text: /*
   * Utility functions for the WineD3D Library
   *
   * Copyright 2002-2004 Jason Edmeades
   * Copyright 2003-2004 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2006-2008 Henri Verbeet
   * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
   * Copyright 2009-2010 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #include <stdio.h>
  
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  
  #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
  
  static const struct
  {
      enum wined3d_format_id id;
      unsigned int idx;
  }
  format_index_remap[] =
  {
      {WINED3DFMT_UYVY,         WINED3D_FORMAT_FOURCC_BASE},
      {WINED3DFMT_YUY2,         WINED3D_FORMAT_FOURCC_BASE + 1},
      {WINED3DFMT_YV12,         WINED3D_FORMAT_FOURCC_BASE + 2},
      {WINED3DFMT_DXT1,         WINED3D_FORMAT_FOURCC_BASE + 3},
      {WINED3DFMT_DXT2,         WINED3D_FORMAT_FOURCC_BASE + 4},
      {WINED3DFMT_DXT3,         WINED3D_FORMAT_FOURCC_BASE + 5},
      {WINED3DFMT_DXT4,         WINED3D_FORMAT_FOURCC_BASE + 6},
      {WINED3DFMT_DXT5,         WINED3D_FORMAT_FOURCC_BASE + 7},
      {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
      {WINED3DFMT_G8R8_G8B8,    WINED3D_FORMAT_FOURCC_BASE + 9},
      {WINED3DFMT_R8G8_B8G8,    WINED3D_FORMAT_FOURCC_BASE + 10},
      {WINED3DFMT_ATI1N,        WINED3D_FORMAT_FOURCC_BASE + 11},
      {WINED3DFMT_ATI2N,        WINED3D_FORMAT_FOURCC_BASE + 12},
      {WINED3DFMT_INST,         WINED3D_FORMAT_FOURCC_BASE + 13},
      {WINED3DFMT_NVDB,         WINED3D_FORMAT_FOURCC_BASE + 14},
      {WINED3DFMT_NVHU,         WINED3D_FORMAT_FOURCC_BASE + 15},
      {WINED3DFMT_NVHS,         WINED3D_FORMAT_FOURCC_BASE + 16},
      {WINED3DFMT_INTZ,         WINED3D_FORMAT_FOURCC_BASE + 17},
      {WINED3DFMT_RESZ,         WINED3D_FORMAT_FOURCC_BASE + 18},
      {WINED3DFMT_NULL,         WINED3D_FORMAT_FOURCC_BASE + 19},
      {WINED3DFMT_R16,          WINED3D_FORMAT_FOURCC_BASE + 20},
      {WINED3DFMT_AL16,         WINED3D_FORMAT_FOURCC_BASE + 21},
      {WINED3DFMT_NV12,         WINED3D_FORMAT_FOURCC_BASE + 22},
      {WINED3DFMT_ATOC,         WINED3D_FORMAT_FOURCC_BASE + 23},
  };
  
  #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
  
  struct wined3d_format_channels
  {
      enum wined3d_format_id id;
      DWORD red_size, green_size, blue_size, alpha_size;
      DWORD red_offset, green_offset, blue_offset, alpha_offset;
      UINT bpp;
      BYTE depth_size, stencil_size;
  };
  
  static const struct wined3d_format_channels formats[] =
  {
      /*                                          size            offset
       *  format id                           r   g   b   a    r   g   b   a    bpp depth stencil */
      {WINED3DFMT_UNKNOWN,                    0,  0,  0,  0,   0,  0,  0,  0,    0,   0,     0},
      /* FourCC formats */
      {WINED3DFMT_UYVY,                       0,  0,  0,  0,   0,  0,  0,  0,    2,   0,     0},
      {WINED3DFMT_YUY2,                       0,  0,  0,  0,   0,  0,  0,  0,    2,   0,     0},
      {WINED3DFMT_YV12,                       0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_NV12,                       0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_DXT1,                       0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_DXT2,                       0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_DXT3,                       0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_DXT4,                       0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_DXT5,                       0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_MULTI2_ARGB8,               0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_G8R8_G8B8,                  0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_R8G8_B8G8,                  0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      /* Hmm? */
      {WINED3DFMT_R8G8_SNORM_Cx,              0,  0,  0,  0,   0,  0,  0,  0,    2,   0,     0},
      {WINED3DFMT_R11G11B10_FLOAT,           11, 11, 10,  0,   0, 11, 22,  0,    4,   0,     0},
      /* Palettized formats */
      {WINED3DFMT_P8_UINT_A8_UNORM,           0,  0,  0,  8,   0,  0,  0,  8,    2,   0,     0},
      {WINED3DFMT_P8_UINT,                    0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      /* Standard ARGB formats. */
      {WINED3DFMT_B8G8R8_UNORM,               8,  8,  8,  0,  16,  8,  0,  0,    3,   0,     0},
      {WINED3DFMT_B5G6R5_UNORM,               5,  6,  5,  0,  11,  5,  0,  0,    2,   0,     0},
      {WINED3DFMT_B5G5R5X1_UNORM,             5,  5,  5,  0,  10,  5,  0,  0,    2,   0,     0},
      {WINED3DFMT_B5G5R5A1_UNORM,             5,  5,  5,  1,  10,  5,  0, 15,    2,   0,     0},
      {WINED3DFMT_B4G4R4A4_UNORM,             4,  4,  4,  4,   8,  4,  0, 12,    2,   0,     0},
      {WINED3DFMT_B2G3R3_UNORM,               3,  3,  2,  0,   5,  2,  0,  0,    1,   0,     0},
      {WINED3DFMT_A8_UNORM,                   0,  0,  0,  8,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_B2G3R3A8_UNORM,             3,  3,  2,  8,   5,  2,  0,  8,    2,   0,     0},
      {WINED3DFMT_B4G4R4X4_UNORM,             4,  4,  4,  0,   8,  4,  0,  0,    2,   0,     0},
      {WINED3DFMT_R8G8B8X8_UNORM,             8,  8,  8,  0,   0,  8, 16,  0,    4,   0,     0},
      {WINED3DFMT_B10G10R10A2_UNORM,         10, 10, 10,  2,  20, 10,  0, 30,    4,   0,     0},
      /* Luminance */
      {WINED3DFMT_L8_UNORM,                   0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_L8A8_UNORM,                 0,  0,  0,  8,   0,  0,  0,  8,    2,   0,     0},
      {WINED3DFMT_L4A4_UNORM,                 0,  0,  0,  4,   0,  0,  0,  4,    1,   0,     0},
      {WINED3DFMT_L16_UNORM,                  0,  0,  0,  0,   0,  0,  0,  0,    2,   0,     0},
      /* Bump mapping stuff */
      {WINED3DFMT_R5G5_SNORM_L6_UNORM,        5,  5,  0,  0,   0,  5,  0,  0,    2,   0,     0},
      {WINED3DFMT_R8G8_SNORM_L8X8_UNORM,      8,  8,  0,  0,   0,  8,  0,  0,    4,   0,     0},
      {WINED3DFMT_R10G11B11_SNORM,           10, 11, 11,  0,   0, 10, 21,  0,    4,   0,     0},
      {WINED3DFMT_R10G10B10_SNORM_A2_UNORM,  10, 10, 10,  2,   0, 10, 20, 30,    4,   0,     0},
      /* Depth stencil formats */
      {WINED3DFMT_D16_LOCKABLE,               0,  0,  0,  0,   0,  0,  0,  0,    2,  16,     0},
      {WINED3DFMT_D32_UNORM,                  0,  0,  0,  0,   0,  0,  0,  0,    4,  32,     0},
      {WINED3DFMT_S1_UINT_D15_UNORM,          0,  0,  0,  0,   0,  0,  0,  0,    2,  15,     1},
      {WINED3DFMT_X8D24_UNORM,                0,  0,  0,  0,   0,  0,  0,  0,    4,  24,     0},
      {WINED3DFMT_S4X4_UINT_D24_UNORM,        0,  0,  0,  0,   0,  0,  0,  0,    4,  24,     4},
      {WINED3DFMT_S8_UINT_D24_FLOAT,          0,  0,  0,  0,   0,  0,  0,  0,    4,  24,     8},
      /* Vendor-specific formats */
      {WINED3DFMT_ATI1N,                      0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_ATI2N,                      0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_NVDB,                       0,  0,  0,  0,   0,  0,  0,  0,    0,   0,     0},
      {WINED3DFMT_ATOC,                       0,  0,  0,  0,   0,  0,  0,  0,    0,   0,     0},
      {WINED3DFMT_INST,                       0,  0,  0,  0,   0,  0,  0,  0,    0,   0,     0},
      {WINED3DFMT_INTZ,                       0,  0,  0,  0,   0,  0,  0,  0,    4,  24,     8},
      {WINED3DFMT_RESZ,                       0,  0,  0,  0,   0,  0,  0,  0,    0,   0,     0},
      {WINED3DFMT_NVHU,                       0,  0,  0,  0,   0,  0,  0,  0,    2,   0,     0},
      {WINED3DFMT_NVHS,                       0,  0,  0,  0,   0,  0,  0,  0,    2,   0,     0},
      {WINED3DFMT_NULL,                       8,  8,  8,  8,   0,  8, 16, 24,    4,   0,     0},
      /* Unsure about them, could not find a Windows driver that supports them */
      {WINED3DFMT_R16,                       16,  0,  0,  0,   0,  0,  0,  0,    2,   0,     0},
      {WINED3DFMT_AL16,                       0,  0,  0, 16,   0,  0,  0, 16,    4,   0,     0},
      /* DirectX 10 HDR formats */
      {WINED3DFMT_R9G9B9E5_SHAREDEXP,         0,  0,  0,  0,   0,  0,  0,  0,    4,   0,     0},
      /* Typeless */
      {WINED3DFMT_R32G32B32A32_TYPELESS,     32, 32, 32, 32,   0, 32, 64, 96,   16,   0,     0},
      {WINED3DFMT_R32G32B32_TYPELESS,        32, 32, 32,  0,   0, 32, 64,  0,   12,   0,     0},
      {WINED3DFMT_R16G16B16A16_TYPELESS,     16, 16, 16, 16,   0, 16, 32, 48,    8,   0,     0},
      {WINED3DFMT_R32G32_TYPELESS,           32, 32,  0,  0,   0, 32,  0,  0,    8,   0,     0},
      {WINED3DFMT_R32G8X24_TYPELESS,         32,  8,  0,  0,   0,  0,  0,  0,    8,   0,     0},
      {WINED3DFMT_R10G10B10A2_TYPELESS,      10, 10, 10,  2,   0, 10, 20, 30,    4,   0,     0},
      {WINED3DFMT_R10G10B10X2_TYPELESS,      10, 10, 10,  0,   0, 10, 20,  0,    4,   0,     0},
      {WINED3DFMT_R8G8B8A8_TYPELESS,          8,  8,  8,  8,   0,  8, 16, 24,    4,   0,     0},
      {WINED3DFMT_R16G16_TYPELESS,           16, 16,  0,  0,   0, 16,  0,  0,    4,   0,     0},
      {WINED3DFMT_R32_TYPELESS,              32,  0,  0,  0,   0,  0,  0,  0,    4,   0,     0},
      {WINED3DFMT_R24G8_TYPELESS,            24,  8,  0,  0,   0,  0,  0,  0,    4,   0,     0},
      {WINED3DFMT_R8G8_TYPELESS,              8,  8,  0,  0,   0,  8,  0,  0,    2,   0,     0},
      {WINED3DFMT_R16_TYPELESS,              16,  0,  0,  0,   0,  0,  0,  0,    2,   0,     0},
      {WINED3DFMT_R8_TYPELESS,                8,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_BC1_TYPELESS,               0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_BC2_TYPELESS,               0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_BC3_TYPELESS,               0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_BC4_TYPELESS,               0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_BC5_TYPELESS,               0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_BC6H_TYPELESS,              0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_BC7_TYPELESS,               0,  0,  0,  0,   0,  0,  0,  0,    1,   0,     0},
      {WINED3DFMT_B8G8R8A8_TYPELESS,          8,  8,  8,  8,  16,  8,  0, 24,    4,   0,     0},
      {WINED3DFMT_B8G8R8X8_TYPELESS,          8,  8,  8,  0,  16,  8,  0,  0,    4,   0,     0},
  };
  
  struct wined3d_typed_format_info
  {
      enum wined3d_format_id id;
      enum wined3d_format_id typeless_id;
      const char *channels;
  };
  
  /**
   * The last entry for a given typeless format defines its internal format.
   *
   * u - WINED3D_CHANNEL_TYPE_UNORM
   * i - WINED3D_CHANNEL_TYPE_SNORM
   * U - WINED3D_CHANNEL_TYPE_UINT
   * I - WINED3D_CHANNEL_TYPE_SINT
   * F - WINED3D_CHANNEL_TYPE_FLOAT
   * D - WINED3D_CHANNEL_TYPE_DEPTH
   * S - WINED3D_CHANNEL_TYPE_STENCIL
   * X - WINED3D_CHANNEL_TYPE_UNUSED
   */
  static const struct wined3d_typed_format_info typed_formats[] =
  {
      {WINED3DFMT_R32G32B32A32_UINT,        WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
      {WINED3DFMT_R32G32B32A32_SINT,        WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
      {WINED3DFMT_R32G32B32A32_FLOAT,       WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
      {WINED3DFMT_R32G32B32_UINT,           WINED3DFMT_R32G32B32_TYPELESS,    "UUU"},
      {WINED3DFMT_R32G32B32_SINT,           WINED3DFMT_R32G32B32_TYPELESS,    "III"},
      {WINED3DFMT_R32G32B32_FLOAT,          WINED3DFMT_R32G32B32_TYPELESS,    "FFF"},
      {WINED3DFMT_R16G16B16A16_UNORM,       WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
      {WINED3DFMT_R16G16B16A16_SNORM,       WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
      {WINED3DFMT_R16G16B16A16_UINT,        WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
      {WINED3DFMT_R16G16B16A16_SINT,        WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
      {WINED3DFMT_R16G16B16A16_FLOAT,       WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
      {WINED3DFMT_R32G32_UINT,              WINED3DFMT_R32G32_TYPELESS,       "UU"},
      {WINED3DFMT_R32G32_SINT,              WINED3DFMT_R32G32_TYPELESS,       "II"},
      {WINED3DFMT_R32G32_FLOAT,             WINED3DFMT_R32G32_TYPELESS,       "FF"},
      {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_R32G8X24_TYPELESS,     "FXX"},
      {WINED3DFMT_X32_TYPELESS_G8X24_UINT,  WINED3DFMT_R32G8X24_TYPELESS,     "XUX"},
      {WINED3DFMT_D32_FLOAT_S8X24_UINT,     WINED3DFMT_R32G8X24_TYPELESS,     "DSX"},
      {WINED3DFMT_R10G10B10A2_SNORM,        WINED3DFMT_R10G10B10A2_TYPELESS,  "iiii"},
      {WINED3DFMT_R10G10B10A2_UINT,         WINED3DFMT_R10G10B10A2_TYPELESS,  "UUUU"},
      {WINED3DFMT_R10G10B10A2_UNORM,        WINED3DFMT_R10G10B10A2_TYPELESS,  "uuuu"},
      {WINED3DFMT_R10G10B10X2_SNORM,        WINED3DFMT_R10G10B10X2_TYPELESS,  "iiiX"},
      {WINED3DFMT_R10G10B10X2_UINT,         WINED3DFMT_R10G10B10X2_TYPELESS,  "UUUX"},
      {WINED3DFMT_R8G8B8A8_UINT,            WINED3DFMT_R8G8B8A8_TYPELESS,     "UUUU"},
      {WINED3DFMT_R8G8B8A8_SINT,            WINED3DFMT_R8G8B8A8_TYPELESS,     "IIII"},
      {WINED3DFMT_R8G8B8A8_SNORM,           WINED3DFMT_R8G8B8A8_TYPELESS,     "iiii"},
      {WINED3DFMT_R8G8B8A8_UNORM_SRGB,      WINED3DFMT_R8G8B8A8_TYPELESS,     "uuuu"},
      {WINED3DFMT_R8G8B8A8_UNORM,           WINED3DFMT_R8G8B8A8_TYPELESS,     "uuuu"},
      {WINED3DFMT_R16G16_UNORM,             WINED3DFMT_R16G16_TYPELESS,       "uu"},
      {WINED3DFMT_R16G16_SNORM,             WINED3DFMT_R16G16_TYPELESS,       "ii"},
      {WINED3DFMT_R16G16_UINT,              WINED3DFMT_R16G16_TYPELESS,       "UU"},
      {WINED3DFMT_R16G16_SINT,              WINED3DFMT_R16G16_TYPELESS,       "II"},
      {WINED3DFMT_R16G16_FLOAT,             WINED3DFMT_R16G16_TYPELESS,       "FF"},
      {WINED3DFMT_D32_FLOAT,                WINED3DFMT_R32_TYPELESS,          "D"},
      {WINED3DFMT_R32_FLOAT,                WINED3DFMT_R32_TYPELESS,          "F"},
      {WINED3DFMT_R32_UINT,                 WINED3DFMT_R32_TYPELESS,          "U"},
      {WINED3DFMT_R32_SINT,                 WINED3DFMT_R32_TYPELESS,          "I"},
      {WINED3DFMT_R24_UNORM_X8_TYPELESS,    WINED3DFMT_R24G8_TYPELESS,        "uX"},
      {WINED3DFMT_X24_TYPELESS_G8_UINT,     WINED3DFMT_R24G8_TYPELESS,        "XU"},
      {WINED3DFMT_D24_UNORM_S8_UINT,        WINED3DFMT_R24G8_TYPELESS,        "DS"},
      {WINED3DFMT_R8G8_SNORM,               WINED3DFMT_R8G8_TYPELESS,         "ii"},
      {WINED3DFMT_R8G8_UNORM,               WINED3DFMT_R8G8_TYPELESS,         "uu"},
      {WINED3DFMT_R8G8_UINT,                WINED3DFMT_R8G8_TYPELESS,         "UU"},
      {WINED3DFMT_R8G8_SINT,                WINED3DFMT_R8G8_TYPELESS,         "II"},
      {WINED3DFMT_D16_UNORM,                WINED3DFMT_R16_TYPELESS,          "D"},
      {WINED3DFMT_R16_UNORM,                WINED3DFMT_R16_TYPELESS,          "u"},
      {WINED3DFMT_R16_SNORM,                WINED3DFMT_R16_TYPELESS,          "i"},
      {WINED3DFMT_R16_UINT,                 WINED3DFMT_R16_TYPELESS,          "U"},
      {WINED3DFMT_R16_SINT,                 WINED3DFMT_R16_TYPELESS,          "I"},
      {WINED3DFMT_R16_FLOAT,                WINED3DFMT_R16_TYPELESS,          "F"},
      {WINED3DFMT_R8_UNORM,                 WINED3DFMT_R8_TYPELESS,           "u"},
      {WINED3DFMT_R8_SNORM,                 WINED3DFMT_R8_TYPELESS,           "i"},
      {WINED3DFMT_R8_UINT,                  WINED3DFMT_R8_TYPELESS,           "U"},
      {WINED3DFMT_R8_SINT,                  WINED3DFMT_R8_TYPELESS,           "I"},
      {WINED3DFMT_BC1_UNORM_SRGB,           WINED3DFMT_BC1_TYPELESS,          ""},
      {WINED3DFMT_BC1_UNORM,                WINED3DFMT_BC1_TYPELESS,          ""},
      {WINED3DFMT_BC2_UNORM_SRGB,           WINED3DFMT_BC2_TYPELESS,          ""},
      {WINED3DFMT_BC2_UNORM,                WINED3DFMT_BC2_TYPELESS,          ""},
      {WINED3DFMT_BC3_UNORM_SRGB,           WINED3DFMT_BC3_TYPELESS,          ""},
      {WINED3DFMT_BC3_UNORM,                WINED3DFMT_BC3_TYPELESS,          ""},
      {WINED3DFMT_BC4_UNORM,                WINED3DFMT_BC4_TYPELESS,          ""},
      {WINED3DFMT_BC4_SNORM,                WINED3DFMT_BC4_TYPELESS,          ""},
      {WINED3DFMT_BC5_UNORM,                WINED3DFMT_BC5_TYPELESS,          ""},
      {WINED3DFMT_BC5_SNORM,                WINED3DFMT_BC5_TYPELESS,          ""},
      {WINED3DFMT_BC6H_UF16,                WINED3DFMT_BC6H_TYPELESS,         ""},
      {WINED3DFMT_BC6H_SF16,                WINED3DFMT_BC6H_TYPELESS,         ""},
      {WINED3DFMT_BC7_UNORM_SRGB,           WINED3DFMT_BC7_TYPELESS,          ""},
      {WINED3DFMT_BC7_UNORM,                WINED3DFMT_BC7_TYPELESS,          ""},
      {WINED3DFMT_B8G8R8A8_UNORM_SRGB,      WINED3DFMT_B8G8R8A8_TYPELESS,     "uuuu"},
      {WINED3DFMT_B8G8R8A8_UNORM,           WINED3DFMT_B8G8R8A8_TYPELESS,     "uuuu"},
      {WINED3DFMT_B8G8R8X8_UNORM_SRGB,      WINED3DFMT_B8G8R8X8_TYPELESS,     "uuuX"},
      {WINED3DFMT_B8G8R8X8_UNORM,           WINED3DFMT_B8G8R8X8_TYPELESS,     "uuuX"},
  };
  
  struct wined3d_typeless_format_depth_stencil_info
  {
      enum wined3d_format_id typeless_id;
      enum wined3d_format_id depth_stencil_id;
      enum wined3d_format_id depth_view_id;
      enum wined3d_format_id stencil_view_id;
      BOOL separate_depth_view_format;
  };
  
  static const struct wined3d_typeless_format_depth_stencil_info typeless_depth_stencil_formats[] =
  {
      {WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT,
              WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, TRUE},
      {WINED3DFMT_R24G8_TYPELESS,    WINED3DFMT_D24_UNORM_S8_UINT,
              WINED3DFMT_R24_UNORM_X8_TYPELESS,    WINED3DFMT_X24_TYPELESS_G8_UINT,    TRUE},
      {WINED3DFMT_R32_TYPELESS,      WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT},
      {WINED3DFMT_R16_TYPELESS,      WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM},
  };
  
  struct wined3d_format_ddi_info
  {
      enum wined3d_format_id id;
      D3DDDIFORMAT ddi_format;
  };
  
  static const struct wined3d_format_ddi_info ddi_formats[] =
  {
      {WINED3DFMT_B8G8R8_UNORM,       D3DDDIFMT_R8G8B8},
      {WINED3DFMT_B8G8R8A8_UNORM,     D3DDDIFMT_A8R8G8B8},
      {WINED3DFMT_B8G8R8X8_UNORM,     D3DDDIFMT_X8R8G8B8},
      {WINED3DFMT_B5G6R5_UNORM,       D3DDDIFMT_R5G6B5},
      {WINED3DFMT_B5G5R5X1_UNORM,     D3DDDIFMT_X1R5G5B5},
      {WINED3DFMT_B5G5R5A1_UNORM,     D3DDDIFMT_A1R5G5B5},
      {WINED3DFMT_B4G4R4A4_UNORM,     D3DDDIFMT_A4R4G4B4},
      {WINED3DFMT_B4G4R4X4_UNORM,     D3DDDIFMT_X4R4G4B4},
      {WINED3DFMT_P8_UINT,            D3DDDIFMT_P8},
  };
  
  struct wined3d_format_base_flags
  {
      enum wined3d_format_id id;
      DWORD flags;
  };
  
  /* The ATI2N format behaves like an uncompressed format in LockRect(), but
   * still needs to use the correct block based calculation for e.g. the
   * resource size. */
  static const struct wined3d_format_base_flags format_base_flags[] =
  {
      {WINED3DFMT_ATI1N,                 WINED3DFMT_FLAG_MAPPABLE | WINED3DFMT_FLAG_BROKEN_PITCH},
      {WINED3DFMT_ATI2N,                 WINED3DFMT_FLAG_MAPPABLE | WINED3DFMT_FLAG_BROKEN_PITCH},
      {WINED3DFMT_D16_LOCKABLE,          WINED3DFMT_FLAG_MAPPABLE},
      {WINED3DFMT_INTZ,                  WINED3DFMT_FLAG_MAPPABLE},
      {WINED3DFMT_R11G11B10_FLOAT,       WINED3DFMT_FLAG_FLOAT},
      {WINED3DFMT_D32_FLOAT,             WINED3DFMT_FLAG_FLOAT},
      {WINED3DFMT_S8_UINT_D24_FLOAT,     WINED3DFMT_FLAG_FLOAT},
      {WINED3DFMT_D32_FLOAT_S8X24_UINT,  WINED3DFMT_FLAG_FLOAT},
      {WINED3DFMT_INST,                  WINED3DFMT_FLAG_EXTENSION},
      {WINED3DFMT_NULL,                  WINED3DFMT_FLAG_EXTENSION},
      {WINED3DFMT_NVDB,                  WINED3DFMT_FLAG_EXTENSION},
      {WINED3DFMT_ATOC,                  WINED3DFMT_FLAG_EXTENSION},
      {WINED3DFMT_RESZ,                  WINED3DFMT_FLAG_EXTENSION},
      {WINED3DFMT_R32G32B32A32_TYPELESS, WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32G32B32A32_FLOAT,    WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32G32B32A32_UINT,     WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32G32B32A32_SINT,     WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R16G16B16A16_TYPELESS, WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R16G16B16A16_FLOAT,    WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R16G16B16A16_UNORM,    WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R16G16B16A16_UINT,     WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R16G16B16A16_SNORM,    WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R16G16B16A16_SINT,     WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32G32_TYPELESS,       WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32G32_FLOAT,          WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32G32_UINT,           WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32G32_SINT,           WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32_TYPELESS,          WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32_FLOAT,             WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32_UINT,              WINED3DFMT_FLAG_CAST_TO_BLOCK},
      {WINED3DFMT_R32_SINT,              WINED3DFMT_FLAG_CAST_TO_BLOCK},
  };
  
  static void rgb888_from_rgb565(WORD rgb565, BYTE *r, BYTE *g, BYTE *b)
  {
      BYTE c;
  
      /* (2⁸ - 1) / (2⁵ - 1) ≈ 2⁸ / 2⁵ + 2⁸ / 2¹⁰
       * (2⁸ - 1) / (2⁶ - 1) ≈ 2⁸ / 2⁶ + 2⁸ / 2¹² */
      c = rgb565 >> 11;
      *r = (c << 3) + (c >> 2);
      c = (rgb565 >> 5) & 0x3f;
      *g = (c << 2) + (c >> 4);
      c = rgb565 & 0x1f;
      *b = (c << 3) + (c >> 2);
  }
  
  static void build_dxtn_colour_table(WORD colour0, WORD colour1,
          DWORD colour_table[4], enum wined3d_format_id format_id)
  {
      unsigned int i;
      struct
      {
          BYTE r, g, b;
      } c[4];
  
      rgb888_from_rgb565(colour0, &c[0].r, &c[0].g, &c[0].b);
      rgb888_from_rgb565(colour1, &c[1].r, &c[1].g, &c[1].b);
  
      if (format_id == WINED3DFMT_BC1_UNORM && colour0 <= colour1)
      {
          c[2].r = (c[0].r + c[1].r) / 2;
          c[2].g = (c[0].g + c[1].g) / 2;
          c[2].b = (c[0].b + c[1].b) / 2;
  
          c[3].r = 0;
          c[3].g = 0;
          c[3].b = 0;
      }
      else
      {
          for (i = 0; i < 2; ++i)
          {
              c[i + 2].r = (2 * c[i].r + c[1 - i].r) / 3;
              c[i + 2].g = (2 * c[i].g + c[1 - i].g) / 3;
              c[i + 2].b = (2 * c[i].b + c[1 - i].b) / 3;
          }
      }
  
      for (i = 0; i < 4; ++i)
      {
          colour_table[i] = (c[i].r << 16) | (c[i].g << 8) | c[i].b;
      }
  }
  
  static void build_bc3_alpha_table(BYTE alpha0, BYTE alpha1, BYTE alpha_table[8])
  {
      unsigned int i;
  
      alpha_table[0] = alpha0;
      alpha_table[1] = alpha1;
  
      if (alpha0 > alpha1)
      {
          for (i = 0; i < 6; ++i)
          {
              alpha_table[2 + i] = ((6 - i) * alpha0 + (i + 1) * alpha1) / 7;
          }
          return;
      }
      else
      {
          for (i = 0; i < 4; ++i)
          {
              alpha_table[2 + i] = ((4 - i) * alpha0 + (i + 1) * alpha1) / 5;
          }
          alpha_table[6] = 0x00;
          alpha_table[7] = 0xff;
      }
  }
  
  static void decompress_dxtn_block(const BYTE *src, BYTE *dst, unsigned int width,
          unsigned int height, unsigned int dst_row_pitch, enum wined3d_format_id format_id)
  {
      const UINT64 *s = (const UINT64 *)src;
      BOOL bc1_alpha = FALSE;
      DWORD colour_table[4];
      BYTE alpha_table[8];
      UINT64 alpha_bits;
      DWORD colour_bits;
      unsigned int x, y;
      BYTE colour_idx;
      DWORD *dst_row;
      BYTE alpha;
  
      if (format_id == WINED3DFMT_BC1_UNORM)
      {
          WORD colour0, colour1;
  
          alpha_bits = 0;
  
          colour0 = s[0] & 0xffff;
          colour1 = (s[0] >> 16) & 0xffff;
          colour_bits = (s[0] >> 32) & 0xffffffff;
          build_dxtn_colour_table(colour0, colour1, colour_table, format_id);
          if (colour0 <= colour1)
              bc1_alpha = TRUE;
      }
      else
      {
          alpha_bits = s[0];
          if (format_id == WINED3DFMT_BC3_UNORM)
          {
              build_bc3_alpha_table(alpha_bits & 0xff, (alpha_bits >> 8) & 0xff, alpha_table);
              alpha_bits >>= 16;
          }
  
          colour_bits = (s[1] >> 32) & 0xffffffff;
          build_dxtn_colour_table(s[1] & 0xffff, (s[1] >> 16) & 0xffff, colour_table, format_id);
      }
  
      for (y = 0; y < height; ++y)
      {
          dst_row = (DWORD *)&dst[y * dst_row_pitch];
          for (x = 0; x < width; ++x)
          {
              colour_idx = (colour_bits >> (y * 8 + x * 2)) & 0x3;
              switch (format_id)
              {
                  case WINED3DFMT_BC1_UNORM:
                      alpha = bc1_alpha && colour_idx == 3 ? 0x00 : 0xff;
                      break;
  
                  case WINED3DFMT_BC2_UNORM:
                      alpha = (alpha_bits >> (y * 16 + x * 4)) & 0xf;
                      /* (2⁸ - 1) / (2⁴ - 1) ≈ 2⁸ / 2⁴ + 2⁸ / 2⁸ */
                      alpha |= alpha << 4;
                      break;
  
                  case WINED3DFMT_BC3_UNORM:
                      alpha = alpha_table[(alpha_bits >> (y * 12 + x * 3)) & 0x7];
                      break;
  
