wined3d: The adapters array should be owned by IWineD3DImpl.

Henri Verbeet hverbeet at codeweavers.com
Wed Mar 11 04:15:09 CDT 2009


---
 dlls/wined3d/directx.c         |  382 +++++++++++++++++++++++-----------------
 dlls/wined3d/wined3d_gl.h      |    2 +
 dlls/wined3d/wined3d_main.c    |   19 ++-
 dlls/wined3d/wined3d_private.h |    7 +-
 4 files changed, 236 insertions(+), 174 deletions(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 45fd633..bf9b3f4 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -36,6 +36,8 @@
 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 } };
 
@@ -148,14 +150,11 @@ static const struct {
  * 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(UINT Adapter, WINED3DDEVTYPE DeviceType);
-static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
-static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
+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 */
 const int minLookup[MAX_LOOKUPS] =
@@ -188,6 +187,7 @@ const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
 /* drawStridedSlow attributes */
 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
+glAttribFunc specular_func_3ubv;
 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
@@ -329,11 +329,11 @@ static BOOL WineD3D_CreateFakeGLContext(void) {
 
 /* Adjust the amount of used texture memory */
 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
-    UINT Adapter = D3DDevice->adapterNo;
+    struct WineD3DAdapter *adapter = D3DDevice->adapter;
 
-    Adapters[Adapter].UsedTextureRam += glram;
-    TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
-    return Adapters[Adapter].UsedTextureRam;
+    adapter->UsedTextureRam += glram;
+    TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
+    return adapter->UsedTextureRam;
 }
 
 /**********************************************************
@@ -457,7 +457,6 @@ static void select_shader_max_constants(
  * IWineD3D parts follows
  **********************************************************/
 
-#define GLINFO_LOCATION (*gl_info)
 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
 {
     GLuint prog;
@@ -1440,7 +1439,6 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
 
     return return_value;
 }
-#undef GLINFO_LOCATION
 
 /**********************************************************
  * IWineD3D implementation follows
@@ -1449,8 +1447,9 @@ static 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) {
@@ -1468,7 +1467,7 @@ static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adap
         return NULL;
     }
 
-    return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
+    return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
 }
 
 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
@@ -1670,15 +1669,15 @@ 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);
+    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? */
-    pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
-    pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.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;
@@ -1800,8 +1799,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
         return WINED3DERR_INVALIDCALL;
     }
 
-    cfgs = Adapters[Adapter].cfgs;
-    nCfgs = Adapters[Adapter].nCfgs;
+    cfgs = This->adapters[Adapter].cfgs;
+    nCfgs = This->adapters[Adapter].nCfgs;
     for (it = 0; it < nCfgs; ++it) {
         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
@@ -1846,7 +1845,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U
     if(!wined3d_settings.allow_multisampling)
         return WINED3DERR_NOTAVAILABLE;
 
-    desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
+    desc = getFormatDescEntry(SurfaceFormat, &This->adapters[Adapter].gl_info, &glDesc);
     if(!desc || !glDesc) {
         return WINED3DERR_INVALIDCALL;
     }
@@ -1855,8 +1854,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U
         int i, nCfgs;
         const WineD3D_PixelFormat *cfgs;
 
-        cfgs = Adapters[Adapter].cfgs;
-        nCfgs = Adapters[Adapter].nCfgs;
+        cfgs = This->adapters[Adapter].cfgs;
+        nCfgs = This->adapters[Adapter].nCfgs;
         for(i=0; i<nCfgs; i++) {
             if(cfgs[i].numSamples != MultiSampleType)
                 continue;
@@ -1881,8 +1880,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U
             return WINED3DERR_NOTAVAILABLE;
         }
 
-        cfgs = Adapters[Adapter].cfgs;
-        nCfgs = Adapters[Adapter].nCfgs;
+        cfgs = This->adapters[Adapter].cfgs;
+        nCfgs = This->adapters[Adapter].nCfgs;
         for(i=0; i<nCfgs; i++) {
             if(cfgs[i].numSamples != MultiSampleType)
                 continue;
@@ -1990,9 +1989,9 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter
 }
 
 
-#define GLINFO_LOCATION Adapters[Adapter].gl_info
 /* Check if we support bumpmapping for a format */
-static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
+static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
+        WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
 {
     const struct fragment_pipeline *fp;
     const struct GlPixelFormatDesc *glDesc;
@@ -2006,8 +2005,8 @@ static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE
             /* 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. */
-            getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
-            fp = select_fragment_implementation(Adapter, DeviceType);
+            getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
+            fp = select_fragment_implementation(adapter, DeviceType);
             if (fp->color_fixup_supported(glDesc->color_fixup))
             {
                 TRACE_(d3d_caps)("[OK]\n");
@@ -2023,11 +2022,12 @@ static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE
 }
 
