text: /*
   * Copyright (c) 1998-2004 Lionel Ulmer
   * Copyright (c) 2002-2005 Christian Costa
   * Copyright (c) 2006-2009, 2011-2013 Stefan Dösinger
   * Copyright (c) 2008 Alexander Dorofeyev
   *
   * 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
   *
   * IDirect3DDevice implementation, version 1, 2, 3 and 7. Rendering is relayed
   * to WineD3D, some minimal DirectDraw specific management is handled here.
   * The Direct3DDevice is NOT the parent of the WineD3DDevice, because d3d
   * is initialized when DirectDraw creates the primary surface.
   * Some type management is necessary, because some D3D types changed between
   * D3D7 and D3D9.
   *
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #include "ddraw_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
  WINE_DECLARE_DEBUG_CHANNEL(winediag);
  
  /* The device ID */
  const GUID IID_D3DDEVICE_WineD3D = {
    0xaef72d43,
    0xb09a,
    0x4b7b,
    { 0xb7,0x98,0xc6,0x8a,0x77,0x2d,0x72,0x2a }
  };
  
  static inline void set_fpu_control_word(WORD fpucw)
  {
  #if defined(__i386__) && defined(__GNUC__)
      __asm__ volatile ("fldcw %0" : : "m" (fpucw));
  #elif defined(__i386__) && defined(_MSC_VER)
      __asm fldcw fpucw;
  #endif
  }
  
  static inline WORD d3d_fpu_setup(void)
  {
      WORD oldcw;
  
  #if defined(__i386__) && defined(__GNUC__)
      __asm__ volatile ("fnstcw %0" : "=m" (oldcw));
  #elif defined(__i386__) && defined(_MSC_VER)
      __asm fnstcw oldcw;
  #else
      static BOOL warned = FALSE;
      if(!warned)
      {
          FIXME("FPUPRESERVE not implemented for this platform / compiler\n");
          warned = TRUE;
      }
      return 0;
  #endif
  
      set_fpu_control_word(0x37f);
  
      return oldcw;
  }
  
  static inline struct d3d_device *impl_from_IUnknown(IUnknown *iface)
  {
      return CONTAINING_RECORD(iface, struct d3d_device, IUnknown_inner);
  }
  
  static HRESULT WINAPI d3d_device_inner_QueryInterface(IUnknown *iface, REFIID riid, void **out)
  {
      struct d3d_device *device = impl_from_IUnknown(iface);
  
      TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
  
      if (!riid)
      {
          *out = NULL;
          return DDERR_INVALIDPARAMS;
      }
  
      if (IsEqualGUID(&IID_IUnknown, riid))
      {
          IDirect3DDevice7_AddRef(&device->IDirect3DDevice7_iface);
          *out = &device->IDirect3DDevice7_iface;
          return S_OK;
      }
  
      if (device->version == 7)
      {
          if (IsEqualGUID(&IID_IDirect3DDevice7, riid))
          {
              IDirect3DDevice7_AddRef(&device->IDirect3DDevice7_iface);
              *out = &device->IDirect3DDevice7_iface;
              return S_OK;
          }
      }
      else
      {
          if (IsEqualGUID(&IID_IDirect3DDevice3, riid) && device->version == 3)
          {
              IDirect3DDevice3_AddRef(&device->IDirect3DDevice3_iface);
              *out = &device->IDirect3DDevice3_iface;
              return S_OK;
          }
  
          if (IsEqualGUID(&IID_IDirect3DDevice2, riid) && device->version >= 2)
          {
              IDirect3DDevice2_AddRef(&device->IDirect3DDevice2_iface);
              *out = &device->IDirect3DDevice2_iface;
              return S_OK;
          }
  
          if (IsEqualGUID(&IID_IDirect3DDevice, riid))
          {
              IDirect3DDevice_AddRef(&device->IDirect3DDevice_iface);
              *out = &device->IDirect3DDevice_iface;
              return S_OK;
          }
      }
  
      WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
  
      *out = NULL;
      return E_NOINTERFACE;
  }
  
  static HRESULT WINAPI d3d_device7_QueryInterface(IDirect3DDevice7 *iface, REFIID riid, void **out)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
  
      return IUnknown_QueryInterface(device->outer_unknown, riid, out);
  }
  
  static HRESULT WINAPI d3d_device3_QueryInterface(IDirect3DDevice3 *iface, REFIID riid, void **out)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
  
      return IUnknown_QueryInterface(device->outer_unknown, riid, out);
  }
  
  static HRESULT WINAPI d3d_device2_QueryInterface(IDirect3DDevice2 *iface, REFIID riid, void **out)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
  
      return IUnknown_QueryInterface(device->outer_unknown, riid, out);
  }
  
  static HRESULT WINAPI d3d_device1_QueryInterface(IDirect3DDevice *iface, REFIID riid, void **out)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
  
      return IUnknown_QueryInterface(device->outer_unknown, riid, out);
  }
  
  static ULONG WINAPI d3d_device_inner_AddRef(IUnknown *iface)
  {
      struct d3d_device *device = impl_from_IUnknown(iface);
      ULONG ref = InterlockedIncrement(&device->ref);
  
      TRACE("%p increasing refcount to %u.\n", device, ref);
  
      return ref;
  }
  
  static ULONG WINAPI d3d_device7_AddRef(IDirect3DDevice7 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IUnknown_AddRef(device->outer_unknown);
  }
  
  static ULONG WINAPI d3d_device3_AddRef(IDirect3DDevice3 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IUnknown_AddRef(device->outer_unknown);
  }
  
  static ULONG WINAPI d3d_device2_AddRef(IDirect3DDevice2 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IUnknown_AddRef(device->outer_unknown);
  }
  
  static ULONG WINAPI d3d_device1_AddRef(IDirect3DDevice *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IUnknown_AddRef(device->outer_unknown);
  }
  
  static ULONG WINAPI d3d_device_inner_Release(IUnknown *iface)
  {
      struct d3d_device *This = impl_from_IUnknown(iface);
      ULONG ref = InterlockedDecrement(&This->ref);
  
      TRACE("%p decreasing refcount to %u.\n", This, ref);
  
      /* This method doesn't destroy the wined3d device, because it's still in
       * use for 2D rendering. IDirectDrawSurface7::Release will destroy the
       * wined3d device when the render target is released. */
      if (!ref)
      {
          DWORD i;
          struct list *vp_entry, *vp_entry2;
  
          wined3d_mutex_lock();
  
          /* There is no need to unset any resources here, wined3d will take
           * care of that on uninit_3d(). */
  
          if (This->index_buffer)
              wined3d_buffer_decref(This->index_buffer);
          if (This->vertex_buffer)
              wined3d_buffer_decref(This->vertex_buffer);
  
          /* Set the device up to render to the front buffer since the back
           * buffer will vanish soon. */
          wined3d_device_set_render_target(This->wined3d_device, 0,
                  This->ddraw->wined3d_frontbuffer, TRUE);
  
          /* Release the wined3d device. This won't destroy it. */
          if (!wined3d_device_decref(This->wined3d_device))
              ERR("The wined3d device (%p) was destroyed unexpectedly.\n", This->wined3d_device);
  
          /* The texture handles should be unset by now, but there might be some bits
           * missing in our reference counting(needs test). Do a sanity check. */
          for (i = 0; i < This->handle_table.entry_count; ++i)
          {
              struct ddraw_handle_entry *entry = &This->handle_table.entries[i];
  
              switch (entry->type)
              {
                  case DDRAW_HANDLE_FREE:
                      break;
  
                  case DDRAW_HANDLE_MATERIAL:
                  {
                      struct d3d_material *m = entry->object;
                      FIXME("Material handle %#x (%p) not unset properly.\n", i + 1, m);
                      m->Handle = 0;
                      break;
                  }
  
                  case DDRAW_HANDLE_MATRIX:
                  {
                      /* No FIXME here because this might happen because of sloppy applications. */
                      WARN("Leftover matrix handle %#x (%p), deleting.\n", i + 1, entry->object);
                      IDirect3DDevice_DeleteMatrix(&This->IDirect3DDevice_iface, i + 1);
                      break;
                  }
  
                  case DDRAW_HANDLE_STATEBLOCK:
                  {
                      /* No FIXME here because this might happen because of sloppy applications. */
                      WARN("Leftover stateblock handle %#x (%p), deleting.\n", i + 1, entry->object);
                      IDirect3DDevice7_DeleteStateBlock(&This->IDirect3DDevice7_iface, i + 1);
                      break;
                  }
  
                  case DDRAW_HANDLE_SURFACE:
                  {
                      struct ddraw_surface *surf = entry->object;
                      FIXME("Texture handle %#x (%p) not unset properly.\n", i + 1, surf);
                      surf->Handle = 0;
                      break;
                  }
  
                  default:
                      FIXME("Handle %#x (%p) has unknown type %#x.\n", i + 1, entry->object, entry->type);
                      break;
              }
          }
  
          ddraw_handle_table_destroy(&This->handle_table);
  
          LIST_FOR_EACH_SAFE(vp_entry, vp_entry2, &This->viewport_list)
          {
              struct d3d_viewport *vp = LIST_ENTRY(vp_entry, struct d3d_viewport, entry);
              IDirect3DDevice3_DeleteViewport(&This->IDirect3DDevice3_iface, &vp->IDirect3DViewport3_iface);
          }
  
          TRACE("Releasing target %p.\n", This->target);
          /* Release the render target. */
          if (This->version != 1)
              IDirectDrawSurface7_Release(&This->target->IDirectDrawSurface7_iface);
          TRACE("Target release done\n");
  
          This->ddraw->d3ddevice = NULL;
  
          /* Now free the structure */
          HeapFree(GetProcessHeap(), 0, This);
          wined3d_mutex_unlock();
      }
  
      TRACE("Done\n");
      return ref;
  }
  
  static ULONG WINAPI d3d_device7_Release(IDirect3DDevice7 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IUnknown_Release(device->outer_unknown);
  }
  
  static ULONG WINAPI d3d_device3_Release(IDirect3DDevice3 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IUnknown_Release(device->outer_unknown);
  }
  
  static ULONG WINAPI d3d_device2_Release(IDirect3DDevice2 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IUnknown_Release(device->outer_unknown);
  }
  
  static ULONG WINAPI d3d_device1_Release(IDirect3DDevice *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IUnknown_Release(device->outer_unknown);
  }
  
  /*****************************************************************************
   * IDirect3DDevice Methods
   *****************************************************************************/
  
  /*****************************************************************************
   * IDirect3DDevice::Initialize
   *
   * Initializes a Direct3DDevice. This implementation is a no-op, as all
   * initialization is done at create time.
   *
   * Exists in Version 1
   *
   * Parameters:
   *  No idea what they mean, as the MSDN page is gone
   *
   * Returns: DD_OK
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_Initialize(IDirect3DDevice *iface,
          IDirect3D *d3d, GUID *guid, D3DDEVICEDESC *device_desc)
  {
      /* It shouldn't be crucial, but print a FIXME, I'm interested if
       * any game calls it and when. */
      FIXME("iface %p, d3d %p, guid %s, device_desc %p nop!\n",
              iface, d3d, debugstr_guid(guid), device_desc);
  
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetCaps
   *
   * Retrieves the device's capabilities
   *
   * This implementation is used for Version 7 only, the older versions have
   * their own implementation.
   *
   * Parameters:
   *  Desc: Pointer to a D3DDEVICEDESC7 structure to fill
   *
   * Returns:
   *  D3D_OK on success
   *  D3DERR_* if a problem occurs. See WineD3D
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetCaps(IDirect3DDevice7 *iface, D3DDEVICEDESC7 *Desc)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      D3DDEVICEDESC OldDesc;
  
      TRACE("iface %p, device_desc %p.\n", iface, Desc);
  
      if (!Desc)
      {
          WARN("Desc is NULL, returning DDERR_INVALIDPARAMS.\n");
          return DDERR_INVALIDPARAMS;
      }
  
      /* Call the same function used by IDirect3D, this saves code */
      return IDirect3DImpl_GetCaps(device->ddraw->wined3d, &OldDesc, Desc);
  }
  
  static HRESULT WINAPI d3d_device7_GetCaps_FPUSetup(IDirect3DDevice7 *iface, D3DDEVICEDESC7 *desc)
  {
      return d3d_device7_GetCaps(iface, desc);
  }
  
  static HRESULT WINAPI d3d_device7_GetCaps_FPUPreserve(IDirect3DDevice7 *iface, D3DDEVICEDESC7 *desc)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetCaps(iface, desc);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  /*****************************************************************************
   * IDirect3DDevice3::GetCaps
   *
   * Retrieves the capabilities of the hardware device and the emulation
   * device. For Wine, hardware and emulation are the same (it's all HW).
   *
   * This implementation is used for Version 1, 2, and 3. Version 7 has its own
   *
   * Parameters:
   *  HWDesc: Structure to fill with the HW caps
   *  HelDesc: Structure to fill with the hardware emulation caps
   *
   * Returns:
   *  D3D_OK on success
   *  D3DERR_* if a problem occurs. See WineD3D
   *
   *****************************************************************************/
  
  /* There are 3 versions of D3DDEVICEDESC. All 3 share the same name because
   * Microsoft just expanded the existing structure without naming them
   * D3DDEVICEDESC2 and D3DDEVICEDESC3. Which version is used have depends
   * on the version of the DirectX SDK. DirectX 6+ and Wine use the latest
   * one with 252 bytes.
   *
   * All 3 versions are allowed as parameters and only the specified amount of
   * bytes is written.
   *
   * Note that Direct3D7 and earlier are not available in native Win64
   * ddraw.dll builds, so possible size differences between 32 bit and
   * 64 bit are a non-issue.
   */
  static inline BOOL check_d3ddevicedesc_size(DWORD size)
  {
      if (size == FIELD_OFFSET(D3DDEVICEDESC, dwMinTextureWidth) /* 172 */
              || size == FIELD_OFFSET(D3DDEVICEDESC, dwMaxTextureRepeat) /* 204 */
              || size == sizeof(D3DDEVICEDESC) /* 252 */) return TRUE;
      return FALSE;
  }
  
  static HRESULT WINAPI d3d_device3_GetCaps(IDirect3DDevice3 *iface,
          D3DDEVICEDESC *HWDesc, D3DDEVICEDESC *HelDesc)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      D3DDEVICEDESC oldDesc;
      D3DDEVICEDESC7 newDesc;
      HRESULT hr;
  