                  default:
                      alpha = 0xff;
                      break;
              }
              dst_row[x] = (alpha << 24) | colour_table[colour_idx];
          }
      }
  }
  
  static void decompress_dxtn(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
          unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
          unsigned int width, unsigned int height, unsigned int depth, enum wined3d_format_id format_id)
  {
      unsigned int block_byte_count, block_w, block_h;
      const BYTE *src_row, *src_slice = src;
      BYTE *dst_row, *dst_slice = dst;
      unsigned int x, y, z;
  
      block_byte_count = format_id == WINED3DFMT_BC1_UNORM ? 8 : 16;
  
      for (z = 0; z < depth; ++z)
      {
          src_row = src_slice;
          dst_row = dst_slice;
          for (y = 0; y < height; y += 4)
          {
              for (x = 0; x < width; x += 4)
              {
                  block_w = min(width - x, 4);
                  block_h = min(height - y, 4);
                  decompress_dxtn_block(&src_row[x * (block_byte_count / 4)],
                          &dst_row[x * 4], block_w, block_h, dst_row_pitch, format_id);
              }
              src_row += src_row_pitch;
              dst_row += dst_row_pitch * 4;
          }
          src_slice += src_slice_pitch;
          dst_slice += dst_slice_pitch;
      }
  }
  
  static void decompress_bc3(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
          unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
          unsigned int width, unsigned int height, unsigned int depth)
  {
      decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
              dst_slice_pitch, width, height, depth, WINED3DFMT_BC3_UNORM);
  }
  
  static void decompress_bc2(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
          unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
          unsigned int width, unsigned int height, unsigned int depth)
  {
      decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
              dst_slice_pitch, width, height, depth, WINED3DFMT_BC2_UNORM);
  }
  
  static void decompress_bc1(const BYTE *src, BYTE *dst, unsigned int src_row_pitch,
          unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
          unsigned int width, unsigned int height, unsigned int depth)
  {
      decompress_dxtn(src, dst, src_row_pitch, src_slice_pitch, dst_row_pitch,
              dst_slice_pitch, width, height, depth, WINED3DFMT_BC1_UNORM);
  }
  
  static void build_rgtc_colour_table(uint8_t red0, uint8_t red1, uint8_t colour_table[8])
  {
      unsigned int i;
  
      colour_table[0] = red0;
      colour_table[1] = red1;
      if (red0 <= red1)
      {
          for (i = 0; i < 4; ++i)
          {
              colour_table[i + 2] = ((8 - 2 * i) * red0 + (2 + 2 * i) * red1 + 5) / 10;
          }
          colour_table[6] = 0x00;
          colour_table[7] = 0xff;
      }
      else
      {
          for (i = 0; i < 6; ++i)
          {
              colour_table[i + 2] = ((12 - 2 * i) * red0 + (2 + 2 * i) * red1 + 7) / 14;
          }
      }
  }
  
  static void decompress_rgtc_block(const uint8_t *src, uint8_t *dst,
          unsigned int width, unsigned int height, unsigned int dst_row_pitch)
  {
      const uint64_t *s = (const uint64_t *)src;
      uint8_t red0, red1, red_idx;
      uint8_t colour_table[8];
      unsigned int x, y;
      uint32_t *dst_row;
      uint64_t bits;
  
      red0 = s[0] & 0xff;
      red1 = (s[0] >> 8) & 0xff;
      bits = s[0] >> 16;
      build_rgtc_colour_table(red0, red1, colour_table);
  
      for (y = 0; y < height; ++y)
      {
          dst_row = (uint32_t *)&dst[y * dst_row_pitch];
          for (x = 0; x < width; ++x)
          {
              red_idx = (bits >> (y * 12 + x * 3)) & 0x7;
              /* Decompressing to bgra32 is perhaps not ideal for RGTC formats.
               * It's convenient though. */
              dst_row[x] = 0xff000000 | (colour_table[red_idx] << 16);
          }
      }
  }
  
  static void decompress_bc4(const uint8_t *src, uint8_t *dst, unsigned int src_row_pitch,
          unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
          unsigned int width, unsigned int height, unsigned int depth)
  {
      unsigned int block_w, block_h, x, y, z;
      const uint8_t *src_row, *src_slice;
      uint8_t *dst_row, *dst_slice;
  
      for (z = 0; z < depth; ++z)
      {
          src_slice = &src[z * src_slice_pitch];
          dst_slice = &dst[z * dst_slice_pitch];
          for (y = 0; y < height; y += 4)
          {
              src_row = &src_slice[(y / 4) * src_row_pitch];
              dst_row = &dst_slice[y * dst_row_pitch];
              for (x = 0; x < width; x += 4)
              {
                  block_w = min(width - x, 4);
                  block_h = min(height - y, 4);
                  decompress_rgtc_block(&src_row[(x / 4) * 8], &dst_row[x * 4], block_w, block_h, dst_row_pitch);
              }
          }
      }
  }
  
  static const struct wined3d_format_decompress_info
  {
      enum wined3d_format_id id;
      void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
              unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
              unsigned int width, unsigned int height, unsigned int depth);
  }
  format_decompress_info[] =
  {
      {WINED3DFMT_DXT1,      decompress_bc1},
      {WINED3DFMT_DXT2,      decompress_bc2},
      {WINED3DFMT_DXT3,      decompress_bc2},
      {WINED3DFMT_DXT4,      decompress_bc3},
      {WINED3DFMT_DXT5,      decompress_bc3},
      {WINED3DFMT_BC1_UNORM, decompress_bc1},
      {WINED3DFMT_BC2_UNORM, decompress_bc2},
      {WINED3DFMT_BC3_UNORM, decompress_bc3},
      {WINED3DFMT_BC4_UNORM, decompress_bc4},
  };
  
  struct wined3d_format_block_info
  {
      enum wined3d_format_id id;
      UINT block_width;
      UINT block_height;
      UINT block_byte_count;
      unsigned int flags;
  };
  
  static const struct wined3d_format_block_info format_block_info[] =
  {
      {WINED3DFMT_DXT1,               4, 4, 8,  WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_DXT2,               4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_DXT3,               4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_DXT4,               4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_DXT5,               4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC1_UNORM,          4, 4, 8,  WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC2_UNORM,          4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC3_UNORM,          4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC4_UNORM,          4, 4, 8,  WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC4_SNORM,          4, 4, 8,  WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC5_UNORM,          4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC5_SNORM,          4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC6H_UF16,          4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC6H_SF16,          4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_BC7_UNORM,          4, 4, 16, WINED3DFMT_FLAG_COMPRESSED},
      {WINED3DFMT_ATI1N,              4, 4, 8,  WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
      {WINED3DFMT_ATI2N,              4, 4, 16, WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
      {WINED3DFMT_YUY2,               2, 1, 4,  WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
      {WINED3DFMT_UYVY,               2, 1, 4,  WINED3DFMT_FLAG_BLOCKS_NO_VERIFY},
      {WINED3DFMT_R9G9B9E5_SHAREDEXP, 1, 1, 4},
  };
  
  struct wined3d_format_vertex_info
  {
      enum wined3d_format_id id;
      enum wined3d_ffp_emit_idx emit_idx;
      GLenum gl_vtx_type;
      enum wined3d_gl_extension extension;
  };
  
  static const struct wined3d_format_vertex_info format_vertex_info[] =
  {
      {WINED3DFMT_R32_FLOAT,          WINED3D_FFP_EMIT_FLOAT1,    GL_FLOAT},
      {WINED3DFMT_R32G32_FLOAT,       WINED3D_FFP_EMIT_FLOAT2,    GL_FLOAT},
      {WINED3DFMT_R32G32B32_FLOAT,    WINED3D_FFP_EMIT_FLOAT3,    GL_FLOAT},
      {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4,    GL_FLOAT},
      {WINED3DFMT_B8G8R8A8_UNORM,     WINED3D_FFP_EMIT_D3DCOLOR,  GL_UNSIGNED_BYTE},
      {WINED3DFMT_R8G8B8A8_UINT,      WINED3D_FFP_EMIT_UBYTE4,    GL_UNSIGNED_BYTE},
      {WINED3DFMT_R16G16_UINT,        WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_SHORT},
      {WINED3DFMT_R16G16_SINT,        WINED3D_FFP_EMIT_SHORT2,    GL_SHORT},
      {WINED3DFMT_R16G16B16A16_SINT,  WINED3D_FFP_EMIT_SHORT4,    GL_SHORT},
      {WINED3DFMT_R8G8B8A8_UNORM,     WINED3D_FFP_EMIT_UBYTE4N,   GL_UNSIGNED_BYTE},
      {WINED3DFMT_R16G16_SNORM,       WINED3D_FFP_EMIT_SHORT2N,   GL_SHORT},
      {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N,   GL_SHORT},
      {WINED3DFMT_R16G16_UNORM,       WINED3D_FFP_EMIT_USHORT2N,  GL_UNSIGNED_SHORT},
      {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N,  GL_UNSIGNED_SHORT},
      {WINED3DFMT_R10G10B10X2_UINT,   WINED3D_FFP_EMIT_UDEC3,     GL_UNSIGNED_SHORT},
      {WINED3DFMT_R10G10B10X2_SNORM,  WINED3D_FFP_EMIT_DEC3N,     GL_SHORT},
      {WINED3DFMT_R10G10B10A2_UNORM,  WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_INT_2_10_10_10_REV,
              ARB_VERTEX_TYPE_2_10_10_10_REV},
      /* Without ARB_half_float_vertex we convert these on upload. */
      {WINED3DFMT_R16G16_FLOAT,       WINED3D_FFP_EMIT_FLOAT16_2, GL_FLOAT},
      {WINED3DFMT_R16G16_FLOAT,       WINED3D_FFP_EMIT_FLOAT16_2, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
      {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_FLOAT},
      {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
      {WINED3DFMT_R8G8B8A8_SNORM,     WINED3D_FFP_EMIT_INVALID,   GL_BYTE},
      {WINED3DFMT_R8G8B8A8_SINT,      WINED3D_FFP_EMIT_INVALID,   GL_BYTE},
      {WINED3DFMT_R8G8_UNORM,         WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_BYTE},
      {WINED3DFMT_R16G16B16A16_UINT,  WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_SHORT},
      {WINED3DFMT_R8_UNORM,           WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_BYTE},
      {WINED3DFMT_R8_UINT,            WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_BYTE},
      {WINED3DFMT_R8_SINT,            WINED3D_FFP_EMIT_INVALID,   GL_BYTE},
      {WINED3DFMT_R8G8_UINT,          WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_BYTE},
      {WINED3DFMT_R16_FLOAT,          WINED3D_FFP_EMIT_INVALID,   GL_HALF_FLOAT, ARB_HALF_FLOAT_VERTEX},
      {WINED3DFMT_R16_UINT,           WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_SHORT},
      {WINED3DFMT_R16_SINT,           WINED3D_FFP_EMIT_INVALID,   GL_SHORT},
      {WINED3DFMT_R32_UINT,           WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_INT},
      {WINED3DFMT_R32_SINT,           WINED3D_FFP_EMIT_INVALID,   GL_INT},
      {WINED3DFMT_R32G32_UINT,        WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_INT},
      {WINED3DFMT_R32G32_SINT,        WINED3D_FFP_EMIT_INVALID,   GL_INT},
      {WINED3DFMT_R32G32B32_UINT,     WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_INT},
      {WINED3DFMT_R32G32B32A32_UINT,  WINED3D_FFP_EMIT_INVALID,   GL_UNSIGNED_INT},
      {WINED3DFMT_R32G32B32A32_SINT,  WINED3D_FFP_EMIT_INVALID,   GL_INT},
  };
  
  struct wined3d_format_texture_info
  {
      enum wined3d_format_id id;
      GLint gl_internal;
      GLint gl_srgb_internal;
      GLint gl_rt_internal;
      GLint gl_format;
      GLint gl_type;
      unsigned int conv_byte_count;
      unsigned int flags;
      enum wined3d_gl_extension extension;
      void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
              unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
              unsigned int width, unsigned int height, unsigned int depth);
      void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
              unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
              unsigned int width, unsigned int height, unsigned int depth);
      void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
              unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
              unsigned int width, unsigned int height, unsigned int depth);
  };
  
  static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
       * format+type combination to load it. Thus convert it to A8L8, then load it
       * with A4L4 internal, but A8L8 format+type
       */
      unsigned int x, y, z;
      const unsigned char *Source;
      unsigned char *Dest;
  
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              Source = src + z * src_slice_pitch + y * src_row_pitch;
              Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
              for (x = 0; x < width; x++ )
              {
                  unsigned char color = (*Source++);
                  /* A */ Dest[1] = (color & 0xf0u) << 0;
                  /* L */ Dest[0] = (color & 0x0fu) << 4;
                  Dest += 2;
              }
          }
      }
  }
  
  static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      unsigned char r_in, g_in, l_in;
      const unsigned short *texel_in;
      unsigned short *texel_out;
  
      /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
       * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
       * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
       * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
              texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
              for (x = 0; x < width; x++ )
              {
                  l_in = (*texel_in & 0xfc00u) >> 10;
                  g_in = (*texel_in & 0x03e0u) >> 5;
                  r_in = *texel_in & 0x001fu;
  
                  *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
                  texel_out++;
                  texel_in++;
              }
          }
      }
  }
  
  static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
      const unsigned short *texel_in;
  
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
              texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
              for (x = 0; x < width; x++ )
              {
                  l_in = (*texel_in & 0xfc00u) >> 10;
                  g_in = (*texel_in & 0x03e0u) >> 5;
                  r_in = *texel_in & 0x001fu;
  
                  r_out = r_in << 3;
                  if (!(r_in & 0x10)) /* r > 0 */
                      r_out |= r_in >> 1;
  
                  g_out = g_in << 3;
                  if (!(g_in & 0x10)) /* g > 0 */
                      g_out |= g_in >> 1;
  
                  texel_out[0] = r_out;
                  texel_out[1] = g_out;
                  texel_out[2] = l_in << 1 | l_in >> 5;
                  texel_out[3] = 0;
  
                  texel_out += 4;
                  texel_in++;
              }
          }
      }
  }
  
  static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
      const unsigned short *texel_in;
  
      /* This makes the gl surface bigger(24 bit instead of 16), but it works with
       * fixed function and shaders without further conversion once the surface is
       * loaded.
       *
       * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
       * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
       * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
       * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
              texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
              for (x = 0; x < width; x++ )
              {
                  l_in = (*texel_in & 0xfc00u) >> 10;
                  g_in = (*texel_in & 0x03e0u) >> 5;
                  r_in = *texel_in & 0x001fu;
  
                  ds_out = r_in << 3;
                  if (!(r_in & 0x10)) /* r > 0 */
                      ds_out |= r_in >> 1;
  
                  dt_out = g_in << 3;
                  if (!(g_in & 0x10)) /* g > 0 */
                      dt_out |= g_in >> 1;
  
                  texel_out[0] = ds_out;
                  texel_out[1] = dt_out;
                  texel_out[2] = l_in << 1 | l_in >> 5;
  
                  texel_out += 3;
                  texel_in++;
              }
          }
      }
  }
  
  static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      const short *Source;
      unsigned char *Dest;
  
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
              Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
              for (x = 0; x < width; x++ )
              {
                  const short color = (*Source++);
                  /* B */ Dest[0] = 0xff;
                  /* G */ Dest[1] = (color >> 8) + 128; /* V */
                  /* R */ Dest[2] = (color & 0xff) + 128;      /* U */
                  Dest += 3;
              }
          }
      }
  }
  
  static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      const DWORD *Source;
      unsigned char *Dest;
  
      /* Doesn't work correctly with the fixed function pipeline, but can work in
       * shaders if the shader is adjusted. (There's no use for this format in gl's
       * standard fixed function pipeline anyway).
       */
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
              Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
              for (x = 0; x < width; x++ )
              {
                  LONG color = (*Source++);
                  /* B */ Dest[0] = ((color >> 16) & 0xff);       /* L */
                  /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
                  /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
                  Dest += 4;
              }
          }
      }
  }
  
  static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      const DWORD *Source;
      unsigned char *Dest;
  
      /* This implementation works with the fixed function pipeline and shaders
       * without further modification after converting the surface.
       */
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
              Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
              for (x = 0; x < width; x++ )
              {
                  LONG color = (*Source++);
                  /* L */ Dest[2] = ((color >> 16) & 0xff);   /* L */
                  /* V */ Dest[1] = ((color >> 8 ) & 0xff);   /* V */
                  /* U */ Dest[0] = (color         & 0xff);   /* U */
                  /* I */ Dest[3] = 255;                      /* X */
                  Dest += 4;
              }
          }
      }
  }
  
  static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      const DWORD *Source;
      unsigned char *Dest;
  
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
              Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
              for (x = 0; x < width; x++ )
              {
                  LONG color = (*Source++);
                  /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
                  /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
                  /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
                  /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
                  Dest += 4;
              }
          }
      }
  }
  
  static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      const DWORD *Source;
      unsigned short *Dest;
  
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
              Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
              for (x = 0; x < width; x++ )
              {
                  const DWORD color = (*Source++);
                  /* B */ Dest[0] = 0xffff;
                  /* G */ Dest[1] = (color >> 16) + 32768; /* V */
                  /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
                  Dest += 3;
              }
          }
      }
  }
  
  static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      const WORD *Source;
      WORD *Dest;
  
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
              Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
              for (x = 0; x < width; x++ )
              {
                  WORD green = (*Source++);
                  WORD red = (*Source++);
                  Dest[0] = green;
                  Dest[1] = red;
                  /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
                   * shader overwrites it anyway */
                  Dest[2] = 0xffff;
                  Dest += 3;
              }
          }
      }
  }
  
  static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
      const float *Source;
      float *Dest;
  
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; y++)
          {
              Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
              Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
              for (x = 0; x < width; x++ )
              {
                  float green = (*Source++);
                  float red = (*Source++);
                  Dest[0] = green;
                  Dest[1] = red;
                  Dest[2] = 1.0f;
                  Dest += 3;
              }
          }
      }
  }
  
  static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
          UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
  {
      unsigned int x, y, z;
  
      for (z = 0; z < depth; z++)
      {
          for (y = 0; y < height; ++y)
          {
              const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
              float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
              DWORD *dest_s = (DWORD *)dest_f;
  
              for (x = 0; x < width; ++x)
              {
                  dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
                  dest_s[x * 2 + 1] = source[x] & 0xff;
              }
          }
      }
  }
  
  static void x8_d24_unorm_upload(const BYTE *src, BYTE *dst,
          unsigned int src_row_pitch, unsigned int src_slice_pitch,
          unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
          unsigned int width, unsigned int height, unsigned int depth)
  {
      unsigned int x, y, z;
  
      for (z = 0; z < depth; ++z)
      {
          for (y = 0; y < height; ++y)
          {
              const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
              DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
  
              for (x = 0; x < width; ++x)
              {
                  dest[x] = source[x] << 8 | ((source[x] >> 16) & 0xff);
              }
          }
      }
  }
  
  static void x8_d24_unorm_download(const BYTE *src, BYTE *dst,
          unsigned int src_row_pitch, unsigned int src_slice_pitch,
          unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
          unsigned int width, unsigned int height, unsigned int depth)
  {
      unsigned int x, y, z;
  
      for (z = 0; z < depth; ++z)
      {
          for (y = 0; y < height; ++y)
          {
              const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
              DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
  
              for (x = 0; x < width; ++x)
              {
                  dest[x] = source[x] >> 8;
              }
          }
      }
  }
  
  static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
  {
      /* FIXME: Is this really how color keys are supposed to work? I think it
       * makes more sense to compare the individual channels. */
      return color >= color_key->color_space_low_value
              && color <= color_key->color_space_high_value;
  }
  
  static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
          BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
          const struct wined3d_color_key *color_key)
  {
      const WORD *src_row;
      unsigned int x, y;
      WORD *dst_row;
  
      for (y = 0; y < height; ++y)
      {
          src_row = (WORD *)&src[src_pitch * y];
          dst_row = (WORD *)&dst[dst_pitch * y];
          for (x = 0; x < width; ++x)
          {
              WORD src_color = src_row[x];
              if (!color_in_range(color_key, src_color))
                  dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
              else
                  dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
          }
      }
  }
  
  static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
          BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
          const struct wined3d_color_key *color_key)
  {
      const WORD *src_row;
      unsigned int x, y;
      WORD *dst_row;
  
      for (y = 0; y < height; ++y)
      {
          src_row = (WORD *)&src[src_pitch * y];
          dst_row = (WORD *)&dst[dst_pitch * y];
          for (x = 0; x < width; ++x)
          {
              WORD src_color = src_row[x];
              if (color_in_range(color_key, src_color))
                  dst_row[x] = src_color & ~0x8000;
              else
                  dst_row[x] = src_color | 0x8000;
          }
      }
  }
  
  static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
          BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
          const struct wined3d_color_key *color_key)
  {
      const BYTE *src_row;
      unsigned int x, y;
      DWORD *dst_row;
  
      for (y = 0; y < height; ++y)
      {
          src_row = &src[src_pitch * y];
          dst_row = (DWORD *)&dst[dst_pitch * y];
          for (x = 0; x < width; ++x)
          {
              DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
              if (!color_in_range(color_key, src_color))
                  dst_row[x] = src_color | 0xff000000;
          }
      }
  }
  
  static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
          BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
          const struct wined3d_color_key *color_key)
  {
      const DWORD *src_row;
      unsigned int x, y;
      DWORD *dst_row;
  
      for (y = 0; y < height; ++y)
      {
          src_row = (DWORD *)&src[src_pitch * y];
          dst_row = (DWORD *)&dst[dst_pitch * y];
          for (x = 0; x < width; ++x)
          {
              DWORD src_color = src_row[x];
              if (color_in_range(color_key, src_color))
                  dst_row[x] = src_color & ~0xff000000;
              else
                  dst_row[x] = src_color | 0xff000000;
          }
      }
  }
  
  static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
          BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
          const struct wined3d_color_key *color_key)
  {
      const DWORD *src_row;
      unsigned int x, y;
      DWORD *dst_row;
  
      for (y = 0; y < height; ++y)
      {
          src_row = (DWORD *)&src[src_pitch * y];
          dst_row = (DWORD *)&dst[dst_pitch * y];
          for (x = 0; x < width; ++x)
          {
              DWORD src_color = src_row[x];
              if (color_in_range(color_key, src_color))
                  src_color &= ~0xff000000;
              dst_row[x] = src_color;
          }
      }
  }
  
  const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
          const struct wined3d_texture *texture, BOOL need_alpha_ck)
  {
      const struct wined3d_format *format = texture->resource.format;
      unsigned int i;
  
      static const struct
      {
          enum wined3d_format_id src_format;
          struct wined3d_color_key_conversion conversion;
      }
      color_key_info[] =
      {
          {WINED3DFMT_B5G6R5_UNORM,   {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key   }},
          {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
          {WINED3DFMT_B8G8R8_UNORM,   {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key   }},
          {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
          {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
      };
  
      if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
      {
          for (i = 0; i < ARRAY_SIZE(color_key_info); ++i)
          {
              if (color_key_info[i].src_format == format->id)
                  return &color_key_info[i].conversion;
          }
  
          FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
      }
  
      return NULL;
  }
  
  /* We intentionally don't support WINED3DFMT_D32_UNORM. No hardware driver
   * supports it, and applications get confused when we do.
   *
   * The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
   *
   * These are never supported on native.
   *     WINED3DFMT_B8G8R8_UNORM
   *     WINED3DFMT_B2G3R3_UNORM
   *     WINED3DFMT_L4A4_UNORM
   *     WINED3DFMT_S1_UINT_D15_UNORM
   *     WINED3DFMT_S4X4_UINT_D24_UNORM
   *
   * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
   * Since it is not widely available, don't offer it. Further no Windows driver
   * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
   *     WINED3DFMT_P8_UINT
   *     WINED3DFMT_P8_UINT_A8_UNORM
   *
   * 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 easily be emulated with pixel shaders,
   * so applications have to deal with not having NVHS and NVHU.
   *     WINED3DFMT_NVHU
   *     WINED3DFMT_NVHS */
  static const struct wined3d_format_texture_info format_texture_info[] =
  {
      /* format id                        gl_internal                       gl_srgb_internal                      gl_rt_internal
              gl_format                   gl_type                           conv_byte_count
              flags
              extension                   upload                            download */
      /* FourCC formats */
      /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
       * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
       * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
       * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
       * endian machine
       */
      {WINED3DFMT_UYVY,                   GL_RG8,                           GL_RG8,                                 0,
              GL_RG,                      GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_UYVY,                   GL_LUMINANCE8_ALPHA8,             GL_LUMINANCE8_ALPHA8,                   0,
              GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      {WINED3DFMT_UYVY,                   GL_RGB_RAW_422_APPLE,             GL_RGB_RAW_422_APPLE,                   0,
              GL_RGB_422_APPLE,           GL_UNSIGNED_SHORT_8_8_APPLE,      0,
              WINED3DFMT_FLAG_FILTERING,
              APPLE_RGB_422,              NULL},
      {WINED3DFMT_UYVY,                   GL_RGB,                           GL_RGB,                                 0,
              GL_YCBCR_422_APPLE,         GL_UNSIGNED_SHORT_8_8_APPLE,      0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
              APPLE_YCBCR_422,            NULL},
      {WINED3DFMT_YUY2,                   GL_RG8,                           GL_RG8,                                 0,
              GL_RG,                      GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_YUY2,                   GL_LUMINANCE8_ALPHA8,             GL_LUMINANCE8_ALPHA8,                   0,
              GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      {WINED3DFMT_YUY2,                   GL_RGB_RAW_422_APPLE,             GL_RGB_RAW_422_APPLE,                   0,
              GL_RGB_422_APPLE,           GL_UNSIGNED_SHORT_8_8_REV_APPLE,  0,
              WINED3DFMT_FLAG_FILTERING,
              APPLE_RGB_422,              NULL},
      {WINED3DFMT_YUY2,                   GL_RGB,                           GL_RGB,                                 0,
              GL_YCBCR_422_APPLE,         GL_UNSIGNED_SHORT_8_8_REV_APPLE,  0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
              APPLE_YCBCR_422,            NULL},
      {WINED3DFMT_YV12,                   GL_R8,                            GL_R8,                                  0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_YV12,                   GL_ALPHA8,                        GL_ALPHA8,                              0,
              GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      {WINED3DFMT_NV12,                   GL_R8,                            GL_R8,                                  0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_NV12,                   GL_ALPHA8,                        GL_ALPHA8,                              0,
              GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      {WINED3DFMT_DXT1,                   GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_SRGB_READ,
              EXT_TEXTURE_COMPRESSION_S3TC, NULL},
      {WINED3DFMT_DXT2,                   GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_SRGB_READ,
              EXT_TEXTURE_COMPRESSION_S3TC, NULL},
      {WINED3DFMT_DXT3,                   GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_SRGB_READ,
              EXT_TEXTURE_COMPRESSION_S3TC, NULL},
      {WINED3DFMT_DXT4,                   GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_SRGB_READ,
              EXT_TEXTURE_COMPRESSION_S3TC, NULL},
      {WINED3DFMT_DXT5,                   GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_SRGB_READ,
              EXT_TEXTURE_COMPRESSION_S3TC, NULL},
      {WINED3DFMT_BC1_UNORM,              GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              EXT_TEXTURE_COMPRESSION_S3TC, NULL},
      {WINED3DFMT_BC2_UNORM,              GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              EXT_TEXTURE_COMPRESSION_S3TC, NULL},
      {WINED3DFMT_BC3_UNORM,              GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              EXT_TEXTURE_COMPRESSION_S3TC, NULL},
      {WINED3DFMT_BC4_UNORM,              GL_COMPRESSED_RED_RGTC1,          GL_COMPRESSED_RED_RGTC1,                0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_RGTC, NULL},
      {WINED3DFMT_BC4_SNORM,              GL_COMPRESSED_SIGNED_RED_RGTC1,   GL_COMPRESSED_SIGNED_RED_RGTC1,         0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_RGTC, NULL},
      {WINED3DFMT_BC5_UNORM,              GL_COMPRESSED_RG_RGTC2,           GL_COMPRESSED_RG_RGTC2,                 0,
              GL_RG,                      GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_RGTC, NULL},
      {WINED3DFMT_BC5_SNORM,              GL_COMPRESSED_SIGNED_RG_RGTC2,    GL_COMPRESSED_SIGNED_RG_RGTC2,          0,
              GL_RG,                      GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_RGTC, NULL},
      {WINED3DFMT_BC6H_UF16,              GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 0,
              GL_RGB,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_BPTC, NULL},
      {WINED3DFMT_BC6H_SF16,              GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, 0,
              GL_RGB,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_BPTC, NULL},
      {WINED3DFMT_BC7_UNORM,              GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 0,
              GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_BPTC, NULL},
      /* IEEE formats */
      {WINED3DFMT_R32_FLOAT,              GL_RGB32F_ARB,                    GL_RGB32F_ARB,                          0,
              GL_RED,                     GL_FLOAT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_FLOAT,          NULL},
      {WINED3DFMT_R32_FLOAT,              GL_R32F,                          GL_R32F,                                0,
              GL_RED,                     GL_FLOAT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R32G32_FLOAT,           GL_RGB32F_ARB,                    GL_RGB32F_ARB,                          0,
              GL_RGB,                     GL_FLOAT,                         12,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_FLOAT,          convert_r32g32_float},
      {WINED3DFMT_R32G32_FLOAT,           GL_RG32F,                         GL_RG32F,                               0,
              GL_RG,                      GL_FLOAT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R32G32B32_FLOAT,        GL_RGB32F,                        GL_RGB32F,                              0,
              GL_RGB,                     GL_FLOAT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_FLOAT,          NULL},
      {WINED3DFMT_R32G32B32A32_FLOAT,     GL_RGBA32F_ARB,                   GL_RGBA32F_ARB,                         0,
              GL_RGBA,                    GL_FLOAT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_FLOAT,          NULL},
      /* Float */
      {WINED3DFMT_R16_FLOAT,              GL_RGB16F_ARB,                    GL_RGB16F_ARB,                          0,
              GL_RED,                     GL_HALF_FLOAT_ARB,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_FLOAT,          NULL},
      {WINED3DFMT_R16_FLOAT,              GL_R16F,                          GL_R16F,                                0,
              GL_RED,                     GL_HALF_FLOAT_ARB,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R16G16_FLOAT,           GL_RGB16F_ARB,                    GL_RGB16F_ARB,                          0,
              GL_RGB,                     GL_HALF_FLOAT_ARB,                6,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_FLOAT,          convert_r16g16},
      {WINED3DFMT_R16G16_FLOAT,           GL_RG16F,                         GL_RG16F,                               0,
              GL_RG,                      GL_HALF_FLOAT_ARB,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R16G16B16A16_FLOAT,     GL_RGBA16F_ARB,                   GL_RGBA16F_ARB,                         0,
              GL_RGBA,                    GL_HALF_FLOAT_ARB,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
              | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_FLOAT,          NULL},
      {WINED3DFMT_R11G11B10_FLOAT,        GL_R11F_G11F_B10F,                GL_R11F_G11F_B10F,                      0,
              GL_RGB,                     GL_UNSIGNED_INT_10F_11F_11F_REV,  0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_PACKED_FLOAT},
      /* Palettized formats */
      {WINED3DFMT_P8_UINT,                GL_R8,                            GL_R8,                                  0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              0,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_P8_UINT,                GL_ALPHA8,                        GL_ALPHA8,                              0,
              GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
              0,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      /* Standard ARGB formats */
      {WINED3DFMT_B8G8R8_UNORM,           GL_RGB8,                          GL_RGB8,                                0,
              GL_BGR,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_B8G8R8A8_UNORM,         GL_RGBA8,                         GL_SRGB8_ALPHA8_EXT,                    0,
              GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
              | WINED3DFMT_FLAG_VTF,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_B8G8R8X8_UNORM,         GL_RGB8,                          GL_SRGB8_EXT,                           0,
              GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_B5G6R5_UNORM,           GL_RGB5,                          GL_SRGB8_EXT,                     GL_RGB8,
              GL_RGB,                     GL_UNSIGNED_SHORT_5_6_5,          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_B5G6R5_UNORM,           GL_RGB565,                        GL_SRGB8_EXT,                     GL_RGB8,
              GL_RGB,                     GL_UNSIGNED_SHORT_5_6_5,          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ,
              ARB_ES2_COMPATIBILITY,      NULL},
      {WINED3DFMT_B5G5R5X1_UNORM,         GL_RGB5,                          GL_RGB5,                                0,
              GL_BGRA,                    GL_UNSIGNED_SHORT_1_5_5_5_REV,    0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_B5G5R5A1_UNORM,         GL_RGB5_A1,                       GL_RGB5_A1,                             0,
              GL_BGRA,                    GL_UNSIGNED_SHORT_1_5_5_5_REV,    0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_B4G4R4A4_UNORM,         GL_RGBA4,                         GL_SRGB8_ALPHA8_EXT,                    0,
              GL_BGRA,                    GL_UNSIGNED_SHORT_4_4_4_4_REV,    0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_SRGB_READ,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_B2G3R3_UNORM,           GL_R3_G3_B2,                      GL_R3_G3_B2,                            0,
              GL_RGB,                     GL_UNSIGNED_BYTE_3_3_2,           0,
              WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_R8_UNORM,               GL_R8,                            GL_R8,                                  0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_A8_UNORM,               GL_R8,                            GL_R8,                                  0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_A8_UNORM,               GL_ALPHA8,                        GL_ALPHA8,                              0,
              GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      {WINED3DFMT_B4G4R4X4_UNORM,         GL_RGB4,                          GL_RGB4,                                0,
              GL_BGRA,                    GL_UNSIGNED_SHORT_4_4_4_4_REV,    0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_R10G10B10A2_UINT,       GL_RGB10_A2UI,                    GL_RGB10_A2UI,                          0,
              GL_RGBA_INTEGER,            GL_UNSIGNED_INT_2_10_10_10_REV,   0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RGB10_A2UI,     NULL},
      {WINED3DFMT_R10G10B10A2_UNORM,      GL_RGB10_A2,                      GL_RGB10_A2,                            0,
              GL_RGBA,                    GL_UNSIGNED_INT_2_10_10_10_REV,   0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_R8G8B8A8_UNORM,         GL_RGBA8,                         GL_SRGB8_ALPHA8_EXT,                    0,
              GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET |  WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
              | WINED3DFMT_FLAG_VTF,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_R8G8B8A8_UINT,          GL_RGBA8UI,                       GL_RGBA8UI,                             0,
              GL_RGBA_INTEGER,            GL_UNSIGNED_INT_8_8_8_8_REV,      0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RGB10_A2UI,     NULL},
      {WINED3DFMT_R8G8B8A8_SINT,          GL_RGBA8I,                        GL_RGBA8I,                              0,
              GL_RGBA_INTEGER,            GL_BYTE,                          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_TEXTURE_INTEGER,        NULL},
      {WINED3DFMT_R8G8B8X8_UNORM,         GL_RGB8,                          GL_RGB8,                                0,
              GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_R16G16_UNORM,           GL_RGB16,                         GL_RGB16,                       GL_RGBA16,
              GL_RGB,                     GL_UNSIGNED_SHORT,                6,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_EXT_NONE,        convert_r16g16},
      {WINED3DFMT_R16G16_UNORM,           GL_RG16,                          GL_RG16,                                0,
              GL_RG,                      GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_B10G10R10A2_UNORM,      GL_RGB10_A2,                      GL_RGB10_A2,                            0,
              GL_BGRA,                    GL_UNSIGNED_INT_2_10_10_10_REV,   0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_R16G16B16A16_UNORM,     GL_RGBA16,                        GL_RGBA16,                              0,
              GL_RGBA,                    GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_R8G8_UNORM,             GL_RG8,                           GL_RG8,                                 0,
              GL_RG,                      GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R8G8_UINT,              GL_RG8UI,                         GL_RG8UI,                               0,
              GL_RG_INTEGER,              GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R8G8_SINT,              GL_RG8I,                          GL_RG8I,                                0,
              GL_RG_INTEGER,              GL_BYTE,                          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R16G16B16A16_UINT,      GL_RGBA16UI,                      GL_RGBA16UI,                            0,
              GL_RGBA_INTEGER,            GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_TEXTURE_INTEGER,        NULL},
      {WINED3DFMT_R16G16B16A16_SINT,      GL_RGBA16I,                       GL_RGBA16I,                             0,
              GL_RGBA_INTEGER,            GL_SHORT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_TEXTURE_INTEGER,        NULL},
      {WINED3DFMT_R32G32_UINT,            GL_RG32UI,                        GL_RG32UI,                              0,
              GL_RG_INTEGER,              GL_UNSIGNED_INT,                  0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R32G32_SINT,            GL_RG32I,                         GL_RG32I,                               0,
              GL_RG_INTEGER,              GL_INT,                           0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R16G16_UINT,            GL_RG16UI,                        GL_RG16UI,                              0,
              GL_RG_INTEGER,              GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R16G16_SINT,            GL_RG16I,                         GL_RG16I,                               0,
              GL_RG_INTEGER,              GL_SHORT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R32_UINT,               GL_R32UI,                         GL_R32UI,                               0,
              GL_RED_INTEGER,             GL_UNSIGNED_INT,                  0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R32_SINT,               GL_R32I,                          GL_R32I,                                0,
              GL_RED_INTEGER,             GL_INT,                           0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R16_UNORM,              GL_R16,                           GL_R16,                                 0,
              GL_RED,                     GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R16_UINT,               GL_R16UI,                         GL_R16UI,                               0,
              GL_RED_INTEGER,             GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R16_SINT,               GL_R16I,                          GL_R16I,                                0,
              GL_RED_INTEGER,             GL_SHORT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R8_UINT,                GL_R8UI,                          GL_R8UI,                                0,
              GL_RED_INTEGER,             GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_R8_SINT,                GL_R8I,                           GL_R8I,                                 0,
              GL_RED_INTEGER,             GL_BYTE,                          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      /* Luminance */
      {WINED3DFMT_L8_UNORM,               GL_LUMINANCE8,                    GL_SLUMINANCE8_EXT,                     0,
              GL_LUMINANCE,               GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_SRGB_READ,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      {WINED3DFMT_L8_UNORM,               GL_R8,                            GL_R8,                                  0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_L8A8_UNORM,             GL_RG8,                           GL_RG8,                                 0,
              GL_RG,                      GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_RG,             NULL},
      {WINED3DFMT_L8A8_UNORM,             GL_LUMINANCE8_ALPHA8,             GL_SLUMINANCE8_ALPHA8_EXT,              0,
              GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_SRGB_READ,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      {WINED3DFMT_L4A4_UNORM,             GL_RG8,                           GL_RG8,                                 0,
              GL_RG,                      GL_UNSIGNED_BYTE,                 2,
              WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_RG,             convert_l4a4_unorm},
      {WINED3DFMT_L4A4_UNORM,             GL_LUMINANCE4_ALPHA4,             GL_LUMINANCE4_ALPHA4,                   0,
              GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 2,
              WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_LEGACY_CONTEXT,  convert_l4a4_unorm},
      {WINED3DFMT_L16_UNORM,              GL_R16,                           GL_R16,                                 0,
              GL_RED,                     GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_RG,  NULL},
      {WINED3DFMT_L16_UNORM,              GL_LUMINANCE16,                   GL_LUMINANCE16,                         0,
              GL_LUMINANCE,               GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              WINED3D_GL_LEGACY_CONTEXT,  NULL},
      /* Bump mapping stuff */
      {WINED3DFMT_R8G8_SNORM,             GL_RGB8,                          GL_RGB8,                                0,
              GL_BGR,                     GL_UNSIGNED_BYTE,                 3,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              WINED3D_GL_EXT_NONE,        convert_r8g8_snorm},
      {WINED3DFMT_R8G8_SNORM,             GL_DSDT8_NV,                      GL_DSDT8_NV,                            0,
              GL_DSDT_NV,                 GL_BYTE,                          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              NV_TEXTURE_SHADER,          NULL},
      {WINED3DFMT_R8G8_SNORM,             GL_RG8_SNORM,                     GL_RG8_SNORM,                           0,
              GL_RG,                      GL_BYTE,                          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
              EXT_TEXTURE_SNORM,          NULL},
      {WINED3DFMT_R5G5_SNORM_L6_UNORM,    GL_RGB5,                          GL_RGB5,                                0,
              GL_RGB,                     GL_UNSIGNED_SHORT_5_6_5,          2,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              WINED3D_GL_EXT_NONE,        convert_r5g5_snorm_l6_unorm},
      {WINED3DFMT_R5G5_SNORM_L6_UNORM,    GL_DSDT8_MAG8_NV,                 GL_DSDT8_MAG8_NV,                       0,
              GL_DSDT_MAG_NV,             GL_BYTE,                          3,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              NV_TEXTURE_SHADER,          convert_r5g5_snorm_l6_unorm_nv},
      {WINED3DFMT_R5G5_SNORM_L6_UNORM,    GL_RGB8_SNORM,                    GL_RGB8_SNORM,                          0,
              GL_RGBA,                    GL_BYTE,                          4,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              EXT_TEXTURE_SNORM,          convert_r5g5_snorm_l6_unorm_ext},
      {WINED3DFMT_R8G8_SNORM_L8X8_UNORM,  GL_RGB8,                          GL_RGB8,                                0,
              GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      4,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              WINED3D_GL_EXT_NONE,        convert_r8g8_snorm_l8x8_unorm},
      {WINED3DFMT_R8G8_SNORM_L8X8_UNORM,  GL_DSDT8_MAG8_INTENSITY8_NV,      GL_DSDT8_MAG8_INTENSITY8_NV,            0,
              GL_DSDT_MAG_VIB_NV,         GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              NV_TEXTURE_SHADER,          convert_r8g8_snorm_l8x8_unorm_nv},
      {WINED3DFMT_R8G8B8A8_SNORM,         GL_RGBA8,                         GL_RGBA8,                               0,
              GL_BGRA,                    GL_UNSIGNED_BYTE,                 4,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              WINED3D_GL_EXT_NONE,        convert_r8g8b8a8_snorm},
      {WINED3DFMT_R8G8B8A8_SNORM,         GL_SIGNED_RGBA8_NV,               GL_SIGNED_RGBA8_NV,                     0,
              GL_RGBA,                    GL_BYTE,                          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              NV_TEXTURE_SHADER,          NULL},
      {WINED3DFMT_R8G8B8A8_SNORM,         GL_RGBA8_SNORM,                   GL_RGBA8_SNORM,                         0,
              GL_RGBA,                    GL_BYTE,                          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
              EXT_TEXTURE_SNORM,          NULL},
      {WINED3DFMT_R16G16_SNORM,           GL_RGB16,                         GL_RGB16,                               0,
              GL_BGR,                     GL_UNSIGNED_SHORT,                6,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              WINED3D_GL_EXT_NONE,        convert_r16g16_snorm},
      {WINED3DFMT_R16G16_SNORM,           GL_SIGNED_HILO16_NV,              GL_SIGNED_HILO16_NV,                    0,
              GL_HILO_NV,                 GL_SHORT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_BUMPMAP,
              NV_TEXTURE_SHADER,          NULL},
      {WINED3DFMT_R16G16_SNORM,           GL_RG16_SNORM,                    GL_RG16_SNORM,                          0,
              GL_RG,                      GL_SHORT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
              EXT_TEXTURE_SNORM,          NULL},
      {WINED3DFMT_R16G16B16A16_SNORM,     GL_RGBA16_SNORM,                  GL_RGBA16_SNORM,                        0,
              GL_RGBA,                    GL_SHORT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_TEXTURE_SNORM,          NULL},
      {WINED3DFMT_R16_SNORM,              GL_R16_SNORM,                     GL_R16_SNORM,                           0,
              GL_RED,                     GL_SHORT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_TEXTURE_SNORM,          NULL},
      {WINED3DFMT_R8_SNORM,               GL_R8_SNORM,                      GL_R8_SNORM,                           0,
              GL_RED,                     GL_BYTE,                          0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_TEXTURE_SNORM,          NULL},
      /* Depth stencil formats */
      {WINED3DFMT_D16_LOCKABLE,           GL_DEPTH_COMPONENT,               GL_DEPTH_COMPONENT,                     0,
              GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_DEPTH_STENCIL,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_D16_LOCKABLE,           GL_DEPTH_COMPONENT16,             GL_DEPTH_COMPONENT16,                   0,
              GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
              ARB_DEPTH_TEXTURE,          NULL},
      {WINED3DFMT_D24_UNORM_S8_UINT,      GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
              GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
              ARB_DEPTH_TEXTURE,          NULL},
      {WINED3DFMT_D24_UNORM_S8_UINT,      GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
              GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
              EXT_PACKED_DEPTH_STENCIL,   NULL},
      {WINED3DFMT_X8D24_UNORM,            GL_DEPTH_COMPONENT,               GL_DEPTH_COMPONENT,                     0,
              GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  4,
              WINED3DFMT_FLAG_DEPTH_STENCIL,
              WINED3D_GL_EXT_NONE,        x8_d24_unorm_upload,              x8_d24_unorm_download},
      {WINED3DFMT_X8D24_UNORM,            GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
              GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  4,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
              ARB_DEPTH_TEXTURE,          x8_d24_unorm_upload,              x8_d24_unorm_download},
      {WINED3DFMT_D16_UNORM,              GL_DEPTH_COMPONENT,               GL_DEPTH_COMPONENT,                     0,
              GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_DEPTH_STENCIL,
              WINED3D_GL_EXT_NONE,        NULL},
      {WINED3DFMT_D16_UNORM,              GL_DEPTH_COMPONENT16,             GL_DEPTH_COMPONENT16,                   0,
              GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
              ARB_DEPTH_TEXTURE,          NULL},
      {WINED3DFMT_D32_FLOAT,              GL_DEPTH_COMPONENT32F,            GL_DEPTH_COMPONENT32F,                  0,
              GL_DEPTH_COMPONENT,         GL_FLOAT,                         0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
              ARB_DEPTH_BUFFER_FLOAT,     NULL},
      {WINED3DFMT_D32_FLOAT_S8X24_UINT,   GL_DEPTH32F_STENCIL8,             GL_DEPTH32F_STENCIL8,                   0,
              GL_DEPTH_STENCIL,           GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
              ARB_DEPTH_BUFFER_FLOAT,     NULL},
      {WINED3DFMT_S8_UINT_D24_FLOAT,      GL_DEPTH32F_STENCIL8,             GL_DEPTH32F_STENCIL8,                   0,
              GL_DEPTH_STENCIL,           GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
              ARB_DEPTH_BUFFER_FLOAT,     convert_s8_uint_d24_float},
      {WINED3DFMT_R32G32B32A32_UINT,      GL_RGBA32UI,                      GL_RGBA32UI,                            0,
              GL_RGBA_INTEGER,            GL_UNSIGNED_INT,                  0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_TEXTURE_INTEGER,        NULL},
      {WINED3DFMT_R32G32B32A32_SINT,      GL_RGBA32I,                       GL_RGBA32I,                             0,
              GL_RGBA_INTEGER,            GL_INT,                           0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
              EXT_TEXTURE_INTEGER,        NULL},
      /* Vendor-specific formats */
      {WINED3DFMT_ATI1N,                  GL_COMPRESSED_RED_RGTC1,          GL_COMPRESSED_RED_RGTC1,                0,
              GL_RED,                     GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_RGTC, NULL},
      {WINED3DFMT_ATI2N,                  GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
              GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ATI_TEXTURE_COMPRESSION_3DC, NULL},
      {WINED3DFMT_ATI2N,                  GL_COMPRESSED_RG_RGTC2,           GL_COMPRESSED_RG_RGTC2,                 0,
              GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              EXT_TEXTURE_COMPRESSION_RGTC, NULL},
      {WINED3DFMT_ATI2N,                  GL_COMPRESSED_RG_RGTC2,           GL_COMPRESSED_RG_RGTC2,                 0,
              GL_RG,                      GL_UNSIGNED_BYTE,                 0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              ARB_TEXTURE_COMPRESSION_RGTC, NULL},
      {WINED3DFMT_INTZ,                   GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
              GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
              | WINED3DFMT_FLAG_DEPTH_STENCIL,
              EXT_PACKED_DEPTH_STENCIL,   NULL},
      {WINED3DFMT_NULL,                   0,                                0,                                      0,
              GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
              ARB_FRAMEBUFFER_OBJECT,     NULL},
      /* DirectX 10 HDR formats */
      {WINED3DFMT_R9G9B9E5_SHAREDEXP,     GL_RGB9_E5_EXT,                   GL_RGB9_E5_EXT,                            0,
              GL_RGB,                     GL_UNSIGNED_INT_5_9_9_9_REV_EXT,  0,
              WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
              EXT_TEXTURE_SHARED_EXPONENT, NULL},
  };
  
  struct wined3d_format_srgb_info
  {
      enum wined3d_format_id srgb_format_id;
      enum wined3d_format_id base_format_id;
  };
  
  static const struct wined3d_format_srgb_info format_srgb_info[] =
  {
      {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
      {WINED3DFMT_BC1_UNORM_SRGB,      WINED3DFMT_BC1_UNORM},
      {WINED3DFMT_BC2_UNORM_SRGB,      WINED3DFMT_BC2_UNORM},
      {WINED3DFMT_BC3_UNORM_SRGB,      WINED3DFMT_BC3_UNORM},
      {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
      {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
      {WINED3DFMT_BC7_UNORM_SRGB,      WINED3DFMT_BC7_UNORM},
  };
  
  static inline int get_format_idx(enum wined3d_format_id format_id)
  {
      unsigned int i;
  
      if (format_id < WINED3D_FORMAT_FOURCC_BASE)
          return format_id;
  
      for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
      {
          if (format_index_remap[i].id == format_id)
              return format_index_remap[i].idx;
      }
  
      return -1;
  }
  
  static struct wined3d_format_gl *wined3d_format_gl_mutable(struct wined3d_format *format)
  {
      return CONTAINING_RECORD(format, struct wined3d_format_gl, f);
  }
  
  static struct wined3d_format_vk *wined3d_format_vk_mutable(struct wined3d_format *format)
  {
      return CONTAINING_RECORD(format, struct wined3d_format_vk, f);
  }
  
  static struct wined3d_format *get_format_by_idx(const struct wined3d_adapter *adapter, int fmt_idx)
  {
      return (struct wined3d_format *)((BYTE *)adapter->formats + fmt_idx * adapter->format_size);
  }
  
  static struct wined3d_format_gl *get_format_gl_by_idx(const struct wined3d_adapter *adapter, int fmt_idx)
  {
      return wined3d_format_gl_mutable(get_format_by_idx(adapter, fmt_idx));
  }
  
  static struct wined3d_format *get_format_internal(const struct wined3d_adapter *adapter,
          enum wined3d_format_id format_id)
  {
      int fmt_idx;
  
      if ((fmt_idx = get_format_idx(format_id)) == -1)
      {
          ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_id), format_id);
          return NULL;
      }
  
      return get_format_by_idx(adapter, fmt_idx);
  }
  
  static struct wined3d_format_gl *get_format_gl_internal(const struct wined3d_adapter *adapter,
          enum wined3d_format_id format_id)
  {
      struct wined3d_format *format;
  
      if ((format = get_format_internal(adapter, format_id)))
          return wined3d_format_gl_mutable(format);
  
      return NULL;
  }
  
  static void copy_format(const struct wined3d_adapter *adapter,
          struct wined3d_format *dst_format, const struct wined3d_format *src_format)
  {
      enum wined3d_format_id id = dst_format->id;
      memcpy(dst_format, src_format, adapter->format_size);
      dst_format->id = id;
  }
  
  static void format_set_flag(struct wined3d_format *format, unsigned int flag)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
          format->flags[i] |= flag;
  }
  
  static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
          format->flags[i] &= ~flag;
  }
  
  static enum wined3d_channel_type map_channel_type(char t)
  {
      switch (t)
      {
          case 'u':
              return WINED3D_CHANNEL_TYPE_UNORM;
          case 'i':
              return WINED3D_CHANNEL_TYPE_SNORM;
          case 'U':
              return WINED3D_CHANNEL_TYPE_UINT;
          case 'I':
              return WINED3D_CHANNEL_TYPE_SINT;
          case 'F':
              return WINED3D_CHANNEL_TYPE_FLOAT;
          case 'D':
              return WINED3D_CHANNEL_TYPE_DEPTH;
          case 'S':
              return WINED3D_CHANNEL_TYPE_STENCIL;
          case 'X':
              return WINED3D_CHANNEL_TYPE_UNUSED;
          default:
              ERR("Invalid channel type '%c'.\n", t);
              return WINED3D_CHANNEL_TYPE_NONE;
      }
  }
  
  static BOOL init_format_base_info(struct wined3d_adapter *adapter)
  {
      struct wined3d_format *format;
      unsigned int i, j;
  
      for (i = 0; i < ARRAY_SIZE(formats); ++i)
      {
          if (!(format = get_format_internal(adapter, formats[i].id)))
              return FALSE;
  
          format->id = formats[i].id;
          format->red_size = formats[i].red_size;
          format->green_size = formats[i].green_size;
          format->blue_size = formats[i].blue_size;
          format->alpha_size = formats[i].alpha_size;
          format->red_offset = formats[i].red_offset;
          format->green_offset = formats[i].green_offset;
          format->blue_offset = formats[i].blue_offset;
          format->alpha_offset = formats[i].alpha_offset;
          format->byte_count = formats[i].bpp;
          format->depth_size = formats[i].depth_size;
          format->stencil_size = formats[i].stencil_size;
          format->block_width = 1;
          format->block_height = 1;
          format->block_byte_count = formats[i].bpp;
      }
  
      for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
      {
          struct wined3d_format *typeless_format;
          unsigned int component_count = 0;
          DWORD flags = 0;
  
          if (!(format = get_format_internal(adapter, typed_formats[i].id)))
              return FALSE;
  
          if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
              return FALSE;
  
          format->id = typed_formats[i].id;
          format->red_size = typeless_format->red_size;
          format->green_size = typeless_format->green_size;
          format->blue_size = typeless_format->blue_size;
          format->alpha_size = typeless_format->alpha_size;
          format->red_offset = typeless_format->red_offset;
          format->green_offset = typeless_format->green_offset;
          format->blue_offset = typeless_format->blue_offset;
          format->alpha_offset = typeless_format->alpha_offset;
          format->byte_count = typeless_format->byte_count;
          format->depth_size = typeless_format->depth_size;
          format->stencil_size = typeless_format->stencil_size;
          format->block_width = typeless_format->block_width;
          format->block_height = typeless_format->block_height;
          format->block_byte_count = typeless_format->block_byte_count;
          format->typeless_id = typeless_format->id;
  
          typeless_format->typeless_id = typeless_format->id;
  
          for (j = 0; j < strlen(typed_formats[i].channels); ++j)
          {
              enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
  
              if (channel_type == WINED3D_CHANNEL_TYPE_UNORM || channel_type == WINED3D_CHANNEL_TYPE_SNORM)
                  flags |= WINED3DFMT_FLAG_NORMALISED;
              if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
                  flags |= WINED3DFMT_FLAG_INTEGER;
              if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
                  flags |= WINED3DFMT_FLAG_FLOAT;
              if (channel_type != WINED3D_CHANNEL_TYPE_UNUSED)
                  ++component_count;
  
              if (channel_type == WINED3D_CHANNEL_TYPE_DEPTH && !format->depth_size)
              {
                  format->depth_size = format->red_size;
                  format->red_size = format->red_offset = 0;
              }
  
              if (channel_type == WINED3D_CHANNEL_TYPE_STENCIL && !format->stencil_size)
              {
                  format->stencil_size = format->green_size;
                  format->green_size = format->green_offset = 0;
              }
          }
  
          format->component_count = component_count;
          format_set_flag(format, flags);
      }
  
      for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
      {
          if (!(format = get_format_internal(adapter, ddi_formats[i].id)))
              return FALSE;
  
          format->ddi_format = ddi_formats[i].ddi_format;
      }
  
      for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
      {
          if (!(format = get_format_internal(adapter, format_base_flags[i].id)))
              return FALSE;
  
          format_set_flag(format, format_base_flags[i].flags);
      }
  
      return TRUE;
  }
  
  static BOOL init_format_block_info(struct wined3d_adapter *adapter)
  {
      struct wined3d_format *format;
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(format_block_info); ++i)
      {
          if (!(format = get_format_internal(adapter, format_block_info[i].id)))
              return FALSE;
  
          format->block_width = format_block_info[i].block_width;
          format->block_height = format_block_info[i].block_height;
          format->block_byte_count = format_block_info[i].block_byte_count;
          format_set_flag(format, WINED3DFMT_FLAG_BLOCKS | format_block_info[i].flags);
      }
  
      return TRUE;
  }
  
  /* Most compressed formats are not supported for 3D textures by OpenGL.
   *
   * In the case of the S3TC/DXTn formats, NV_texture_compression_vtc provides
   * these formats for 3D textures, but unfortunately the block layout is
   * different from the one used by Direct3D.
   *
   * Since applications either don't check format availability at all before
   * using these, or refuse to run without them, we decompress them on upload.
   *
   * Affected applications include "Heroes VI", "From Dust", "Halo Online" and
   * "Eldorado". */
  static BOOL init_format_decompress_info(struct wined3d_adapter *adapter)
  {
      struct wined3d_format *format;
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(format_decompress_info); ++i)
      {
          if (!(format = get_format_internal(adapter, format_decompress_info[i].id)))
              return FALSE;
  
          format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= WINED3DFMT_FLAG_DECOMPRESS;
          format->decompress = format_decompress_info[i].decompress;
      }
  
      return TRUE;
  }
  
  static BOOL init_srgb_formats(struct wined3d_adapter *adapter)
  {
      struct wined3d_format *format, *srgb_format;
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
      {
          if (!(srgb_format = get_format_internal(adapter, format_srgb_info[i].srgb_format_id)))
              return FALSE;
          if (!(format = get_format_internal(adapter, format_srgb_info[i].base_format_id)))
              return FALSE;
  
          copy_format(adapter, srgb_format, format);
      }
  
      return TRUE;
  }
  
  static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
  {
      switch (type)
      {
          case WINED3D_GL_RES_TYPE_TEX_1D:
              return GL_TEXTURE_1D;
          case WINED3D_GL_RES_TYPE_TEX_2D:
              return GL_TEXTURE_2D;
          case WINED3D_GL_RES_TYPE_TEX_3D:
              return GL_TEXTURE_3D;
          case WINED3D_GL_RES_TYPE_TEX_CUBE:
              return GL_TEXTURE_CUBE_MAP_ARB;
          case WINED3D_GL_RES_TYPE_TEX_RECT:
              return GL_TEXTURE_RECTANGLE_ARB;
          case WINED3D_GL_RES_TYPE_BUFFER:
              return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
          case WINED3D_GL_RES_TYPE_RB:
              return GL_RENDERBUFFER;
          case WINED3D_GL_RES_TYPE_COUNT:
              break;
      }
      ERR("Unexpected GL resource type %u.\n", type);
      return 0;
  }
  
  static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
          enum wined3d_gl_resource_type d3d_type, GLuint object)
  {
      switch (d3d_type)
      {
          case WINED3D_GL_RES_TYPE_TEX_1D:
          case WINED3D_GL_RES_TYPE_TEX_2D:
          case WINED3D_GL_RES_TYPE_TEX_RECT:
          case WINED3D_GL_RES_TYPE_TEX_3D:
          case WINED3D_GL_RES_TYPE_TEX_CUBE:
              gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
              break;
  
          case WINED3D_GL_RES_TYPE_RB:
              gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
              break;
  
          case WINED3D_GL_RES_TYPE_BUFFER:
          case WINED3D_GL_RES_TYPE_COUNT:
              break;
      }
  }
  
  static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info,
          const struct wined3d_format_gl *format_gl,
          enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal)
  {
      GLenum format = format_gl->format;
      GLenum type = format_gl->type;
      GLenum attach_type;
  
      attach_type = format_gl->f.depth_size ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
      switch (d3d_type)
      {
          case WINED3D_GL_RES_TYPE_TEX_1D:
              gl_info->gl_ops.gl.p_glGenTextures(1, object);
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
              gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
              gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
              gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  
              gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D, *object, 0);
              if (format_gl->f.stencil_size)
                  gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER,
                          GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D, *object, 0);
              break;
  
          case WINED3D_GL_RES_TYPE_TEX_2D:
          case WINED3D_GL_RES_TYPE_TEX_RECT:
              gl_info->gl_ops.gl.p_glGenTextures(1, object);
              gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
              gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
                      format, type, NULL);
              gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
              gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  
              gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
                      wined3d_gl_type_to_enum(d3d_type), *object, 0);
              if (format_gl->f.stencil_size)
                  gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
                          wined3d_gl_type_to_enum(d3d_type), *object, 0);
              break;
  
          case WINED3D_GL_RES_TYPE_TEX_3D:
              gl_info->gl_ops.gl.p_glGenTextures(1, object);
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
              GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
              gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
              gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  
              gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_3D, *object, 0, 0);
              if (format_gl->f.stencil_size)
                  gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER,
                          GL_STENCIL_ATTACHMENT, GL_TEXTURE_3D, *object, 0, 0);
              break;
  
          case WINED3D_GL_RES_TYPE_TEX_CUBE:
              gl_info->gl_ops.gl.p_glGenTextures(1, object);
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
              gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
                      format, type, NULL);
              gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
                      format, type, NULL);
              gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
                      format, type, NULL);
              gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
                      format, type, NULL);
              gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
                      format, type, NULL);
              gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
                      format, type, NULL);
              gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
              gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  
              gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
                      GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
              if (format_gl->f.stencil_size)
                  gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
                          GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
              break;
  
          case WINED3D_GL_RES_TYPE_RB:
              gl_info->fbo_ops.glGenRenderbuffers(1, object);
              gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
              gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
              gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER, *object);
              if (format_gl->f.stencil_size)
                  gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                          GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *object);
              break;
  
          case WINED3D_GL_RES_TYPE_BUFFER:
          case WINED3D_GL_RES_TYPE_COUNT:
              break;
      }
  