 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
-static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
+static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
+        WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
 {
     int it=0;
     const struct GlPixelFormatDesc *glDesc;
-    const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
+    const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info, &glDesc);
 
     /* Fail if we weren't able to get a description of the format */
     if(!desc || !glDesc)
@@ -2038,8 +2038,9 @@ static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayForma
         return FALSE;
 
     /* Walk through all WGL pixel formats to find a match */
-    for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
-        WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
+    for (it = 0; it < adapter->nCfgs; ++it)
+    {
+        WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
                 return TRUE;
@@ -2050,10 +2051,10 @@ static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayForma
     return FALSE;
 }
 
-static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT CheckFormat)
 {
     const struct GlPixelFormatDesc *glDesc;
-    const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
+    const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
 
     /* Fail if we weren't able to get a description of the format */
     if(!desc || !glDesc)
@@ -2067,11 +2068,11 @@ static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
 }
 
 /* Check the render target capabilities of a format */
-static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
+static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
+        WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
 {
-    UINT Adapter = 0;
     const struct GlPixelFormatDesc *glDesc;
-    const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
+    const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
 
     /* Fail if we weren't able to get a description of the format */
     if(!desc || !glDesc)
@@ -2082,7 +2083,7 @@ static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORM
         return FALSE;
 
     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
-        WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
+        WineD3D_PixelFormat *cfgs = adapter->cfgs;
         int it;
         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
@@ -2099,7 +2100,8 @@ static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORM
 
         /* 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 < Adapters[Adapter].nCfgs; ++it) {
+        for (it = 0; it < adapter->nCfgs; ++it)
+        {
             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
                 return TRUE;
@@ -2107,11 +2109,12 @@ static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORM
         }
     } 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 = Adapters[Adapter].cfgs;
+        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 < Adapters[Adapter].nCfgs; ++it) {
+        for (it = 0; it < adapter->nCfgs; ++it)
+        {
             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
                 return TRUE;
@@ -2125,8 +2128,10 @@ static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORM
     return FALSE;
 }
 
-static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT CheckFormat)
 {
+    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");
@@ -2154,7 +2159,8 @@ static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
     return FALSE;
 }
 
-static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
+static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
+        WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
 {
     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
      * doing the color fixup in shaders.
@@ -2162,7 +2168,7 @@ static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WI
     if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
         int vs_selected_mode;
         int ps_selected_mode;
-        select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_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");
@@ -2175,10 +2181,10 @@ static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WI
 }
 
 /* Check if a format support blending in combination with pixel shaders */
-static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT CheckFormat)
 {
     const struct GlPixelFormatDesc *glDesc;
-    const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
+    const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
 
     /* Fail if we weren't able to get a description of the format */
     if(!desc || !glDesc)
@@ -2205,8 +2211,10 @@ static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
 }
 
 /* Check if a texture format is supported on the given adapter */
-static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
+static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
+        WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
 {
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
     const shader_backend_t *shader_backend;
     const struct fragment_pipeline *fp;
     const struct GlPixelFormatDesc *glDesc;
@@ -2287,8 +2295,8 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE
             /* 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. */
-            getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
-            shader_backend = select_shader_backend(Adapter, DeviceType);
+            getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
+            shader_backend = select_shader_backend(adapter, DeviceType);
             if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup))
             {
                 TRACE_(d3d_caps)("[OK]\n");
@@ -2405,9 +2413,9 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE
         /* Vendor specific formats */
         case WINED3DFMT_ATI2N:
             if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
-                getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
-                shader_backend = select_shader_backend(Adapter, DeviceType);
-                fp = select_fragment_implementation(Adapter, DeviceType);
+                getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
+                shader_backend = select_shader_backend(adapter, DeviceType);
+                fp = select_fragment_implementation(adapter, DeviceType);
                 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)
                         && fp->color_fixup_supported(glDesc->color_fixup))
                 {
@@ -2442,7 +2450,9 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE
     return FALSE;
 }
 
-static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
+static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT AdapterFormat,
+        WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType)
+{
     const struct GlPixelFormatDesc *format_desc;
     const struct blit_shader *blitter;
 