      TRACE("iface %p, hw_desc %p, hel_desc %p.\n", iface, HWDesc, HelDesc);
  
      if (!HWDesc)
      {
          WARN("HWDesc is NULL, returning DDERR_INVALIDPARAMS.\n");
          return DDERR_INVALIDPARAMS;
      }
      if (!check_d3ddevicedesc_size(HWDesc->dwSize))
      {
          WARN("HWDesc->dwSize is %u, returning DDERR_INVALIDPARAMS.\n", HWDesc->dwSize);
          return DDERR_INVALIDPARAMS;
      }
      if (!HelDesc)
      {
          WARN("HelDesc is NULL, returning DDERR_INVALIDPARAMS.\n");
          return DDERR_INVALIDPARAMS;
      }
      if (!check_d3ddevicedesc_size(HelDesc->dwSize))
      {
          WARN("HelDesc->dwSize is %u, returning DDERR_INVALIDPARAMS.\n", HelDesc->dwSize);
          return DDERR_INVALIDPARAMS;
      }
  
      hr = IDirect3DImpl_GetCaps(device->ddraw->wined3d, &oldDesc, &newDesc);
      if (hr != D3D_OK)
          return hr;
  
      DD_STRUCT_COPY_BYSIZE(HWDesc, &oldDesc);
      DD_STRUCT_COPY_BYSIZE(HelDesc, &oldDesc);
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_GetCaps(IDirect3DDevice2 *iface,
          D3DDEVICEDESC *hw_desc, D3DDEVICEDESC *hel_desc)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, hw_desc %p, hel_desc %p.\n", iface, hw_desc, hel_desc);
  
      return d3d_device3_GetCaps(&device->IDirect3DDevice3_iface, hw_desc, hel_desc);
  }
  
  static HRESULT WINAPI d3d_device1_GetCaps(IDirect3DDevice *iface,
          D3DDEVICEDESC *hw_desc, D3DDEVICEDESC *hel_desc)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p, hw_desc %p, hel_desc %p.\n", iface, hw_desc, hel_desc);
  
      return d3d_device3_GetCaps(&device->IDirect3DDevice3_iface, hw_desc, hel_desc);
  }
  
  /*****************************************************************************
   * IDirect3DDevice2::SwapTextureHandles
   *
   * Swaps the texture handles of 2 Texture interfaces. Version 1 and 2
   *
   * Parameters:
   *  Tex1, Tex2: The 2 Textures to swap
   *
   * Returns:
   *  D3D_OK
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device2_SwapTextureHandles(IDirect3DDevice2 *iface,
          IDirect3DTexture2 *tex1, IDirect3DTexture2 *tex2)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      struct ddraw_surface *surf1 = unsafe_impl_from_IDirect3DTexture2(tex1);
      struct ddraw_surface *surf2 = unsafe_impl_from_IDirect3DTexture2(tex2);
      DWORD h1, h2;
  
      TRACE("iface %p, tex1 %p, tex2 %p.\n", iface, tex1, tex2);
  
      wined3d_mutex_lock();
  
      h1 = surf1->Handle - 1;
      h2 = surf2->Handle - 1;
      device->handle_table.entries[h1].object = surf2;
      device->handle_table.entries[h2].object = surf1;
      surf2->Handle = h1 + 1;
      surf1->Handle = h2 + 1;
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device1_SwapTextureHandles(IDirect3DDevice *iface,
          IDirect3DTexture *tex1, IDirect3DTexture *tex2)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      struct ddraw_surface *surf1 = unsafe_impl_from_IDirect3DTexture(tex1);
      struct ddraw_surface *surf2 = unsafe_impl_from_IDirect3DTexture(tex2);
      IDirect3DTexture2 *t1 = surf1 ? &surf1->IDirect3DTexture2_iface : NULL;
      IDirect3DTexture2 *t2 = surf2 ? &surf2->IDirect3DTexture2_iface : NULL;
  
      TRACE("iface %p, tex1 %p, tex2 %p.\n", iface, tex1, tex2);
  
      return d3d_device2_SwapTextureHandles(&device->IDirect3DDevice2_iface, t1, t2);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::GetStats
   *
   * This method seems to retrieve some stats from the device.
   * The MSDN documentation doesn't exist any more, but the D3DSTATS
   * structure suggests that the amount of drawn primitives and processed
   * vertices is returned.
   *
   * Exists in Version 1, 2 and 3
   *
   * Parameters:
   *  Stats: Pointer to a D3DSTATS structure to be filled
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Stats == NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_GetStats(IDirect3DDevice3 *iface, D3DSTATS *Stats)
  {
      FIXME("iface %p, stats %p stub!\n", iface, Stats);
  
      if(!Stats)
          return DDERR_INVALIDPARAMS;
  
      /* Fill the Stats with 0 */
      Stats->dwTrianglesDrawn = 0;
      Stats->dwLinesDrawn = 0;
      Stats->dwPointsDrawn = 0;
      Stats->dwSpansDrawn = 0;
      Stats->dwVerticesProcessed = 0;
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_GetStats(IDirect3DDevice2 *iface, D3DSTATS *stats)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, stats %p.\n", iface, stats);
  
      return d3d_device3_GetStats(&device->IDirect3DDevice3_iface, stats);
  }
  
  static HRESULT WINAPI d3d_device1_GetStats(IDirect3DDevice *iface, D3DSTATS *stats)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p, stats %p.\n", iface, stats);
  
      return d3d_device3_GetStats(&device->IDirect3DDevice3_iface, stats);
  }
  
  /*****************************************************************************
   * IDirect3DDevice::CreateExecuteBuffer
   *
   * Creates an IDirect3DExecuteBuffer, used for rendering with a
   * Direct3DDevice.
   *
   * Version 1 only.
   *
   * Params:
   *  Desc: Buffer description
   *  ExecuteBuffer: Address to return the Interface pointer at
   *  UnkOuter: Must be NULL. Basically for aggregation, which ddraw doesn't
   *            support
   *
   * Returns:
   *  CLASS_E_NOAGGREGATION if UnkOuter != NULL
   *  DDERR_OUTOFMEMORY if we ran out of memory
   *  D3D_OK on success
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_CreateExecuteBuffer(IDirect3DDevice *iface,
          D3DEXECUTEBUFFERDESC *buffer_desc, IDirect3DExecuteBuffer **ExecuteBuffer, IUnknown *outer_unknown)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      struct d3d_execute_buffer *object;
      HRESULT hr;
  
      TRACE("iface %p, buffer_desc %p, buffer %p, outer_unknown %p.\n",
              iface, buffer_desc, ExecuteBuffer, outer_unknown);
  
      if (outer_unknown)
          return CLASS_E_NOAGGREGATION;
  
      /* Allocate the new Execute Buffer */
      object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
      if(!object)
      {
          ERR("Failed to allocate execute buffer memory.\n");
          return DDERR_OUTOFMEMORY;
      }
  
      hr = d3d_execute_buffer_init(object, device, buffer_desc);
      if (FAILED(hr))
      {
          WARN("Failed to initialize execute buffer, hr %#x.\n", hr);
          HeapFree(GetProcessHeap(), 0, object);
          return hr;
      }
  
      *ExecuteBuffer = &object->IDirect3DExecuteBuffer_iface;
  
      TRACE(" Returning IDirect3DExecuteBuffer at %p, implementation is at %p\n", *ExecuteBuffer, object);
  
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice::Execute
   *
   * Executes all the stuff in an execute buffer.
   *
   * Params:
   *  ExecuteBuffer: The buffer to execute
   *  Viewport: The viewport used for rendering
   *  Flags: Some flags
   *
   * Returns:
   *  DDERR_INVALIDPARAMS if ExecuteBuffer == NULL
   *  D3D_OK on success
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_Execute(IDirect3DDevice *iface,
          IDirect3DExecuteBuffer *ExecuteBuffer, IDirect3DViewport *viewport, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      struct d3d_execute_buffer *buffer = unsafe_impl_from_IDirect3DExecuteBuffer(ExecuteBuffer);
      struct d3d_viewport *viewport_impl = unsafe_impl_from_IDirect3DViewport(viewport);
      HRESULT hr;
  
      TRACE("iface %p, buffer %p, viewport %p, flags %#x.\n", iface, ExecuteBuffer, viewport, flags);
  
      if(!buffer)
          return DDERR_INVALIDPARAMS;
  
      /* Execute... */
      wined3d_mutex_lock();
      hr = d3d_execute_buffer_execute(buffer, device, viewport_impl);
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::AddViewport
   *
   * Add a Direct3DViewport to the device's viewport list. These viewports
   * are wrapped to IDirect3DDevice7 viewports in viewport.c
   *
   * Exists in Version 1, 2 and 3. Note that IDirect3DViewport 1, 2 and 3
   * are the same interfaces.
   *
   * Params:
   *  Viewport: The viewport to add
   *
   * Returns:
   *  DDERR_INVALIDPARAMS if Viewport == NULL
   *  D3D_OK on success
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_AddViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport3(viewport);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      /* Sanity check */
      if(!vp)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      IDirect3DViewport3_AddRef(viewport);
      list_add_head(&device->viewport_list, &vp->entry);
      /* Viewport must be usable for Clear() after AddViewport, so set active_device here. */
      vp->active_device = device;
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_AddViewport(IDirect3DDevice2 *iface,
          IDirect3DViewport2 *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport2(viewport);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      return d3d_device3_AddViewport(&device->IDirect3DDevice3_iface, &vp->IDirect3DViewport3_iface);
  }
  
  static HRESULT WINAPI d3d_device1_AddViewport(IDirect3DDevice *iface, IDirect3DViewport *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport(viewport);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      return d3d_device3_AddViewport(&device->IDirect3DDevice3_iface, &vp->IDirect3DViewport3_iface);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::DeleteViewport
   *
   * Deletes a Direct3DViewport from the device's viewport list.
   *
   * Exists in Version 1, 2 and 3. Note that all Viewport interface versions
   * are equal.
   *
   * Params:
   *  Viewport: The viewport to delete
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if the viewport wasn't found in the list
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_DeleteViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport3(viewport);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      if (!vp)
      {
          WARN("NULL viewport, returning DDERR_INVALIDPARAMS\n");
          return DDERR_INVALIDPARAMS;
      }
  
      wined3d_mutex_lock();
  
      if (vp->active_device != device)
      {
          WARN("Viewport %p active device is %p.\n", vp, vp->active_device);
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      if (device->current_viewport == vp)
      {
          TRACE("Deleting current viewport, unsetting and releasing\n");
          IDirect3DViewport3_Release(viewport);
          device->current_viewport = NULL;
      }
  
      vp->active_device = NULL;
      list_remove(&vp->entry);
  
      IDirect3DViewport3_Release(viewport);
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_DeleteViewport(IDirect3DDevice2 *iface, IDirect3DViewport2 *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport2(viewport);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      return d3d_device3_DeleteViewport(&device->IDirect3DDevice3_iface,
              vp ? &vp->IDirect3DViewport3_iface : NULL);
  }
  
  static HRESULT WINAPI d3d_device1_DeleteViewport(IDirect3DDevice *iface, IDirect3DViewport *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport(viewport);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      return d3d_device3_DeleteViewport(&device->IDirect3DDevice3_iface,
              vp ? &vp->IDirect3DViewport3_iface : NULL);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::NextViewport
   *
   * Returns a viewport from the viewport list, depending on the
   * passed viewport and the flags.
   *
   * Exists in Version 1, 2 and 3. Note that all Viewport interface versions
   * are equal.
   *
   * Params:
   *  Viewport: Viewport to use for beginning the search
   *  Flags: D3DNEXT_NEXT, D3DNEXT_HEAD or D3DNEXT_TAIL
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if the flags were wrong, or Viewport was NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_NextViewport(IDirect3DDevice3 *iface,
          IDirect3DViewport3 *Viewport3, IDirect3DViewport3 **lplpDirect3DViewport3, DWORD flags)
  {
      struct d3d_device *This = impl_from_IDirect3DDevice3(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport3(Viewport3);
      struct d3d_viewport *next;
      struct list *entry;
  
      TRACE("iface %p, viewport %p, next %p, flags %#x.\n",
              iface, Viewport3, lplpDirect3DViewport3, flags);
  
      if(!vp)
      {
          *lplpDirect3DViewport3 = NULL;
          return DDERR_INVALIDPARAMS;
      }
  
  
      wined3d_mutex_lock();
      switch (flags)
      {
          case D3DNEXT_NEXT:
              entry = list_next(&This->viewport_list, &vp->entry);
              break;
  
          case D3DNEXT_HEAD:
              entry = list_head(&This->viewport_list);
              break;
  
          case D3DNEXT_TAIL:
              entry = list_tail(&This->viewport_list);
              break;
  
          default:
              WARN("Invalid flags %#x.\n", flags);
              *lplpDirect3DViewport3 = NULL;
              wined3d_mutex_unlock();
              return DDERR_INVALIDPARAMS;
      }
  
      if (entry)
      {
          next = LIST_ENTRY(entry, struct d3d_viewport, entry);
          *lplpDirect3DViewport3 = &next->IDirect3DViewport3_iface;
      }
      else
          *lplpDirect3DViewport3 = NULL;
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_NextViewport(IDirect3DDevice2 *iface,
          IDirect3DViewport2 *viewport, IDirect3DViewport2 **next, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport2(viewport);
      IDirect3DViewport3 *res;
      HRESULT hr;
  