      /* Ideally we'd skip all formats already known not to work on textures
       * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
       * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
       * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
       * errors generated by invalid formats. */
      while (gl_info->gl_ops.gl.p_glGetError());
  }
  
  static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
          const struct wined3d_color *color)
  {
      const struct wined3d_gl_info *gl_info = ctx->gl_info;
      static const struct wined3d_vec3 default_geometry[] =
      {
          {-1.0f, -1.0f, 0.0f},
          { 1.0f, -1.0f, 0.0f},
          {-1.0f,  1.0f, 0.0f},
          { 1.0f,  1.0f, 0.0f},
      };
      static const char vs_core_header[] =
          "#version 150\n"
          "in vec4 pos;\n"
          "in vec4 color;\n"
          "out vec4 out_color;\n"
          "\n";
      static const char vs_legacy_header[] =
          "#version 120\n"
          "attribute vec4 pos;\n"
          "attribute vec4 color;\n"
          "varying vec4 out_color;\n"
          "\n";
      static const char vs_body[] =
          "void main()\n"
          "{\n"
          "    gl_Position = pos;\n"
          "    out_color = color;\n"
          "}\n";
      static const char fs_core[] =
          "#version 150\n"
          "in vec4 out_color;\n"
          "out vec4 fragment_color;\n"
          "\n"
          "void main()\n"
          "{\n"
          "    fragment_color = out_color;\n"
          "}\n";
      static const char fs_legacy[] =
          "#version 120\n"
          "varying vec4 out_color;\n"
          "\n"
          "void main()\n"
          "{\n"
          "    gl_FragData[0] = out_color;\n"
          "}\n";
      const char *source[2];
      GLuint vs_id, fs_id;
      unsigned int i;
  
      if (!geometry)
          geometry = default_geometry;
  
      if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
              || !gl_info->supported[ARB_FRAGMENT_SHADER])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
          gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
          gl_info->gl_ops.gl.p_glLoadIdentity();
          gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
          gl_info->gl_ops.gl.p_glLoadIdentity();
  
          gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
          gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
          for (i = 0; i < 4; ++i)
              gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
          gl_info->gl_ops.gl.p_glEnd();
          checkGLcall("draw quad");
          return;
      }
  
      if (!ctx->test_vbo)
          GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
      GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
      GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
      GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
      GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
      GL_EXTCALL(glEnableVertexAttribArray(0));
      GL_EXTCALL(glDisableVertexAttribArray(1));
  
      if (!ctx->test_program_id)
      {
          BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
  
          ctx->test_program_id = GL_EXTCALL(glCreateProgram());
  
          vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
          source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
          source[1] = vs_body;
          GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
          GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
          GL_EXTCALL(glDeleteShader(vs_id));
  
          fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
          source[0] = use_glsl_150 ? fs_core : fs_legacy;
          GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
          GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
          GL_EXTCALL(glDeleteShader(fs_id));
  
          GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
          GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
  
          if (use_glsl_150)
              GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
  
          GL_EXTCALL(glCompileShader(vs_id));
          print_glsl_info_log(gl_info, vs_id, FALSE);
          GL_EXTCALL(glCompileShader(fs_id));
          print_glsl_info_log(gl_info, fs_id, FALSE);
          GL_EXTCALL(glLinkProgram(ctx->test_program_id));
          shader_glsl_validate_link(gl_info, ctx->test_program_id);
      }
      GL_EXTCALL(glUseProgram(ctx->test_program_id));
  
      gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  
      GL_EXTCALL(glUseProgram(0));
      GL_EXTCALL(glDisableVertexAttribArray(0));
      GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
      checkGLcall("draw quad");
  }
  
  /* Context activation is done by the caller. */
  static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format_gl *format)
  {
      /* Check if the default internal format is supported as a frame buffer
       * target, otherwise fall back to the render target internal.
       *
       * Try to stick to the standard format if possible, this limits precision differences. */
      static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
      static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
      const struct wined3d_gl_info *gl_info = ctx->gl_info;
      GLenum status, rt_internal = format->rt_internal;
      GLuint object, color_rb;
      enum wined3d_gl_resource_type type;
      BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
  
      gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
  
      for (type = 0; type < ARRAY_SIZE(format->f.flags); ++type)
      {
          const char *type_string = "color";
  
          if (type == WINED3D_GL_RES_TYPE_BUFFER)
              continue;
  
          create_and_bind_fbo_attachment(gl_info, format, type, &object, format->internal);
  
          if (format->f.flags[type] & WINED3DFMT_FLAG_DEPTH_STENCIL)
          {
              gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
              gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
              if (type == WINED3D_GL_RES_TYPE_TEX_1D)
                  gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
              else
                  gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
  
              gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                      GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
              checkGLcall("Create and attach color rb attachment");
              type_string = "depth / stencil";
          }
  
          status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
          checkGLcall("Framebuffer format check");
  
          if (status == GL_FRAMEBUFFER_COMPLETE)
          {
              TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
                      debug_d3dformat(format->f.id), type_string, type);
              format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
              format->rt_internal = format->internal;
              regular_fmt_used = TRUE;
          }
          else
          {
              if (!rt_internal)
              {
                  if (format->f.flags[type] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL))
                  {
                      WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
                              " and no fallback specified.\n", debug_d3dformat(format->f.id), type);
                      format->f.flags[type] &= ~(WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL);
                  }
                  else
                  {
                      TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
                              debug_d3dformat(format->f.id), type_string, type);
                  }
                  format->rt_internal = format->internal;
              }
              else
              {
                  TRACE("Format %s is not supported as FBO %s attachment (type %u),"
                          " trying rtInternal format as fallback.\n",
                          debug_d3dformat(format->f.id), type_string, type);
  
                  while (gl_info->gl_ops.gl.p_glGetError());
  
                  delete_fbo_attachment(gl_info, type, object);
                  create_and_bind_fbo_attachment(gl_info, format, type, &object, format->rt_internal);
  
                  status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
                  checkGLcall("Framebuffer format check");
  
                  if (status == GL_FRAMEBUFFER_COMPLETE)
                  {
                      TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
                              debug_d3dformat(format->f.id), type_string, type);
                      fallback_fmt_used = TRUE;
                  }
                  else
                  {
                      WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
                              debug_d3dformat(format->f.id), type_string, type);
                      format->f.flags[type] &= ~(WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL);
                  }
              }
          }
  
          if (status == GL_FRAMEBUFFER_COMPLETE
                  && ((format->f.flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
                  || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
                  && !(format->f.flags[type] & WINED3DFMT_FLAG_INTEGER)
                  && format->f.id != WINED3DFMT_NULL && format->f.id != WINED3DFMT_P8_UINT
                  && format->format != GL_LUMINANCE && format->format != GL_LUMINANCE_ALPHA
                  && (format->f.red_size || format->f.alpha_size))
          {
              DWORD readback[16 * 16 * 16], color = 0, r_range, a_range;
              BYTE r, a;
              BOOL match = TRUE;
              GLuint rb;
  
              if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
              {
                  gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
                  gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
                  if (type == WINED3D_GL_RES_TYPE_TEX_1D)
                      gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
                  else
                      gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
                  gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
                  gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
                  checkGLcall("RB attachment");
              }
  
              gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
              gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
              gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
              if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
              {
                  while (gl_info->gl_ops.gl.p_glGetError());
                  TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
                          debug_d3dformat(format->f.id), type);
                  format->f.flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
              }
              else
              {
                  gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
                  if (type == WINED3D_GL_RES_TYPE_TEX_1D)
                      gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
                  else
                      gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
                  gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  
                  draw_test_quad(ctx, NULL, &black);
  
                  gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
  
                  draw_test_quad(ctx, NULL, &half_transparent_red);
  
                  gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
  
                  switch (type)
                  {
                      case WINED3D_GL_RES_TYPE_TEX_1D:
                          /* Rebinding texture to workaround a fglrx bug. */
                          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
                          gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
                                  GL_UNSIGNED_INT_8_8_8_8_REV, readback);
                          color = readback[7];
                          break;
  
                      case WINED3D_GL_RES_TYPE_TEX_2D:
                      case WINED3D_GL_RES_TYPE_TEX_3D:
                      case WINED3D_GL_RES_TYPE_TEX_RECT:
                          /* Rebinding texture to workaround a fglrx bug. */
                          gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
                          gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
                                  GL_UNSIGNED_INT_8_8_8_8_REV, readback);
                          color = readback[7 * 16 + 7];
                          break;
  
                      case WINED3D_GL_RES_TYPE_TEX_CUBE:
                          /* Rebinding texture to workaround a fglrx bug. */
                          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
                          gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
                                  GL_UNSIGNED_INT_8_8_8_8_REV, readback);
                          color = readback[7 * 16 + 7];
                          break;
  
                      case WINED3D_GL_RES_TYPE_RB:
                          gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
                                  GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
                          color = readback[7 * 16 + 7];
                          break;
  
                      case WINED3D_GL_RES_TYPE_BUFFER:
                      case WINED3D_GL_RES_TYPE_COUNT:
                          color = 0;
                          break;
                  }
                  checkGLcall("Post-pixelshader blending check");
  
                  a = color >> 24;
                  r = (color & 0x00ff0000u) >> 16;
  
                  r_range = format->f.red_size < 8 ? 1u << (8 - format->f.red_size) : 1;
                  a_range = format->f.alpha_size < 8 ? 1u << (8 - format->f.alpha_size) : 1;
                  if (format->f.red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
                      match = FALSE;
                  else if (format->f.alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
                      match = FALSE;
                  if (!match)
                  {
                      TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
                              debug_d3dformat(format->f.id), type);
                      TRACE("Color output: %#x\n", color);
                      format->f.flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
                  }
                  else
                  {
                      TRACE("Format %s supports post-pixelshader blending, type %u.\n",
                              debug_d3dformat(format->f.id), type);
                      TRACE("Color output: %#x\n", color);
                      format->f.flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
                  }
              }
  
              if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
              {
                  gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
                  gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
                  gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
                  checkGLcall("RB cleanup");
              }
          }
  
          if (format->internal != format->srgb_internal)
          {
              delete_fbo_attachment(gl_info, type, object);
              create_and_bind_fbo_attachment(gl_info, format, type, &object, format->srgb_internal);
  
              status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
              checkGLcall("Framebuffer format check");
  
              if (status == GL_FRAMEBUFFER_COMPLETE)
              {
                  TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
                          debug_d3dformat(format->f.id), type);
                  format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
                  if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
                      format->internal = format->srgb_internal;
              }
              else
              {
                  WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
                          debug_d3dformat(format->f.id), type);
                  format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
              }
          }
          else if (status == GL_FRAMEBUFFER_COMPLETE)
              format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
  
          if (format->f.flags[type] & WINED3DFMT_FLAG_DEPTH_STENCIL)
          {
              gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
              gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
          }
  
          delete_fbo_attachment(gl_info, type, object);
          checkGLcall("Framebuffer format check cleanup");
      }
  
      if (fallback_fmt_used && regular_fmt_used)
      {
          FIXME("Format %s needs different render target formats for different resource types.\n",
                  debug_d3dformat(format->f.id));
          format_clear_flag(&format->f, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL
                  | WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
                  | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
      }
  }
  
  static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format_gl *format,
          GLint internal, GLenum pname, DWORD flag, const char *string)
  {
      GLint value;
      enum wined3d_gl_resource_type type;
  
      for (type = 0; type < ARRAY_SIZE(format->f.flags); ++type)
      {
          gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
          if (value == GL_FULL_SUPPORT)
          {
              TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->f.id), string, type);
              format->f.flags[type] |= flag;
          }
          else
          {
              TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->f.id), string, type);
              format->f.flags[type] &= ~flag;
          }
      }
  }
  
  /* Context activation is done by the caller. */
  static void init_format_fbo_compat_info(const struct wined3d_adapter *adapter,
          struct wined3d_caps_gl_ctx *ctx)
  {
      const struct wined3d_gl_info *gl_info = ctx->gl_info;
      unsigned int i, type;
      GLuint fbo;
  
      if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
      {
          for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
          {
              struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
              BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
              GLenum rt_internal = format->rt_internal;
              GLint value;
  
              if (!format->internal)
                  continue;
  
              for (type = 0; type < ARRAY_SIZE(format->f.flags); ++type)
              {
                  gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
                          format->internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
                  if (value == GL_FULL_SUPPORT)
                  {
                      TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
                              debug_d3dformat(format->f.id), type);
                      format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
                      format->rt_internal = format->internal;
                      regular_fmt_used = TRUE;
  
                      gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
                              format->internal, GL_FRAMEBUFFER_BLEND, 1, &value);
                      if (value == GL_FULL_SUPPORT)
                      {
                          TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
                                      debug_d3dformat(format->f.id), type);
                          format->f.flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
                      }
                      else
                      {
                          TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
                                  debug_d3dformat(format->f.id), type);
                          format->f.flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
                      }
                  }
                  else
                  {
                      if (!rt_internal)
                      {
                          if (format->f.flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
                          {
                              WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
                                      " and no fallback specified, resource type %u.\n",
                                      debug_d3dformat(format->f.id), type);
                              format->f.flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
                          }
                          else
                              TRACE("Format %s is not supported as FBO color attachment,"
                              " resource type %u.\n", debug_d3dformat(format->f.id), type);
                          format->rt_internal = format->internal;
                      }
                      else
                      {
                          gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
                                  rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
                          if (value == GL_FULL_SUPPORT)
                          {
                              TRACE("Format %s rtInternal format is supported as FBO color attachment,"
                                      " resource type %u.\n", debug_d3dformat(format->f.id), type);
                              fallback_fmt_used = TRUE;
                          }
                          else
                          {
                              WARN("Format %s rtInternal format is not supported as FBO color attachment,"
                                      " resource type %u.\n", debug_d3dformat(format->f.id), type);
                              format->f.flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
                          }
                      }
                  }
  
                  if (format->internal != format->srgb_internal)
                  {
                      gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
                              format->srgb_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
                      if (value == GL_FULL_SUPPORT)
                      {
                          TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
                                  debug_d3dformat(format->f.id), type);
                          format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
                          if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
                              format->internal = format->srgb_internal;
                      }
                      else
                      {
                          WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
                                  debug_d3dformat(format->f.id), type);
                          format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
                      }
                  }
                  else if (format->f.flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
                      format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
              }
  
              if (fallback_fmt_used && regular_fmt_used)
              {
                  FIXME("Format %s needs different render target formats for different resource types.\n",
                          debug_d3dformat(format->f.id));
                  format_clear_flag(&format->f, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
                          | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
              }
          }
          return;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
          gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
          gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
          gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
      }
  
      for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
      {
          struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
  
          if (!format->internal)
              continue;
  
          if (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
          {
              TRACE("Skipping format %s because it's a compressed format.\n",
                      debug_d3dformat(format->f.id));
              continue;
          }
  
          if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          {
              TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->f.id));
              check_fbo_compat(ctx, format);
          }
          else
          {
              format->rt_internal = format->internal;
          }
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
  }
  
  static GLenum lookup_gl_view_class(GLenum internal_format)
  {
      static const struct
      {
          GLenum internal_format;
          GLenum view_class;
      }
      view_classes[] =
      {
          /* 128-bit */
          {GL_RGBA32F,        GL_VIEW_CLASS_128_BITS},
          {GL_RGBA32UI,       GL_VIEW_CLASS_128_BITS},
          {GL_RGBA32I,        GL_VIEW_CLASS_128_BITS},
          /* 96-bit */
          {GL_RGB32F,         GL_VIEW_CLASS_96_BITS},
          {GL_RGB32UI,        GL_VIEW_CLASS_96_BITS},
          {GL_RGB32I,         GL_VIEW_CLASS_96_BITS},
          /* 64-bit */
          {GL_RGBA16F,        GL_VIEW_CLASS_64_BITS},
          {GL_RG32F,          GL_VIEW_CLASS_64_BITS},
          {GL_RGBA16UI,       GL_VIEW_CLASS_64_BITS},
          {GL_RG32UI,         GL_VIEW_CLASS_64_BITS},
          {GL_RGBA16I,        GL_VIEW_CLASS_64_BITS},
          {GL_RG32I,          GL_VIEW_CLASS_64_BITS},
          {GL_RGBA16,         GL_VIEW_CLASS_64_BITS},
          {GL_RGBA16_SNORM,   GL_VIEW_CLASS_64_BITS},
          /* 48-bit */
          {GL_RGB16,          GL_VIEW_CLASS_48_BITS},
          {GL_RGB16_SNORM,    GL_VIEW_CLASS_48_BITS},
          {GL_RGB16F,         GL_VIEW_CLASS_48_BITS},
          {GL_RGB16UI,        GL_VIEW_CLASS_48_BITS},
          {GL_RGB16I,         GL_VIEW_CLASS_48_BITS},
          /* 32-bit */
          {GL_RG16F,          GL_VIEW_CLASS_32_BITS},
          {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
          {GL_R32F,           GL_VIEW_CLASS_32_BITS},
          {GL_RGB10_A2UI,     GL_VIEW_CLASS_32_BITS},
          {GL_RGBA8UI,        GL_VIEW_CLASS_32_BITS},
          {GL_RG16UI,         GL_VIEW_CLASS_32_BITS},
          {GL_R32UI,          GL_VIEW_CLASS_32_BITS},
          {GL_RGBA8I,         GL_VIEW_CLASS_32_BITS},
          {GL_RG16I,          GL_VIEW_CLASS_32_BITS},
          {GL_R32I,           GL_VIEW_CLASS_32_BITS},
          {GL_RGB10_A2,       GL_VIEW_CLASS_32_BITS},
          {GL_RGBA8,          GL_VIEW_CLASS_32_BITS},
          {GL_RG16,           GL_VIEW_CLASS_32_BITS},
          {GL_RGBA8_SNORM,    GL_VIEW_CLASS_32_BITS},
          {GL_RG16_SNORM,     GL_VIEW_CLASS_32_BITS},
          {GL_SRGB8_ALPHA8,   GL_VIEW_CLASS_32_BITS},
          {GL_RGB9_E5,        GL_VIEW_CLASS_32_BITS},
          /* 24-bit */
          {GL_RGB8,           GL_VIEW_CLASS_24_BITS},
          {GL_RGB8_SNORM,     GL_VIEW_CLASS_24_BITS},
          {GL_SRGB8,          GL_VIEW_CLASS_24_BITS},
          {GL_RGB8UI,         GL_VIEW_CLASS_24_BITS},
          {GL_RGB8I,          GL_VIEW_CLASS_24_BITS},
          /* 16-bit */
          {GL_R16F,           GL_VIEW_CLASS_16_BITS},
          {GL_RG8UI,          GL_VIEW_CLASS_16_BITS},
          {GL_R16UI,          GL_VIEW_CLASS_16_BITS},
          {GL_RG8I,           GL_VIEW_CLASS_16_BITS},
          {GL_R16I,           GL_VIEW_CLASS_16_BITS},
          {GL_RG8,            GL_VIEW_CLASS_16_BITS},
          {GL_R16,            GL_VIEW_CLASS_16_BITS},
          {GL_RG8_SNORM,      GL_VIEW_CLASS_16_BITS},
          {GL_R16_SNORM,      GL_VIEW_CLASS_16_BITS},
          /* 8-bit */
          {GL_R8UI,           GL_VIEW_CLASS_8_BITS},
          {GL_R8I,            GL_VIEW_CLASS_8_BITS},
          {GL_R8,             GL_VIEW_CLASS_8_BITS},
          {GL_R8_SNORM,       GL_VIEW_CLASS_8_BITS},
  
          /* RGTC1 */
          {GL_COMPRESSED_RED_RGTC1,        GL_VIEW_CLASS_RGTC1_RED},
          {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
          /* RGTC2 */
          {GL_COMPRESSED_RG_RGTC2,         GL_VIEW_CLASS_RGTC2_RG},
          {GL_COMPRESSED_SIGNED_RG_RGTC2,  GL_VIEW_CLASS_RGTC2_RG},
  
          /* BPTC unorm */
          {GL_COMPRESSED_RGBA_BPTC_UNORM,         GL_VIEW_CLASS_BPTC_UNORM},
          {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM,   GL_VIEW_CLASS_BPTC_UNORM},
          /* BPTC float */
          {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT,   GL_VIEW_CLASS_BPTC_FLOAT},
          {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
  
          /* DXT1 RGB */
          {GL_COMPRESSED_RGB_S3TC_DXT1_EXT,        GL_VIEW_CLASS_S3TC_DXT1_RGB},
          {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT,       GL_VIEW_CLASS_S3TC_DXT1_RGB},
          /* DXT1 RGBA */
          {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,       GL_VIEW_CLASS_S3TC_DXT1_RGBA},
          {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
          /* DXT3 */
          {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,       GL_VIEW_CLASS_S3TC_DXT3_RGBA},
          {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
          /* DXT5 */
          {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,       GL_VIEW_CLASS_S3TC_DXT5_RGBA},
          {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
      };
  
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
      {
          if (view_classes[i].internal_format == internal_format)
              return view_classes[i].view_class;
      }
  
      return GL_NONE;
  }
  
  static void query_view_class(struct wined3d_format_gl *format)
  {
      GLenum internal_view_class, gamma_view_class, rt_view_class;
  
      internal_view_class = lookup_gl_view_class(format->internal);
      gamma_view_class = lookup_gl_view_class(format->srgb_internal);
      rt_view_class = lookup_gl_view_class(format->rt_internal);
  
      if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
      {
          format->view_class = internal_view_class;
          TRACE("Format %s is member of GL view class %#x.\n",
                  debug_d3dformat(format->f.id), format->view_class);
      }
      else
      {
          format->view_class = GL_NONE;
      }
  }
  
  static void query_internal_format(struct wined3d_adapter *adapter,
          struct wined3d_format_gl *format, const struct wined3d_format_texture_info *texture_info,
          struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
  {
      GLint count, multisample_types[8];
      unsigned int i, max_log2;
      GLenum target;
  
      if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
      {
          query_format_flag(gl_info, format, format->internal, GL_VERTEX_TEXTURE,
                  WINED3DFMT_FLAG_VTF, "vertex texture usage");
          query_format_flag(gl_info, format, format->internal, GL_FILTER,
                  WINED3DFMT_FLAG_FILTERING, "filtering");
          query_format_flag(gl_info, format, format->internal, GL_SHADER_IMAGE_STORE,
                  WINED3DFMT_FLAG_UNORDERED_ACCESS, "unordered access");
  
          if (srgb_format || format->srgb_internal != format->internal)
          {
              query_format_flag(gl_info, format, format->srgb_internal, GL_SRGB_READ,
                      WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
  
              if (srgb_write_supported)
                  query_format_flag(gl_info, format, format->srgb_internal, GL_SRGB_WRITE,
                          WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
              else
                  format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
  
              if (!(format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D]
                      & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
                  format->srgb_internal = format->internal;
              else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
                  format->internal = format->srgb_internal;
          }
      }
      else
      {
          if (!gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX])
              format_clear_flag(&format->f, WINED3DFMT_FLAG_VTF);
  
          if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
              format_set_flag(&format->f, WINED3DFMT_FLAG_FILTERING);
          else if (format->f.id != WINED3DFMT_R32G32B32A32_FLOAT && format->f.id != WINED3DFMT_R32_FLOAT)
              format_clear_flag(&format->f, WINED3DFMT_FLAG_VTF);
  
          if (srgb_format || format->srgb_internal != format->internal)
          {
              /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
              if (!gl_info->supported[EXT_TEXTURE_SRGB])
              {
                  format->srgb_internal = format->internal;
                  format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
              }
              else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
              {
                  format->internal = format->srgb_internal;
              }
          }
  
          if ((format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
              format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
      }
  
      if ((!gl_info->supported[ARB_DEPTH_TEXTURE] || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
              && (format->f.depth_size || format->f.stencil_size))
      {
          TRACE("Disabling texturing support for depth / stencil format %s.\n", debug_d3dformat(format->f.id));
          format->f.flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
          format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
          format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
          format->f.flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
          format->f.flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
      }
  
      query_view_class(format);
  
      if (format->internal && format->f.flags[WINED3D_GL_RES_TYPE_RB]
              & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL)
              && (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
              && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
          {
              target = gl_info->supported[ARB_TEXTURE_MULTISAMPLE] ? GL_TEXTURE_2D_MULTISAMPLE : GL_RENDERBUFFER;
              count = 0;
              GL_EXTCALL(glGetInternalformativ(target, format->internal,
                      GL_NUM_SAMPLE_COUNTS, 1, &count));
              if (count > ARRAY_SIZE(multisample_types))
                  FIXME("Unexpectedly high number of multisample types %d.\n", count);
              count = min(count, ARRAY_SIZE(multisample_types));
              GL_EXTCALL(glGetInternalformativ(target, format->internal,
                      GL_SAMPLES, count, multisample_types));
              checkGLcall("query sample counts");
              for (i = 0; i < count; ++i)
              {
                  if (multisample_types[i] > sizeof(format->f.multisample_types) * CHAR_BIT)
                      continue;
                  format->f.multisample_types |= 1u << (multisample_types[i] - 1);
              }
          }
          else
          {
              max_log2 = wined3d_log2i(min(gl_info->limits.samples,
                      sizeof(format->f.multisample_types) * CHAR_BIT));
              for (i = 1; i <= max_log2; ++i)
                  format->f.multisample_types |= 1u << ((1u << i) - 1);
          }
      }
  }
  
  static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
  {
      struct wined3d_format_gl *format, *srgb_format;
      struct fragment_caps fragment_caps;
      struct shader_caps shader_caps;
      unsigned int i, j;
      BOOL srgb_write;
  
      adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
      adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
      srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
              && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
  
      for (i = 0; i < ARRAY_SIZE(format_texture_info); ++i)
      {
          if (!(format = get_format_gl_internal(adapter, format_texture_info[i].id)))
              return FALSE;
  
          if (!gl_info->supported[format_texture_info[i].extension])
              continue;
  
          /* ARB_texture_rg defines floating point formats, but only if
           * ARB_texture_float is also supported. */
          if (!gl_info->supported[ARB_TEXTURE_FLOAT]
                  && (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
              continue;
  
          /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
          if (!gl_info->supported[EXT_TEXTURE_INTEGER]
                  && (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
              continue;
  
          if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
                  && (format->f.id == WINED3DFMT_D16_LOCKABLE || format->f.id == WINED3DFMT_NULL))
              continue;
  
          format->internal = format_texture_info[i].gl_internal;
          format->srgb_internal = format_texture_info[i].gl_srgb_internal;
          format->rt_internal = format_texture_info[i].gl_rt_internal;
          format->format = format_texture_info[i].gl_format;
          format->type = format_texture_info[i].gl_type;
          format->f.color_fixup = COLOR_FIXUP_IDENTITY;
          format->f.height_scale.numerator = 1;
          format->f.height_scale.denominator = 1;
  
          format->f.flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
          format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
          format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
  
          /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
           * problematic", but doesn't explicitly mandate that an error is generated. */
          if (gl_info->supported[EXT_TEXTURE3D] && !(format_texture_info[i].flags & WINED3DFMT_FLAG_DEPTH_STENCIL))
              format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
  
          if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
              format->f.flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
  
          if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
              format->f.flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
  
          format->f.flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
          format->f.flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
  
          if (format->srgb_internal != format->internal
                  && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
          {
              format->srgb_internal = format->internal;
              format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
          }
  
          if (!gl_info->supported[ARB_SHADOW] && (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SHADOW))
              format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
  
          query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
  
          /* Texture conversion stuff */
          format->f.conv_byte_count = format_texture_info[i].conv_byte_count;
          format->f.upload = format_texture_info[i].upload;
          format->f.download = format_texture_info[i].download;
  
          srgb_format = NULL;
          for (j = 0; j < ARRAY_SIZE(format_srgb_info); ++j)
          {
              if (format_srgb_info[j].base_format_id == format->f.id)
              {
                  if (!(srgb_format = get_format_gl_internal(adapter, format_srgb_info[j].srgb_format_id)))
                      return FALSE;
                  break;
              }
          }
          if (!srgb_format)
              continue;
  
          copy_format(adapter, &srgb_format->f, &format->f);
  
          if (gl_info->supported[EXT_TEXTURE_SRGB]
                  && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
          {
              srgb_format->internal = format_texture_info[i].gl_srgb_internal;
              srgb_format->srgb_internal = format_texture_info[i].gl_srgb_internal;
              format_set_flag(&srgb_format->f, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
              query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
          }
      }
  
      return TRUE;
  }
  
  static BOOL compare_uint(unsigned int x, unsigned int y, unsigned int max_diff)
  {
      unsigned int diff = x > y ? x - y : y - x;
  
      return diff <= max_diff;
  }
  
  static BOOL compare_colour(DWORD c1, DWORD c2, BYTE max_diff)
  {
      return compare_uint(c1 & 0xff, c2 & 0xff, max_diff)
              && compare_uint((c1 >> 8) & 0xff, (c2 >> 8) & 0xff, max_diff)
              && compare_uint((c1 >> 16) & 0xff, (c2 >> 16) & 0xff, max_diff)
              && compare_uint((c1 >> 24) & 0xff, (c2 >> 24) & 0xff, max_diff);
  }
  
  /* A context is provided by the caller */
  static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
  {
      static const DWORD data[] = {0x00000000, 0xffffffff};
      GLuint tex, fbo, buffer;
      DWORD readback[16 * 1];
      BOOL ret = FALSE;
  
      /* Render a filtered texture and see what happens. This is intended to detect the lack of
       * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
       * falling back to software. If this changes in the future this code will get fooled and
       * apps might hit the software path due to incorrectly advertised caps.
       *
       * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
       * disable fallback, if Apple or ATI ever change the driver behavior they will break more
       * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
       */
  
      while (gl_info->gl_ops.gl.p_glGetError());
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
      memset(readback, 0x7e, sizeof(readback));
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
              GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
              GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
      gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
  
      gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
      gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
      gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
  
      gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
      gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
      gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
      gl_info->gl_ops.gl.p_glLoadIdentity();
      gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
      gl_info->gl_ops.gl.p_glLoadIdentity();
  
      gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
      gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
  
      gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
      gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
      gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
      gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
      gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
      gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
      gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
      gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
      gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
      gl_info->gl_ops.gl.p_glEnd();
  
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
      memset(readback, 0x7f, sizeof(readback));
      gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
      if (compare_colour(readback[6], 0xffffffff, 5) || compare_colour(readback[6], 0x00000000, 5)
              || compare_colour(readback[9], 0xffffffff, 5) || compare_colour(readback[9], 0x00000000, 5))
      {
          TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
                readback[6], readback[9]);
          ret = FALSE;
      }
      else
      {
          TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
                readback[6], readback[9]);
          ret = TRUE;
      }
  
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
      gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
  
      if (gl_info->gl_ops.gl.p_glGetError())
      {
          FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
          ret = FALSE;
      }
  
      return ret;
  }
  
  static void init_format_filter_info(struct wined3d_adapter *adapter,
          struct wined3d_gl_info *gl_info)
  {
      enum wined3d_pci_vendor vendor = adapter->driver_info.vendor;
      struct wined3d_format_gl *format;
      unsigned int i;
      static const enum wined3d_format_id fmts16[] =
      {
          WINED3DFMT_R16_FLOAT,
          WINED3DFMT_R16G16_FLOAT,
          WINED3DFMT_R16G16B16A16_FLOAT,
      };
      BOOL filtered;
  