@@ -2475,13 +2485,13 @@ static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WI
     }
 
     /* All format that are supported for textures are supported for surfaces as well */
-    if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
+    if(CheckTextureCapability(adapter, DeviceType, CheckFormat)) return TRUE;
     /* All depth stencil formats are supported on surfaces */
-    if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
+    if(CheckDepthStencilCapability(adapter, AdapterFormat, CheckFormat)) return TRUE;
 
     /* If opengl can't process the format natively, the blitter may be able to convert it */
-    getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc);
-    blitter = select_blit_implementation(Adapter, DeviceType);
+    getFormatDescEntry(CheckFormat, &adapter->gl_info, &format_desc);
+    blitter = select_blit_implementation(adapter, DeviceType);
     if (blitter->color_fixup_supported(format_desc->color_fixup))
     {
         TRACE_(d3d_caps)("[OK]\n");
@@ -2493,8 +2503,10 @@ static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WI
     return FALSE;
 }
 
-static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT CheckFormat)
 {
+    const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+
     if (!GL_LIMITS(vertex_samplers)) {
         TRACE_(d3d_caps)("[FAILED]\n");
         return FALSE;
@@ -2520,6 +2532,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
         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;
     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",
@@ -2553,7 +2567,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
          */
         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
             /* Check if the texture format is around */
-            if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
+            if (CheckTextureCapability(adapter, DeviceType, CheckFormat))
+            {
                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
                     /* Check for automatic mipmap generation support */
                     if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
@@ -2569,7 +2584,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
 
                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
-                    if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
+                    if(CheckRenderTargetCapability(adapter, AdapterFormat, CheckFormat))
+                    {
                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
                     } else {
                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
@@ -2583,7 +2599,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
                 /* Check QUERY_FILTER support */
                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
-                    if(CheckFilterCapability(Adapter, CheckFormat)) {
+                    if (CheckFilterCapability(adapter, CheckFormat))
+                    {
                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
                     } else {
                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
@@ -2593,7 +2610,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
-                    if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
+                    if (CheckPostPixelShaderBlendingCapability(adapter, CheckFormat))
+                    {
                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
                     } else {
                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
@@ -2603,7 +2621,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
                 /* Check QUERY_SRGBREAD support */
                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
-                    if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
+                    if (CheckSrgbReadCapability(adapter, CheckFormat))
+                    {
                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
                     } else {
                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
@@ -2613,7 +2632,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
                 /* Check QUERY_SRGBWRITE support */
                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
-                    if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+                    if (CheckSrgbWriteCapability(adapter, DeviceType, CheckFormat))
+                    {
                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
                     } else {
                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
@@ -2623,7 +2643,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
                 /* Check QUERY_VERTEXTEXTURE support */
                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
-                    if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
+                    if (CheckVertexTextureCapability(adapter, CheckFormat))
+                    {
                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
                     } else {
                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
@@ -2655,9 +2676,11 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
          *                - D3DUSAGE_RENDERTARGET
          */
 
-        if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
+        if (CheckSurfaceCapability(adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType))
+        {
             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
-                if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
+                if (CheckDepthStencilCapability(adapter, AdapterFormat, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
@@ -2666,7 +2689,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
             }
 
             if(Usage & WINED3DUSAGE_RENDERTARGET) {
-                if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
+                if (CheckRenderTargetCapability(adapter, AdapterFormat, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
@@ -2676,7 +2700,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
-                if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
+                if (CheckPostPixelShaderBlendingCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
@@ -2707,7 +2732,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
         }
 
         /* Check if the texture format is around */
-        if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
+        if (CheckTextureCapability(adapter, DeviceType, CheckFormat))
+        {
             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
                 /* Check for automatic mipmap generation support */
                 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
@@ -2723,7 +2749,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
 
             if(Usage & WINED3DUSAGE_RENDERTARGET) {
-                if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
+                if (CheckRenderTargetCapability(adapter, AdapterFormat, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
@@ -2737,7 +2764,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_FILTER support */
             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
-                if(CheckFilterCapability(Adapter, CheckFormat)) {
+                if (CheckFilterCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
@@ -2747,7 +2775,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_LEGACYBUMPMAP support */
             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
-                if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
+                if (CheckBumpMapCapability(adapter, DeviceType, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
@@ -2757,7 +2786,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
-                if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
+                if (CheckPostPixelShaderBlendingCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
@@ -2767,7 +2797,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_SRGBREAD support */
             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
-                if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
+                if (CheckSrgbReadCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
@@ -2777,7 +2808,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_SRGBWRITE support */
             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
-                if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+                if (CheckSrgbWriteCapability(adapter, DeviceType, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
@@ -2787,7 +2819,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_VERTEXTEXTURE support */
             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
-                if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
+                if (CheckVertexTextureCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
@@ -2806,7 +2839,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
             }
 