      TRACE("iface %p, viewport %p, next %p, flags %#x.\n",
              iface, viewport, next, flags);
  
      hr = d3d_device3_NextViewport(&device->IDirect3DDevice3_iface,
              &vp->IDirect3DViewport3_iface, &res, flags);
      *next = (IDirect3DViewport2 *)res;
      return hr;
  }
  
  static HRESULT WINAPI d3d_device1_NextViewport(IDirect3DDevice *iface,
          IDirect3DViewport *viewport, IDirect3DViewport **next, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport(viewport);
      IDirect3DViewport3 *res;
      HRESULT hr;
  
      TRACE("iface %p, viewport %p, next %p, flags %#x.\n",
              iface, viewport, next, flags);
  
      hr = d3d_device3_NextViewport(&device->IDirect3DDevice3_iface,
              &vp->IDirect3DViewport3_iface, &res, flags);
      *next = (IDirect3DViewport *)res;
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice::Pick
   *
   * Executes an execute buffer without performing rendering. Instead, a
   * list of primitives that intersect with (x1,y1) of the passed rectangle
   * is created. IDirect3DDevice::GetPickRecords can be used to retrieve
   * this list.
   *
   * Version 1 only
   *
   * Params:
   *  ExecuteBuffer: Buffer to execute
   *  Viewport: Viewport to use for execution
   *  Flags: None are defined, according to the SDK
   *  Rect: Specifies the coordinates to be picked. Only x1 and y2 are used,
   *        x2 and y2 are ignored.
   *
   * Returns:
   *  D3D_OK because it's a stub
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_Pick(IDirect3DDevice *iface, IDirect3DExecuteBuffer *buffer,
          IDirect3DViewport *viewport, DWORD flags, D3DRECT *rect)
  {
      FIXME("iface %p, buffer %p, viewport %p, flags %#x, rect %s stub!\n",
              iface, buffer, viewport, flags, wine_dbgstr_rect((RECT *)rect));
  
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice::GetPickRecords
   *
   * Retrieves the pick records generated by IDirect3DDevice::GetPickRecords
   *
   * Version 1 only
   *
   * Params:
   *  Count: Pointer to a DWORD containing the numbers of pick records to
   *         retrieve
   *  D3DPickRec: Address to store the resulting D3DPICKRECORD array.
   *
   * Returns:
   *  D3D_OK, because it's a stub
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_GetPickRecords(IDirect3DDevice *iface,
          DWORD *count, D3DPICKRECORD *records)
  {
      FIXME("iface %p, count %p, records %p stub!\n", iface, count, records);
  
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::EnumTextureformats
   *
   * Enumerates the supported texture formats. It has a list of all possible
   * formats and calls IWineD3D::CheckDeviceFormat for each format to see if
   * WineD3D supports it. If so, then it is passed to the app.
   *
   * This is for Version 7 and 3, older versions have a different
   * callback function and their own implementation
   *
   * Params:
   *  Callback: Callback to call for each enumerated format
   *  Arg: Argument to pass to the callback
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Callback == NULL
   *
   *****************************************************************************/
  static HRESULT d3d_device7_EnumTextureFormats(IDirect3DDevice7 *iface,
          LPD3DENUMPIXELFORMATSCALLBACK callback, void *context)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct wined3d_display_mode mode;
      HRESULT hr;
      unsigned int i;
  
      static const enum wined3d_format_id FormatList[] =
      {
          /* 16 bit */
          WINED3DFMT_B5G5R5X1_UNORM,
          WINED3DFMT_B5G5R5A1_UNORM,
          WINED3DFMT_B4G4R4A4_UNORM,
          WINED3DFMT_B5G6R5_UNORM,
          /* 32 bit */
          WINED3DFMT_B8G8R8X8_UNORM,
          WINED3DFMT_B8G8R8A8_UNORM,
          /* 8 bit */
          WINED3DFMT_B2G3R3_UNORM,
          WINED3DFMT_P8_UINT,
          /* FOURCC codes */
          WINED3DFMT_DXT1,
          WINED3DFMT_DXT3,
          WINED3DFMT_DXT5,
      };
  
      static const enum wined3d_format_id BumpFormatList[] =
      {
          WINED3DFMT_R8G8_SNORM,
          WINED3DFMT_R5G5_SNORM_L6_UNORM,
          WINED3DFMT_R8G8_SNORM_L8X8_UNORM,
          WINED3DFMT_R16G16_SNORM,
          WINED3DFMT_R10G11B11_SNORM,
          WINED3DFMT_R10G10B10_SNORM_A2_UNORM
      };
  
      TRACE("iface %p, callback %p, context %p.\n", iface, callback, context);
  
      if (!callback)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
  
      memset(&mode, 0, sizeof(mode));
      if (FAILED(hr = wined3d_get_adapter_display_mode(device->ddraw->wined3d, WINED3DADAPTER_DEFAULT, &mode, NULL)))
      {
          wined3d_mutex_unlock();
          WARN("Cannot get the current adapter format\n");
          return hr;
      }
  
      for (i = 0; i < sizeof(FormatList) / sizeof(*FormatList); ++i)
      {
          if (wined3d_check_device_format(device->ddraw->wined3d, WINED3DADAPTER_DEFAULT, WINED3D_DEVICE_TYPE_HAL,
                  mode.format_id, 0, WINED3D_RTYPE_TEXTURE, FormatList[i]) == D3D_OK)
          {
              DDPIXELFORMAT pformat;
  
              memset(&pformat, 0, sizeof(pformat));
              pformat.dwSize = sizeof(pformat);
              ddrawformat_from_wined3dformat(&pformat, FormatList[i]);
  
              TRACE("Enumerating WineD3DFormat %d\n", FormatList[i]);
              hr = callback(&pformat, context);
              if(hr != DDENUMRET_OK)
              {
                  TRACE("Format enumeration cancelled by application\n");
                  wined3d_mutex_unlock();
                  return D3D_OK;
              }
          }
      }
  
      for (i = 0; i < sizeof(BumpFormatList) / sizeof(*BumpFormatList); ++i)
      {
          if (wined3d_check_device_format(device->ddraw->wined3d, WINED3DADAPTER_DEFAULT,
                  WINED3D_DEVICE_TYPE_HAL, mode.format_id, WINED3DUSAGE_QUERY_LEGACYBUMPMAP,
                  WINED3D_RTYPE_TEXTURE, BumpFormatList[i]) == D3D_OK)
          {
              DDPIXELFORMAT pformat;
  
              memset(&pformat, 0, sizeof(pformat));
              pformat.dwSize = sizeof(pformat);
              ddrawformat_from_wined3dformat(&pformat, BumpFormatList[i]);
  
              TRACE("Enumerating WineD3DFormat %d\n", BumpFormatList[i]);
              hr = callback(&pformat, context);
              if(hr != DDENUMRET_OK)
              {
                  TRACE("Format enumeration cancelled by application\n");
                  wined3d_mutex_unlock();
                  return D3D_OK;
              }
          }
      }
      TRACE("End of enumeration\n");
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_EnumTextureFormats_FPUSetup(IDirect3DDevice7 *iface,
          LPD3DENUMPIXELFORMATSCALLBACK callback, void *context)
  {
      return d3d_device7_EnumTextureFormats(iface, callback, context);
  }
  
  static HRESULT WINAPI d3d_device7_EnumTextureFormats_FPUPreserve(IDirect3DDevice7 *iface,
          LPD3DENUMPIXELFORMATSCALLBACK callback, void *context)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_EnumTextureFormats(iface, callback, context);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_EnumTextureFormats(IDirect3DDevice3 *iface,
          LPD3DENUMPIXELFORMATSCALLBACK callback, void *context)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, callback %p, context %p.\n", iface, callback, context);
  
      return IDirect3DDevice7_EnumTextureFormats(&device->IDirect3DDevice7_iface, callback, context);
  }
  
  /*****************************************************************************
   * IDirect3DDevice2::EnumTextureformats
   *
   * EnumTextureFormats for Version 1 and 2, see
   * IDirect3DDevice7::EnumTexureFormats for a more detailed description.
   *
   * This version has a different callback and does not enumerate FourCC
   * formats
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device2_EnumTextureFormats(IDirect3DDevice2 *iface,
          LPD3DENUMTEXTUREFORMATSCALLBACK callback, void *context)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      struct wined3d_display_mode mode;
      HRESULT hr;
      unsigned int i;
  
      static const enum wined3d_format_id FormatList[] =
      {
          /* 16 bit */
          WINED3DFMT_B5G5R5X1_UNORM,
          WINED3DFMT_B5G5R5A1_UNORM,
          WINED3DFMT_B4G4R4A4_UNORM,
          WINED3DFMT_B5G6R5_UNORM,
          /* 32 bit */
          WINED3DFMT_B8G8R8X8_UNORM,
          WINED3DFMT_B8G8R8A8_UNORM,
          /* 8 bit */
          WINED3DFMT_B2G3R3_UNORM,
          WINED3DFMT_P8_UINT,
          /* FOURCC codes - Not in this version*/
      };
  
      TRACE("iface %p, callback %p, context %p.\n", iface, callback, context);
  
      if (!callback)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
  
      memset(&mode, 0, sizeof(mode));
      if (FAILED(hr = wined3d_get_adapter_display_mode(device->ddraw->wined3d, WINED3DADAPTER_DEFAULT, &mode, NULL)))
      {
          wined3d_mutex_unlock();
          WARN("Cannot get the current adapter format\n");
          return hr;
      }
  
      for (i = 0; i < sizeof(FormatList) / sizeof(*FormatList); ++i)
      {
          if (wined3d_check_device_format(device->ddraw->wined3d, 0, WINED3D_DEVICE_TYPE_HAL,
                  mode.format_id, 0, WINED3D_RTYPE_TEXTURE, FormatList[i]) == D3D_OK)
          {
              DDSURFACEDESC sdesc;
  
              memset(&sdesc, 0, sizeof(sdesc));
              sdesc.dwSize = sizeof(sdesc);
              sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS;
              sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
              sdesc.ddpfPixelFormat.dwSize = sizeof(sdesc.ddpfPixelFormat);
              ddrawformat_from_wined3dformat(&sdesc.ddpfPixelFormat, FormatList[i]);
  
              TRACE("Enumerating WineD3DFormat %d\n", FormatList[i]);
              hr = callback(&sdesc, context);
              if(hr != DDENUMRET_OK)
              {
                  TRACE("Format enumeration cancelled by application\n");
                  wined3d_mutex_unlock();
                  return D3D_OK;
              }
          }
      }
      TRACE("End of enumeration\n");
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device1_EnumTextureFormats(IDirect3DDevice *iface,
          LPD3DENUMTEXTUREFORMATSCALLBACK callback, void *context)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p, callback %p, context %p.\n", iface, callback, context);
  
      return d3d_device2_EnumTextureFormats(&device->IDirect3DDevice2_iface, callback, context);
  }
  
  /*****************************************************************************
   * IDirect3DDevice::CreateMatrix
   *
   * Creates a matrix handle. A handle is created and memory for a D3DMATRIX is
   * allocated for the handle.
   *
   * Version 1 only
   *
   * Params
   *  D3DMatHandle: Address to return the handle at
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if D3DMatHandle = NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_CreateMatrix(IDirect3DDevice *iface, D3DMATRIXHANDLE *D3DMatHandle)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      D3DMATRIX *Matrix;
      DWORD h;
  
      TRACE("iface %p, matrix_handle %p.\n", iface, D3DMatHandle);
  
      if(!D3DMatHandle)
          return DDERR_INVALIDPARAMS;
  
      Matrix = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(D3DMATRIX));
      if(!Matrix)
      {
          ERR("Out of memory when allocating a D3DMATRIX\n");
          return DDERR_OUTOFMEMORY;
      }
  
      wined3d_mutex_lock();
  
      h = ddraw_allocate_handle(&device->handle_table, Matrix, DDRAW_HANDLE_MATRIX);
      if (h == DDRAW_INVALID_HANDLE)
      {
          ERR("Failed to allocate a matrix handle.\n");
          HeapFree(GetProcessHeap(), 0, Matrix);
          wined3d_mutex_unlock();
          return DDERR_OUTOFMEMORY;
      }
  
      *D3DMatHandle = h + 1;
  
      TRACE(" returning matrix handle %d\n", *D3DMatHandle);
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice::SetMatrix
   *
   * Sets a matrix for a matrix handle. The matrix is copied into the memory
   * allocated for the handle
   *
   * Version 1 only
   *
   * Params:
   *  D3DMatHandle: Handle to set the matrix to
   *  D3DMatrix: Matrix to set
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if the handle of the matrix is invalid or the matrix
   *   to set is NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_SetMatrix(IDirect3DDevice *iface,
          D3DMATRIXHANDLE D3DMatHandle, D3DMATRIX *D3DMatrix)
  {
      struct d3d_device *This = impl_from_IDirect3DDevice(iface);
      D3DMATRIX *m;
  
      TRACE("iface %p, matrix_handle %#x, matrix %p.\n", iface, D3DMatHandle, D3DMatrix);
  
      if (!D3DMatrix) return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
  
      m = ddraw_get_object(&This->handle_table, D3DMatHandle - 1, DDRAW_HANDLE_MATRIX);
      if (!m)
      {
          WARN("Invalid matrix handle.\n");
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      if (TRACE_ON(ddraw))
          dump_D3DMATRIX(D3DMatrix);
  
      *m = *D3DMatrix;
  
      if (D3DMatHandle == This->world)
          wined3d_device_set_transform(This->wined3d_device,
                  WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)D3DMatrix);
  
      if (D3DMatHandle == This->view)
          wined3d_device_set_transform(This->wined3d_device,
                  WINED3D_TS_VIEW, (struct wined3d_matrix *)D3DMatrix);
  
      if (D3DMatHandle == This->proj)
          wined3d_device_set_transform(This->wined3d_device,
                  WINED3D_TS_PROJECTION, (struct wined3d_matrix *)D3DMatrix);
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice::GetMatrix
   *
   * Returns the content of a D3DMATRIX handle
   *
   * Version 1 only
   *
   * Params:
   *  D3DMatHandle: Matrix handle to read the content from
   *  D3DMatrix: Address to store the content at
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if D3DMatHandle is invalid or D3DMatrix is NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_GetMatrix(IDirect3DDevice *iface,
          D3DMATRIXHANDLE D3DMatHandle, D3DMATRIX *D3DMatrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      D3DMATRIX *m;
  
