_DRAW_TO_PBUFFER_ARB;
+                    int value;
+                    if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
+                        cfgs->pbufferDrawable = value;
+                }
+
+                cfgs->numSamples = 0;
+                /* Check multisample support */
+                if(GL_SUPPORT(ARB_MULTISAMPLE)) {
+                    int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
+                    int value[2];
+                    if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
+                        /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
+                        * value[1] = number of multi sample buffers*/
+                        if(value[0])
+                            cfgs->numSamples = value[1];
+                    }
+                }
 
-                TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize);
+                TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
                 cfgs++;
             }
-            WineD3D_ReleaseFakeGLContext();
         }
+        else
+        {
+            int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
+            adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
+            adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
+
+            cfgs = adapter->cfgs;
+            for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
+            {
+                PIXELFORMATDESCRIPTOR ppfd;
+
+                res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
+                if(!res)
+                    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(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
+                {
+                    TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
+                    continue;
+                }
+
+                cfgs->iPixelFormat = iPixelFormat;
+                cfgs->redSize = ppfd.cRedBits;
+                cfgs->greenSize = ppfd.cGreenBits;
+                cfgs->blueSize = ppfd.cBlueBits;
+                cfgs->alphaSize = ppfd.cAlphaBits;
+                cfgs->depthSize = ppfd.cDepthBits;
+                cfgs->stencilSize = ppfd.cStencilBits;
+                cfgs->pbufferDrawable = 0;
+                cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
+                cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
+                cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
+                cfgs->auxBuffers = ppfd.cAuxBuffers;
+                cfgs->numSamples = 0;
+
+                TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
+                cfgs++;
+                adapter->nCfgs++;
+            }
+
+            /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
+            if(!adapter->nCfgs)
+            {
+                ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
+
+                WineD3D_ReleaseFakeGLContext();
+                HeapFree(GetProcessHeap(), 0, adapter->cfgs);
+                goto nogl_adapter;
+            }
+        }
+
+        /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
+         * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
+         * but just fake it using D24(X8?) which is fine. D3D also allows that.
+         * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
+         * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
+         * driver is allowed to consume more bits EXCEPT for stencil bits.
+         *
+         * Mark an adapter with this broken stencil behavior.
+         */
+        adapter->brokenStencil = TRUE;
+        for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
+        {
+            /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
+            if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
+                adapter->brokenStencil = FALSE;
+                break;
+            }
+        }
+
+        fixup_extensions(&adapter->gl_info);
+        add_gl_compat_wrappers(&adapter->gl_info);
 
-        select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
-        select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
+        WineD3D_ReleaseFakeGLContext();
 
+        select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
+        select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
+        fillGLAttribFuncs(&adapter->gl_info);
+        adapter->opengl = TRUE;
     }
-    numAdapters = 1;
-    TRACE("%d adapters successfully initialized\n", numAdapters);
+    This->adapter_count = 1;
+    TRACE("%u adapters successfully initialized\n", This->adapter_count);
 
     return TRUE;
+
+nogl_adapter:
+    /* Initialize an adapter for ddraw-only memory counting */
+    memset(This->adapters, 0, sizeof(This->adapters));
+    This->adapters[0].num = 0;
+    This->adapters[0].opengl = FALSE;
+    This->adapters[0].monitorPoint.x = -1;
+    This->adapters[0].monitorPoint.y = -1;
+
+    This->adapters[0].driver = "Display";
+    This->adapters[0].description = "WineD3D DirectDraw Emulation";
+    if(wined3d_settings.emulated_textureram) {
+        This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
+    } else {
+        This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
+    }
+
+    initPixelFormatsNoGL(&This->adapters[0].gl_info);
+
+    This->adapter_count = 1;
+    return FALSE;
 }
-#undef PUSH1
-#undef GLINFO_LOCATION
 
 /**********************************************************
  * IWineD3D VTbl follows