             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
-                if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
+                if (CheckDepthStencilCapability(adapter, AdapterFormat, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
@@ -2835,7 +2869,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
         /* Check volume texture and volume usage caps */
         if(GL_SUPPORT(EXT_TEXTURE3D)) {
-            if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
+            if (!CheckTextureCapability(adapter, DeviceType, CheckFormat))
+            {
                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
                 return WINED3DERR_NOTAVAILABLE;
             }
@@ -2850,7 +2885,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_FILTER support */
             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
-                if(CheckFilterCapability(Adapter, CheckFormat)) {
+                if (CheckFilterCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
@@ -2860,7 +2896,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
-                if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
+                if (CheckPostPixelShaderBlendingCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
@@ -2870,7 +2907,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_SRGBREAD support */
             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
-                if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
+                if (CheckSrgbReadCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
@@ -2880,7 +2918,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_SRGBWRITE support */
             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
-                if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+                if (CheckSrgbWriteCapability(adapter, DeviceType, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
@@ -2890,7 +2929,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
 
             /* Check QUERY_VERTEXTEXTURE support */
             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
-                if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
+                if (CheckVertexTextureCapability(adapter, CheckFormat))
+                {
                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
                 } else {
                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
@@ -3005,12 +3045,13 @@ static HRESULT  WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface,
     return WINED3D_OK;
 }
 
-static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
+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(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_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) {
@@ -3021,11 +3062,14 @@ static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYP
     return ret;
 }
 
-static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
+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(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_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) {
@@ -3039,11 +3083,13 @@ static const struct fragment_pipeline *select_fragment_implementation(UINT Adapt
     }
 }
 
-static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
+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(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_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 {
@@ -3057,6 +3103,8 @@ static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3
 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;
@@ -3071,11 +3119,11 @@ 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
@@ -3426,12 +3474,12 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
     pCaps->VertexTextureFilterCaps           = 0;
 
     memset(&shader_caps, 0, sizeof(shader_caps));
-    shader_backend = select_shader_backend(Adapter, DeviceType);
-    shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &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, &GLINFO_LOCATION, &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;
@@ -3477,15 +3525,15 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
         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.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, GLINFO_LOCATION.vs_arb_max_instructions);
+        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, GLINFO_LOCATION.vs_arb_max_temps);
+        pCaps->VS20Caps.NumTemps                 = max(12, adapter->gl_info.vs_arb_max_temps);
         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
 
         pCaps->MaxVShaderInstructionsExecuted    = 65535;
@@ -3511,17 +3559,17 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
                 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.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, GLINFO_LOCATION.ps_arb_max_instructions);
+        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, GLINFO_LOCATION.ps_arb_max_temps);
+        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 */
 
@@ -3615,7 +3663,8 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
 
     /* Set D3D caps if OpenGL is available. */
-    if(Adapters[Adapter].opengl) {
+    if (adapter->opengl)
+    {
         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
                                         WINEDDSCAPS_MIPMAP                  |
                                         WINEDDSCAPS_TEXTURE                 |
@@ -3634,6 +3683,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
 {
     IWineD3DDeviceImpl *object  = NULL;
     IWineD3DImpl       *This    = (IWineD3DImpl *)iface;
+    struct WineD3DAdapter *adapter = &This->adapters[Adapter];
     WINED3DDISPLAYMODE  mode;
     const struct fragment_pipeline *frag_pipeline = NULL;
     int i;
@@ -3659,7 +3709,7 @@ 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;
@@ -3689,16 +3739,17 @@ 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);
-    object->shader_backend = select_shader_backend(Adapter, DeviceType);
+    select_shader_mode(&adapter->gl_info, DeviceType,
+            &object->ps_selected_mode, &object->vs_selected_mode);
+    object->shader_backend = select_shader_backend(adapter, DeviceType);
 
     memset(&ffp_caps, 0, sizeof(ffp_caps));
-    frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
+    frag_pipeline = select_fragment_implementation(adapter, DeviceType);
     object->frag_pipe = frag_pipeline;
-    frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
+    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, &GLINFO_LOCATION,
+    hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
                         ffp_vertexstate_template, frag_pipeline, misc_state_template);
 
     if (FAILED(hr)) {
@@ -3708,7 +3759,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
         return hr;
     }
 