      TRACE("iface %p, matrix_handle %#x, matrix %p.\n", iface, D3DMatHandle, D3DMatrix);
  
      if (!D3DMatrix) return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
  
      m = ddraw_get_object(&device->handle_table, D3DMatHandle - 1, DDRAW_HANDLE_MATRIX);
      if (!m)
      {
          WARN("Invalid matrix handle.\n");
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      *D3DMatrix = *m;
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice::DeleteMatrix
   *
   * Destroys a Matrix handle. Frees the memory and unsets the handle data
   *
   * Version 1 only
   *
   * Params:
   *  D3DMatHandle: Handle to destroy
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if D3DMatHandle is invalid
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device1_DeleteMatrix(IDirect3DDevice *iface, D3DMATRIXHANDLE D3DMatHandle)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
      D3DMATRIX *m;
  
      TRACE("iface %p, matrix_handle %#x.\n", iface, D3DMatHandle);
  
      wined3d_mutex_lock();
  
      m = ddraw_free_handle(&device->handle_table, D3DMatHandle - 1, DDRAW_HANDLE_MATRIX);
      if (!m)
      {
          WARN("Invalid matrix handle.\n");
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      wined3d_mutex_unlock();
  
      HeapFree(GetProcessHeap(), 0, m);
  
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::BeginScene
   *
   * This method must be called before any rendering is performed.
   * IDirect3DDevice::EndScene has to be called after the scene is complete
   *
   * Version 1, 2, 3 and 7
   *
   * Returns:
   *  D3D_OK on success, for details see IWineD3DDevice::BeginScene
   *  D3DERR_SCENE_IN_SCENE if WineD3D returns an error(Only in case of an already
   *  started scene).
   *
   *****************************************************************************/
  static HRESULT d3d_device7_BeginScene(IDirect3DDevice7 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p.\n", iface);
  
      wined3d_mutex_lock();
      hr = wined3d_device_begin_scene(device->wined3d_device);
      wined3d_mutex_unlock();
  
      if(hr == WINED3D_OK) return D3D_OK;
      else return D3DERR_SCENE_IN_SCENE; /* TODO: Other possible causes of failure */
  }
  
  static HRESULT WINAPI d3d_device7_BeginScene_FPUSetup(IDirect3DDevice7 *iface)
  {
      return d3d_device7_BeginScene(iface);
  }
  
  static HRESULT WINAPI d3d_device7_BeginScene_FPUPreserve(IDirect3DDevice7 *iface)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_BeginScene(iface);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_BeginScene(IDirect3DDevice3 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IDirect3DDevice7_BeginScene(&device->IDirect3DDevice7_iface);
  }
  
  static HRESULT WINAPI d3d_device2_BeginScene(IDirect3DDevice2 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IDirect3DDevice7_BeginScene(&device->IDirect3DDevice7_iface);
  }
  
  static HRESULT WINAPI d3d_device1_BeginScene(IDirect3DDevice *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IDirect3DDevice7_BeginScene(&device->IDirect3DDevice7_iface);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::EndScene
   *
   * Ends a scene that has been begun with IDirect3DDevice7::BeginScene.
   * This method must be called after rendering is finished.
   *
   * Version 1, 2, 3 and 7
   *
   * Returns:
   *  D3D_OK on success, for details see IWineD3DDevice::EndScene
   *  D3DERR_SCENE_NOT_IN_SCENE is returned if WineD3D returns an error. It does
   *  that only if the scene was already ended.
   *
   *****************************************************************************/
  static HRESULT d3d_device7_EndScene(IDirect3DDevice7 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p.\n", iface);
  
      wined3d_mutex_lock();
      hr = wined3d_device_end_scene(device->wined3d_device);
      wined3d_mutex_unlock();
  
      if(hr == WINED3D_OK) return D3D_OK;
      else return D3DERR_SCENE_NOT_IN_SCENE;
  }
  
  static HRESULT WINAPI DECLSPEC_HOTPATCH d3d_device7_EndScene_FPUSetup(IDirect3DDevice7 *iface)
  {
      return d3d_device7_EndScene(iface);
  }
  
  static HRESULT WINAPI DECLSPEC_HOTPATCH d3d_device7_EndScene_FPUPreserve(IDirect3DDevice7 *iface)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_EndScene(iface);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI DECLSPEC_HOTPATCH d3d_device3_EndScene(IDirect3DDevice3 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IDirect3DDevice7_EndScene(&device->IDirect3DDevice7_iface);
  }
  
  static HRESULT WINAPI DECLSPEC_HOTPATCH d3d_device2_EndScene(IDirect3DDevice2 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IDirect3DDevice7_EndScene(&device->IDirect3DDevice7_iface);
  }
  
  static HRESULT WINAPI DECLSPEC_HOTPATCH d3d_device1_EndScene(IDirect3DDevice *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p.\n", iface);
  
      return IDirect3DDevice7_EndScene(&device->IDirect3DDevice7_iface);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetDirect3D
   *
   * Returns the IDirect3D(= interface to the DirectDraw object) used to create
   * this device.
   *
   * Params:
   *  Direct3D7: Address to store the interface pointer at
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Direct3D7 == NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device7_GetDirect3D(IDirect3DDevice7 *iface, IDirect3D7 **d3d)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p, d3d %p.\n", iface, d3d);
  
      if (!d3d)
          return DDERR_INVALIDPARAMS;
  
      *d3d = &device->ddraw->IDirect3D7_iface;
      IDirect3D7_AddRef(*d3d);
  
      TRACE("Returning interface %p.\n", *d3d);
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device3_GetDirect3D(IDirect3DDevice3 *iface, IDirect3D3 **d3d)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, d3d %p.\n", iface, d3d);
  
      if (!d3d)
          return DDERR_INVALIDPARAMS;
  
      *d3d = &device->ddraw->IDirect3D3_iface;
      IDirect3D3_AddRef(*d3d);
  
      TRACE("Returning interface %p.\n", *d3d);
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_GetDirect3D(IDirect3DDevice2 *iface, IDirect3D2 **d3d)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, d3d %p.\n", iface, d3d);
  
      if (!d3d)
          return DDERR_INVALIDPARAMS;
  
      *d3d = &device->ddraw->IDirect3D2_iface;
      IDirect3D2_AddRef(*d3d);
  
      TRACE("Returning interface %p.\n", *d3d);
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device1_GetDirect3D(IDirect3DDevice *iface, IDirect3D **d3d)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice(iface);
  
      TRACE("iface %p, d3d %p.\n", iface, d3d);
  
      if (!d3d)
          return DDERR_INVALIDPARAMS;
  
      *d3d = &device->ddraw->IDirect3D_iface;
      IDirect3D_AddRef(*d3d);
  
      TRACE("Returning interface %p.\n", *d3d);
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::SetCurrentViewport
   *
   * Sets a Direct3DViewport as the current viewport.
   * For the thunks note that all viewport interface versions are equal
   *
   * Params:
   *  Direct3DViewport3: The viewport to set
   *
   * Version 2 and 3
   *
   * Returns:
   *  D3D_OK on success
   *  (Is a NULL viewport valid?)
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_SetCurrentViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 *Direct3DViewport3)
  {
      struct d3d_device *This = impl_from_IDirect3DDevice3(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport3(Direct3DViewport3);
  
      TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport3);
  
      if (!vp)
      {
          WARN("Direct3DViewport3 is NULL, returning DDERR_INVALIDPARAMS\n");
          return DDERR_INVALIDPARAMS;
      }
  
      wined3d_mutex_lock();
      /* Do nothing if the specified viewport is the same as the current one */
      if (This->current_viewport == vp)
      {
          wined3d_mutex_unlock();
          return D3D_OK;
      }
  
      if (vp->active_device != This)
      {
          WARN("Viewport %p active device is %p.\n", vp, vp->active_device);
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      /* Release previous viewport and AddRef the new one */
      if (This->current_viewport)
      {
          TRACE("ViewportImpl is at %p, interface is at %p\n", This->current_viewport,
                  &This->current_viewport->IDirect3DViewport3_iface);
          IDirect3DViewport3_Release(&This->current_viewport->IDirect3DViewport3_iface);
      }
      IDirect3DViewport3_AddRef(Direct3DViewport3);
  
      /* Set this viewport as the current viewport */
      This->current_viewport = vp;
  
      /* Activate this viewport */
      viewport_activate(This->current_viewport, FALSE);
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_SetCurrentViewport(IDirect3DDevice2 *iface, IDirect3DViewport2 *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      struct d3d_viewport *vp = unsafe_impl_from_IDirect3DViewport2(viewport);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      return d3d_device3_SetCurrentViewport(&device->IDirect3DDevice3_iface,
              vp ? &vp->IDirect3DViewport3_iface : NULL);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::GetCurrentViewport
   *
   * Returns the currently active viewport.
   *
   * Version 2 and 3
   *
   * Params:
   *  Direct3DViewport3: Address to return the interface pointer at
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Direct3DViewport == NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_GetCurrentViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 **viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      wined3d_mutex_lock();
      if (!device->current_viewport)
      {
          wined3d_mutex_unlock();
          WARN("No current viewport, returning D3DERR_NOCURRENTVIEWPORT\n");
          return D3DERR_NOCURRENTVIEWPORT;
      }
  
      *viewport = &device->current_viewport->IDirect3DViewport3_iface;
      IDirect3DViewport3_AddRef(*viewport);
  
      TRACE("Returning interface %p.\n", *viewport);
      wined3d_mutex_unlock();
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_GetCurrentViewport(IDirect3DDevice2 *iface, IDirect3DViewport2 **viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      return d3d_device3_GetCurrentViewport(&device->IDirect3DDevice3_iface,
              (IDirect3DViewport3 **)viewport);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetRenderTarget
   *
   * Sets the render target for the Direct3DDevice.
   * For the thunks note that IDirectDrawSurface7 == IDirectDrawSurface4 and
   * IDirectDrawSurface3 == IDirectDrawSurface
   *
   * Version 2, 3 and 7
   *
   * Params:
   *  NewTarget: Pointer to an IDirectDrawSurface7 interface to set as the new
   *             render target
   *  Flags: Some flags
   *
   * Returns:
   *  D3D_OK on success, for details see IWineD3DDevice::SetRenderTarget
   *
   *****************************************************************************/
  static HRESULT d3d_device_set_render_target(struct d3d_device *device, struct ddraw_surface *target)
  {
      HRESULT hr;
  
      wined3d_mutex_lock();
  
      if (device->target == target)
      {
          TRACE("No-op SetRenderTarget operation, not doing anything\n");
          wined3d_mutex_unlock();
          return D3D_OK;
      }
      device->target = target;
      hr = wined3d_device_set_render_target(device->wined3d_device, 0,
              target ? target->wined3d_surface : NULL, FALSE);
      if(hr != D3D_OK)
      {
          wined3d_mutex_unlock();
          return hr;
      }
      d3d_device_update_depth_stencil(device);
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT d3d_device7_SetRenderTarget(IDirect3DDevice7 *iface,
          IDirectDrawSurface7 *NewTarget, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct ddraw_surface *target = unsafe_impl_from_IDirectDrawSurface7(NewTarget);
  
      TRACE("iface %p, target %p, flags %#x.\n", iface, NewTarget, flags);
  
      IDirectDrawSurface7_AddRef(NewTarget);
      IDirectDrawSurface7_Release(&device->target->IDirectDrawSurface7_iface);
      return d3d_device_set_render_target(device, target);
  }
  
  static HRESULT WINAPI d3d_device7_SetRenderTarget_FPUSetup(IDirect3DDevice7 *iface,
          IDirectDrawSurface7 *NewTarget, DWORD flags)
  {
      return d3d_device7_SetRenderTarget(iface, NewTarget, flags);
  }
  
  static HRESULT WINAPI d3d_device7_SetRenderTarget_FPUPreserve(IDirect3DDevice7 *iface,
          IDirectDrawSurface7 *NewTarget, DWORD flags)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetRenderTarget(iface, NewTarget, flags);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_SetRenderTarget(IDirect3DDevice3 *iface,
          IDirectDrawSurface4 *NewRenderTarget, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      struct ddraw_surface *target = unsafe_impl_from_IDirectDrawSurface4(NewRenderTarget);
  
      TRACE("iface %p, target %p, flags %#x.\n", iface, NewRenderTarget, flags);
  
      IDirectDrawSurface4_AddRef(NewRenderTarget);
      IDirectDrawSurface4_Release(&device->target->IDirectDrawSurface4_iface);
      return d3d_device_set_render_target(device, target);
  }
  
  static HRESULT WINAPI d3d_device2_SetRenderTarget(IDirect3DDevice2 *iface,
          IDirectDrawSurface *NewRenderTarget, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      struct ddraw_surface *target = unsafe_impl_from_IDirectDrawSurface(NewRenderTarget);
  
      TRACE("iface %p, target %p, flags %#x.\n", iface, NewRenderTarget, flags);
  
      IDirectDrawSurface_AddRef(NewRenderTarget);
      IDirectDrawSurface_Release(&device->target->IDirectDrawSurface_iface);
      return d3d_device_set_render_target(device, target);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetRenderTarget
   *
   * Returns the current render target.
   * This is handled locally, because the WineD3D render target's parent
   * is an IParent
   *
   * Version 2, 3 and 7
   *
   * Params:
   *  RenderTarget: Address to store the surface interface pointer
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if RenderTarget == NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device7_GetRenderTarget(IDirect3DDevice7 *iface, IDirectDrawSurface7 **RenderTarget)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p, target %p.\n", iface, RenderTarget);
  
      if(!RenderTarget)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      *RenderTarget = &device->target->IDirectDrawSurface7_iface;
      IDirectDrawSurface7_AddRef(*RenderTarget);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device3_GetRenderTarget(IDirect3DDevice3 *iface, IDirectDrawSurface4 **RenderTarget)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      IDirectDrawSurface7 *RenderTarget7;
      struct ddraw_surface *RenderTargetImpl;
      HRESULT hr;
  