      /* This was already handled by init_format_texture_info(). */
      if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
          return;
  
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
              || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
      {
          if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
          {
              TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
              filtered = TRUE;
          }
          else if (gl_info->limits.glsl_varyings > 44)
          {
              TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
              filtered = TRUE;
          }
          else
          {
              TRACE("Assuming no float16 blending\n");
              filtered = FALSE;
          }
  
          if (filtered)
          {
              for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
              {
                  format = get_format_gl_internal(adapter, fmts16[i]);
                  format_set_flag(&format->f, WINED3DFMT_FLAG_FILTERING);
              }
          }
          return;
      }
  
      for (i = 0; i < ARRAY_SIZE(fmts16); ++i)
      {
          format = get_format_gl_internal(adapter, fmts16[i]);
          if (!format->internal)
              continue; /* Not supported by GL */
  
          filtered = check_filter(gl_info, format->internal);
          if (filtered)
          {
              TRACE("Format %s supports filtering.\n", debug_d3dformat(format->f.id));
              format_set_flag(&format->f, WINED3DFMT_FLAG_FILTERING);
          }
          else
          {
              TRACE("Format %s does not support filtering.\n", debug_d3dformat(format->f.id));
          }
      }
  }
  
  static enum fixup_channel_source fixup_source_from_char(char c)
  {
      switch (c)
      {
          default:
          case '0':
              return CHANNEL_SOURCE_ZERO;
          case '1':
              return CHANNEL_SOURCE_ONE;
          case 'x':
          case 'X':
              return CHANNEL_SOURCE_X;
          case 'y':
          case 'Y':
              return CHANNEL_SOURCE_Y;
          case 'z':
          case 'Z':
              return CHANNEL_SOURCE_Z;
          case 'w':
          case 'W':
              return CHANNEL_SOURCE_W;
      }
  }
  
  static unsigned int fixup_sign_from_char(char c)
  {
      if (c == 'x' || c == 'y' || c == 'z' || c == 'w')
          return 1;
      return 0;
  }
  
  static struct color_fixup_desc create_color_fixup_desc_from_string(const char *s)
  {
      struct color_fixup_desc fixup;
  
      if (strlen(s) != 4)
      {
          ERR("Invalid fixup string %s.\n", wine_dbgstr_a(s));
          return COLOR_FIXUP_IDENTITY;
      }
  
      fixup.x_sign_fixup = fixup_sign_from_char(s[0]);
      fixup.x_source = fixup_source_from_char(s[0]);
      fixup.y_sign_fixup = fixup_sign_from_char(s[1]);
      fixup.y_source = fixup_source_from_char(s[1]);
      fixup.z_sign_fixup = fixup_sign_from_char(s[2]);
      fixup.z_source = fixup_source_from_char(s[2]);
      fixup.w_sign_fixup = fixup_sign_from_char(s[3]);
      fixup.w_source = fixup_source_from_char(s[3]);
  
      return fixup;
  }
  
  static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
  {
      const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
      struct wined3d_format_gl *format;
      BOOL use_legacy_fixups;
      unsigned int i;
  
      static const struct
      {
          enum wined3d_format_id id;
          const char *fixup;
          BOOL legacy;
          enum wined3d_gl_extension extension;
      }
      fixups[] =
      {
          {WINED3DFMT_R16_FLOAT,             "X11W", TRUE,  WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R32_FLOAT,             "X11W", TRUE,  WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R16G16_UNORM,          "XY1W", TRUE,  WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R16G16_FLOAT,          "XY1W", TRUE,  WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R32G32_FLOAT,          "XY1W", TRUE,  WINED3D_GL_EXT_NONE},
  
          {WINED3DFMT_R8G8_SNORM,            "xy11", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R8G8_SNORM,            "XY11", TRUE,  NV_TEXTURE_SHADER},
          {WINED3DFMT_R8G8_SNORM,            "XY11", TRUE,  EXT_TEXTURE_SNORM},
  
          {WINED3DFMT_R16G16_SNORM,          "xy11", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R16G16_SNORM,          "XY11", TRUE,  NV_TEXTURE_SHADER},
          {WINED3DFMT_R16G16_SNORM,          "XY11", TRUE,  EXT_TEXTURE_SNORM},
  
          {WINED3DFMT_R8G8B8A8_SNORM,        "xyzw", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R8G8B8A8_SNORM,        "XYZW", FALSE, NV_TEXTURE_SHADER},
          {WINED3DFMT_R8G8B8A8_SNORM,        "XYZW", FALSE, EXT_TEXTURE_SNORM},
  
          {WINED3DFMT_R5G5_SNORM_L6_UNORM,   "xzY1", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R5G5_SNORM_L6_UNORM,   "XYZW", FALSE, NV_TEXTURE_SHADER},
          {WINED3DFMT_R5G5_SNORM_L6_UNORM,   "XYZW", FALSE, EXT_TEXTURE_SNORM},
  
          {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "xyZW", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, "XYZW", FALSE, NV_TEXTURE_SHADER},
  
          {WINED3DFMT_ATI1N,                 "XXXX", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
          {WINED3DFMT_ATI1N,                 "XXXX", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
  
          {WINED3DFMT_ATI2N,                 "XW11", FALSE, ATI_TEXTURE_COMPRESSION_3DC},
          {WINED3DFMT_ATI2N,                 "YX11", FALSE, EXT_TEXTURE_COMPRESSION_RGTC},
          {WINED3DFMT_ATI2N,                 "YX11", FALSE, ARB_TEXTURE_COMPRESSION_RGTC},
  
          {WINED3DFMT_A8_UNORM,              "000X", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_A8_UNORM,              "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
  
          {WINED3DFMT_L8A8_UNORM,            "XXXY", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_L8A8_UNORM,            "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
  
          {WINED3DFMT_L4A4_UNORM,            "XXXY", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_L4A4_UNORM,            "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
  
          {WINED3DFMT_L16_UNORM,             "XXX1", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_L16_UNORM,             "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
  
          {WINED3DFMT_INTZ,                  "XXXX", FALSE, WINED3D_GL_EXT_NONE},
          {WINED3DFMT_INTZ,                  "XYZW", FALSE, WINED3D_GL_LEGACY_CONTEXT},
  
          {WINED3DFMT_L8_UNORM,              "XXX1", FALSE, ARB_TEXTURE_RG},
      };
  
      use_legacy_fixups = d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR;
      for (i = 0; i < ARRAY_SIZE(fixups); ++i)
      {
          if (fixups[i].legacy && !use_legacy_fixups)
              continue;
  
          if (!gl_info->supported[fixups[i].extension])
              continue;
  
          format = get_format_gl_internal(adapter, fixups[i].id);
          format->f.color_fixup = create_color_fixup_desc_from_string(fixups[i].fixup);
      }
  
      if (!gl_info->supported[APPLE_YCBCR_422] && !gl_info->supported[APPLE_RGB_422]
              && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
              || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
          format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
  
          format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
          format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
      }
      else if (!gl_info->supported[APPLE_YCBCR_422] && gl_info->supported[APPLE_RGB_422])
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
          format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUV);
  
          format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
          format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUV);
      }
      else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
              && (!gl_info->supported[ARB_FRAGMENT_SHADER] || !gl_info->supported[ARB_VERTEX_SHADER])))
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
          format_clear_flag(&format->f, WINED3DFMT_FLAG_BLIT);
          format->internal = 0;
  
          format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
          format_clear_flag(&format->f, WINED3DFMT_FLAG_BLIT);
          format->internal = 0;
      }
  
      if (gl_info->supported[ARB_FRAGMENT_PROGRAM]
              || (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER]))
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_YV12);
          format_set_flag(&format->f, WINED3DFMT_FLAG_HEIGHT_SCALE);
          format->f.height_scale.numerator = 3;
          format->f.height_scale.denominator = 2;
          format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
  
          format = get_format_gl_internal(adapter, WINED3DFMT_NV12);
          format_set_flag(&format->f, WINED3DFMT_FLAG_HEIGHT_SCALE);
          format->f.height_scale.numerator = 3;
          format->f.height_scale.denominator = 2;
          format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
      }
      else
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_YV12);
          format_clear_flag(&format->f, WINED3DFMT_FLAG_BLIT);
          format->internal = 0;
  
          format = get_format_gl_internal(adapter, WINED3DFMT_NV12);
          format_clear_flag(&format->f, WINED3DFMT_FLAG_BLIT);
          format->internal = 0;
      }
  
      if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_P8_UINT);
          format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
      }
  
      if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_R16_FLOAT);
          format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
  
          format = get_format_gl_internal(adapter, WINED3DFMT_R16G16_FLOAT);
          format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
  
          format = get_format_gl_internal(adapter, WINED3DFMT_R16G16B16A16_FLOAT);
          format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
      }
  
      if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_R16G16B16A16_UNORM);
          format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
      }
  
      /* 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 an application 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. */
      /* FIXME: This should just check the shader backend caps. */
      if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_INST);
          format_set_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
      }
  
      /* Depth bound test. To query if the card supports it CheckDeviceFormat()
       * with the special format MAKEFOURCC('N','V','D','B') is used. It is
       * enabled by setting D3DRS_ADAPTIVETESS_X render state to
       * MAKEFOURCC('N','V','D','B') and then controlled by setting
       * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
       * value. */
      if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_NVDB);
          format_set_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
      }
  
      if (gl_info->supported[ARB_MULTISAMPLE])
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_ATOC);
          format_set_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
      }
  
      /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
       * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
       * RENDERTARGET usage. */
      if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_RESZ);
          format_set_flag(&format->f, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
      }
  
      for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
      {
          format = get_format_gl_by_idx(adapter, i);
  
          if (!(format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
              continue;
  
          if (is_identity_fixup(format->f.color_fixup))
              continue;
  
          TRACE("Checking support for fixup:\n");
          dump_color_fixup_desc(format->f.color_fixup);
          if (!adapter->shader_backend->shader_color_fixup_supported(format->f.color_fixup)
                  || !adapter->fragment_pipe->color_fixup_supported(format->f.color_fixup))
          {
              TRACE("[FAILED]\n");
              format_clear_flag(&format->f, WINED3DFMT_FLAG_TEXTURE);
          }
          else
          {
              TRACE("[OK]\n");
          }
      }
  
      /* These formats are not supported for 3D textures. See also
       * WINED3DFMT_FLAG_DECOMPRESS. */
      format = get_format_gl_internal(adapter, WINED3DFMT_ATI1N);
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
      format = get_format_gl_internal(adapter, WINED3DFMT_ATI2N);
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
      format = get_format_gl_internal(adapter, WINED3DFMT_BC4_SNORM);
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
      format = get_format_gl_internal(adapter, WINED3DFMT_BC5_UNORM);
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
      format = get_format_gl_internal(adapter, WINED3DFMT_BC5_SNORM);
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
  }
  
  static BOOL init_format_vertex_info(const struct wined3d_adapter *adapter,
          struct wined3d_gl_info *gl_info)
  {
      struct wined3d_format_gl *format;
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
      {
          if (!(format = get_format_gl_internal(adapter, format_vertex_info[i].id)))
              return FALSE;
  
          if (!gl_info->supported[format_vertex_info[i].extension])
              continue;
  
          format->f.emit_idx = format_vertex_info[i].emit_idx;
          format->vtx_type = format_vertex_info[i].gl_vtx_type;
          format->vtx_format = format->f.component_count;
          format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3DFMT_FLAG_VERTEX_ATTRIBUTE;
      }
  
      if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
      {
          format = get_format_gl_internal(adapter, WINED3DFMT_B8G8R8A8_UNORM);
          format->vtx_format = GL_BGRA;
      }
  
      return TRUE;
  }
  
  static BOOL init_typeless_formats(const struct wined3d_adapter *adapter)
  {
      unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
      unsigned int i, j;
  
      for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
      {
          struct wined3d_format *format, *typeless_format;
  
          if (!(format = get_format_internal(adapter, typed_formats[i].id)))
              return FALSE;
          if (!(typeless_format = get_format_internal(adapter, typed_formats[i].typeless_id)))
              return FALSE;
  
          memcpy(flags, typeless_format->flags, sizeof(flags));
          copy_format(adapter, typeless_format, format);
          for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
              typeless_format->flags[j] |= flags[j];
      }
  
      for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
      {
          struct wined3d_format *typeless_format, *typeless_ds_format, *ds_format;
          struct wined3d_format *depth_view_format, *stencil_view_format;
          enum wined3d_format_id format_id;
  
          if (!(typeless_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].typeless_id)))
              return FALSE;
          if (!(ds_format = get_format_internal(adapter, typeless_depth_stencil_formats[i].depth_stencil_id)))
              return FALSE;
  
          typeless_ds_format = get_format_by_idx(adapter, WINED3D_FORMAT_COUNT + i);
          typeless_ds_format->id = typeless_depth_stencil_formats[i].typeless_id;
          copy_format(adapter, typeless_ds_format, ds_format);
          for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
          {
              typeless_ds_format->flags[j] = typeless_format->flags[j];
              typeless_format->flags[j] &= ~WINED3DFMT_FLAG_DEPTH_STENCIL;
          }
  
          if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
                  && typeless_depth_stencil_formats[i].separate_depth_view_format)
          {
              if (!(depth_view_format = get_format_internal(adapter, format_id)))
                  return FALSE;
              copy_format(adapter, depth_view_format, ds_format);
              depth_view_format->red_size = depth_view_format->depth_size;
              depth_view_format->depth_size = 0;
              depth_view_format->stencil_size = 0;
          }
          if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
          {
              if (!(stencil_view_format = get_format_internal(adapter, format_id)))
                  return FALSE;
              copy_format(adapter, stencil_view_format, ds_format);
              stencil_view_format->green_size = stencil_view_format->stencil_size;
              stencil_view_format->depth_size = 0;
              stencil_view_format->stencil_size = 0;
          }
      }
  
      return TRUE;
  }
  
  static void init_format_gen_mipmap_info(const struct wined3d_adapter *adapter,
          struct wined3d_gl_info *gl_info)
  {
      unsigned int i, j;
  
      if (!gl_info->fbo_ops.glGenerateMipmap)
          return;
  
      for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
      {
          struct wined3d_format *format = get_format_by_idx(adapter, i);
  
          for (j = 0; j < ARRAY_SIZE(format->flags); ++j)
              if (!(~format->flags[j] & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
                  format->flags[j] |= WINED3DFMT_FLAG_GEN_MIPMAP;
      }
  }
  
  BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx)
  {
      static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
      const struct wined3d_gl_info *gl_info = ctx->gl_info;
      static const float offset = -63.0f / 128.0f;
      GLuint texture, fbo;
      DWORD readback[4];
      unsigned int i;
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ARRAY_SIZE(readback), 1, 0,
              GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
      gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
      gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
              GL_TEXTURE_2D, texture, 0);
      checkGLcall("create resources");
  
      gl_info->gl_ops.gl.p_glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
      gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
      GL_EXTCALL(glViewportIndexedf(0, offset, offset, 4.0f, 1.0f));
      draw_test_quad(ctx, NULL, &red);
      checkGLcall("draw");
  
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
      gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
              GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
      checkGLcall("readback");
  
      TRACE("Readback colors are 0x%08x, 0x%08x, 0x%08x, 0x%08x.\n",
              readback[0], readback[1], readback[2], readback[3]);
  
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
      gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
      checkGLcall("delete resources");
  
      for (i = 0; i < ARRAY_SIZE(readback); ++i)
      {
          if (readback[i] != 0xffff0000)
              return FALSE;
      }
      return TRUE;
  }
  
  bool wined3d_caps_gl_ctx_test_filling_convention(struct wined3d_caps_gl_ctx *ctx, float offset)
  {
      static const struct wined3d_color red = {1.0f, 0.0f, 0.0f, 1.0f};
      const struct wined3d_gl_info *gl_info = ctx->gl_info;
      unsigned int x, y, clear = 0, draw = 0;
      GLuint texture, fbo;
      DWORD readback[8][8];
  
      /* This is a very simple test to find out how GL handles polygon edges:
       * Draw a 1x1 quad exactly through 4 adjacent pixel centers in an 8x8
       * viewport and see which pixel it ends up in. So far we've seen top left
       * and bottom left conventions. This test may produce unexpected results
       * if the driver forces multisampling on us.
       *
       * If we find a bottom-left filling behavior we also move the x-axis
       * by the same amount. This is necessary to keep diagonals that go
       * through the pixel center intact.
       *
       * Note that we are ignoring some settings that might influence the
       * driver: How we switch GL to an upper-left coordinate system,
       * shaders vs fixed function GL. Testing these isn't possible with
       * the current draw_test_quad() infrastructure. Also the test is
       * skipped if we are not using FBOs. Drawing into the onscreen
       * frame buffer may also yield different driver behavior.
       *
       * The minimum offset also depends on the viewport size, although
       * the relation between those two is GPU dependent and not exactly
       * sensible. E.g. a 8192x8192 viewport on a GeForce 9 needs at
       * least an offset of 1/240.9, whereas a 8x8 one needs 1/255.982;
       * 32x32 needs 1/255.935. 4x4 and lower are happy with something
       * below 1/256. The 8x8 size below has been arbitrarily chosen to
       * get a useful result out of that card and avoid allocating a
       * gigantic texture during library init.
       *
       * Newer cards usually do the right thing anyway. In cases where
       * they do not (e.g. Radeon GPUs in a macbookpro14,3 running MacOS)
       * an offset of 1/2^20 is enough. */
      const struct wined3d_vec3 edge_geometry[] =
      {
          {(-1.0f + offset) / 8.0f, (-1.0f + offset) / 8.0f, 0.0f},
          {( 1.0f + offset) / 8.0f, (-1.0f + offset) / 8.0f, 0.0f},
          {(-1.0f + offset) / 8.0f, ( 1.0f + offset) / 8.0f, 0.0f},
          {( 1.0f + offset) / 8.0f, ( 1.0f + offset) / 8.0f, 0.0f},
      };
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0,
              GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
      gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
      gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
              GL_TEXTURE_2D, texture, 0);
      checkGLcall("create resources");
  
      gl_info->gl_ops.gl.p_glViewport(0, 0, 8, 8);
      gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
      gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
  
      draw_test_quad(ctx, edge_geometry, &red);
      checkGLcall("draw");
  
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
      gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0,
              GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
      checkGLcall("readback");
  
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
      gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
      checkGLcall("delete resources");
  
      /* We expect that exactly one fragment is generated. */
      for (y = 0; y < ARRAY_SIZE(readback); ++y)
      {
          for (x = 0; x < ARRAY_SIZE(readback[0]); ++x)
          {
              if (readback[y][x] == 0xff0000ff)
                  clear++;
              else if (readback[y][x] == 0xffff0000)
                  draw++;
          }
      }
  
      if (clear != 63 || draw != 1)
      {
          FIXME("Unexpected filling convention test result.\n");
          return FALSE;
      }
  
      /* One pixel was drawn, check if it is the expected one */
      return readback[3][3] == 0xffff0000;
  }
  static float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
  {
      const struct wined3d_gl_info *gl_info = ctx->gl_info;
      static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
      GLuint fbo, color, depth;
      unsigned int low = 0, high = 32, cur;
      DWORD readback[256];
      static const struct wined3d_vec3 geometry[] =
      {
          {-1.0f, -1.0f, -1.0f},
          { 1.0f, -1.0f,  0.0f},
          {-1.0f,  1.0f, -1.0f},
          { 1.0f,  1.0f,  0.0f},
      };
  
      /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
       * Nvidia. Use this as a fallback if the detection fails. */
      unsigned int fallback = 23;
  
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
      {
          FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
          return (float)(1u << fallback);
      }
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &color);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
  
      gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
      gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
      gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
  
      gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
      gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
      gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
      checkGLcall("Setup framebuffer");
  
      gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
      gl_info->gl_ops.gl.p_glClearDepth(0.5f);
      gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
      gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
      gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
      checkGLcall("Misc parameters");
  
      for (;;)
      {
          if (high - low <= 1)
          {
              ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
              cur = fallback;
              break;
          }
          cur = (low + high) / 2;
  
          gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
          /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
           * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
          gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
          draw_test_quad(ctx, geometry, &blue);
          checkGLcall("Test draw");
  
          /* Rebinding texture to workaround a fglrx bug. */
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
          gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
          checkGLcall("readback");
  
          TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
                  low, high, cur, readback[0], readback[125], readback[131], readback[255]);
  
          if ((readback[125] & 0xff) < 0xa0)
              high = cur;
          else if ((readback[131] & 0xff) > 0xa0)
              low = cur;
          else
          {
              TRACE("Found scale factor 2^%u for format %x.\n", cur, format);
              break;
          }
      }
  
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
      gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
      gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
      gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
      checkGLcall("Delete framebuffer");
  
      gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
      gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
      return (float)(1u << cur);
  }
  
  static void init_format_depth_bias_scale(struct wined3d_adapter *adapter,
          struct wined3d_caps_gl_ctx *ctx)
  {
      const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
      unsigned int i;
  
      for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
      {
          struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
  
          if (format->f.depth_size && (format->f.flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH_STENCIL))
          {
              TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->f.id));
              format->f.depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->internal);
  
              if (!(d3d_info->wined3d_creation_flags & WINED3D_NORMALIZED_DEPTH_BIAS))
              {
                  /* The single-precision binary floating-point format has
                   * a significand precision of 24 bits.
                   */
                  if (format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
                      format->f.depth_bias_scale /= 1u << 24;
                  else
                      format->f.depth_bias_scale /= 1u << format->f.depth_size;
              }
          }
      }
  }
  
  static BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, size_t format_size)
  {
      unsigned int count = WINED3D_FORMAT_COUNT + ARRAY_SIZE(typeless_depth_stencil_formats);
  
      if (!(adapter->formats = heap_calloc(count, format_size)))
      {
          ERR("Failed to allocate memory.\n");
          return FALSE;
      }
      adapter->format_size = format_size;
  
      if (!init_format_base_info(adapter))
          goto fail;
      if (!init_format_block_info(adapter))
          goto fail;
      if (!init_format_decompress_info(adapter))
          goto fail;
      if (!init_srgb_formats(adapter))
          goto fail;
  
      return TRUE;
  
  fail:
      heap_free(adapter->formats);
      adapter->formats = NULL;
      return FALSE;
  }
  
  BOOL wined3d_adapter_no3d_init_format_info(struct wined3d_adapter *adapter)
  {
      struct wined3d_format *format;
      unsigned int i;
  
      static const enum wined3d_format_id blit_formats[] =
      {
          WINED3DFMT_B8G8R8A8_UNORM,
          WINED3DFMT_B8G8R8X8_UNORM,
          WINED3DFMT_B5G6R5_UNORM,
          WINED3DFMT_B5G5R5X1_UNORM,
          WINED3DFMT_B5G5R5A1_UNORM,
          WINED3DFMT_B4G4R4A4_UNORM,
          WINED3DFMT_B2G3R3_UNORM,
          WINED3DFMT_A8_UNORM,
          WINED3DFMT_B2G3R3A8_UNORM,
          WINED3DFMT_B4G4R4X4_UNORM,
          WINED3DFMT_R10G10B10A2_UNORM,
          WINED3DFMT_R8G8B8A8_UNORM,
          WINED3DFMT_R8G8B8X8_UNORM,
          WINED3DFMT_R16G16_UNORM,
          WINED3DFMT_B10G10R10A2_UNORM,
          WINED3DFMT_R16G16B16A16_UNORM,
          WINED3DFMT_P8_UINT,
      };
  
      if (!wined3d_adapter_init_format_info(adapter, sizeof(struct wined3d_format)))
          return FALSE;
  
      for (i = 0; i < ARRAY_SIZE(blit_formats); ++i)
      {
          if (!(format = get_format_internal(adapter, blit_formats[i])))
              return FALSE;
  
          format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= WINED3DFMT_FLAG_BLIT;
          format->flags[WINED3D_GL_RES_TYPE_RB] |= WINED3DFMT_FLAG_BLIT;
      }
  
      return TRUE;
  }
  
  /* Context activation is done by the caller. */
  BOOL wined3d_adapter_gl_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
  {
      struct wined3d_gl_info *gl_info = &adapter->gl_info;
  
      if (!wined3d_adapter_init_format_info(adapter, sizeof(struct wined3d_format_gl)))
          return FALSE;
  
      if (!init_format_texture_info(adapter, gl_info)) goto fail;
      if (!init_format_vertex_info(adapter, gl_info)) goto fail;
  
      apply_format_fixups(adapter, gl_info);
      init_format_fbo_compat_info(adapter, ctx);
      init_format_filter_info(adapter, gl_info);
      init_format_gen_mipmap_info(adapter, gl_info);
      init_format_depth_bias_scale(adapter, ctx);
  
      if (!init_typeless_formats(adapter)) goto fail;
  
      return TRUE;
  
  fail:
      heap_free(adapter->formats);
      adapter->formats = NULL;
      return FALSE;
  }
  
  static void init_vulkan_format_info(struct wined3d_format_vk *format,
          const struct wined3d_vk_info *vk_info, VkPhysicalDevice vk_physical_device)
  {
      static const struct
      {
          enum wined3d_format_id id;
          VkFormat vk_format;
          const char *fixup;
      }
      vulkan_formats[] =
      {
          {WINED3DFMT_R32G32B32A32_FLOAT,         VK_FORMAT_R32G32B32A32_SFLOAT,     },
          {WINED3DFMT_R32G32B32A32_UINT,          VK_FORMAT_R32G32B32A32_UINT,       },
          {WINED3DFMT_R32G32B32A32_SINT,          VK_FORMAT_R32G32B32A32_SINT,       },
          {WINED3DFMT_R32G32B32_FLOAT,            VK_FORMAT_R32G32B32_SFLOAT,        },
          {WINED3DFMT_R32G32B32_UINT,             VK_FORMAT_R32G32B32_UINT,          },
          {WINED3DFMT_R32G32B32_SINT,             VK_FORMAT_R32G32B32_SINT,          },
          {WINED3DFMT_R16G16B16A16_FLOAT,         VK_FORMAT_R16G16B16A16_SFLOAT,     },
          {WINED3DFMT_R16G16B16A16_UNORM,         VK_FORMAT_R16G16B16A16_UNORM,      },
          {WINED3DFMT_R16G16B16A16_UINT,          VK_FORMAT_R16G16B16A16_UINT,       },
          {WINED3DFMT_R16G16B16A16_SNORM,         VK_FORMAT_R16G16B16A16_SNORM,      },
          {WINED3DFMT_R16G16B16A16_SINT,          VK_FORMAT_R16G16B16A16_SINT,       },
          {WINED3DFMT_R32G32_FLOAT,               VK_FORMAT_R32G32_SFLOAT,           },
          {WINED3DFMT_R32G32_UINT,                VK_FORMAT_R32G32_UINT,             },
          {WINED3DFMT_R32G32_SINT,                VK_FORMAT_R32G32_SINT,             },
          {WINED3DFMT_R10G10B10A2_UNORM,          VK_FORMAT_A2B10G10R10_UNORM_PACK32,},
          {WINED3DFMT_R11G11B10_FLOAT,            VK_FORMAT_B10G11R11_UFLOAT_PACK32, },
          {WINED3DFMT_R8G8_UNORM,                 VK_FORMAT_R8G8_UNORM,              },
          {WINED3DFMT_R8G8_UINT,                  VK_FORMAT_R8G8_UINT,               },
          {WINED3DFMT_R8G8_SNORM,                 VK_FORMAT_R8G8_SNORM,              },
          {WINED3DFMT_R8G8_SINT,                  VK_FORMAT_R8G8_SINT,               },
          {WINED3DFMT_R8G8B8A8_UNORM,             VK_FORMAT_R8G8B8A8_UNORM,          },
          {WINED3DFMT_R8G8B8A8_UNORM_SRGB,        VK_FORMAT_R8G8B8A8_SRGB,           },
          {WINED3DFMT_R8G8B8A8_UINT,              VK_FORMAT_R8G8B8A8_UINT,           },
          {WINED3DFMT_R8G8B8A8_SNORM,             VK_FORMAT_R8G8B8A8_SNORM,          },
          {WINED3DFMT_R8G8B8A8_SINT,              VK_FORMAT_R8G8B8A8_SINT,           },
          {WINED3DFMT_R16G16_FLOAT,               VK_FORMAT_R16G16_SFLOAT,           },
          {WINED3DFMT_R16G16_UNORM,               VK_FORMAT_R16G16_UNORM,            },
          {WINED3DFMT_R16G16_UINT,                VK_FORMAT_R16G16_UINT,             },
          {WINED3DFMT_R16G16_SNORM,               VK_FORMAT_R16G16_SNORM,            },
          {WINED3DFMT_R16G16_SINT,                VK_FORMAT_R16G16_SINT,             },
          {WINED3DFMT_D32_FLOAT,                  VK_FORMAT_D32_SFLOAT,              },
          {WINED3DFMT_R32_FLOAT,                  VK_FORMAT_R32_SFLOAT,              },
          {WINED3DFMT_R32_UINT,                   VK_FORMAT_R32_UINT,                },
          {WINED3DFMT_R32_SINT,                   VK_FORMAT_R32_SINT,                },
          {WINED3DFMT_R16_FLOAT,                  VK_FORMAT_R16_SFLOAT,              },
          {WINED3DFMT_D16_UNORM,                  VK_FORMAT_D16_UNORM,               },
          {WINED3DFMT_R16_UNORM,                  VK_FORMAT_R16_UNORM,               },
          {WINED3DFMT_R16_UINT,                   VK_FORMAT_R16_UINT,                },
          {WINED3DFMT_R16_SNORM,                  VK_FORMAT_R16_SNORM,               },
          {WINED3DFMT_R16_SINT,                   VK_FORMAT_R16_SINT,                },
          {WINED3DFMT_R8_UNORM,                   VK_FORMAT_R8_UNORM,                },
          {WINED3DFMT_R8_UINT,                    VK_FORMAT_R8_UINT,                 },
          {WINED3DFMT_R8_SNORM,                   VK_FORMAT_R8_SNORM,                },
          {WINED3DFMT_R8_SINT,                    VK_FORMAT_R8_SINT,                 },
          {WINED3DFMT_A8_UNORM,                   VK_FORMAT_R8_UNORM,                "000X"},
          {WINED3DFMT_B8G8R8A8_UNORM,             VK_FORMAT_B8G8R8A8_UNORM,          },
          {WINED3DFMT_B8G8R8A8_UNORM_SRGB,        VK_FORMAT_B8G8R8A8_SRGB,           },
          {WINED3DFMT_B8G8R8X8_UNORM,             VK_FORMAT_B8G8R8A8_UNORM,          "XYZ1"},
          {WINED3DFMT_B8G8R8X8_UNORM_SRGB,        VK_FORMAT_B8G8R8A8_SRGB,           "XYZ1"},
          {WINED3DFMT_BC1_UNORM,                  VK_FORMAT_BC1_RGBA_UNORM_BLOCK,    },
          {WINED3DFMT_BC1_UNORM_SRGB,             VK_FORMAT_BC1_RGBA_SRGB_BLOCK,     },
          {WINED3DFMT_BC2_UNORM,                  VK_FORMAT_BC2_UNORM_BLOCK,         },
          {WINED3DFMT_BC2_UNORM_SRGB,             VK_FORMAT_BC2_SRGB_BLOCK,          },
          {WINED3DFMT_BC3_UNORM,                  VK_FORMAT_BC3_UNORM_BLOCK,         },
          {WINED3DFMT_BC3_UNORM_SRGB,             VK_FORMAT_BC3_SRGB_BLOCK,          },
          {WINED3DFMT_BC4_UNORM,                  VK_FORMAT_BC4_UNORM_BLOCK,         },
          {WINED3DFMT_BC4_SNORM,                  VK_FORMAT_BC4_SNORM_BLOCK,         },
          {WINED3DFMT_BC5_UNORM,                  VK_FORMAT_BC5_UNORM_BLOCK,         },
          {WINED3DFMT_BC5_SNORM,                  VK_FORMAT_BC5_SNORM_BLOCK,         },
          {WINED3DFMT_BC6H_UF16,                  VK_FORMAT_BC6H_UFLOAT_BLOCK,       },
          {WINED3DFMT_BC6H_SF16,                  VK_FORMAT_BC6H_SFLOAT_BLOCK,       },
          {WINED3DFMT_BC7_UNORM,                  VK_FORMAT_BC7_UNORM_BLOCK,         },
          {WINED3DFMT_BC7_UNORM_SRGB,             VK_FORMAT_BC7_SRGB_BLOCK,          },
          {WINED3DFMT_R9G9B9E5_SHAREDEXP,         VK_FORMAT_E5B9G9R9_UFLOAT_PACK32,  },
          {WINED3DFMT_D32_FLOAT_S8X24_UINT,       VK_FORMAT_D32_SFLOAT_S8_UINT,      },
          {WINED3DFMT_R32_FLOAT_X8X24_TYPELESS,   VK_FORMAT_D32_SFLOAT_S8_UINT,      },
          {WINED3DFMT_X32_TYPELESS_G8X24_UINT,    VK_FORMAT_D32_SFLOAT_S8_UINT,      },
          {WINED3DFMT_D24_UNORM_S8_UINT,          VK_FORMAT_D24_UNORM_S8_UINT,       },
      };
      VkFormat vk_format = VK_FORMAT_UNDEFINED;
      VkImageFormatProperties image_properties;
      VkFormatFeatureFlags texture_flags;
      VkFormatProperties properties;
      VkImageUsageFlags vk_usage;
      unsigned int flags;
      const char *fixup;
      unsigned int i;
      uint32_t mask;
      VkResult vr;
  
      for (i = 0; i < ARRAY_SIZE(vulkan_formats); ++i)
      {
          if (vulkan_formats[i].id == format->f.id)
          {
              vk_format = vulkan_formats[i].vk_format;
              fixup = vulkan_formats[i].fixup;
              break;
          }
      }
      if (!vk_format)
      {
          WARN("Unsupported format %s.\n", debug_d3dformat(format->f.id));
          return;
      }
  
      format->vk_format = vk_format;
      if (fixup)
          format->f.color_fixup = create_color_fixup_desc_from_string(fixup);
      else
          format->f.color_fixup = COLOR_FIXUP_IDENTITY;
  