-    object->blitter = select_blit_implementation(Adapter, DeviceType);
+    object->blitter = select_blit_implementation(adapter, DeviceType);
 
     /* set the state of the device to valid */
     object->state = WINED3D_OK;
@@ -3728,7 +3779,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
 
     return WINED3D_OK;
 }
-#undef GLINFO_LOCATION
 
 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
@@ -3785,7 +3835,6 @@ static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
     }
 }
 
-#define GLINFO_LOCATION (*gl_info)
 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
@@ -3845,7 +3894,6 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
         TRACE_(d3d_caps)("PBO test successful\n");
     }
 }
-#undef GLINFO_LOCATION
 
 /* 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
@@ -4009,8 +4057,6 @@ static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
     DebugBreak();
 }
 
-#define GLINFO_LOCATION (Adapters[0].gl_info)
-
 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
  * the extension detection and are used in drawStridedSlow
  */
@@ -4051,10 +4097,11 @@ static void WINE_GLAPI diffuse_d3dcolor(const void *data)
 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)};
 
-    GL_EXTCALL(glSecondaryColor3ubEXT)(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)
@@ -4110,6 +4157,7 @@ static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
     }
     specular_funcs[WINED3DDECLTYPE_FLOAT4]      = invalid_func;
     if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
+        specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]    = specular_d3dcolor;
     } else {
         specular_funcs[WINED3DDECLTYPE_D3DCOLOR]      = warn_no_specular_func;
@@ -4174,7 +4222,8 @@ static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
 }
 
 #define PUSH1(att)        attribs[nAttribs++] = (att);
-BOOL InitAdapters(void) {
+BOOL InitAdapters(IWineD3DImpl *This)
+{
     static HMODULE mod_gl;
     BOOL ret;
     int ps_selected_mode, vs_selected_mode;
@@ -4182,7 +4231,7 @@ BOOL InitAdapters(void) {
     /* No need to hold any lock. The calling library makes sure only one thread calls
      * wined3d simultaneously
      */
-    if(numAdapters > 0) return Adapters[0].opengl;
+    if (This->adapter_count) return This->adapters[0].opengl;
 
     TRACE("Initializing adapters\n");
 
@@ -4231,6 +4280,8 @@ BOOL InitAdapters(void) {
 
     /* For now only one default adapter */
     {
+        struct WineD3DAdapter *adapter = &This->adapters[0];
+        const WineD3D_GL_Info *gl_info = &adapter->gl_info;
         int iPixelFormat;
         int attribs[10];
         int values[10];
@@ -4243,9 +4294,9 @@ BOOL InitAdapters(void) {
         HDC hdc;
 
         TRACE("Initializing default adapter\n");
-        Adapters[0].num = 0;
-        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");
@@ -4253,13 +4304,13 @@ BOOL InitAdapters(void) {
             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");
             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");
             WineD3D_ReleaseFakeGLContext();
@@ -4273,28 +4324,28 @@ BOOL InitAdapters(void) {
             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)
-            Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
+            adapter->TextureRam = wined3d_settings.emulated_textureram;
         else
-            Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
-        Adapters[0].UsedTextureRam = 0;
-        TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
+            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);
 
         attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
-        GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
+        GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
 
-        Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
-        cfgs = Adapters[0].cfgs;
+        adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
+        cfgs = adapter->cfgs;
         PUSH1(WGL_RED_BITS_ARB)
         PUSH1(WGL_GREEN_BITS_ARB)
         PUSH1(WGL_BLUE_BITS_ARB)
@@ -4306,7 +4357,8 @@ BOOL InitAdapters(void) {
         PUSH1(WGL_DOUBLE_BUFFER_ARB)
         PUSH1(WGL_AUX_BUFFERS_ARB)
 
-        for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
+        for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
+        {
             res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
 
             if(!res)
@@ -4360,52 +4412,52 @@ BOOL InitAdapters(void) {
          *
          * Mark an adapter with this broken stencil behavior.
          */
-        Adapters[0].brokenStencil = TRUE;
-        for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
+        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) {
-                Adapters[0].brokenStencil = FALSE;
+                adapter->brokenStencil = FALSE;
                 break;
             }
         }
 
-        fixup_extensions(&Adapters[0].gl_info);
-        add_gl_compat_wrappers(&Adapters[0].gl_info);
+        fixup_extensions(&adapter->gl_info);
+        add_gl_compat_wrappers(&adapter->gl_info);
 