      TRACE("iface %p, target %p.\n", iface, RenderTarget);
  
      if(!RenderTarget)
          return DDERR_INVALIDPARAMS;
  
      hr = d3d_device7_GetRenderTarget(&device->IDirect3DDevice7_iface, &RenderTarget7);
      if(hr != D3D_OK) return hr;
      RenderTargetImpl = impl_from_IDirectDrawSurface7(RenderTarget7);
      *RenderTarget = &RenderTargetImpl->IDirectDrawSurface4_iface;
      IDirectDrawSurface4_AddRef(*RenderTarget);
      IDirectDrawSurface7_Release(RenderTarget7);
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_GetRenderTarget(IDirect3DDevice2 *iface, IDirectDrawSurface **RenderTarget)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      IDirectDrawSurface7 *RenderTarget7;
      struct ddraw_surface *RenderTargetImpl;
      HRESULT hr;
  
      TRACE("iface %p, target %p.\n", iface, RenderTarget);
  
      if(!RenderTarget)
          return DDERR_INVALIDPARAMS;
  
      hr = d3d_device7_GetRenderTarget(&device->IDirect3DDevice7_iface, &RenderTarget7);
      if(hr != D3D_OK) return hr;
      RenderTargetImpl = impl_from_IDirectDrawSurface7(RenderTarget7);
      *RenderTarget = &RenderTargetImpl->IDirectDrawSurface_iface;
      IDirectDrawSurface_AddRef(*RenderTarget);
      IDirectDrawSurface7_Release(RenderTarget7);
      return D3D_OK;
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::Begin
   *
   * Begins a description block of vertices. This is similar to glBegin()
   * and glEnd(). After a call to IDirect3DDevice3::End, the vertices
   * described with IDirect3DDevice::Vertex are drawn.
   *
   * Version 2 and 3
   *
   * Params:
   *  PrimitiveType: The type of primitives to draw
   *  VertexTypeDesc: A flexible vertex format description of the vertices
   *  Flags: Some flags..
   *
   * Returns:
   *  D3D_OK on success
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_Begin(IDirect3DDevice3 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, primitive_type %#x, fvf %#x, flags %#x.\n",
              iface, primitive_type, fvf, flags);
  
      wined3d_mutex_lock();
      device->primitive_type = primitive_type;
      device->vertex_type = fvf;
      device->render_flags = flags;
      device->vertex_size = get_flexible_vertex_size(device->vertex_type);
      device->nb_vertices = 0;
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_Begin(IDirect3DDevice2 *iface,
          D3DPRIMITIVETYPE primitive_type, D3DVERTEXTYPE vertex_type, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      DWORD fvf;
  
      TRACE("iface %p, primitive_type %#x, vertex_type %#x, flags %#x.\n",
              iface, primitive_type, vertex_type, flags);
  
      switch (vertex_type)
      {
          case D3DVT_VERTEX: fvf = D3DFVF_VERTEX; break;
          case D3DVT_LVERTEX: fvf = D3DFVF_LVERTEX; break;
          case D3DVT_TLVERTEX: fvf = D3DFVF_TLVERTEX; break;
          default:
              ERR("Unexpected vertex type %#x.\n", vertex_type);
              return DDERR_INVALIDPARAMS;  /* Should never happen */
      };
  
      return d3d_device3_Begin(&device->IDirect3DDevice3_iface, primitive_type, fvf, flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::BeginIndexed
   *
   * Draws primitives based on vertices in a vertex array which are specified
   * by indices.
   *
   * Version 2 and 3
   *
   * Params:
   *  PrimitiveType: Primitive type to draw
   *  VertexType: A FVF description of the vertex format
   *  Vertices: pointer to an array containing the vertices
   *  NumVertices: The number of vertices in the vertex array
   *  Flags: Some flags ...
   *
   * Returns:
   *  D3D_OK, because it's a stub
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_BeginIndexed(IDirect3DDevice3 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf,
          void *vertices, DWORD vertex_count, DWORD flags)
  {
      FIXME("iface %p, primitive_type %#x, fvf %#x, vertices %p, vertex_count %u, flags %#x stub!\n",
              iface, primitive_type, fvf, vertices, vertex_count, flags);
  
      return D3D_OK;
  }
  
  
  static HRESULT WINAPI d3d_device2_BeginIndexed(IDirect3DDevice2 *iface,
          D3DPRIMITIVETYPE primitive_type, D3DVERTEXTYPE vertex_type,
          void *vertices, DWORD vertex_count, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      DWORD fvf;
  
      TRACE("iface %p, primitive_type %#x, vertex_type %#x, vertices %p, vertex_count %u, flags %#x stub!\n",
              iface, primitive_type, vertex_type, vertices, vertex_count, flags);
  
      switch (vertex_type)
      {
          case D3DVT_VERTEX: fvf = D3DFVF_VERTEX; break;
          case D3DVT_LVERTEX: fvf = D3DFVF_LVERTEX; break;
          case D3DVT_TLVERTEX: fvf = D3DFVF_TLVERTEX; break;
          default:
              ERR("Unexpected vertex type %#x.\n", vertex_type);
              return DDERR_INVALIDPARAMS;  /* Should never happen */
      };
  
      return d3d_device3_BeginIndexed(&device->IDirect3DDevice3_iface,
              primitive_type, fvf, vertices, vertex_count, flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::Vertex
   *
   * Draws a vertex as described by IDirect3DDevice3::Begin. It places all
   * drawn vertices in a vertex buffer. If the buffer is too small, its
   * size is increased.
   *
   * Version 2 and 3
   *
   * Params:
   *  Vertex: Pointer to the vertex
   *
   * Returns:
   *  D3D_OK, on success
   *  DDERR_INVALIDPARAMS if Vertex is NULL
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_Vertex(IDirect3DDevice3 *iface, void *vertex)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, vertex %p.\n", iface, vertex);
  
      if (!vertex)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      if ((device->nb_vertices + 1) * device->vertex_size > device->buffer_size)
      {
          BYTE *old_buffer;
  
          device->buffer_size = device->buffer_size ? device->buffer_size * 2 : device->vertex_size * 3;
          old_buffer = device->sysmem_vertex_buffer;
          device->sysmem_vertex_buffer = HeapAlloc(GetProcessHeap(), 0, device->buffer_size);
          if (old_buffer)
          {
              memcpy(device->sysmem_vertex_buffer, old_buffer, device->nb_vertices * device->vertex_size);
              HeapFree(GetProcessHeap(), 0, old_buffer);
          }
      }
  
      memcpy(device->sysmem_vertex_buffer + device->nb_vertices++ * device->vertex_size, vertex, device->vertex_size);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_Vertex(IDirect3DDevice2 *iface, void *vertex)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, vertex %p.\n", iface, vertex);
  
      return d3d_device3_Vertex(&device->IDirect3DDevice3_iface, vertex);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::Index
   *
   * Specifies an index to a vertex to be drawn. The vertex array has to
   * be specified with BeginIndexed first.
   *
   * Parameters:
   *  VertexIndex: The index of the vertex to draw
   *
   * Returns:
   *  D3D_OK because it's a stub
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_Index(IDirect3DDevice3 *iface, WORD index)
  {
      FIXME("iface %p, index %#x stub!\n", iface, index);
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_Index(IDirect3DDevice2 *iface, WORD index)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, index %#x.\n", iface, index);
  
      return d3d_device3_Index(&device->IDirect3DDevice3_iface, index);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetRenderState
   *
   * Returns the value of a render state. The possible render states are
   * defined in include/d3dtypes.h
   *
   * Version 2, 3 and 7
   *
   * Params:
   *  RenderStateType: Render state to return the current setting of
   *  Value: Address to store the value at
   *
   * Returns:
   *  D3D_OK on success, for details see IWineD3DDevice::GetRenderState
   *  DDERR_INVALIDPARAMS if Value == NULL
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetRenderState(IDirect3DDevice7 *iface,
          D3DRENDERSTATETYPE state, DWORD *value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr = D3D_OK;
  
      TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
  
      if (!value)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      switch (state)
      {
          case D3DRENDERSTATE_TEXTUREMAG:
          {
              enum wined3d_texture_filter_type tex_mag;
  
              tex_mag = wined3d_device_get_sampler_state(device->wined3d_device, 0, WINED3D_SAMP_MAG_FILTER);
              switch (tex_mag)
              {
                  case WINED3D_TEXF_POINT:
                      *value = D3DFILTER_NEAREST;
                      break;
                  case WINED3D_TEXF_LINEAR:
                      *value = D3DFILTER_LINEAR;
                      break;
                  default:
                      ERR("Unhandled texture mag %d !\n",tex_mag);
                      *value = 0;
              }
              break;
          }
  
          case D3DRENDERSTATE_TEXTUREMIN:
          {
              enum wined3d_texture_filter_type tex_min;
              enum wined3d_texture_filter_type tex_mip;
  
              tex_min = wined3d_device_get_sampler_state(device->wined3d_device, 0, WINED3D_SAMP_MIN_FILTER);
              tex_mip = wined3d_device_get_sampler_state(device->wined3d_device, 0, WINED3D_SAMP_MIP_FILTER);
              switch (tex_min)
              {
                  case WINED3D_TEXF_POINT:
                      switch (tex_mip)
                      {
                          case WINED3D_TEXF_NONE:
                              *value = D3DFILTER_NEAREST;
                              break;
                          case WINED3D_TEXF_POINT:
                              *value = D3DFILTER_MIPNEAREST;
                              break;
                          case WINED3D_TEXF_LINEAR:
                              *value = D3DFILTER_LINEARMIPNEAREST;
                              break;
                          default:
                              ERR("Unhandled mip filter %#x.\n", tex_mip);
                              *value = D3DFILTER_NEAREST;
                              break;
                      }
                      break;
                  case WINED3D_TEXF_LINEAR:
                      switch (tex_mip)
                      {
                          case WINED3D_TEXF_NONE:
                              *value = D3DFILTER_LINEAR;
                              break;
                          case WINED3D_TEXF_POINT:
                              *value = D3DFILTER_MIPLINEAR;
                              break;
                          case WINED3D_TEXF_LINEAR:
                              *value = D3DFILTER_LINEARMIPLINEAR;
                              break;
                          default:
                              ERR("Unhandled mip filter %#x.\n", tex_mip);
                              *value = D3DFILTER_LINEAR;
                              break;
                      }
                      break;
                  default:
                      ERR("Unhandled texture min filter %#x.\n",tex_min);
                      *value = D3DFILTER_NEAREST;
                      break;
              }
              break;
          }
  
          case D3DRENDERSTATE_TEXTUREADDRESS:
          case D3DRENDERSTATE_TEXTUREADDRESSU:
              *value = wined3d_device_get_sampler_state(device->wined3d_device, 0, WINED3D_SAMP_ADDRESS_U);
              break;
          case D3DRENDERSTATE_TEXTUREADDRESSV:
              *value = wined3d_device_get_sampler_state(device->wined3d_device, 0, WINED3D_SAMP_ADDRESS_V);
              break;
  
          case D3DRENDERSTATE_BORDERCOLOR:
              FIXME("Unhandled render state D3DRENDERSTATE_BORDERCOLOR.\n");
              hr = E_NOTIMPL;
              break;
  
          case D3DRENDERSTATE_TEXTUREHANDLE:
          case D3DRENDERSTATE_TEXTUREMAPBLEND:
              WARN("Render state %#x is invalid in d3d7.\n", state);
              hr = DDERR_INVALIDPARAMS;
              break;
  
          case D3DRENDERSTATE_ZBIAS:
              *value = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS);
              break;
  
          default:
              if (state >= D3DRENDERSTATE_STIPPLEPATTERN00
                      && state <= D3DRENDERSTATE_STIPPLEPATTERN31)
              {
                  FIXME("Unhandled stipple pattern render state (%#x).\n", state);
                  hr = E_NOTIMPL;
                  break;
              }
              *value = wined3d_device_get_render_state(device->wined3d_device, state);
      }
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_GetRenderState_FPUSetup(IDirect3DDevice7 *iface,
          D3DRENDERSTATETYPE state, DWORD *value)
  {
      return d3d_device7_GetRenderState(iface, state, value);
  }
  
  static HRESULT WINAPI d3d_device7_GetRenderState_FPUPreserve(IDirect3DDevice7 *iface,
          D3DRENDERSTATETYPE state, DWORD *value)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetRenderState(iface, state, value);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_GetRenderState(IDirect3DDevice3 *iface,
          D3DRENDERSTATETYPE state, DWORD *value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
  
      switch (state)
      {
          case D3DRENDERSTATE_TEXTUREHANDLE:
          {
              /* This state is wrapped to SetTexture in SetRenderState, so
               * it has to be wrapped to GetTexture here. */
              struct wined3d_texture *tex = NULL;
              *value = 0;
  
              wined3d_mutex_lock();
              if ((tex = wined3d_device_get_texture(device->wined3d_device, 0)))
              {
                  /* The parent of the texture is the IDirectDrawSurface7
                   * interface of the ddraw surface. */
                  struct ddraw_surface *parent = wined3d_texture_get_parent(tex);
                  if (parent)
                      *value = parent->Handle;
              }
              wined3d_mutex_unlock();
  
              return D3D_OK;
          }
  
          case D3DRENDERSTATE_TEXTUREMAPBLEND:
          {
              /* D3DRENDERSTATE_TEXTUREMAPBLEND is mapped to texture state stages in SetRenderState; reverse
                 the mapping to get the value. */
              DWORD colorop, colorarg1, colorarg2;
              DWORD alphaop, alphaarg1, alphaarg2;
  
              wined3d_mutex_lock();
  
              device->legacyTextureBlending = TRUE;
  