      VK_CALL(vkGetPhysicalDeviceFormatProperties(vk_physical_device, vk_format, &properties));
      if (vk_format == VK_FORMAT_D24_UNORM_S8_UINT)
      {
          if (~properties.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
          {
              /* AMD doesn't support VK_FORMAT_D24_UNORM_S8_UINT. */
              WARN("Mapping VK_FORMAT_D24_UNORM_S8_UINT to VK_FORMAT_D32_SFLOAT_S8_UINT.\n");
  
              format->vk_format = vk_format = VK_FORMAT_D32_SFLOAT_S8_UINT;
              VK_CALL(vkGetPhysicalDeviceFormatProperties(vk_physical_device, vk_format, &properties));
          }
      }
  
      if (properties.bufferFeatures & VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT)
          format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3DFMT_FLAG_VERTEX_ATTRIBUTE;
      if (properties.bufferFeatures & VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT)
          format->f.flags[WINED3D_GL_RES_TYPE_BUFFER] |= WINED3DFMT_FLAG_TEXTURE;
  
      flags = 0;
      texture_flags = properties.linearTilingFeatures | properties.optimalTilingFeatures;
      if (texture_flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT)
      {
          flags |= WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_VTF;
      }
      if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)
      {
          flags |= WINED3DFMT_FLAG_RENDERTARGET;
      }
      if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT)
      {
          flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
      }
      if (texture_flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
      {
          flags |= WINED3DFMT_FLAG_DEPTH_STENCIL;
      }
      if (texture_flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT)
      {
          flags |= WINED3DFMT_FLAG_FILTERING;
      }
      if (texture_flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT)
      {
          flags |= WINED3DFMT_FLAG_UNORDERED_ACCESS;
      }
  
      if (!(~flags & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FILTERING)))
          flags |= WINED3DFMT_FLAG_GEN_MIPMAP;
  
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_1D] |= flags;
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] |= flags;
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] |= flags;
      format->f.flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= flags;
  
      vk_usage = 0;
      if (texture_flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)
          vk_usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
      else if (texture_flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
          vk_usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
      if (vk_usage)
      {
          if ((vr = VK_CALL(vkGetPhysicalDeviceImageFormatProperties(vk_physical_device, vk_format,
                  VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL, vk_usage, 0, &image_properties))) < 0)
          {
              ERR("Failed to get image format properties, vr %s.\n", wined3d_debug_vkresult(vr));
              return;
          }
  
          mask = image_properties.sampleCounts & 0x3f;
          while (mask)
          {
              i = (1u << wined3d_bit_scan(&mask)) - 1;
              format->f.multisample_types |= 1u << i;
          }
      }
  }
  
  BOOL wined3d_adapter_vk_init_format_info(struct wined3d_adapter_vk *adapter_vk,
          const struct wined3d_vk_info *vk_info)
  {
      VkPhysicalDevice vk_physical_device = adapter_vk->physical_device;
      struct wined3d_adapter *adapter = &adapter_vk->a;
      struct wined3d_format_vk *format;
      unsigned int i;
  
      if (!wined3d_adapter_init_format_info(adapter, sizeof(*format)))
          return FALSE;
  
      for (i = 0; i < WINED3D_FORMAT_COUNT; ++i)
      {
          format = wined3d_format_vk_mutable(get_format_by_idx(adapter, i));
  
          if (format->f.id)
              init_vulkan_format_info(format, vk_info, vk_physical_device);
      }
  
      if (!init_typeless_formats(adapter)) goto fail;
  
      return TRUE;
  
  fail:
      heap_free(adapter->formats);
      adapter->formats = NULL;
      return FALSE;
  }
  
  const struct wined3d_format *wined3d_get_format(const struct wined3d_adapter *adapter,
          enum wined3d_format_id format_id, unsigned int bind_flags)
  {
      const struct wined3d_format *format;
      int idx = get_format_idx(format_id);
      unsigned int i;
  
      if (idx == -1)
      {
          FIXME("Can't find format %s (%#x) in the format lookup table.\n",
                  debug_d3dformat(format_id), format_id);
          return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
      }
  
      format = get_format_by_idx(adapter, idx);
  
      if (bind_flags & WINED3D_BIND_DEPTH_STENCIL && wined3d_format_is_typeless(format))
      {
          for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
          {
              if (typeless_depth_stencil_formats[i].typeless_id == format_id)
                  return get_format_by_idx(adapter, WINED3D_FORMAT_COUNT + i);
          }
  
          FIXME("Cannot find depth/stencil typeless format %s (%#x).\n",
                  debug_d3dformat(format_id), format_id);
          return get_format_internal(adapter, WINED3DFMT_UNKNOWN);
      }
  
      return format;
  }
  
  enum wined3d_format_id wined3d_get_typed_format_id(const struct wined3d_adapter *adapter,
          const struct wined3d_format *format, enum wined3d_channel_type channel_type)
  {
      const struct wined3d_typed_format_info *info;
      uint32_t i;
  
      for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
      {
          info = &typed_formats[i];
          if (info->typeless_id == format->typeless_id && map_channel_type(info->channels[0]) == channel_type)
              return info->id;
      }
  
      return WINED3DFMT_UNKNOWN;
  }
  
  BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
          enum wined3d_format_id view_format_id)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(typeless_depth_stencil_formats); ++i)
      {
          if (typeless_depth_stencil_formats[i].typeless_id == resource_format_id)
              return typeless_depth_stencil_formats[i].depth_view_id == view_format_id;
      }
      return FALSE;
  }
  
  void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
          unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
  {
      /* For block based formats, pitch means the amount of bytes to the next
       * row of blocks rather than the next row of pixels. */
      if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
      {
          unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
          unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
          *row_pitch = row_block_count * format->block_byte_count;
          *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
          *slice_pitch = *row_pitch * slice_block_count;
      }
      else
      {
          *row_pitch = format->byte_count * width;  /* Bytes / row */
          *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
          *slice_pitch = *row_pitch * height;
      }
  
      if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
      {
          /* The D3D format requirements make sure that the resulting format is an integer again */
          *slice_pitch *= format->height_scale.numerator;
          *slice_pitch /= format->height_scale.denominator;
      }
  
      TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
  }
  
  UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
          UINT width, UINT height, UINT depth)
  {
      unsigned int row_pitch, slice_pitch;
  
      if (format->id == WINED3DFMT_UNKNOWN)
          return 0;
  
      if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BROKEN_PITCH)
          return width * height * depth * format->byte_count;
  
      wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
  
      return slice_pitch * depth;
  }
  
  BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
      {
          if (format1 == format_srgb_info[i].srgb_format_id)
              return format2 == format_srgb_info[i].base_format_id;
          if (format1 == format_srgb_info[i].base_format_id)
              return format2 == format_srgb_info[i].srgb_format_id;
      }
      return FALSE;
  }
  
  /*****************************************************************************
   * Trace formatting of useful values
   */
  const char *debug_box(const struct wined3d_box *box)
  {
      if (!box)
          return "(null)";
      return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
              box->left, box->top, box->front,
              box->right, box->bottom, box->back);
  }
  
  const char *debug_color(const struct wined3d_color *color)
  {
      if (!color)
          return "(null)";
      return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
              color->r, color->g, color->b, color->a);
  }
  
  const char *debug_ivec4(const struct wined3d_ivec4 *v)
  {
      if (!v)
          return "(null)";
      return wine_dbg_sprintf("{%d, %d, %d, %d}",
              v->x, v->y, v->z, v->w);
  }
  
  const char *debug_uvec4(const struct wined3d_uvec4 *v)
  {
      if (!v)
          return "(null)";
      return wine_dbg_sprintf("{%u, %u, %u, %u}",
              v->x, v->y, v->z, v->w);
  }
  
  const char *debug_vec4(const struct wined3d_vec4 *v)
  {
      if (!v)
          return "(null)";
      return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
              v->x, v->y, v->z, v->w);
  }
  
  const char *debug_const_bo_address(const struct wined3d_const_bo_address *address)
  {
      if (!address)
          return "(null)";
      return wine_dbg_sprintf("{%p:%p}", address->buffer_object, address->addr);
  }
  
  const char *debug_bo_address(const struct wined3d_bo_address *address)
  {
      return debug_const_bo_address((const struct wined3d_const_bo_address *)address);
  }
  
  const char *debug_d3dformat(enum wined3d_format_id format_id)
  {
      switch (format_id)
      {
  #define FMT_TO_STR(format_id) case format_id: return #format_id
          FMT_TO_STR(WINED3DFMT_UNKNOWN);
          FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
          FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
          FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
          FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
          FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
          FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
          FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
          FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
          FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
          FMT_TO_STR(WINED3DFMT_P8_UINT);
          FMT_TO_STR(WINED3DFMT_L8_UNORM);
          FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
          FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
          FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
          FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
          FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
          FMT_TO_STR(WINED3DFMT_R10G10B10X2_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R10G10B10X2_UINT);
          FMT_TO_STR(WINED3DFMT_R10G10B10X2_SNORM);
          FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
          FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
          FMT_TO_STR(WINED3DFMT_D32_UNORM);
          FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
          FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
          FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
          FMT_TO_STR(WINED3DFMT_L16_UNORM);
          FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
          FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
          FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
          FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
          FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
          FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
          FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
          FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
          FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
          FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
          FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
          FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
          FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
          FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
          FMT_TO_STR(WINED3DFMT_R32G32_UINT);
          FMT_TO_STR(WINED3DFMT_R32G32_SINT);
          FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
          FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
          FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
          FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
          FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
          FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
          FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
          FMT_TO_STR(WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM);
          FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
          FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
          FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
          FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
          FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
          FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
          FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
          FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
          FMT_TO_STR(WINED3DFMT_R16G16_UINT);
          FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
          FMT_TO_STR(WINED3DFMT_R16G16_SINT);
          FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
          FMT_TO_STR(WINED3DFMT_D32_FLOAT);
          FMT_TO_STR(WINED3DFMT_R32_FLOAT);
          FMT_TO_STR(WINED3DFMT_R32_UINT);
          FMT_TO_STR(WINED3DFMT_R32_SINT);
          FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
          FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
          FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
          FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
          FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
          FMT_TO_STR(WINED3DFMT_R8G8_UINT);
          FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
          FMT_TO_STR(WINED3DFMT_R8G8_SINT);
          FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R16_FLOAT);
          FMT_TO_STR(WINED3DFMT_D16_UNORM);
          FMT_TO_STR(WINED3DFMT_R16_UNORM);
          FMT_TO_STR(WINED3DFMT_R16_UINT);
          FMT_TO_STR(WINED3DFMT_R16_SNORM);
          FMT_TO_STR(WINED3DFMT_R16_SINT);
          FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
          FMT_TO_STR(WINED3DFMT_R8_UNORM);
          FMT_TO_STR(WINED3DFMT_R8_UINT);
          FMT_TO_STR(WINED3DFMT_R8_SNORM);
          FMT_TO_STR(WINED3DFMT_R8_SINT);
          FMT_TO_STR(WINED3DFMT_A8_UNORM);
          FMT_TO_STR(WINED3DFMT_R1_UNORM);
          FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
          FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
          FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
          FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
          FMT_TO_STR(WINED3DFMT_BC1_UNORM);
          FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
          FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
          FMT_TO_STR(WINED3DFMT_BC2_UNORM);
          FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
          FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
          FMT_TO_STR(WINED3DFMT_BC3_UNORM);
          FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
          FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
          FMT_TO_STR(WINED3DFMT_BC4_UNORM);
          FMT_TO_STR(WINED3DFMT_BC4_SNORM);
          FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
          FMT_TO_STR(WINED3DFMT_BC5_UNORM);
          FMT_TO_STR(WINED3DFMT_BC5_SNORM);
          FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
          FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
          FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
          FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
          FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
          FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
          FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
          FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
          FMT_TO_STR(WINED3DFMT_BC6H_TYPELESS);
          FMT_TO_STR(WINED3DFMT_BC6H_UF16);
          FMT_TO_STR(WINED3DFMT_BC6H_SF16);
          FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
          FMT_TO_STR(WINED3DFMT_BC7_UNORM);
          FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
          FMT_TO_STR(WINED3DFMT_UYVY);
          FMT_TO_STR(WINED3DFMT_YUY2);
          FMT_TO_STR(WINED3DFMT_YV12);
          FMT_TO_STR(WINED3DFMT_DXT1);
          FMT_TO_STR(WINED3DFMT_DXT2);
          FMT_TO_STR(WINED3DFMT_DXT3);
          FMT_TO_STR(WINED3DFMT_DXT4);
          FMT_TO_STR(WINED3DFMT_DXT5);
          FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
          FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
          FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
          FMT_TO_STR(WINED3DFMT_ATI1N);
          FMT_TO_STR(WINED3DFMT_ATI2N);
          FMT_TO_STR(WINED3DFMT_INST);
          FMT_TO_STR(WINED3DFMT_NVDB);
          FMT_TO_STR(WINED3DFMT_NVHU);
          FMT_TO_STR(WINED3DFMT_NVHS);
          FMT_TO_STR(WINED3DFMT_INTZ);
          FMT_TO_STR(WINED3DFMT_RESZ);
          FMT_TO_STR(WINED3DFMT_NULL);
          FMT_TO_STR(WINED3DFMT_R16);
          FMT_TO_STR(WINED3DFMT_AL16);
          FMT_TO_STR(WINED3DFMT_NV12);
          FMT_TO_STR(WINED3DFMT_ATOC);
  #undef FMT_TO_STR
          default:
          {
              char fourcc[5];
              fourcc[0] = (char)(format_id);
              fourcc[1] = (char)(format_id >> 8);
              fourcc[2] = (char)(format_id >> 16);
              fourcc[3] = (char)(format_id >> 24);
              fourcc[4] = 0;
              if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
                  FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
              else
                  FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
          }
          return "unrecognized";
      }
  }
  
  const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
  {
      switch (device_type)
      {
  #define DEVTYPE_TO_STR(dev) case dev: return #dev
          DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
          DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
          DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
  #undef DEVTYPE_TO_STR
          default:
              FIXME("Unrecognized device type %#x.\n", device_type);
              return "unrecognized";
      }
  }
  
  struct debug_buffer
  {
      char str[200]; /* wine_dbg_sprintf() limits string size to 200 */
      char *ptr;
      int size;
  };
  
  static void init_debug_buffer(struct debug_buffer *buffer, const char *default_string)
  {
      snprintf(buffer->str, sizeof(buffer->str), "%s", default_string);
      buffer->ptr = buffer->str;
      buffer->size = sizeof(buffer->str);
  }
  
  static void debug_append(struct debug_buffer *buffer, const char *str, const char *separator)
  {
      int size;
  
      if (!separator || buffer->ptr == buffer->str)
          separator = "";
      size = snprintf(buffer->ptr, buffer->size, "%s%s", separator, str);
      if (size == -1 || size >= buffer->size)
      {
          buffer->size = 0;
          strcpy(&buffer->str[sizeof(buffer->str) - 4], "...");
          return;
      }
  
      buffer->ptr += size;
      buffer->size -= size;
  }
  
  const char *wined3d_debug_resource_access(DWORD access)
  {
      struct debug_buffer buffer;
  
      init_debug_buffer(&buffer, "0");
  #define ACCESS_TO_STR(x) if (access & x) { debug_append(&buffer, #x, " | "); access &= ~x; }
      ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_GPU);
      ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_CPU);
      ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_R);
      ACCESS_TO_STR(WINED3D_RESOURCE_ACCESS_MAP_W);
  #undef ACCESS_TO_STR
      if (access)
          FIXME("Unrecognised access flag(s) %#x.\n", access);
  
      return wine_dbg_sprintf("%s", buffer.str);
  }
  
  const char *wined3d_debug_bind_flags(DWORD bind_flags)
  {
      struct debug_buffer buffer;
  
      init_debug_buffer(&buffer, "0");
  #define BIND_FLAG_TO_STR(x) if (bind_flags & x) { debug_append(&buffer, #x, " | "); bind_flags &= ~x; }
      BIND_FLAG_TO_STR(WINED3D_BIND_VERTEX_BUFFER);
      BIND_FLAG_TO_STR(WINED3D_BIND_INDEX_BUFFER);
      BIND_FLAG_TO_STR(WINED3D_BIND_CONSTANT_BUFFER);
      BIND_FLAG_TO_STR(WINED3D_BIND_SHADER_RESOURCE);
      BIND_FLAG_TO_STR(WINED3D_BIND_STREAM_OUTPUT);
      BIND_FLAG_TO_STR(WINED3D_BIND_RENDER_TARGET);
      BIND_FLAG_TO_STR(WINED3D_BIND_DEPTH_STENCIL);
      BIND_FLAG_TO_STR(WINED3D_BIND_UNORDERED_ACCESS);
      BIND_FLAG_TO_STR(WINED3D_BIND_INDIRECT_BUFFER);
  #undef BIND_FLAG_TO_STR
      if (bind_flags)
          FIXME("Unrecognised bind flag(s) %#x.\n", bind_flags);
  
      return wine_dbg_sprintf("%s", buffer.str);
  }
  
  const char *wined3d_debug_view_desc(const struct wined3d_view_desc *d, const struct wined3d_resource *resource)
  {
      struct debug_buffer buffer;
      unsigned int flags = d->flags;
  
      init_debug_buffer(&buffer, "0");
  #define VIEW_FLAG_TO_STR(x) if (flags & x) { debug_append(&buffer, #x, " | "); flags &= ~x; }
      VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_RAW);
      VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_APPEND);
      VIEW_FLAG_TO_STR(WINED3D_VIEW_BUFFER_COUNTER);
      VIEW_FLAG_TO_STR(WINED3D_VIEW_TEXTURE_CUBE);
      VIEW_FLAG_TO_STR(WINED3D_VIEW_TEXTURE_ARRAY);
      VIEW_FLAG_TO_STR(WINED3D_VIEW_READ_ONLY_DEPTH);
      VIEW_FLAG_TO_STR(WINED3D_VIEW_READ_ONLY_STENCIL);
  #undef VIEW_FLAG_TO_STR
      if (flags)
          FIXME("Unrecognised view flag(s) %#x.\n", flags);
  
      if (resource->type == WINED3D_RTYPE_BUFFER)
          return wine_dbg_sprintf("format %s, flags %s, start_idx %u, count %u",
                  debug_d3dformat(d->format_id), buffer.str, d->u.buffer.start_idx, d->u.buffer.count);
      else
          return wine_dbg_sprintf("format %s, flags %s, level_idx %u, level_count %u, layer_idx %u, layer_count %u",
                  debug_d3dformat(d->format_id), buffer.str, d->u.texture.level_idx, d->u.texture.level_count,
                  d->u.texture.layer_idx, d->u.texture.layer_count);
  }
  
  const char *debug_d3dusage(DWORD usage)
  {
      struct debug_buffer buffer;
  
      init_debug_buffer(&buffer, "0");
  #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_FILTER);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_GENMIPMAP);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
      WINED3DUSAGE_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
  #undef WINED3DUSAGE_TO_STR
      if (usage)
          FIXME("Unrecognized usage flag(s) %#x.\n", usage);
  
      return wine_dbg_sprintf("%s", buffer.str);
  }
  
  const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
  {
      switch (method)
      {
  #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
          WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
          WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
          WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
          WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
          WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
          WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
          WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
  #undef WINED3DDECLMETHOD_TO_STR
          default:
              FIXME("Unrecognized declaration method %#x.\n", method);
              return "unrecognized";
      }
  }
  
  const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
  {
      switch (usage)
      {
  #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
          WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
  #undef WINED3DDECLUSAGE_TO_STR
          default:
              FIXME("Unrecognized %u declaration usage!\n", usage);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
  {
      switch (classification)
      {
  #define WINED3D_TO_STR(x) case x: return #x
          WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
          WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
  #undef WINED3D_TO_STR
          default:
              FIXME("Unrecognized input classification %#x.\n", classification);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
  {
      switch (resource_type)
      {
  #define WINED3D_TO_STR(x) case x: return #x
          WINED3D_TO_STR(WINED3D_RTYPE_NONE);
          WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
          WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_1D);
          WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
          WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
  #undef WINED3D_TO_STR
          default:
              FIXME("Unrecognized resource type %#x.\n", resource_type);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
  {
      switch (primitive_type)
      {
  #define PRIM_TO_STR(prim) case prim: return #prim
          PRIM_TO_STR(WINED3D_PT_UNDEFINED);
          PRIM_TO_STR(WINED3D_PT_POINTLIST);
          PRIM_TO_STR(WINED3D_PT_LINELIST);
          PRIM_TO_STR(WINED3D_PT_LINESTRIP);
          PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
          PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
          PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
          PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
          PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
          PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
          PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
          PRIM_TO_STR(WINED3D_PT_PATCH);
  #undef  PRIM_TO_STR
          default:
              FIXME("Unrecognized primitive type %#x.\n", primitive_type);
              return "unrecognized";
      }
  }
  
  const char *debug_d3drenderstate(enum wined3d_render_state state)
  {
      switch (state)
      {
  #define D3DSTATE_TO_STR(u) case u: return #u
          D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
          D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
          D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
          D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
          D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
          D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
          D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
          D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_ROP2);
          D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
          D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
          D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
          D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
          D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
          D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
          D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
          D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
          D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
          D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
          D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
          D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
          D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
          D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
          D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
          D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
          D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
          D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
          D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
          D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
          D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
          D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
          D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
          D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
          D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
          D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
          D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
          D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
          D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
          D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
          D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
          D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
          D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
          D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
          D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
          D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
          D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
          D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
          D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
          D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
          D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
          D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
          D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
          D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
          D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
          D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
          D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
          D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
          D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
          D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
          D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
          D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
          D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
          D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
          D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
          D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
          D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
          D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
          D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
          D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
          D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
          D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
          D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
          D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
          D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
          D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
          D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
          D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
          D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
          D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
          D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
          D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
          D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
          D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
          D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
          D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
          D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
          D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
          D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
          D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
  #undef D3DSTATE_TO_STR
          default:
              FIXME("Unrecognized %u render state!\n", state);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
  {
      switch (state)
      {
  #define D3DSTATE_TO_STR(u) case u: return #u
          D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
          D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
          D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
          D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
          D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
          D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
          D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
          D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
          D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
          D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
          D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
          D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
          D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
  #undef D3DSTATE_TO_STR
          default:
              FIXME("Unrecognized %u sampler state!\n", state);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
  {
      switch (filter_type)
      {
  #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
          D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
          D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
          D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
          D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
          D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
          D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
          D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
          D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
  #undef D3DTEXTUREFILTERTYPE_TO_STR
          default:
              FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
  {
      switch (state)
      {
  #define D3DSTATE_TO_STR(u) case u: return #u
          D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
          D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
          D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
          D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
          D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
          D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
          D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
          D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
          D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
          D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
          D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
          D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
          D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
          D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
          D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
          D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
          D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
          D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
  #undef D3DSTATE_TO_STR
          default:
              FIXME("Unrecognized %u texture state!\n", state);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
  {
      switch (d3dtop)
      {
  #define D3DTOP_TO_STR(u) case u: return #u
          D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
          D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
          D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
          D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
          D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
          D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
          D3DTOP_TO_STR(WINED3D_TOP_ADD);
          D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
          D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
          D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
          D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
          D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
          D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
          D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
          D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
          D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
          D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
          D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
          D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
          D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
          D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
          D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
          D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
          D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
          D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
          D3DTOP_TO_STR(WINED3D_TOP_LERP);
  #undef D3DTOP_TO_STR
          default:
              FIXME("Unrecognized texture op %#x.\n", d3dtop);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dtstype(enum wined3d_transform_state tstype)
  {
      switch (tstype)
      {
  #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
      TSTYPE_TO_STR(WINED3D_TS_VIEW);
      TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
      TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
      TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
      TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
      TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
      TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
      TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
      TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
      TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
      TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
      TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
      TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
      TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
  #undef TSTYPE_TO_STR
      default:
          if (tstype > 256 && tstype < 512)
          {
              FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
              return ("WINED3D_TS_WORLD_MATRIX > 0");
          }
          FIXME("Unrecognized transform state %#x.\n", tstype);
          return "unrecognized";
      }
  }
  
  const char *debug_shader_type(enum wined3d_shader_type type)
  {
      switch(type)
      {
  #define WINED3D_TO_STR(type) case type: return #type
          WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
          WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
          WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
          WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
          WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
          WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
  #undef WINED3D_TO_STR
          default:
              FIXME("Unrecognized shader type %#x.\n", type);
              return "unrecognized";
      }
  }
  
  const char *debug_d3dstate(DWORD state)
  {
      if (STATE_IS_RENDER(state))
          return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
      if (STATE_IS_TEXTURESTAGE(state))
      {
          DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
          DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
          return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
                  texture_stage, debug_d3dtexturestate(texture_state));
      }
      if (STATE_IS_SAMPLER(state))
          return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
      if (STATE_IS_COMPUTE_SHADER(state))
          return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
      if (STATE_IS_GRAPHICS_SHADER(state))
          return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
      if (STATE_IS_COMPUTE_CONSTANT_BUFFER(state))
          return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(WINED3D_SHADER_TYPE_COMPUTE));
      if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state))
          return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
      if (STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(state))
          return "STATE_COMPUTE_SHADER_RESOURCE_BINDING";
      if (STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(state))
          return "STATE_GRAPHICS_SHADER_RESOURCE_BINDING";
      if (STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(state))
          return "STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING";
      if (STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(state))
          return "STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING";
      if (STATE_IS_TRANSFORM(state))
          return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
      if (STATE_IS_STREAMSRC(state))
          return "STATE_STREAMSRC";
      if (STATE_IS_INDEXBUFFER(state))
          return "STATE_INDEXBUFFER";
      if (STATE_IS_VDECL(state))
          return "STATE_VDECL";
      if (STATE_IS_VIEWPORT(state))
          return "STATE_VIEWPORT";
      if (STATE_IS_LIGHT_TYPE(state))
          return "STATE_LIGHT_TYPE";
      if (STATE_IS_ACTIVELIGHT(state))
          return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
      if (STATE_IS_SCISSORRECT(state))
          return "STATE_SCISSORRECT";
      if (STATE_IS_CLIPPLANE(state))
          return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
      if (STATE_IS_MATERIAL(state))
          return "STATE_MATERIAL";
      if (STATE_IS_RASTERIZER(state))
          return "STATE_RASTERIZER";
      if (STATE_IS_POINTSPRITECOORDORIGIN(state))
          return "STATE_POINTSPRITECOORDORIGIN";
      if (STATE_IS_BASEVERTEXINDEX(state))
          return "STATE_BASEVERTEXINDEX";
      if (STATE_IS_FRAMEBUFFER(state))
          return "STATE_FRAMEBUFFER";
      if (STATE_IS_POINT_ENABLE(state))
          return "STATE_POINT_ENABLE";
      if (STATE_IS_COLOR_KEY(state))
          return "STATE_COLOR_KEY";
      if (STATE_IS_STREAM_OUTPUT(state))
          return "STATE_STREAM_OUTPUT";
      if (STATE_IS_BLEND(state))
          return "STATE_BLEND";
      if (STATE_IS_BLEND_FACTOR(state))
          return "STATE_BLEND_FACTOR";
      if (STATE_IS_SAMPLE_MASK(state))
          return "STATE_SAMPLE_MASK";
      if (STATE_IS_DEPTH_STENCIL(state))
          return "STATE_DEPTH_STENCIL";
      if (STATE_IS_STENCIL_REF(state))
          return "STATE_STENCIL_REF";
  
      return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
  }
  
  const char *debug_fboattachment(GLenum attachment)
  {
      switch(attachment)
      {
  #define WINED3D_TO_STR(x) case x: return #x
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
          WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
          WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
          WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
  #undef WINED3D_TO_STR
          default:
              return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
      }
  }
  
  const char *debug_fbostatus(GLenum status) {
      switch(status) {
  #define FBOSTATUS_TO_STR(u) case u: return #u
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
          FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
  #undef FBOSTATUS_TO_STR
          default:
              FIXME("Unrecognized FBO status 0x%08x.\n", status);
              return "unrecognized";
      }
  }
  
  const char *debug_glerror(GLenum error) {
      switch(error) {
  #define GLERROR_TO_STR(u) case u: return #u
          GLERROR_TO_STR(GL_NO_ERROR);
          GLERROR_TO_STR(GL_INVALID_ENUM);
          GLERROR_TO_STR(GL_INVALID_VALUE);
          GLERROR_TO_STR(GL_INVALID_OPERATION);
          GLERROR_TO_STR(GL_STACK_OVERFLOW);
          GLERROR_TO_STR(GL_STACK_UNDERFLOW);
          GLERROR_TO_STR(GL_OUT_OF_MEMORY);
          GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
  #undef GLERROR_TO_STR
          default:
              FIXME("Unrecognized GL error 0x%08x.\n", error);
              return "unrecognized";
      }
  }
  
  const char *wined3d_debug_vkresult(VkResult vr)
  {
      switch (vr)
      {
  #define WINED3D_TO_STR(x) case x: return #x
          WINED3D_TO_STR(VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS_KHR);
          WINED3D_TO_STR(VK_ERROR_NOT_PERMITTED_EXT);
          WINED3D_TO_STR(VK_ERROR_FRAGMENTATION_EXT);
          WINED3D_TO_STR(VK_ERROR_INVALID_EXTERNAL_HANDLE);
          WINED3D_TO_STR(VK_ERROR_OUT_OF_POOL_MEMORY);
          WINED3D_TO_STR(VK_ERROR_INVALID_SHADER_NV);
          WINED3D_TO_STR(VK_ERROR_OUT_OF_DATE_KHR);
          WINED3D_TO_STR(VK_ERROR_NATIVE_WINDOW_IN_USE_KHR);
          WINED3D_TO_STR(VK_ERROR_SURFACE_LOST_KHR);
          WINED3D_TO_STR(VK_ERROR_FRAGMENTED_POOL);
          WINED3D_TO_STR(VK_ERROR_FORMAT_NOT_SUPPORTED);
          WINED3D_TO_STR(VK_ERROR_TOO_MANY_OBJECTS);
          WINED3D_TO_STR(VK_ERROR_INCOMPATIBLE_DRIVER);
          WINED3D_TO_STR(VK_ERROR_FEATURE_NOT_PRESENT);
          WINED3D_TO_STR(VK_ERROR_EXTENSION_NOT_PRESENT);
          WINED3D_TO_STR(VK_ERROR_LAYER_NOT_PRESENT);
          WINED3D_TO_STR(VK_ERROR_MEMORY_MAP_FAILED);
          WINED3D_TO_STR(VK_ERROR_DEVICE_LOST);
          WINED3D_TO_STR(VK_ERROR_INITIALIZATION_FAILED);
          WINED3D_TO_STR(VK_ERROR_OUT_OF_DEVICE_MEMORY);
          WINED3D_TO_STR(VK_ERROR_OUT_OF_HOST_MEMORY);
          WINED3D_TO_STR(VK_SUCCESS);
          WINED3D_TO_STR(VK_NOT_READY);
          WINED3D_TO_STR(VK_TIMEOUT);
          WINED3D_TO_STR(VK_EVENT_SET);
          WINED3D_TO_STR(VK_EVENT_RESET);
          WINED3D_TO_STR(VK_INCOMPLETE);
          WINED3D_TO_STR(VK_SUBOPTIMAL_KHR);
  #undef WINED3D_TO_STR
          default:
              return wine_dbg_sprintf("unrecognised(%d)", vr);
      }
  }
  
  static const char *debug_fixup_channel_source(enum fixup_channel_source source)
  {
      switch(source)
      {
  #define WINED3D_TO_STR(x) case x: return #x
          WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
          WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
          WINED3D_TO_STR(CHANNEL_SOURCE_X);
          WINED3D_TO_STR(CHANNEL_SOURCE_Y);
          WINED3D_TO_STR(CHANNEL_SOURCE_Z);
          WINED3D_TO_STR(CHANNEL_SOURCE_W);
          WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
          WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
  #undef WINED3D_TO_STR
          default:
              FIXME("Unrecognized fixup_channel_source %#x\n", source);
              return "unrecognized";
      }
  }
  
  static const char *debug_complex_fixup(enum complex_fixup fixup)
  {
      switch(fixup)
      {
  #define WINED3D_TO_STR(x) case x: return #x
          WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
          WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
          WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
          WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
          WINED3D_TO_STR(COMPLEX_FIXUP_P8);
          WINED3D_TO_STR(COMPLEX_FIXUP_YUV);
  #undef WINED3D_TO_STR
          default:
              FIXME("Unrecognized complex fixup %#x\n", fixup);
              return "unrecognized";
      }
  }
  
  void dump_color_fixup_desc(struct color_fixup_desc fixup)
  {
      if (is_complex_fixup(fixup))
      {
          TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
          return;
      }
  
      TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
      TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
      TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
      TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
  }
  
  BOOL is_invalid_op(const struct wined3d_state *state, int stage,
          enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
  {
      if (op == WINED3D_TOP_DISABLE)
          return FALSE;
      if (state->textures[stage])
          return FALSE;
  
      if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
              && op != WINED3D_TOP_SELECT_ARG2)
          return TRUE;
      if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
              && op != WINED3D_TOP_SELECT_ARG1)
          return TRUE;
      if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
              && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
          return TRUE;
  
      return FALSE;
  }
  
  void get_identity_matrix(struct wined3d_matrix *mat)
  {
      static const struct wined3d_matrix identity =
      {
          1.0f, 0.0f, 0.0f, 0.0f,
          0.0f, 1.0f, 0.0f, 0.0f,
          0.0f, 0.0f, 1.0f, 0.0f,
          0.0f, 0.0f, 0.0f, 1.0f,
      };
  
      *mat = identity;
  }
  
  void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
          unsigned int index, struct wined3d_matrix *mat)
  {
      if (context->last_was_rhw)
          get_identity_matrix(mat);
      else
          multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
  }
  
  void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
          struct wined3d_matrix *mat)
  {
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      BOOL clip_control, flip;
      float center_offset;
  
      /* There are a couple of additional things we have to take into account
       * here besides the projection transformation itself:
       *   - We need to flip along the y-axis in case of offscreen rendering.
       *   - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
       *   - <= D3D9 coordinates refer to pixel centers while GL coordinates
       *     refer to pixel corners. D3D10 fixed this particular oddity.
       *   - D3D has a top-left filling convention while GL does not specify
       *     a particular behavior, other than that that the GL implementation
       *     needs to be consistent.
       *
       * In order to handle the pixel center, we translate by 0.5 / VPw and
       * 0.5 / VPh. We test the filling convention during adapter init and
       * add a small offset to correct it if necessary. See
       * wined3d_caps_gl_ctx_test_filling_convention() for more details on how
       * we test GL and considerations regarding the added offset value.
       *
       * If we have GL_ARB_clip_control we take care of all this through
       * viewport properties and don't have to translate geometry. */
  
      /* Projection matrices are <= d3d9, which all have integer pixel centers. */
      if (!(d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER))
          ERR("Did not expect to enter this codepath without WINED3D_PIXEL_CENTER_INTEGER.\n");
  
      clip_control = d3d_info->clip_control;
      flip = !clip_control && context->render_offscreen;
      if (!clip_control)
          center_offset = 1.0f + d3d_info->filling_convention_offset;
      else
          center_offset = 0.0f;
  
      if (context->last_was_rhw)
      {
          /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
          float x = state->viewports[0].x;
          float y = state->viewports[0].y;
          float w = state->viewports[0].width;
          float h = state->viewports[0].height;
          float x_scale = 2.0f / w;
          float x_offset = (center_offset - (2.0f * x) - w) / w;
          float y_scale = flip ? 2.0f / h : 2.0f / -h;
          float y_offset = flip
                  ? (center_offset - (2.0f * y) - h) / h
                  : (center_offset - (2.0f * y) - h) / -h;
          bool zenable = state->fb.depth_stencil ?
                  (state->depth_stencil_state ? state->depth_stencil_state->desc.depth : true) : false;
          float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
          float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
          const struct wined3d_matrix projection =
          {
               x_scale,     0.0f,      0.0f, 0.0f,
                  0.0f,  y_scale,      0.0f, 0.0f,
                  0.0f,     0.0f,   z_scale, 0.0f,
              x_offset, y_offset,  z_offset, 1.0f,
          };
  
          *mat = projection;
      }
      else
      {
          float y_scale = flip ? -1.0f : 1.0f;
          float x_offset = center_offset / state->viewports[0].width;
          float y_offset = flip
                  ? center_offset / state->viewports[0].height
                  : -center_offset / state->viewports[0].height;
          float z_scale = clip_control ? 1.0f : 2.0f;
          float z_offset = clip_control ? 0.0f : -1.0f;
          const struct wined3d_matrix projection =
          {
                  1.0f,     0.0f,     0.0f, 0.0f,
                  0.0f,  y_scale,     0.0f, 0.0f,
                  0.0f,     0.0f,  z_scale, 0.0f,
              x_offset, y_offset, z_offset, 1.0f,
          };
  
          multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
      }
  }
  
  /* Setup this textures matrix according to the texture flags. */
  static void compute_texture_matrix(const struct wined3d_matrix *matrix, uint32_t flags, BOOL calculated_coords,
          BOOL transformed, enum wined3d_format_id format_id, BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
  {
      struct wined3d_matrix mat;
  
      if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
      {
          get_identity_matrix(out_matrix);
          return;
      }
  
      if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
      {
          ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
          return;
      }
  
      mat = *matrix;
  
      if (flags & WINED3D_TTFF_PROJECTED)
      {
          if (!ffp_proj_control)
          {
              switch (flags & ~WINED3D_TTFF_PROJECTED)
              {
                  case WINED3D_TTFF_COUNT2:
                      mat._14 = mat._12;
                      mat._24 = mat._22;
                      mat._34 = mat._32;
                      mat._44 = mat._42;
                      mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
                      break;
                  case WINED3D_TTFF_COUNT3:
                      mat._14 = mat._13;
                      mat._24 = mat._23;
                      mat._34 = mat._33;
                      mat._44 = mat._43;
                      mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
                      break;
              }
          }
      }
      else
      {
          /* Under Direct3D the R/Z coord can be used for translation, under
           * OpenGL we use the Q coord instead. */
          if (!calculated_coords)
          {
              switch (format_id)
              {
                  /* Direct3D passes the default 1.0 in the 2nd coord, while GL
                   * passes it in the 4th. Swap 2nd and 4th coord. No need to
                   * store the value of mat._41 in mat._21 because the input
                   * value to the transformation will be 0, so the matrix value
                   * is irrelevant. */
                  case WINED3DFMT_R32_FLOAT:
                      mat._41 = mat._21;
                      mat._42 = mat._22;
                      mat._43 = mat._23;
                      mat._44 = mat._24;
                      break;
                  /* See above, just 3rd and 4th coord. */
                  case WINED3DFMT_R32G32_FLOAT:
                      mat._41 = mat._31;
                      mat._42 = mat._32;
                      mat._43 = mat._33;
                      mat._44 = mat._34;
                      break;
                  case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
                  case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
  
                  /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
                   * into a bad place. The division elimination below will apply to make sure the
                   * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
                   */
                  case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
                      break;
                  default:
                      FIXME("Unexpected fixed function texture coord input\n");
              }
          }
          if (!ffp_proj_control)
          {
              switch (flags & ~WINED3D_TTFF_PROJECTED)
              {
                  /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
                  case WINED3D_TTFF_COUNT2:
                      mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
                  /* OpenGL divides the first 3 vertex coordinates by the 4th by
                   * default, which is essentially the same as D3DTTFF_PROJECTED.
                   * Make sure that the 4th coordinate evaluates to 1.0 to
                   * eliminate that.
                   *
                   * If the fixed function pipeline is used, the 4th value
                   * remains unused, so there is no danger in doing this. With
                   * vertex shaders we have a problem. Should an application hit
                   * that problem, the code here would have to check for pixel
                   * shaders, and the shader has to undo the default GL divide.
                   *
                   * A more serious problem occurs if the application passes 4
                   * coordinates in, and the 4th is != 1.0 (OpenGL default).
                   * This would have to be fixed with immediate mode draws. */
                  default:
                      mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
              }
          }
      }
  
      *out_matrix = mat;
  }
  
  void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
          unsigned int tex, struct wined3d_matrix *mat)
  {
      const struct wined3d_device *device = context->device;
      BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
              != WINED3DTSS_TCI_PASSTHRU;
      unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
              WINED3D_MAX_TEXTURES - 1);
  
      compute_texture_matrix(&state->transforms[WINED3D_TS_TEXTURE0 + tex],
              state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
              generated, context->last_was_rhw,
              context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
              ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
              : WINED3DFMT_UNKNOWN,
              device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
  
      if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
      {
          if (generated)
              FIXME("Non-power-of-two texture being used with generated texture coords.\n");
          /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
           * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
          if (!use_ps(state))
          {
              TRACE("Non-power-of-two texture matrix multiply fixup.\n");
              multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
          }
      }
  }
  
  void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
          float *out_min, float *out_max)
  {
      union
      {
          DWORD d;
          float f;
      } min, max;
  
      min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
      max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
  
      if (min.f > max.f)
          min.f = max.f;
  
      *out_min = min.f;
      *out_max = max.f;
  }
  
  void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
          float *out_pointsize, float *out_att)
  {
      /* POINTSCALEENABLE controls how point size value is treated. If set to
       * true, the point size is scaled with respect to height of viewport.
       * When set to false point size is in pixels. */
      union
      {
          DWORD d;
          float f;
      } pointsize, a, b, c;
  
      out_att[0] = 1.0f;
      out_att[1] = 0.0f;
      out_att[2] = 0.0f;
  
      pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
      a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
      b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
      c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
  
      /* Always use first viewport, this path does not apply to d3d10/11 multiple viewports case. */
      if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
      {
          float scale_factor = state->viewports[0].height * state->viewports[0].height;
  
          out_att[0] = a.f / scale_factor;
          out_att[1] = b.f / scale_factor;
          out_att[2] = c.f / scale_factor;
      }
      *out_pointsize = pointsize.f;
  }
  
  void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
          float *start, float *end)
  {
      union
      {
          DWORD d;
          float f;
      } tmpvalue;
  
      switch (context->fog_source)
      {
          case FOGSOURCE_VS:
              *start = 1.0f;
              *end = 0.0f;
              break;
  
          case FOGSOURCE_COORD:
              *start = 255.0f;
              *end = 0.0f;
              break;
  
          case FOGSOURCE_FFP:
              tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
              *start = tmpvalue.f;
              tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
              *end = tmpvalue.f;
              /* Special handling for fog_start == fog_end. In d3d with vertex
               * fog, everything is fogged. With table fog, everything with
               * fog_coord < fog_start is unfogged, and fog_coord > fog_start
               * is fogged. Windows drivers disagree when fog_coord == fog_start. */
              if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
              {
                  *start = -INFINITY;
                  *end = 0.0f;
              }
              break;
  
          default:
              /* This should not happen, context->fog_source is set in wined3d, not the app. */
              ERR("Unexpected fog coordinate source.\n");
              *start = 0.0f;
              *end = 0.0f;
      }
  }
  
  static BOOL wined3d_get_primary_display(WCHAR *display)
  {
      DISPLAY_DEVICEW display_device;
      DWORD device_idx = 0;
  
      display_device.cb = sizeof(display_device);
      while (EnumDisplayDevicesW(NULL, device_idx++, &display_device, 0))
      {
          if (display_device.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE)
          {
              lstrcpyW(display, display_device.DeviceName);
              return TRUE;
          }
      }
  
      return FALSE;
  }
  
  BOOL wined3d_get_primary_adapter_luid(LUID *luid)
  {
      D3DKMT_OPENADAPTERFROMGDIDISPLAYNAME open_adapter_param;
      D3DKMT_CLOSEADAPTER close_adapter_param;
  
      if (!wined3d_get_primary_display(open_adapter_param.DeviceName))
          return FALSE;
  
      if (D3DKMTOpenAdapterFromGdiDisplayName(&open_adapter_param))
          return FALSE;
  
      *luid = open_adapter_param.AdapterLuid;
      close_adapter_param.hAdapter = open_adapter_param.hAdapter;
      D3DKMTCloseAdapter(&close_adapter_param);
      return TRUE;
  }
  
  uint32_t wined3d_format_pack(const struct wined3d_format *format, const struct wined3d_uvec4 *value)
  {
      uint32_t p = 0;
  
      p |= (value->x & wined3d_mask_from_size(format->red_size)) << format->red_offset;
      p |= (value->y & wined3d_mask_from_size(format->green_size)) << format->green_offset;
      p |= (value->z & wined3d_mask_from_size(format->blue_size)) << format->blue_offset;
      p |= (value->w & wined3d_mask_from_size(format->alpha_size)) << format->alpha_offset;
  
      return p;
  }
  
  /* Note: It's the caller's responsibility to ensure values can be expressed
   * in the requested format. UNORM formats for example can only express values
   * in the range 0.0f -> 1.0f. */
  DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
  {
      static const struct
      {
          enum wined3d_format_id format_id;
          struct wined3d_vec4 mul;
          struct wined3d_uvec4 shift;
      }
      float_conv[] =
      {
          {WINED3DFMT_B8G8R8A8_UNORM,    {       255.0f,  255.0f,  255.0f, 255.0f}, {16,  8,  0, 24}},
          {WINED3DFMT_B8G8R8X8_UNORM,    {       255.0f,  255.0f,  255.0f, 255.0f}, {16,  8,  0, 24}},
          {WINED3DFMT_B8G8R8_UNORM,      {       255.0f,  255.0f,  255.0f, 255.0f}, {16,  8,  0, 24}},
          {WINED3DFMT_B5G6R5_UNORM,      {        31.0f,   63.0f,   31.0f,   0.0f}, {11,  5,  0,  0}},
          {WINED3DFMT_B5G5R5A1_UNORM,    {        31.0f,   31.0f,   31.0f,   1.0f}, {10,  5,  0, 15}},
          {WINED3DFMT_B5G5R5X1_UNORM,    {        31.0f,   31.0f,   31.0f,   1.0f}, {10,  5,  0, 15}},
          {WINED3DFMT_R8_UNORM,          {       255.0f,    0.0f,    0.0f,   0.0f}, { 0,  0,  0,  0}},
          {WINED3DFMT_A8_UNORM,          {         0.0f,    0.0f,    0.0f, 255.0f}, { 0,  0,  0,  0}},
          {WINED3DFMT_B4G4R4A4_UNORM,    {        15.0f,   15.0f,   15.0f,  15.0f}, { 8,  4,  0, 12}},
          {WINED3DFMT_B4G4R4X4_UNORM,    {        15.0f,   15.0f,   15.0f,  15.0f}, { 8,  4,  0, 12}},
          {WINED3DFMT_B2G3R3_UNORM,      {         7.0f,    7.0f,    3.0f,   0.0f}, { 5,  2,  0,  0}},
          {WINED3DFMT_R8G8B8A8_UNORM,    {       255.0f,  255.0f,  255.0f, 255.0f}, { 0,  8, 16, 24}},
          {WINED3DFMT_R8G8B8X8_UNORM,    {       255.0f,  255.0f,  255.0f, 255.0f}, { 0,  8, 16, 24}},
          {WINED3DFMT_B10G10R10A2_UNORM, {      1023.0f, 1023.0f, 1023.0f,   3.0f}, {20, 10,  0, 30}},
          {WINED3DFMT_R10G10B10A2_UNORM, {      1023.0f, 1023.0f, 1023.0f,   3.0f}, { 0, 10, 20, 30}},
          {WINED3DFMT_P8_UINT,           {         0.0f,    0.0f,    0.0f, 255.0f}, { 0,  0,  0,  0}},
          {WINED3DFMT_S1_UINT_D15_UNORM, {     32767.0f,    0.0f,    0.0f,   0.0f}, { 0,  0,  0,  0}},
          {WINED3DFMT_D16_UNORM,         {     65535.0f,    0.0f,    0.0f,   0.0f}, { 0,  0,  0,  0}},
      };
      static const struct
      {
          enum wined3d_format_id format_id;
          struct wined3d_dvec4 mul;
          struct wined3d_uvec4 shift;
      }
      double_conv[] =
      {
          {WINED3DFMT_D24_UNORM_S8_UINT, {  16777215.0, 1.0, 0.0, 0.0}, {8, 0, 0, 0}},
          {WINED3DFMT_X8D24_UNORM,       {  16777215.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
          {WINED3DFMT_D32_UNORM,         {4294967295.0, 0.0, 0.0, 0.0}, {0, 0, 0, 0}},
      };
      enum wined3d_format_id format_id = format->id;
      struct wined3d_color colour_srgb;
      unsigned int i;
      DWORD ret;
  
      TRACE("Converting colour %s to format %s.\n", debug_color(color), debug_d3dformat(format_id));
  
      for (i = 0; i < ARRAY_SIZE(format_srgb_info); ++i)
      {
          if (format_id != format_srgb_info[i].srgb_format_id)
              continue;
  
          wined3d_colour_srgb_from_linear(&colour_srgb, color);
          format_id = format_srgb_info[i].base_format_id;
          color = &colour_srgb;
          break;
      }
  
      for (i = 0; i < ARRAY_SIZE(float_conv); ++i)
      {
          if (format_id != float_conv[i].format_id)
              continue;
  
          ret = ((DWORD)((color->r * float_conv[i].mul.x) + 0.5f)) << float_conv[i].shift.x;
          ret |= ((DWORD)((color->g * float_conv[i].mul.y) + 0.5f)) << float_conv[i].shift.y;
          ret |= ((DWORD)((color->b * float_conv[i].mul.z) + 0.5f)) << float_conv[i].shift.z;
          ret |= ((DWORD)((color->a * float_conv[i].mul.w) + 0.5f)) << float_conv[i].shift.w;
  
          TRACE("Returning 0x%08x.\n", ret);
  
          return ret;
      }
  
      for (i = 0; i < ARRAY_SIZE(double_conv); ++i)
      {
          if (format_id != double_conv[i].format_id)
              continue;
  
          ret = ((DWORD)((color->r * double_conv[i].mul.x) + 0.5)) << double_conv[i].shift.x;
          ret |= ((DWORD)((color->g * double_conv[i].mul.y) + 0.5)) << double_conv[i].shift.y;
          ret |= ((DWORD)((color->b * double_conv[i].mul.z) + 0.5)) << double_conv[i].shift.z;
          ret |= ((DWORD)((color->a * double_conv[i].mul.w) + 0.5)) << double_conv[i].shift.w;
  
          TRACE("Returning 0x%08x.\n", ret);
  
          return ret;
      }
  
      FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format_id));
  
      return 0;
  }
  
  static float color_to_float(DWORD color, DWORD size, DWORD offset)
  {
      uint32_t mask = wined3d_mask_from_size(size);
  
      if (!size)
          return 1.0f;
  
      color >>= offset;
      color &= mask;
  
      return (float)color / (float)mask;
  }
  
  void wined3d_format_get_float_color_key(const struct wined3d_format *format,
          const struct wined3d_color_key *key, struct wined3d_color *float_colors)
  {
      struct wined3d_color slop;
  
      switch (format->id)
      {
          case WINED3DFMT_B8G8R8_UNORM:
          case WINED3DFMT_B8G8R8A8_UNORM:
          case WINED3DFMT_B8G8R8X8_UNORM:
          case WINED3DFMT_B5G6R5_UNORM:
          case WINED3DFMT_B5G5R5X1_UNORM:
          case WINED3DFMT_B5G5R5A1_UNORM:
          case WINED3DFMT_B4G4R4A4_UNORM:
          case WINED3DFMT_B2G3R3_UNORM:
          case WINED3DFMT_R8_UNORM:
          case WINED3DFMT_A8_UNORM:
          case WINED3DFMT_B2G3R3A8_UNORM:
          case WINED3DFMT_B4G4R4X4_UNORM:
          case WINED3DFMT_R10G10B10A2_UNORM:
          case WINED3DFMT_R10G10B10A2_SNORM:
          case WINED3DFMT_R8G8B8A8_UNORM:
          case WINED3DFMT_R8G8B8X8_UNORM:
          case WINED3DFMT_R16G16_UNORM:
          case WINED3DFMT_B10G10R10A2_UNORM:
              slop.r = 0.5f / wined3d_mask_from_size(format->red_size);
              slop.g = 0.5f / wined3d_mask_from_size(format->green_size);
              slop.b = 0.5f / wined3d_mask_from_size(format->blue_size);
              slop.a = 0.5f / wined3d_mask_from_size(format->alpha_size);
  
              float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
                      - slop.r;
              float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
                      - slop.g;
              float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
                      - slop.b;
              float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
                      - slop.a;
  
              float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
                      + slop.r;
              float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
                      + slop.g;
              float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
                      + slop.b;
              float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
                      + slop.a;
              break;
  
          case WINED3DFMT_P8_UINT:
              float_colors[0].r = 0.0f;
              float_colors[0].g = 0.0f;
              float_colors[0].b = 0.0f;
              float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
  
              float_colors[1].r = 0.0f;
              float_colors[1].g = 0.0f;
              float_colors[1].b = 0.0f;
              float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
              break;
  
          default:
              ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
      }
  }
  
  enum wined3d_format_id pixelformat_for_depth(DWORD depth)
  {
      switch (depth)
      {
          case 8:  return WINED3DFMT_P8_UINT;
          case 15: return WINED3DFMT_B5G5R5X1_UNORM;
          case 16: return WINED3DFMT_B5G6R5_UNORM;
          case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
          case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
          default: return WINED3DFMT_UNKNOWN;
      }
  }
  
  void wined3d_format_copy_data(const struct wined3d_format *format, const uint8_t *src,
          unsigned int src_row_pitch, unsigned int src_slice_pitch, uint8_t *dst, unsigned int dst_row_pitch,
          unsigned int dst_slice_pitch, unsigned int w, unsigned int h, unsigned int d)
  {
      unsigned int row_block_count, row_count, row_size, slice, row;
      unsigned int slice_count = d, slice_size;
      const uint8_t *src_row;
      uint8_t *dst_row;
  
      row_block_count = (w + format->block_width - 1) / format->block_width;
      row_count = (h + format->block_height - 1) / format->block_height;
      row_size = row_block_count * format->block_byte_count;
      slice_size = row_size * row_count;
  
      if (src_row_pitch == row_size && dst_row_pitch == row_size
              && ((src_slice_pitch == slice_size && dst_slice_pitch == slice_size) || slice_count == 1))
      {
          memcpy(dst, src, slice_count * slice_size);
          return;
      }
  
      for (slice = 0; slice < slice_count; ++slice)
      {
          for (row = 0; row < row_count; ++row)
          {
              src_row = &src[slice * src_slice_pitch + row * src_row_pitch];
              dst_row = &dst[slice * dst_slice_pitch + row * dst_row_pitch];
              memcpy(dst_row, src_row, row_size);
          }
      }
  }
  
  void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
  {
      struct wined3d_matrix tmp;
  
      /* Now do the multiplication 'by hand'.
         I know that all this could be optimised, but this will be done later :-) */
      tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
      tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
      tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
      tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
  
      tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
      tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
      tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
      tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
  
      tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
      tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
      tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
      tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
  
      tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
      tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
      tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
      tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
  
      *dst = tmp;
  }
  
  void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const struct wined3d_state *state,
          struct ffp_frag_settings *settings, BOOL ignore_textype)
  {
  #define ARG1 0x01
  #define ARG2 0x02
  #define ARG0 0x04
      static const unsigned char args[WINED3D_TOP_LERP + 1] =
      {
          /* undefined                        */  0,
          /* D3DTOP_DISABLE                   */  0,
          /* D3DTOP_SELECTARG1                */  ARG1,
          /* D3DTOP_SELECTARG2                */  ARG2,
          /* D3DTOP_MODULATE                  */  ARG1 | ARG2,
          /* D3DTOP_MODULATE2X                */  ARG1 | ARG2,
          /* D3DTOP_MODULATE4X                */  ARG1 | ARG2,
          /* D3DTOP_ADD                       */  ARG1 | ARG2,
          /* D3DTOP_ADDSIGNED                 */  ARG1 | ARG2,
          /* D3DTOP_ADDSIGNED2X               */  ARG1 | ARG2,
          /* D3DTOP_SUBTRACT                  */  ARG1 | ARG2,
          /* D3DTOP_ADDSMOOTH                 */  ARG1 | ARG2,
          /* D3DTOP_BLENDDIFFUSEALPHA         */  ARG1 | ARG2,
          /* D3DTOP_BLENDTEXTUREALPHA         */  ARG1 | ARG2,
          /* D3DTOP_BLENDFACTORALPHA          */  ARG1 | ARG2,
          /* D3DTOP_BLENDTEXTUREALPHAPM       */  ARG1 | ARG2,
          /* D3DTOP_BLENDCURRENTALPHA         */  ARG1 | ARG2,
          /* D3DTOP_PREMODULATE               */  ARG1 | ARG2,
          /* D3DTOP_MODULATEALPHA_ADDCOLOR    */  ARG1 | ARG2,
          /* D3DTOP_MODULATECOLOR_ADDALPHA    */  ARG1 | ARG2,
          /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */  ARG1 | ARG2,
          /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */  ARG1 | ARG2,
          /* D3DTOP_BUMPENVMAP                */  ARG1 | ARG2,
          /* D3DTOP_BUMPENVMAPLUMINANCE       */  ARG1 | ARG2,
          /* D3DTOP_DOTPRODUCT3               */  ARG1 | ARG2,
          /* D3DTOP_MULTIPLYADD               */  ARG1 | ARG2 | ARG0,
          /* D3DTOP_LERP                      */  ARG1 | ARG2 | ARG0
      };
      unsigned int i;
      DWORD ttff;
      DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
  
      settings->padding = 0;
  
      for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
      {
          struct wined3d_texture *texture;
  
          settings->op[i].padding = 0;
          if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
          {
              settings->op[i].cop = WINED3D_TOP_DISABLE;
              settings->op[i].aop = WINED3D_TOP_DISABLE;
              settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
              settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
              settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
              settings->op[i].tmp_dst = 0;
              settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
              settings->op[i].projected = WINED3D_PROJECTION_NONE;
              i++;
              break;
          }
  
          if ((texture = state->textures[i]))
          {
              if (can_use_texture_swizzle(d3d_info, texture->resource.format))
                  settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
              else
                  settings->op[i].color_fixup = texture->resource.format->color_fixup;
              if (ignore_textype)
              {
                  settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
              }
              else
              {
                  switch (wined3d_texture_gl(texture)->target)
                  {
                      case GL_TEXTURE_1D:
                          settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
                          break;
                      case GL_TEXTURE_2D:
                          settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
                          break;
                      case GL_TEXTURE_3D:
                          settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
                          break;
                      case GL_TEXTURE_CUBE_MAP_ARB:
                          settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
                          break;
                      case GL_TEXTURE_RECTANGLE_ARB:
                          settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
                          break;
                  }
              }
          } else {
              settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
              settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
          }
  
          cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
          aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
  
          carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
          carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
          carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
  
          if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
          {
              carg0 = ARG_UNUSED;
              carg2 = ARG_UNUSED;
              carg1 = WINED3DTA_CURRENT;
              cop = WINED3D_TOP_SELECT_ARG1;
          }
  
          if (cop == WINED3D_TOP_DOTPRODUCT3)
          {
              /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
               * the color result to the alpha component of the destination
               */
              aop = cop;
              aarg1 = carg1;
              aarg2 = carg2;
              aarg0 = carg0;
          }
          else
          {
              aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
              aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
              aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
          }
  
          if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
          {
              GLenum texture_dimensions;
  
              texture = state->textures[0];
              texture_dimensions = wined3d_texture_gl(texture)->target;
  
              if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
              {
                  if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
                  {
                      if (aop == WINED3D_TOP_DISABLE)
                      {
                         aarg1 = WINED3DTA_TEXTURE;
                         aop = WINED3D_TOP_SELECT_ARG1;
                      }
                      else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
                      {
                          if (state->blend_state && state->blend_state->desc.rt[0].enable)
                          {
                              aarg2 = WINED3DTA_TEXTURE;
                              aop = WINED3D_TOP_MODULATE;
                          }
                          else aarg1 = WINED3DTA_TEXTURE;
                      }
                      else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
                      {
                          if (state->blend_state && state->blend_state->desc.rt[0].enable)
                          {
                              aarg1 = WINED3DTA_TEXTURE;
                              aop = WINED3D_TOP_MODULATE;
                          }
                          else aarg2 = WINED3DTA_TEXTURE;
                      }
                  }
              }
          }
  
          if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
          {
                 aarg0 = ARG_UNUSED;
                 aarg2 = ARG_UNUSED;
                 aarg1 = WINED3DTA_CURRENT;
                 aop = WINED3D_TOP_SELECT_ARG1;
          }
  
          if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
                  || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
          {
              ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
              if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
                  settings->op[i].projected = WINED3D_PROJECTION_COUNT3;
              else if (ttff & WINED3D_TTFF_PROJECTED)
                  settings->op[i].projected = WINED3D_PROJECTION_COUNT4;
              else
                  settings->op[i].projected = WINED3D_PROJECTION_NONE;
          }
          else
          {
              settings->op[i].projected = WINED3D_PROJECTION_NONE;
          }
  
          settings->op[i].cop = cop;
          settings->op[i].aop = aop;
          settings->op[i].carg0 = carg0;
          settings->op[i].carg1 = carg1;
          settings->op[i].carg2 = carg2;
          settings->op[i].aarg0 = aarg0;
          settings->op[i].aarg1 = aarg1;
          settings->op[i].aarg2 = aarg2;
          settings->op[i].tmp_dst = state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP;
      }
  