         WineD3D_ReleaseFakeGLContext();
 
-        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);
-        fillGLAttribFuncs(&Adapters[0].gl_info);
-        init_type_lookup(&Adapters[0].gl_info);
-        Adapters[0].opengl = TRUE;
+        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);
+        init_type_lookup(&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(Adapters, 0, sizeof(Adapters));
-    Adapters[0].num = 0;
-    Adapters[0].opengl = FALSE;
-    Adapters[0].monitorPoint.x = -1;
-    Adapters[0].monitorPoint.y = -1;
-
-    Adapters[0].driver = "Display";
-    Adapters[0].description = "WineD3D DirectDraw Emulation";
+    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) {
-        Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
+        This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
     } else {
-        Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
+        This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
     }
 
-    numAdapters = 1;
+    This->adapter_count = 1;
     return FALSE;
 }
 #undef PUSH1
-#undef GLINFO_LOCATION
 
 /**********************************************************
  * IWineD3D VTbl follows
diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
index d0529df..3aa23e1 100644
--- a/dlls/wined3d/wined3d_gl.h
+++ b/dlls/wined3d/wined3d_gl.h
@@ -1911,6 +1911,7 @@ typedef void (WINE_GLAPI * PGLFNRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLenum ta
 typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);
 typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);
 typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);
+typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v);
 typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
 /* GL_EXT_paletted_texture */
 #ifndef GL_EXT_paletted_texture
@@ -3578,6 +3579,7 @@ typedef enum _GL_SupportedExt {
     USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVEXTPROC,                     glPointParameterfvEXT,                      EXT_POINT_PARAMETERS,   NULL )\
     /* GL_EXT_secondary_color */ \
     USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBEXTPROC,                    glSecondaryColor3ubEXT,                     EXT_SECONDARY_COLOR,    NULL )\
+    USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBVEXTPROC,                   glSecondaryColor3ubvEXT,                    EXT_SECONDARY_COLOR,    NULL )\
     USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC,                     glSecondaryColor3fEXT,                      EXT_SECONDARY_COLOR,    NULL )\
     USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC,                    glSecondaryColor3fvEXT,                     EXT_SECONDARY_COLOR,    NULL )\
     USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC,                glSecondaryColorPointerEXT,                 EXT_SECONDARY_COLOR,    NULL )\
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index 0eac6f8..687fe89 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -53,20 +53,23 @@ wined3d_settings_t wined3d_settings =
 IWineD3D* WINAPI WineDirect3DCreate(UINT dxVersion, IUnknown *parent) {
     IWineD3DImpl* object;
 
-    if (!InitAdapters()) {
-        WARN("Failed to initialize direct3d adapters, Direct3D will not be available\n");
-        if(dxVersion > 7) {
-            ERR("Direct3D%d is not available without opengl\n", dxVersion);
-            return NULL;
-        }
-    }
-
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
     object->lpVtbl = &IWineD3D_Vtbl;
     object->dxVersion = dxVersion;
     object->ref = 1;
     object->parent = parent;
 
+    if (!InitAdapters(object))
+    {
+        WARN("Failed to initialize direct3d adapters, Direct3D will not be available\n");
+        if (dxVersion > 7)
+        {
+            ERR("Direct3D%d is not available without opengl\n", dxVersion);
+            HeapFree(GetProcessHeap(), 0, object);
+            return NULL;
+        }
+    }
+
     TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
 
     return (IWineD3D *)object;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c2a2e24..443acbc 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -670,6 +670,7 @@ typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
+extern glAttribFunc specular_func_3ubv;
 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
@@ -937,7 +938,6 @@ struct WineD3DAdapter
     unsigned int            UsedTextureRam;
 };
 
-extern BOOL InitAdapters(void);
 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
@@ -1025,10 +1025,15 @@ typedef struct IWineD3DImpl
     /* WineD3D Information */
     IUnknown               *parent;
     UINT                    dxVersion;
+
+    UINT adapter_count;
+    struct WineD3DAdapter adapters[1];
 } IWineD3DImpl;
 
 extern const IWineD3DVtbl IWineD3D_Vtbl;
 
+BOOL InitAdapters(IWineD3DImpl *This);
+
 /* TODO: setup some flags in the registry to enable, disable pbuffer support
 (since it will break quite a few things until contexts are managed properly!) */
 extern BOOL pbuffer_support;
-- 
1.6.0.6



--------------070103040206050306000706--



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