              colorop = wined3d_device_get_texture_stage_state(device->wined3d_device, 0, WINED3D_TSS_COLOR_OP);
              colorarg1 = wined3d_device_get_texture_stage_state(device->wined3d_device, 0, WINED3D_TSS_COLOR_ARG1);
              colorarg2 = wined3d_device_get_texture_stage_state(device->wined3d_device, 0, WINED3D_TSS_COLOR_ARG2);
              alphaop = wined3d_device_get_texture_stage_state(device->wined3d_device, 0, WINED3D_TSS_ALPHA_OP);
              alphaarg1 = wined3d_device_get_texture_stage_state(device->wined3d_device, 0, WINED3D_TSS_ALPHA_ARG1);
              alphaarg2 = wined3d_device_get_texture_stage_state(device->wined3d_device, 0, WINED3D_TSS_ALPHA_ARG2);
  
              if (colorop == WINED3D_TOP_SELECT_ARG1 && colorarg1 == WINED3DTA_TEXTURE
                      && alphaop == WINED3D_TOP_SELECT_ARG1 && alphaarg1 == WINED3DTA_TEXTURE)
                  *value = D3DTBLEND_DECAL;
              else if (colorop == WINED3D_TOP_SELECT_ARG1 && colorarg1 == WINED3DTA_TEXTURE
                      && alphaop == WINED3D_TOP_MODULATE
                      && alphaarg1 == WINED3DTA_TEXTURE && alphaarg2 == WINED3DTA_CURRENT)
                  *value = D3DTBLEND_DECALALPHA;
              else if (colorop == WINED3D_TOP_MODULATE
                      && colorarg1 == WINED3DTA_TEXTURE && colorarg2 == WINED3DTA_CURRENT
                      && alphaop == WINED3D_TOP_MODULATE
                      && alphaarg1 == WINED3DTA_TEXTURE && alphaarg2 == WINED3DTA_CURRENT)
                  *value = D3DTBLEND_MODULATEALPHA;
              else
              {
                  struct wined3d_texture *tex = NULL;
                  BOOL tex_alpha = FALSE;
                  DDPIXELFORMAT ddfmt;
  
                  if ((tex = wined3d_device_get_texture(device->wined3d_device, 0)))
                  {
                      struct wined3d_resource *sub_resource;
  
                      if ((sub_resource = wined3d_texture_get_sub_resource(tex, 0)))
                      {
                          struct wined3d_resource_desc desc;
  
                          wined3d_resource_get_desc(sub_resource, &desc);
                          ddfmt.dwSize = sizeof(ddfmt);
                          ddrawformat_from_wined3dformat(&ddfmt, desc.format);
                          if (ddfmt.u5.dwRGBAlphaBitMask) tex_alpha = TRUE;
                      }
                  }
  
                  if (!(colorop == WINED3D_TOP_MODULATE
                          && colorarg1 == WINED3DTA_TEXTURE && colorarg2 == WINED3DTA_CURRENT
                          && alphaop == (tex_alpha ? WINED3D_TOP_SELECT_ARG1 : WINED3D_TOP_SELECT_ARG2)
                          && alphaarg1 == WINED3DTA_TEXTURE && alphaarg2 == WINED3DTA_CURRENT))
                      ERR("Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous.\n");
  
                  *value = D3DTBLEND_MODULATE;
              }
  
              wined3d_mutex_unlock();
  
              return D3D_OK;
          }
  
          case D3DRENDERSTATE_LIGHTING:
              *value = 0xffffffff;
              return D3D_OK;
  
          default:
              return IDirect3DDevice7_GetRenderState(&device->IDirect3DDevice7_iface, state, value);
      }
  }
  
  static HRESULT WINAPI d3d_device2_GetRenderState(IDirect3DDevice2 *iface,
          D3DRENDERSTATETYPE state, DWORD *value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
  
      return IDirect3DDevice3_GetRenderState(&device->IDirect3DDevice3_iface, state, value);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetRenderState
   *
   * Sets a render state. The possible render states are defined in
   * include/d3dtypes.h
   *
   * Version 2, 3 and 7
   *
   * Params:
   *  RenderStateType: State to set
   *  Value: Value to assign to that state
   *
   * Returns:
   *  D3D_OK on success,
   *  for details see IWineD3DDevice::SetRenderState
   *
   *****************************************************************************/
  static HRESULT d3d_device7_SetRenderState(IDirect3DDevice7 *iface,
          D3DRENDERSTATETYPE state, DWORD value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr = D3D_OK;
  
      TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
  
      wined3d_mutex_lock();
      /* Some render states need special care */
      switch (state)
      {
          /*
           * The ddraw texture filter mapping works like this:
           *     D3DFILTER_NEAREST            Point min/mag, no mip
           *     D3DFILTER_MIPNEAREST         Point min/mag, point mip
           *     D3DFILTER_LINEARMIPNEAREST:  Point min/mag, linear mip
           *
           *     D3DFILTER_LINEAR             Linear min/mag, no mip
           *     D3DFILTER_MIPLINEAR          Linear min/mag, point mip
           *     D3DFILTER_LINEARMIPLINEAR    Linear min/mag, linear mip
           *
           * This is the opposite of the GL naming convention,
           * D3DFILTER_LINEARMIPNEAREST corresponds to GL_NEAREST_MIPMAP_LINEAR.
           */
          case D3DRENDERSTATE_TEXTUREMAG:
          {
              enum wined3d_texture_filter_type tex_mag;
  
              switch (value)
              {
                  case D3DFILTER_NEAREST:
                  case D3DFILTER_MIPNEAREST:
                  case D3DFILTER_LINEARMIPNEAREST:
                      tex_mag = WINED3D_TEXF_POINT;
                      break;
                  case D3DFILTER_LINEAR:
                  case D3DFILTER_MIPLINEAR:
                  case D3DFILTER_LINEARMIPLINEAR:
                      tex_mag = WINED3D_TEXF_LINEAR;
                      break;
                  default:
                      tex_mag = WINED3D_TEXF_POINT;
                      FIXME("Unhandled texture mag %#x.\n", value);
                      break;
              }
  
              wined3d_device_set_sampler_state(device->wined3d_device, 0, WINED3D_SAMP_MAG_FILTER, tex_mag);
              break;
          }
  
          case D3DRENDERSTATE_TEXTUREMIN:
          {
              enum wined3d_texture_filter_type tex_min;
              enum wined3d_texture_filter_type tex_mip;
  
              switch (value)
              {
                  case D3DFILTER_NEAREST:
                      tex_min = WINED3D_TEXF_POINT;
                      tex_mip = WINED3D_TEXF_NONE;
                      break;
                  case D3DFILTER_LINEAR:
                      tex_min = WINED3D_TEXF_LINEAR;
                      tex_mip = WINED3D_TEXF_NONE;
                      break;
                  case D3DFILTER_MIPNEAREST:
                      tex_min = WINED3D_TEXF_POINT;
                      tex_mip = WINED3D_TEXF_POINT;
                      break;
                  case D3DFILTER_MIPLINEAR:
                      tex_min = WINED3D_TEXF_LINEAR;
                      tex_mip = WINED3D_TEXF_POINT;
                      break;
                  case D3DFILTER_LINEARMIPNEAREST:
                      tex_min = WINED3D_TEXF_POINT;
                      tex_mip = WINED3D_TEXF_LINEAR;
                      break;
                  case D3DFILTER_LINEARMIPLINEAR:
                      tex_min = WINED3D_TEXF_LINEAR;
                      tex_mip = WINED3D_TEXF_LINEAR;
                      break;
  
                  default:
                      FIXME("Unhandled texture min %#x.\n",value);
                      tex_min = WINED3D_TEXF_POINT;
                      tex_mip = WINED3D_TEXF_NONE;
                      break;
              }
  
              wined3d_device_set_sampler_state(device->wined3d_device,
                      0, WINED3D_SAMP_MIP_FILTER, tex_mip);
              wined3d_device_set_sampler_state(device->wined3d_device,
                      0, WINED3D_SAMP_MIN_FILTER, tex_min);
              break;
          }
  
          case D3DRENDERSTATE_TEXTUREADDRESS:
              wined3d_device_set_sampler_state(device->wined3d_device,
                      0, WINED3D_SAMP_ADDRESS_V, value);
              /* Drop through */
          case D3DRENDERSTATE_TEXTUREADDRESSU:
              wined3d_device_set_sampler_state(device->wined3d_device,
                      0, WINED3D_SAMP_ADDRESS_U, value);
              break;
          case D3DRENDERSTATE_TEXTUREADDRESSV:
              wined3d_device_set_sampler_state(device->wined3d_device,
                      0, WINED3D_SAMP_ADDRESS_V, value);
              break;
  
          case D3DRENDERSTATE_BORDERCOLOR:
              /* This should probably just forward to the corresponding sampler
               * state. Needs tests. */
              FIXME("Unhandled render state D3DRENDERSTATE_BORDERCOLOR.\n");
              hr = E_NOTIMPL;
              break;
  
          case D3DRENDERSTATE_TEXTUREHANDLE:
          case D3DRENDERSTATE_TEXTUREMAPBLEND:
              WARN("Render state %#x is invalid in d3d7.\n", state);
              hr = DDERR_INVALIDPARAMS;
              break;
  
          case D3DRENDERSTATE_ZBIAS:
              wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, value);
              break;
  
          default:
              if (state >= D3DRENDERSTATE_STIPPLEPATTERN00
                      && state <= D3DRENDERSTATE_STIPPLEPATTERN31)
              {
                  FIXME("Unhandled stipple pattern render state (%#x).\n", state);
                  hr = E_NOTIMPL;
                  break;
              }
  
              wined3d_device_set_render_state(device->wined3d_device, state, value);
              break;
      }
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_SetRenderState_FPUSetup(IDirect3DDevice7 *iface,
          D3DRENDERSTATETYPE state, DWORD value)
  {
      return d3d_device7_SetRenderState(iface, state, value);
  }
  
  static HRESULT WINAPI d3d_device7_SetRenderState_FPUPreserve(IDirect3DDevice7 *iface,
          D3DRENDERSTATETYPE state, DWORD value)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetRenderState(iface, state, value);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_SetRenderState(IDirect3DDevice3 *iface,
          D3DRENDERSTATETYPE state, DWORD value)
  {
      /* Note about D3DRENDERSTATE_TEXTUREMAPBLEND implementation: most of values
      for this state can be directly mapped to texture stage colorop and alphaop, but
      D3DTBLEND_MODULATE is tricky: it uses alpha from texture when available and alpha
      from diffuse otherwise. So changing the texture must be monitored in SetTexture to modify
      alphaarg when needed.
  
      Aliens vs Predator 1 depends on accurate D3DTBLEND_MODULATE emulation
  
      Legacy texture blending (TEXTUREMAPBLEND) and texture stage states: directx6 docs state that
      TEXTUREMAPBLEND is deprecated, yet can still be used. Games must not use both or results
      are undefined. D3DTBLEND_MODULATE mode in particular is dependent on texture pixel format and
      requires fixup of stage 0 texture states when texture changes, but this fixup can interfere
      with games not using this deprecated state. So a flag 'legacyTextureBlending' has to be kept
      in device - TRUE if the app is using TEXTUREMAPBLEND.
  
      Tests show that setting TEXTUREMAPBLEND on native doesn't seem to change values returned by
      GetTextureStageState and vice versa. Not so on Wine, but it is 'undefined' anyway so, probably, ok,
      unless some broken game will be found that cares. */
  
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      HRESULT hr;
  
      TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
  
      wined3d_mutex_lock();
  
      switch (state)
      {
          case D3DRENDERSTATE_TEXTUREHANDLE:
          {
              struct ddraw_surface *surf;
  
              if (value == 0)
              {
                  hr = wined3d_device_set_texture(device->wined3d_device, 0, NULL);
                  break;
              }
  
              surf = ddraw_get_object(&device->handle_table, value - 1, DDRAW_HANDLE_SURFACE);
              if (!surf)
              {
                  WARN("Invalid texture handle.\n");
                  hr = DDERR_INVALIDPARAMS;
                  break;
              }
  
              hr = IDirect3DDevice3_SetTexture(iface, 0, &surf->IDirect3DTexture2_iface);
              break;
          }
  
          case D3DRENDERSTATE_TEXTUREMAPBLEND:
          {
              device->legacyTextureBlending = TRUE;
  
              switch (value)
              {
                  case D3DTBLEND_MODULATE:
                  {
                      struct wined3d_texture *tex = NULL;
                      BOOL tex_alpha = FALSE;
                      DDPIXELFORMAT ddfmt;
  
                      if ((tex = wined3d_device_get_texture(device->wined3d_device, 0)))
                      {
                          struct wined3d_resource *sub_resource;
  
                          if ((sub_resource = wined3d_texture_get_sub_resource(tex, 0)))
                          {
                              struct wined3d_resource_desc desc;
  
                              wined3d_resource_get_desc(sub_resource, &desc);
                              ddfmt.dwSize = sizeof(ddfmt);
                              ddrawformat_from_wined3dformat(&ddfmt, desc.format);
                              if (ddfmt.u5.dwRGBAlphaBitMask) tex_alpha = TRUE;
                          }
                      }
  
                      if (tex_alpha)
                          wined3d_device_set_texture_stage_state(device->wined3d_device,
                                  0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG1);
                      else
                          wined3d_device_set_texture_stage_state(device->wined3d_device,
                                  0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG2);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_MODULATE);
                      break;
                  }
  
                  case D3DTBLEND_ADD:
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_ADD);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG2);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
                      break;
  
                  case D3DTBLEND_MODULATEALPHA:
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_MODULATE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_MODULATE);
                      break;
  
                  case D3DTBLEND_COPY:
                  case D3DTBLEND_DECAL:
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_SELECT_ARG1);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG1);
                      break;
  
                  case D3DTBLEND_DECALALPHA:
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_BLEND_TEXTURE_ALPHA);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG2);
                      wined3d_device_set_texture_stage_state(device->wined3d_device,
                              0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
                      break;
  
                  default:
                      FIXME("Unhandled texture environment %#x.\n", value);
              }
  
              hr = D3D_OK;
              break;
          }
  
          case D3DRENDERSTATE_LIGHTING:
              hr = D3D_OK;
              break;
  
          default:
              hr = IDirect3DDevice7_SetRenderState(&device->IDirect3DDevice7_iface, state, value);
              break;
      }
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device2_SetRenderState(IDirect3DDevice2 *iface,
          D3DRENDERSTATETYPE state, DWORD value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
  
      return IDirect3DDevice3_SetRenderState(&device->IDirect3DDevice3_iface, state, value);
  }
  