      /* Clear unsupported stages */
      for(; i < WINED3D_MAX_TEXTURES; i++) {
          memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
      }
  
      if (!state->render_states[WINED3D_RS_FOGENABLE])
      {
          settings->fog = WINED3D_FFP_PS_FOG_OFF;
      }
      else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
      {
          if (use_vs(state) || state->vertex_declaration->position_transformed)
          {
              settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
          }
          else
          {
              switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
              {
                  case WINED3D_FOG_NONE:
                  case WINED3D_FOG_LINEAR:
                      settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
                      break;
                  case WINED3D_FOG_EXP:
                      settings->fog = WINED3D_FFP_PS_FOG_EXP;
                      break;
                  case WINED3D_FOG_EXP2:
                      settings->fog = WINED3D_FFP_PS_FOG_EXP2;
                      break;
              }
          }
      }
      else
      {
          switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
          {
              case WINED3D_FOG_LINEAR:
                  settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
                  break;
              case WINED3D_FOG_EXP:
                  settings->fog = WINED3D_FFP_PS_FOG_EXP;
                  break;
              case WINED3D_FOG_EXP2:
                  settings->fog = WINED3D_FFP_PS_FOG_EXP2;
                  break;
          }
      }
      settings->sRGB_write = !d3d_info->srgb_write_control && needs_srgb_write(d3d_info, state, &state->fb);
      if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
              || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
      {
          /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
           * the fixed function vertex pipeline is used(which always supports clipplanes), or
           * if no clipplane is enabled
           */
          settings->emul_clipplanes = 0;
      } else {
          settings->emul_clipplanes = 1;
      }
  
      if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
              && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
              && settings->op[0].cop != WINED3D_TOP_DISABLE)
          settings->color_key_enabled = 1;
      else
          settings->color_key_enabled = 0;
  
      /* texcoords_initialized is set to meaningful values only when GL doesn't
       * support enough varyings to always pass around all the possible texture
       * coordinates.
       * This is used to avoid reading a varying not written by the vertex shader.
       * Reading uninitialized varyings on core profile contexts results in an
       * error while with builtin varyings on legacy contexts you get undefined
       * behavior. */
      if (d3d_info->limits.varying_count && !d3d_info->full_ffp_varyings)
      {
          settings->texcoords_initialized = 0;
          for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
          {
              if (use_vs(state))
              {
                  if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
                      settings->texcoords_initialized |= 1u << i;
              }
              else
              {
                  const struct wined3d_stream_info *si = &context->stream_info;
                  unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
                  if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
                          & WINED3D_FFP_TCI_MASK
                          || (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
                      settings->texcoords_initialized |= 1u << i;
              }
          }
      }
      else
      {
          settings->texcoords_initialized = (1u << WINED3D_MAX_TEXTURES) - 1;
      }
  
      settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
              && state->primitive_type == WINED3D_PT_POINTLIST;
  
      if (d3d_info->ffp_alpha_test)
          settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
      else
          settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
                  ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
                  : WINED3D_CMP_ALWAYS) - 1;
  
      if (d3d_info->emulated_flatshading)
          settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
      else
          settings->flatshading = FALSE;
  }
  
  const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
          const struct ffp_frag_settings *settings)
  {
      struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
      return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
  }
  
  void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
  {
      /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
       * whereas desc points to an extended structure with implementation specific parts. */
      if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
      {
          ERR("Failed to insert ffp frag shader.\n");
      }
  }
  
  /* Activates the texture dimension according to the bound D3D texture. Does
   * not care for the colorop or correct gl texture unit (when using nvrc).
   * Requires the caller to activate the correct unit. */
  /* Context activation is done by the caller (state handler). */
  void texture_activate_dimensions(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
  {
      if (texture)
      {
          switch (wined3d_texture_gl(texture)->target)
          {
              case GL_TEXTURE_2D:
                  gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
                  checkGLcall("glDisable(GL_TEXTURE_3D)");
                  if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
                  {
                      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
                      checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
                  }
                  if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
                  {
                      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
                      checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
                  }
                  gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
                  checkGLcall("glEnable(GL_TEXTURE_2D)");
                  break;
              case GL_TEXTURE_RECTANGLE_ARB:
                  gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
                  checkGLcall("glDisable(GL_TEXTURE_2D)");
                  gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
                  checkGLcall("glDisable(GL_TEXTURE_3D)");
                  if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
                  {
                      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
                      checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
                  }
                  gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
                  checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
                  break;
              case GL_TEXTURE_3D:
                  if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
                  {
                      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
                      checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
                  }
                  if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
                  {
                      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
                      checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
                  }
                  gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
                  checkGLcall("glDisable(GL_TEXTURE_2D)");
                  gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
                  checkGLcall("glEnable(GL_TEXTURE_3D)");
                  break;
              case GL_TEXTURE_CUBE_MAP_ARB:
                  gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
                  checkGLcall("glDisable(GL_TEXTURE_2D)");
                  gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
                  checkGLcall("glDisable(GL_TEXTURE_3D)");
                  if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
                  {
                      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
                      checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
                  }
                  gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
                  checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
                break;
          }
      }
      else
      {
          gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
          checkGLcall("glEnable(GL_TEXTURE_2D)");
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
          checkGLcall("glDisable(GL_TEXTURE_3D)");
          if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
          {
              gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
              checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
          }
          if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
          {
              gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
              checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
          }
          /* Binding textures is done by samplers. A dummy texture will be bound */
      }
  }
  
  /* Context activation is done by the caller (state handler). */
  void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      unsigned int sampler = state_id - STATE_SAMPLER(0);
      unsigned int mapped_stage;
  
      /* No need to enable / disable anything here for unused samplers. The
       * tex_colorop handler takes care. Also no action is needed with pixel
       * shaders, or if tex_colorop will take care of this business. */
      mapped_stage = context_gl->tex_unit_map[sampler];
      if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.textures)
          return;
      if (sampler >= context->lowest_disabled_stage)
          return;
      if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
          return;
  
      texture_activate_dimensions(state->textures[sampler], context_gl->gl_info);
  }
  
  int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct ffp_frag_settings *ka = key;
      const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
  
      return memcmp(ka, kb, sizeof(*ka));
  }
  
  void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
          const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
  {
      enum wined3d_material_color_source diffuse_source, emissive_source, ambient_source, specular_source;
      const struct wined3d_stream_info *si = &context->stream_info;
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      unsigned int coord_idx, i;
  
      memset(settings, 0, sizeof(*settings));
  
      if (si->position_transformed)
      {
          settings->transformed = 1;
          settings->point_size = state->primitive_type == WINED3D_PT_POINTLIST;
          settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
          if (!state->render_states[WINED3D_RS_FOGENABLE])
              settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
          else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
              settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
          else
              settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
  
          for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
          {
              coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
              if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
                  settings->texcoords |= 1u << i;
              settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
          }
          if (d3d_info->full_ffp_varyings)
              settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
  
          if (d3d_info->emulated_flatshading)
              settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
          else
              settings->flatshading = FALSE;
  
          settings->swizzle_map = si->swizzle_map;
  
          return;
      }
  
      switch (state->render_states[WINED3D_RS_VERTEXBLEND])
      {
          case WINED3D_VBF_DISABLE:
          case WINED3D_VBF_1WEIGHTS:
          case WINED3D_VBF_2WEIGHTS:
          case WINED3D_VBF_3WEIGHTS:
              settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
              break;
          default:
              FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
              break;
      }
  
      settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
              && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
      settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
      settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
      settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
      settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
      settings->point_size = state->primitive_type == WINED3D_PT_POINTLIST;
      settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
  
      wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
              &ambient_source, &specular_source, state, si);
      settings->diffuse_source = diffuse_source;
      settings->emissive_source = emissive_source;
      settings->ambient_source = ambient_source;
      settings->specular_source = specular_source;
  
      for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
      {
          coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
          if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
              settings->texcoords |= 1u << i;
          settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
      }
      if (d3d_info->full_ffp_varyings)
          settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
  
      for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
      {
          if (!state->light_state.lights[i])
              continue;
  
          switch (state->light_state.lights[i]->OriginalParms.type)
          {
              case WINED3D_LIGHT_POINT:
                  ++settings->point_light_count;
                  break;
              case WINED3D_LIGHT_SPOT:
                  ++settings->spot_light_count;
                  break;
              case WINED3D_LIGHT_DIRECTIONAL:
                  ++settings->directional_light_count;
                  break;
              case WINED3D_LIGHT_PARALLELPOINT:
                  ++settings->parallel_point_light_count;
                  break;
              default:
                  FIXME("Unhandled light type %#x.\n", state->light_state.lights[i]->OriginalParms.type);
                  break;
          }
      }
  
      if (!state->render_states[WINED3D_RS_FOGENABLE])
          settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
      else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
      {
          settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
  
          if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
                  && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
                  && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
                  && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
              settings->ortho_fog = 1;
      }
      else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
          settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
      else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
          settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
      else
          settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
  
      if (d3d_info->emulated_flatshading)
          settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
      else
          settings->flatshading = FALSE;
  
      settings->swizzle_map = si->swizzle_map;
  }
  
  int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct wined3d_ffp_vs_settings *ka = key;
      const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
              const struct wined3d_ffp_vs_desc, entry)->settings;
  
      return memcmp(ka, kb, sizeof(*ka));
  }
  
  const char *wined3d_debug_location(DWORD location)
  {
      struct debug_buffer buffer;
      const char *prefix = "";
      const char *suffix = "";
  
      if (wined3d_popcount(location) > 16)
      {
          prefix = "~(";
          location = ~location;
          suffix = ")";
      }
  
      init_debug_buffer(&buffer, "0");
  #define LOCATION_TO_STR(x) if (location & x) { debug_append(&buffer, #x, " | "); location &= ~x; }
      LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
      LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
      LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
      LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
      LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
      LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
      LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
      LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
  #undef LOCATION_TO_STR
      if (location)
          FIXME("Unrecognized location flag(s) %#x.\n", location);
  
      return wine_dbg_sprintf("%s%s%s", prefix, buffer.str, suffix);
  }
  
  const char *wined3d_debug_feature_level(enum wined3d_feature_level level)
  {
      switch (level)
      {
  #define LEVEL_TO_STR(level) case level: return #level
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_5);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_6);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_7);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_8);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_1);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_2);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_9_3);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_10);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_10_1);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_11);
          LEVEL_TO_STR(WINED3D_FEATURE_LEVEL_11_1);
  #undef LEVEL_TO_STR
          default:
              return wine_dbg_sprintf("%#x", level);
      }
  }
  
  /* Print a floating point value with the %.8e format specifier, always using
   * '.' as decimal separator. */
  void wined3d_ftoa(float value, char *s)
  {
      int idx = 1;
  
      if (copysignf(1.0f, value) < 0.0f)
          ++idx;
  
      /* Be sure to allocate a buffer of at least 17 characters for the result
         as sprintf may return a 3 digit exponent when using the MSVC runtime
         instead of a 2 digit exponent. */
      sprintf(s, "%.8e", value);
      if (isfinite(value))
          s[idx] = '.';
  }
  
  void wined3d_release_dc(HWND window, HDC dc)
  {
      /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
       * However, that's not what actually happens, and there are user32 tests
       * that confirm ReleaseDC() with the wrong window is supposed to succeed.
       * So explicitly check that the DC belongs to the window, since we want to
       * avoid releasing a DC that belongs to some other window if the original
       * window was already destroyed. */
      if (WindowFromDC(dc) != window)
          WARN("DC %p does not belong to window %p.\n", dc, window);
      else if (!ReleaseDC(window, dc))
          ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
  }
  
  BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
  {
      RECT orig = *clipped;
      float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
      float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
  
      IntersectRect(clipped, clipped, clip_rect);
  
      if (IsRectEmpty(clipped))
      {
          SetRectEmpty(other);
          return FALSE;
      }
  
      other->left += (LONG)((clipped->left - orig.left) / scale_x);
      other->top += (LONG)((clipped->top - orig.top) / scale_y);
      other->right -= (LONG)((orig.right - clipped->right) / scale_x);
      other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
  
      return TRUE;
  }
  
  void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
          enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
  {
      unsigned int i;
  
      *base = 0;
      for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
      {
          *count = gl_limits->uniform_blocks[i];
          if (i == shader_type)
              return;
          *base += *count;
      }
  
      ERR("Unrecognized shader type %#x.\n", shader_type);
      *count = 0;
  }
  
  void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
          enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
  {
      unsigned int i;
  
      if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
      {
          if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
              *base = 0;
          else
              *base = gl_limits->graphics_samplers;
          *count = gl_limits->samplers[WINED3D_SHADER_TYPE_COMPUTE];
          return;
      }
  
      *base = 0;
      for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
      {
          *count = gl_limits->samplers[i];
          if (i == shader_type)
              return;
          *base += *count;
      }
  
      ERR("Unrecognized shader type %#x.\n", shader_type);
      *count = 0;
  }
  
  BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
  {
      SIZE_T max_capacity, new_capacity;
      void *new_elements;
  
      if (count <= *capacity)
          return TRUE;
  
      max_capacity = ~(SIZE_T)0 / size;
      if (count > max_capacity)
          return FALSE;
  
      new_capacity = max(1, *capacity);
      while (new_capacity < count && new_capacity <= max_capacity / 2)
          new_capacity *= 2;
      if (new_capacity < count)
          new_capacity = count;
  
      if (!*elements)
          new_elements = heap_alloc_zero(new_capacity * size);
      else
          new_elements = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, *elements, new_capacity * size);
      if (!new_elements)
          return FALSE;
  
      *elements = new_elements;
      *capacity = new_capacity;
      return TRUE;
  }
  
  static void swap_rows(float **a, float **b)
  {
      float *tmp = *a;
  
      *a = *b;
      *b = tmp;
  }
  
  BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
  {
      float wtmp[4][8];
      float m0, m1, m2, m3, s;
      float *r0, *r1, *r2, *r3;
  
      r0 = wtmp[0];
      r1 = wtmp[1];
      r2 = wtmp[2];
      r3 = wtmp[3];
  
      r0[0] = m->_11;
      r0[1] = m->_12;
      r0[2] = m->_13;
      r0[3] = m->_14;
      r0[4] = 1.0f;
      r0[5] = r0[6] = r0[7] = 0.0f;
  
      r1[0] = m->_21;
      r1[1] = m->_22;
      r1[2] = m->_23;
      r1[3] = m->_24;
      r1[5] = 1.0f;
      r1[4] = r1[6] = r1[7] = 0.0f;
  
      r2[0] = m->_31;
      r2[1] = m->_32;
      r2[2] = m->_33;
      r2[3] = m->_34;
      r2[6] = 1.0f;
      r2[4] = r2[5] = r2[7] = 0.0f;
  
      r3[0] = m->_41;
      r3[1] = m->_42;
      r3[2] = m->_43;
      r3[3] = m->_44;
      r3[7] = 1.0f;
      r3[4] = r3[5] = r3[6] = 0.0f;
  
      /* Choose pivot - or die. */
      if (fabsf(r3[0]) > fabsf(r2[0]))
          swap_rows(&r3, &r2);
      if (fabsf(r2[0]) > fabsf(r1[0]))
          swap_rows(&r2, &r1);
      if (fabsf(r1[0]) > fabsf(r0[0]))
          swap_rows(&r1, &r0);
      if (r0[0] == 0.0f)
          return FALSE;
  
      /* Eliminate first variable. */
      m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
      s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
      s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
      s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
      s = r0[4];
      if (s != 0.0f)
      {
          r1[4] -= m1 * s;
          r2[4] -= m2 * s;
          r3[4] -= m3 * s;
      }
      s = r0[5];
      if (s != 0.0f)
      {
          r1[5] -= m1 * s;
          r2[5] -= m2 * s;
          r3[5] -= m3 * s;
      }
      s = r0[6];
      if (s != 0.0f)
      {
          r1[6] -= m1 * s;
          r2[6] -= m2 * s;
          r3[6] -= m3 * s;
      }
      s = r0[7];
      if (s != 0.0f)
      {
          r1[7] -= m1 * s;
          r2[7] -= m2 * s;
          r3[7] -= m3 * s;
      }
  
      /* Choose pivot - or die. */
      if (fabsf(r3[1]) > fabsf(r2[1]))
          swap_rows(&r3, &r2);
      if (fabsf(r2[1]) > fabsf(r1[1]))
          swap_rows(&r2, &r1);
      if (r1[1] == 0.0f)
          return FALSE;
  
      /* Eliminate second variable. */
      m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
      r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
      r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
      s = r1[4];
      if (s != 0.0f)
      {
          r2[4] -= m2 * s;
          r3[4] -= m3 * s;
      }
      s = r1[5];
      if (s != 0.0f)
      {
          r2[5] -= m2 * s;
          r3[5] -= m3 * s;
      }
      s = r1[6];
      if (s != 0.0f)
      {
          r2[6] -= m2 * s;
          r3[6] -= m3 * s;
      }
      s = r1[7];
      if (s != 0.0f)
      {
          r2[7] -= m2 * s;
          r3[7] -= m3 * s;
      }
  
      /* Choose pivot - or die. */
      if (fabsf(r3[2]) > fabsf(r2[2]))
          swap_rows(&r3, &r2);
      if (r2[2] == 0.0f)
          return FALSE;
  
      /* Eliminate third variable. */
      m3 = r3[2] / r2[2];
      r3[3] -= m3 * r2[3];
      r3[4] -= m3 * r2[4];
      r3[5] -= m3 * r2[5];
      r3[6] -= m3 * r2[6];
      r3[7] -= m3 * r2[7];
  
      /* Last check. */
      if (r3[3] == 0.0f)
          return FALSE;
  
      /* Back substitute row 3. */
      s = 1.0f / r3[3];
      r3[4] *= s;
      r3[5] *= s;
      r3[6] *= s;
      r3[7] *= s;
  
      /* Back substitute row 2. */
      m2 = r2[3];
      s = 1.0f / r2[2];
      r2[4] = s * (r2[4] - r3[4] * m2);
      r2[5] = s * (r2[5] - r3[5] * m2);
      r2[6] = s * (r2[6] - r3[6] * m2);
      r2[7] = s * (r2[7] - r3[7] * m2);
      m1 = r1[3];
      r1[4] -= r3[4] * m1;
      r1[5] -= r3[5] * m1;
      r1[6] -= r3[6] * m1;
      r1[7] -= r3[7] * m1;
      m0 = r0[3];
      r0[4] -= r3[4] * m0;
      r0[5] -= r3[5] * m0;
      r0[6] -= r3[6] * m0;
      r0[7] -= r3[7] * m0;
  
      /* Back substitute row 1. */
      m1 = r1[2];
      s = 1.0f / r1[1];
      r1[4] = s * (r1[4] - r2[4] * m1);
      r1[5] = s * (r1[5] - r2[5] * m1);
      r1[6] = s * (r1[6] - r2[6] * m1);
      r1[7] = s * (r1[7] - r2[7] * m1);
      m0 = r0[2];
      r0[4] -= r2[4] * m0;
      r0[5] -= r2[5] * m0;
      r0[6] -= r2[6] * m0;
      r0[7] -= r2[7] * m0;
  
      /* Back substitute row 0. */
      m0 = r0[1];
      s = 1.0f / r0[0];
      r0[4] = s * (r0[4] - r1[4] * m0);
      r0[5] = s * (r0[5] - r1[5] * m0);
      r0[6] = s * (r0[6] - r1[6] * m0);
      r0[7] = s * (r0[7] - r1[7] * m0);
  
      out->_11 = r0[4];
      out->_12 = r0[5];
      out->_13 = r0[6];
      out->_14 = r0[7];
      out->_21 = r1[4];
      out->_22 = r1[5];
      out->_23 = r1[6];
      out->_24 = r1[7];
      out->_31 = r2[4];
      out->_32 = r2[5];
      out->_33 = r2[6];
      out->_34 = r2[7];
      out->_41 = r3[4];
      out->_42 = r3[5];
      out->_43 = r3[6];
      out->_44 = r3[7];
  
      return TRUE;
  }
  
  /* Taken and adapted from Mesa. */
  static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
  {
      float pos, neg, t, det;
      struct wined3d_matrix temp;
  
      /* Calculate the determinant of upper left 3x3 submatrix and
       * determine if the matrix is singular. */
      pos = neg = 0.0f;
      t =  in->_11 * in->_22 * in->_33;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
  
      t =  in->_21 * in->_32 * in->_13;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
      t =  in->_31 * in->_12 * in->_23;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
  
      t = -in->_31 * in->_22 * in->_13;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
      t = -in->_21 * in->_12 * in->_33;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
  
      t = -in->_11 * in->_32 * in->_23;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
  
      det = pos + neg;
  
      if (fabsf(det) < 1e-25f)
          return FALSE;
  
      det = 1.0f / det;
      temp._11 =  (in->_22 * in->_33 - in->_32 * in->_23) * det;
      temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
      temp._13 =  (in->_12 * in->_23 - in->_22 * in->_13) * det;
      temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
      temp._22 =  (in->_11 * in->_33 - in->_31 * in->_13) * det;
      temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
      temp._31 =  (in->_21 * in->_32 - in->_31 * in->_22) * det;
      temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
      temp._33 =  (in->_11 * in->_22 - in->_21 * in->_12) * det;
  
      *out = temp;
      return TRUE;
  }
  
  void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
          const struct wined3d_matrix *modelview)
  {
      struct wined3d_matrix mv;
      unsigned int i, j;
  
      mv = *modelview;
      if (legacy_lighting)
          invert_matrix_3d(&mv, &mv);
      else
          invert_matrix(&mv, &mv);
      /* Tests show that singular modelview matrices are used unchanged as normal
       * matrices on D3D3 and older. There seems to be no clearly consistent
       * behavior on newer D3D versions so always follow older ddraw behavior. */
      for (i = 0; i < 3; ++i)
          for (j = 0; j < 3; ++j)
              normal_matrix[i * 3 + j] = (&mv._11)[j * 4 + i];
  }
  
  static void wined3d_allocator_release_block(struct wined3d_allocator *allocator,
          struct wined3d_allocator_block *block)
  {
      block->parent = allocator->free;
      allocator->free = block;
  }
  
  static struct wined3d_allocator_block *wined3d_allocator_acquire_block(struct wined3d_allocator *allocator)
  {
      struct wined3d_allocator_block *block;
  
      if (!allocator->free)
          return heap_alloc(sizeof(*block));
  
      block = allocator->free;
      allocator->free = block->parent;
  
      return block;
  }
  
  void wined3d_allocator_block_free(struct wined3d_allocator_block *block)
  {
      struct wined3d_allocator *allocator = block->chunk->allocator;
      struct wined3d_allocator_block *parent;
  
      while ((parent = block->parent) && block->sibling->free)
      {
          list_remove(&block->sibling->entry);
          wined3d_allocator_release_block(allocator, block->sibling);
          wined3d_allocator_release_block(allocator, block);
          block = parent;
      }
  
      block->free = true;
      list_add_head(&block->chunk->available[block->order], &block->entry);
  }
  
  static void wined3d_allocator_block_init(struct wined3d_allocator_block *block,
          struct wined3d_allocator_chunk *chunk, struct wined3d_allocator_block *parent,
          struct wined3d_allocator_block *sibling, unsigned int order, size_t offset, bool free)
  {
      list_init(&block->entry);
      block->chunk = chunk;
      block->parent = parent;
      block->sibling = sibling;
      block->order = order;
      block->offset = offset;
      block->free = free;
  }
  
  void wined3d_allocator_chunk_cleanup(struct wined3d_allocator_chunk *chunk)
  {
      struct wined3d_allocator_block *block;
      size_t i;
  
      if (list_empty(&chunk->available[0]))
      {
          ERR("Chunk %p is not empty.\n", chunk);
          return;
      }
  
      for (i = 1; i < ARRAY_SIZE(chunk->available); ++i)
      {
          if (!list_empty(&chunk->available[i]))
          {
              ERR("Chunk %p is not empty.\n", chunk);
              return;
          }
      }
  
      block = LIST_ENTRY(list_head(&chunk->available[0]), struct wined3d_allocator_block, entry);
      wined3d_allocator_release_block(chunk->allocator, block);
  }
  
  bool wined3d_allocator_chunk_init(struct wined3d_allocator_chunk *chunk, struct wined3d_allocator *allocator)
  {
      struct wined3d_allocator_block *block;
      unsigned int i;
  
      if (!(block = wined3d_allocator_acquire_block(allocator)))
          return false;
      wined3d_allocator_block_init(block, chunk, NULL, NULL, 0, 0, true);
  
      list_init(&chunk->entry);
      for (i = 0; i < ARRAY_SIZE(chunk->available); ++i)
      {
          list_init(&chunk->available[i]);
      }
      list_add_head(&chunk->available[0], &block->entry);
      chunk->allocator = allocator;
      chunk->map_count = 0;
      chunk->map_ptr = NULL;
  
      return true;
  }
  
  void wined3d_allocator_cleanup(struct wined3d_allocator *allocator)
  {
      struct wined3d_allocator_chunk *chunk, *chunk2;
      struct wined3d_allocator_block *block, *next;
      size_t i;
  
      for (i = 0; i < allocator->pool_count; ++i)
      {
          LIST_FOR_EACH_ENTRY_SAFE(chunk, chunk2, &allocator->pools[i].chunks, struct wined3d_allocator_chunk, entry)
          {
              list_remove(&chunk->entry);
              allocator->ops->allocator_destroy_chunk(chunk);
          }
      }
      heap_free(allocator->pools);
  
      next = allocator->free;
      while ((block = next))
      {
          next = block->parent;
          heap_free(block);
      }
  }
  
  static struct wined3d_allocator_block *wined3d_allocator_chunk_allocate(struct wined3d_allocator_chunk *chunk,
          unsigned int order)
  {
      struct wined3d_allocator_block *block, *left, *right;
      unsigned int i = order;
  
      while (i)
      {
          if (!list_empty(&chunk->available[i]))
              break;
          --i;
      }
  
      if (list_empty(&chunk->available[i]))
          return NULL;
  
      block = LIST_ENTRY(list_head(&chunk->available[i]), struct wined3d_allocator_block, entry);
      list_remove(&block->entry);
      block->free = false;
  
      while (i < order)
      {
          if (!(left = wined3d_allocator_acquire_block(chunk->allocator)))
          {
              ERR("Failed to allocate left.\n");
              break;
          }
  
          if (!(right = wined3d_allocator_acquire_block(chunk->allocator)))
          {
              ERR("Failed to allocate right.\n");
              wined3d_allocator_release_block(chunk->allocator, left);
              break;
          }
  
          wined3d_allocator_block_init(left, chunk, block, right, block->order + 1, block->offset, false);
          wined3d_allocator_block_init(right, chunk, block, left, block->order + 1,
                  block->offset + (WINED3D_ALLOCATOR_CHUNK_SIZE >> left->order), true);
          list_add_head(&chunk->available[right->order], &right->entry);
  
          block = left;
          ++i;
      }
  
      return block;
  }
  
  struct wined3d_allocator_block *wined3d_allocator_allocate(struct wined3d_allocator *allocator,
          struct wined3d_context *context, unsigned int memory_type, size_t size)
  {
      struct wined3d_allocator_chunk *chunk;
      struct wined3d_allocator_block *block;
      unsigned int order;
  
      if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
          return NULL;
  
      if (size < WINED3D_ALLOCATOR_MIN_BLOCK_SIZE)
          order = WINED3D_ALLOCATOR_CHUNK_ORDER_COUNT - 1;
      else
          order = wined3d_log2i(WINED3D_ALLOCATOR_CHUNK_SIZE / size);
  
      LIST_FOR_EACH_ENTRY(chunk, &allocator->pools[memory_type].chunks, struct wined3d_allocator_chunk, entry)
      {
          if ((block = wined3d_allocator_chunk_allocate(chunk, order)))
              return block;
      }
  
      if (!(chunk = allocator->ops->allocator_create_chunk(allocator,
              context, memory_type, WINED3D_ALLOCATOR_CHUNK_SIZE)))
          return NULL;
  
      if (!(block = wined3d_allocator_chunk_allocate(chunk, order)))
          return NULL;
  
      return block;
  }
  
  bool wined3d_allocator_init(struct wined3d_allocator *allocator,
          size_t pool_count, const struct wined3d_allocator_ops *allocator_ops)
  {
      size_t i;
  
      allocator->ops = allocator_ops;
      allocator->pool_count = pool_count;
      if (!(allocator->pools = heap_calloc(pool_count, sizeof(*allocator->pools))))
          return false;
      for (i = 0; i < pool_count; ++i)
      {
          list_init(&allocator->pools[i].chunks);
      }
  
      allocator->free = NULL;
  
      return true;
  }
  