  /*****************************************************************************
   * Direct3DDevice3::SetLightState
   *
   * Sets a light state for Direct3DDevice3 and Direct3DDevice2. The
   * light states are forwarded to Direct3DDevice7 render states
   *
   * Version 2 and 3
   *
   * Params:
   *  LightStateType: The light state to change
   *  Value: The value to assign to that light state
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if the parameters were incorrect
   *  Also check IDirect3DDevice7::SetRenderState
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_SetLightState(IDirect3DDevice3 *iface,
          D3DLIGHTSTATETYPE state, DWORD value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      HRESULT hr;
  
      TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
  
      if (!state || (state > D3DLIGHTSTATE_COLORVERTEX))
      {
          TRACE("Unexpected Light State Type\n");
          return DDERR_INVALIDPARAMS;
      }
  
      wined3d_mutex_lock();
      if (state == D3DLIGHTSTATE_MATERIAL)
      {
          struct d3d_material *m = ddraw_get_object(&device->handle_table, value - 1, DDRAW_HANDLE_MATERIAL);
          if (!m)
          {
              WARN("Invalid material handle.\n");
              wined3d_mutex_unlock();
              return DDERR_INVALIDPARAMS;
          }
  
          TRACE(" activating material %p.\n", m);
          material_activate(m);
  
          device->material = value;
      }
      else if (state == D3DLIGHTSTATE_COLORMODEL)
      {
          switch (value)
          {
              case D3DCOLOR_MONO:
                  ERR("DDCOLOR_MONO should not happen!\n");
                  break;
              case D3DCOLOR_RGB:
                  /* We are already in this mode */
                  TRACE("Setting color model to RGB (no-op).\n");
                  break;
              default:
                  ERR("Unknown color model!\n");
                  wined3d_mutex_unlock();
                  return DDERR_INVALIDPARAMS;
          }
      }
      else
      {
          D3DRENDERSTATETYPE rs;
          switch (state)
          {
              case D3DLIGHTSTATE_AMBIENT:       /* 2 */
                  rs = D3DRENDERSTATE_AMBIENT;
                  break;
              case D3DLIGHTSTATE_FOGMODE:       /* 4 */
                  rs = D3DRENDERSTATE_FOGVERTEXMODE;
                  break;
              case D3DLIGHTSTATE_FOGSTART:      /* 5 */
                  rs = D3DRENDERSTATE_FOGSTART;
                  break;
              case D3DLIGHTSTATE_FOGEND:        /* 6 */
                  rs = D3DRENDERSTATE_FOGEND;
                  break;
              case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
                  rs = D3DRENDERSTATE_FOGDENSITY;
                  break;
              case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
                  rs = D3DRENDERSTATE_COLORVERTEX;
                  break;
              default:
                  FIXME("Unhandled D3DLIGHTSTATETYPE %#x.\n", state);
                  wined3d_mutex_unlock();
                  return DDERR_INVALIDPARAMS;
          }
  
          hr = IDirect3DDevice7_SetRenderState(&device->IDirect3DDevice7_iface, rs, value);
          wined3d_mutex_unlock();
          return hr;
      }
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_SetLightState(IDirect3DDevice2 *iface,
          D3DLIGHTSTATETYPE state, DWORD value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
  
      return d3d_device3_SetLightState(&device->IDirect3DDevice3_iface, state, value);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::GetLightState
   *
   * Returns the current setting of a light state. The state is read from
   * the Direct3DDevice7 render state.
   *
   * Version 2 and 3
   *
   * Params:
   *  LightStateType: The light state to return
   *  Value: The address to store the light state setting at
   *
   * Returns:
   *  D3D_OK on success
   *  DDDERR_INVALIDPARAMS if the parameters were incorrect
   *  Also see IDirect3DDevice7::GetRenderState
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_GetLightState(IDirect3DDevice3 *iface,
          D3DLIGHTSTATETYPE state, DWORD *value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      HRESULT hr;
  
      TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
  
      if (!state || (state > D3DLIGHTSTATE_COLORVERTEX))
      {
          TRACE("Unexpected Light State Type\n");
          return DDERR_INVALIDPARAMS;
      }
  
      if (!value)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      if (state == D3DLIGHTSTATE_MATERIAL)
      {
          *value = device->material;
      }
      else if (state == D3DLIGHTSTATE_COLORMODEL)
      {
          *value = D3DCOLOR_RGB;
      }
      else
      {
          D3DRENDERSTATETYPE rs;
          switch (state)
          {
              case D3DLIGHTSTATE_AMBIENT:       /* 2 */
                  rs = D3DRENDERSTATE_AMBIENT;
                  break;
              case D3DLIGHTSTATE_FOGMODE:       /* 4 */
                  rs = D3DRENDERSTATE_FOGVERTEXMODE;
                  break;
              case D3DLIGHTSTATE_FOGSTART:      /* 5 */
                  rs = D3DRENDERSTATE_FOGSTART;
                  break;
              case D3DLIGHTSTATE_FOGEND:        /* 6 */
                  rs = D3DRENDERSTATE_FOGEND;
                  break;
              case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
                  rs = D3DRENDERSTATE_FOGDENSITY;
                  break;
              case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
                  rs = D3DRENDERSTATE_COLORVERTEX;
                  break;
              default:
                  FIXME("Unhandled D3DLIGHTSTATETYPE %#x.\n", state);
                  wined3d_mutex_unlock();
                  return DDERR_INVALIDPARAMS;
          }
  
          hr = IDirect3DDevice7_GetRenderState(&device->IDirect3DDevice7_iface, rs, value);
          wined3d_mutex_unlock();
          return hr;
      }
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device2_GetLightState(IDirect3DDevice2 *iface,
          D3DLIGHTSTATETYPE state, DWORD *value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
  
      return d3d_device3_GetLightState(&device->IDirect3DDevice3_iface, state, value);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetTransform
   *
   * Assigns a D3DMATRIX to a transform type. The transform types are defined
   * in include/d3dtypes.h.
   * The D3DTRANSFORMSTATE_WORLD (=1) is translated to D3DTS_WORLDMATRIX(0)
   * (=255) for wined3d, because the 1 transform state was removed in d3d8
   * and WineD3D already understands the replacement D3DTS_WORLDMATRIX(0)
   *
   * Version 2, 3 and 7
   *
   * Params:
   *  TransformStateType: transform state to set
   *  Matrix: Matrix to assign to the state
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Matrix == NULL
   *  For details see IWineD3DDevice::SetTransform
   *
   *****************************************************************************/
  static HRESULT d3d_device7_SetTransform(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      enum wined3d_transform_state wined3d_state;
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      switch (state)
      {
          case D3DTRANSFORMSTATE_WORLD:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(0);
              break;
          case D3DTRANSFORMSTATE_WORLD1:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(1);
              break;
          case D3DTRANSFORMSTATE_WORLD2:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(2);
              break;
          case D3DTRANSFORMSTATE_WORLD3:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(3);
              break;
          default:
              wined3d_state = state;
      }
  
      if (!matrix)
          return DDERR_INVALIDPARAMS;
  
      /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
      wined3d_mutex_lock();
      wined3d_device_set_transform(device->wined3d_device, wined3d_state, (struct wined3d_matrix *)matrix);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_SetTransform_FPUSetup(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      return d3d_device7_SetTransform(iface, state, matrix);
  }
  
  static HRESULT WINAPI d3d_device7_SetTransform_FPUPreserve(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetTransform(iface, state, matrix);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_SetTransform(IDirect3DDevice3 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      if (!matrix)
          return DDERR_INVALIDPARAMS;
  
      if (state == D3DTRANSFORMSTATE_PROJECTION)
      {
          D3DMATRIX projection;
  
          wined3d_mutex_lock();
          multiply_matrix(&projection, &device->legacy_clipspace, matrix);
          wined3d_device_set_transform(device->wined3d_device,
                  WINED3D_TS_PROJECTION, (struct wined3d_matrix *)&projection);
          device->legacy_projection = *matrix;
          wined3d_mutex_unlock();
  
          return D3D_OK;
      }
  
      return IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface, state, matrix);
  }
  
  static HRESULT WINAPI d3d_device2_SetTransform(IDirect3DDevice2 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      return IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface, state, matrix);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetTransform
   *
   * Returns the matrix assigned to a transform state
   * D3DTRANSFORMSTATE_WORLD is translated to D3DTS_WORLDMATRIX(0), see
   * SetTransform
   *
   * Params:
   *  TransformStateType: State to read the matrix from
   *  Matrix: Address to store the matrix at
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Matrix == NULL
   *  For details, see IWineD3DDevice::GetTransform
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetTransform(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      enum wined3d_transform_state wined3d_state;
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      switch (state)
      {
          case D3DTRANSFORMSTATE_WORLD:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(0);
              break;
          case D3DTRANSFORMSTATE_WORLD1:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(1);
              break;
          case D3DTRANSFORMSTATE_WORLD2:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(2);
              break;
          case D3DTRANSFORMSTATE_WORLD3:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(3);
              break;
          default:
              wined3d_state = state;
      }
  
      if (!matrix)
          return DDERR_INVALIDPARAMS;
  
      /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
      wined3d_mutex_lock();
      wined3d_device_get_transform(device->wined3d_device, wined3d_state, (struct wined3d_matrix *)matrix);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_GetTransform_FPUSetup(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      return d3d_device7_GetTransform(iface, state, matrix);
  }
  
  static HRESULT WINAPI d3d_device7_GetTransform_FPUPreserve(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetTransform(iface, state, matrix);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_GetTransform(IDirect3DDevice3 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      if (!matrix)
          return DDERR_INVALIDPARAMS;
  
      if (state == D3DTRANSFORMSTATE_PROJECTION)
      {
          wined3d_mutex_lock();
          *matrix = device->legacy_projection;
          wined3d_mutex_unlock();
          return DD_OK;
      }
  
      return IDirect3DDevice7_GetTransform(&device->IDirect3DDevice7_iface, state, matrix);
  }
  
  static HRESULT WINAPI d3d_device2_GetTransform(IDirect3DDevice2 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      return IDirect3DDevice7_GetTransform(&device->IDirect3DDevice7_iface, state, matrix);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::MultiplyTransform
   *
   * Multiplies the already-set transform matrix of a transform state
   * with another matrix. For the world matrix, see SetTransform
   *
   * Version 2, 3 and 7
   *
   * Params:
   *  TransformStateType: Transform state to multiply
   *  D3DMatrix Matrix to multiply with.
   *
   * Returns
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if D3DMatrix is NULL
   *  For details, see IWineD3DDevice::MultiplyTransform
   *
   *****************************************************************************/
  static HRESULT d3d_device7_MultiplyTransform(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      enum wined3d_transform_state wined3d_state;
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      switch (state)
      {
          case D3DTRANSFORMSTATE_WORLD:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(0);
              break;
          case D3DTRANSFORMSTATE_WORLD1:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(1);
              break;
          case D3DTRANSFORMSTATE_WORLD2:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(2);
              break;
          case D3DTRANSFORMSTATE_WORLD3:
              wined3d_state = WINED3D_TS_WORLD_MATRIX(3);
              break;
          default:
              wined3d_state = state;
      }
  
      /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
      wined3d_mutex_lock();
      wined3d_device_multiply_transform(device->wined3d_device,
              wined3d_state, (struct wined3d_matrix *)matrix);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_MultiplyTransform_FPUSetup(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      return d3d_device7_MultiplyTransform(iface, state, matrix);
  }
  
  static HRESULT WINAPI d3d_device7_MultiplyTransform_FPUPreserve(IDirect3DDevice7 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_MultiplyTransform(iface, state, matrix);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_MultiplyTransform(IDirect3DDevice3 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      if (state == D3DTRANSFORMSTATE_PROJECTION)
      {
          D3DMATRIX projection, tmp;
  
          wined3d_mutex_lock();
          multiply_matrix(&tmp, &device->legacy_projection, matrix);
          multiply_matrix(&projection, &device->legacy_clipspace, &tmp);
          wined3d_device_set_transform(device->wined3d_device,
                  WINED3D_TS_PROJECTION, (struct wined3d_matrix *)&projection);
          device->legacy_projection = tmp;
          wined3d_mutex_unlock();
  
          return D3D_OK;
      }
  
      return IDirect3DDevice7_MultiplyTransform(&device->IDirect3DDevice7_iface, state, matrix);
  }
  
  static HRESULT WINAPI d3d_device2_MultiplyTransform(IDirect3DDevice2 *iface,
          D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
  
      return IDirect3DDevice7_MultiplyTransform(&device->IDirect3DDevice7_iface, state, matrix);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::DrawPrimitive
   *
   * Draws primitives based on vertices in an application-provided pointer
   *
   * Version 2, 3 and 7. The IDirect3DDevice2 thunk converts the fixed vertex type into
   * an FVF format for D3D7
   *
   * Params:
   *  PrimitiveType: The type of the primitives to draw
   *  Vertex type: Flexible vertex format vertex description
   *  Vertices: Pointer to the vertex array
   *  VertexCount: The number of vertices to draw
   *  Flags: As usual a few flags
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Vertices is NULL
   *  For details, see IWineD3DDevice::DrawPrimitiveUP
   *
   *****************************************************************************/
  
  /* The caller is responsible for wined3d locking */
  static HRESULT d3d_device_prepare_vertex_buffer(struct d3d_device *device, UINT min_size)
  {
      HRESULT hr;
  
      if (device->vertex_buffer_size < min_size || !device->vertex_buffer)
      {
          UINT size = max(device->vertex_buffer_size * 2, min_size);
          struct wined3d_buffer *buffer;
  
          TRACE("Growing vertex buffer to %u bytes\n", size);
  
          hr = wined3d_buffer_create_vb(device->wined3d_device, size, WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY,
                  WINED3D_POOL_DEFAULT, NULL, &ddraw_null_wined3d_parent_ops, &buffer);
          if (FAILED(hr))
          {
              ERR("(%p) wined3d_buffer_create_vb failed with hr = %08x\n", device, hr);
              return hr;
          }
  
          if (device->vertex_buffer)
              wined3d_buffer_decref(device->vertex_buffer);
  
          device->vertex_buffer = buffer;
          device->vertex_buffer_size = size;
          device->vertex_buffer_pos = 0;
      }
      return D3D_OK;
  }
  
  static HRESULT d3d_device7_DrawPrimitive(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices,
          DWORD vertex_count, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      UINT stride, vb_pos, size, align;
      HRESULT hr;
      BYTE *data;
  
      TRACE("iface %p, primitive_type %#x, fvf %#x, vertices %p, vertex_count %u, flags %#x.\n",
              iface, primitive_type, fvf, vertices, vertex_count, flags);
  
      if (!vertices)
          return DDERR_INVALIDPARAMS;
  
      /* Get the stride */
      stride = get_flexible_vertex_size(fvf);
      size = vertex_count * stride;
  
      wined3d_mutex_lock();
      hr = d3d_device_prepare_vertex_buffer(device, size);
      if (FAILED(hr))
          goto done;
  
      vb_pos = device->vertex_buffer_pos;
      align = vb_pos % stride;
      if (align) align = stride - align;
      if (vb_pos + size + align > device->vertex_buffer_size)
          vb_pos = 0;
      else
          vb_pos += align;
  
      hr = wined3d_buffer_map(device->vertex_buffer, vb_pos, size, &data,
              vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
      if (FAILED(hr))
          goto done;
      memcpy(data, vertices, size);
      wined3d_buffer_unmap(device->vertex_buffer);
      device->vertex_buffer_pos = vb_pos + size;
  
      hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, stride);
      if (FAILED(hr))
          goto done;
  
      wined3d_device_set_vertex_declaration(device->wined3d_device, ddraw_find_decl(device->ddraw, fvf));
      wined3d_device_set_primitive_type(device->wined3d_device, primitive_type);
      hr = wined3d_device_draw_primitive(device->wined3d_device, vb_pos / stride, vertex_count);
  
  done:
      wined3d_mutex_unlock();
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_DrawPrimitive_FPUSetup(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices,
          DWORD vertex_count, DWORD flags)
  {
      return d3d_device7_DrawPrimitive(iface, primitive_type, fvf, vertices, vertex_count, flags);
  }
  
  static HRESULT WINAPI d3d_device7_DrawPrimitive_FPUPreserve(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices,
          DWORD vertex_count, DWORD flags)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_DrawPrimitive(iface, primitive_type, fvf, vertices, vertex_count, flags);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static void setup_lighting(const struct d3d_device *device, DWORD fvf, DWORD flags)
  {
      BOOL enable;
  
      /* Ignore the D3DFVF_XYZRHW case here, wined3d takes care of that */
      if (flags & D3DDP_DONOTLIGHT)
          enable = FALSE;
      else if (!(fvf & D3DFVF_NORMAL))
          enable = FALSE;
      else
          enable = TRUE;
  
      wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_LIGHTING, enable);
  }
  
  
  static HRESULT WINAPI d3d_device3_DrawPrimitive(IDirect3DDevice3 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices, DWORD vertex_count,
          DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, primitive_type %#x, fvf %#x, vertices %p, vertex_count %u, flags %#x.\n",
              iface, primitive_type, fvf, vertices, vertex_count, flags);
  
      setup_lighting(device, fvf, flags);
  
      return IDirect3DDevice7_DrawPrimitive(&device->IDirect3DDevice7_iface,
              primitive_type, fvf, vertices, vertex_count, flags);
  }
  
  static HRESULT WINAPI d3d_device2_DrawPrimitive(IDirect3DDevice2 *iface,
          D3DPRIMITIVETYPE primitive_type, D3DVERTEXTYPE vertex_type, void *vertices,
          DWORD vertex_count, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      DWORD fvf;
  
      TRACE("iface %p, primitive_type %#x, vertex_type %#x, vertices %p, vertex_count %u, flags %#x.\n",
              iface, primitive_type, vertex_type, vertices, vertex_count, flags);
  
      switch (vertex_type)
      {
          case D3DVT_VERTEX: fvf = D3DFVF_VERTEX; break;
          case D3DVT_LVERTEX: fvf = D3DFVF_LVERTEX; break;
          case D3DVT_TLVERTEX: fvf = D3DFVF_TLVERTEX; break;
          default:
              FIXME("Unhandled vertex type %#x.\n", vertex_type);
              return DDERR_INVALIDPARAMS;  /* Should never happen */
      }
  
      return d3d_device3_DrawPrimitive(&device->IDirect3DDevice3_iface,
              primitive_type, fvf, vertices, vertex_count, flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::DrawIndexedPrimitive
   *
   * Draws vertices from an application-provided pointer, based on the index
   * numbers in a WORD array.
   *
   * Version 2, 3 and 7. The version 7 thunk translates the vertex type into
   * an FVF format for D3D7
   *
   * Params:
   *  PrimitiveType: The primitive type to draw
   *  VertexType: The FVF vertex description
   *  Vertices: Pointer to the vertex array
   *  VertexCount: ?
   *  Indices: Pointer to the index array
   *  IndexCount: Number of indices = Number of vertices to draw
   *  Flags: As usual, some flags
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Vertices or Indices is NULL
   *  For details, see IWineD3DDevice::DrawIndexedPrimitiveUP
   *
   *****************************************************************************/
  /* The caller is responsible for wined3d locking */
  static HRESULT d3d_device_prepare_index_buffer(struct d3d_device *device, UINT min_size)
  {
      HRESULT hr;
  
      if (device->index_buffer_size < min_size || !device->index_buffer)
      {
          UINT size = max(device->index_buffer_size * 2, min_size);
          struct wined3d_buffer *buffer;
  
          TRACE("Growing index buffer to %u bytes\n", size);
  
          hr = wined3d_buffer_create_ib(device->wined3d_device, size, WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY,
                  WINED3D_POOL_DEFAULT, NULL, &ddraw_null_wined3d_parent_ops, &buffer);
          if (FAILED(hr))
          {
              ERR("(%p) wined3d_buffer_create_ib failed with hr = %08x\n", device, hr);
              return hr;
          }
  
          if (device->index_buffer)
              wined3d_buffer_decref(device->index_buffer);
          device->index_buffer = buffer;
          device->index_buffer_size = size;
          device->index_buffer_pos = 0;
      }
      return D3D_OK;
  }
  
  static HRESULT d3d_device7_DrawIndexedPrimitive(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices, DWORD vertex_count,
          WORD *indices, DWORD index_count, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
      UINT stride = get_flexible_vertex_size(fvf);
      UINT vtx_size = stride * vertex_count, idx_size = index_count * sizeof(*indices);
      UINT vb_pos, ib_pos, align;
      BYTE *data;
  
      TRACE("iface %p, primitive_type %#x, fvf %#x, vertices %p, vertex_count %u, "
              "indices %p, index_count %u, flags %#x.\n",
              iface, primitive_type, fvf, vertices, vertex_count, indices, index_count, flags);
  
      /* Set the D3DDevice's FVF */
      wined3d_mutex_lock();
  
      hr = d3d_device_prepare_vertex_buffer(device, vtx_size);
      if (FAILED(hr))
          goto done;
  
      vb_pos = device->vertex_buffer_pos;
      align = vb_pos % stride;
      if (align) align = stride - align;
      if (vb_pos + vtx_size + align > device->vertex_buffer_size)
          vb_pos = 0;
      else
          vb_pos += align;
  
      hr = wined3d_buffer_map(device->vertex_buffer, vb_pos, vtx_size, &data,
              vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
      if (FAILED(hr))
          goto done;
      memcpy(data, vertices, vtx_size);
      wined3d_buffer_unmap(device->vertex_buffer);
      device->vertex_buffer_pos = vb_pos + vtx_size;
  
      hr = d3d_device_prepare_index_buffer(device, idx_size);
      if (FAILED(hr))
          goto done;
      ib_pos = device->index_buffer_pos;
      if (device->index_buffer_size - idx_size < ib_pos)
          ib_pos = 0;
  
      hr = wined3d_buffer_map(device->index_buffer, ib_pos, idx_size, &data,
              ib_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
      if (FAILED(hr))
          goto done;
      memcpy(data, indices, idx_size);
      wined3d_buffer_unmap(device->index_buffer);
      device->index_buffer_pos = ib_pos + idx_size;
  
      hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, stride);
      if (FAILED(hr))
          goto done;
      wined3d_device_set_index_buffer(device->wined3d_device, device->index_buffer, WINED3DFMT_R16_UINT);
  
      wined3d_device_set_vertex_declaration(device->wined3d_device, ddraw_find_decl(device->ddraw, fvf));
      wined3d_device_set_primitive_type(device->wined3d_device, primitive_type);
      wined3d_device_set_base_vertex_index(device->wined3d_device, vb_pos / stride);
      hr = wined3d_device_draw_indexed_primitive(device->wined3d_device, ib_pos / sizeof(*indices), index_count);
  
  done:
      wined3d_mutex_unlock();
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_DrawIndexedPrimitive_FPUSetup(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices, DWORD vertex_count,
          WORD *indices, DWORD index_count, DWORD flags)
  {
      return d3d_device7_DrawIndexedPrimitive(iface, primitive_type, fvf,
              vertices, vertex_count, indices, index_count, flags);
  }
  
  static HRESULT WINAPI d3d_device7_DrawIndexedPrimitive_FPUPreserve(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices, DWORD vertex_count,
          WORD *indices, DWORD index_count, DWORD flags)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_DrawIndexedPrimitive(iface, primitive_type, fvf,
              vertices, vertex_count, indices, index_count, flags);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_DrawIndexedPrimitive(IDirect3DDevice3 *iface,
          D3DPRIMITIVETYPE primitive_type, DWORD fvf, void *vertices, DWORD vertex_count,
          WORD *indices, DWORD index_count, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, primitive_type %#x, fvf %#x, vertices %p, vertex_count %u, "
              "indices %p, index_count %u, flags %#x.\n",
              iface, primitive_type, fvf, vertices, vertex_count, indices, index_count, flags);
  
      setup_lighting(device, fvf, flags);
  
      return IDirect3DDevice7_DrawIndexedPrimitive(&device->IDirect3DDevice7_iface,
              primitive_type, fvf, vertices, vertex_count, indices, index_count, flags);
  }
  
  static HRESULT WINAPI d3d_device2_DrawIndexedPrimitive(IDirect3DDevice2 *iface,
          D3DPRIMITIVETYPE primitive_type, D3DVERTEXTYPE vertex_type, void *vertices,
          DWORD vertex_count, WORD *indices, DWORD index_count, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
      DWORD fvf;
  
      TRACE("iface %p, primitive_type %#x, vertex_type %#x, vertices %p, vertex_count %u, "
              "indices %p, index_count %u, flags %#x.\n",
              iface, primitive_type, vertex_type, vertices, vertex_count, indices, index_count, flags);
  
      switch (vertex_type)
      {
          case D3DVT_VERTEX: fvf = D3DFVF_VERTEX; break;
          case D3DVT_LVERTEX: fvf = D3DFVF_LVERTEX; break;
          case D3DVT_TLVERTEX: fvf = D3DFVF_TLVERTEX; break;
          default:
              ERR("Unhandled vertex type %#x.\n", vertex_type);
              return DDERR_INVALIDPARAMS;  /* Should never happen */
      }
  
      return d3d_device3_DrawIndexedPrimitive(&device->IDirect3DDevice3_iface,
              primitive_type, fvf, vertices, vertex_count, indices, index_count, flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice3::End
   *
   * Ends a draw begun with IDirect3DDevice3::Begin or
   * IDirect3DDevice::BeginIndexed. The vertices specified with
   * IDirect3DDevice::Vertex or IDirect3DDevice::Index are drawn using
   * the IDirect3DDevice3::DrawPrimitive method. So far only
   * non-indexed mode is supported
   *
   * Version 2 and 3
   *
   * Params:
   *  Flags: Some flags, as usual. Don't know which are defined
   *
   * Returns:
   *  The return value of IDirect3DDevice3::DrawPrimitive
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device3_End(IDirect3DDevice3 *iface, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, flags %#x.\n", iface, flags);
  
      return d3d_device3_DrawPrimitive(&device->IDirect3DDevice3_iface, device->primitive_type,
              device->vertex_type, device->sysmem_vertex_buffer, device->nb_vertices, device->render_flags);
  }
  
  static HRESULT WINAPI d3d_device2_End(IDirect3DDevice2 *iface, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, flags %#x.\n", iface, flags);
  
      return d3d_device3_End(&device->IDirect3DDevice3_iface, flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetClipStatus
   *
   * Sets the clip status. This defines things as clipping conditions and
   * the extents of the clipping region.
   *
   * Version 2, 3 and 7
   *
   * Params:
   *  ClipStatus:
   *
   * Returns:
   *  D3D_OK because it's a stub
   *  (DDERR_INVALIDPARAMS if ClipStatus == NULL)
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device7_SetClipStatus(IDirect3DDevice7 *iface, D3DCLIPSTATUS *clip_status)
  {
      FIXME("iface %p, clip_status %p stub!\n", iface, clip_status);
  
      /* D3DCLIPSTATUS and WINED3DCLIPSTATUS are different. I don't know how to convert them
       * Perhaps this needs a new data type and an additional IWineD3DDevice method
       */
      /* return IWineD3DDevice_SetClipStatus(This->wineD3DDevice, ClipStatus);*/
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device3_SetClipStatus(IDirect3DDevice3 *iface, D3DCLIPSTATUS *clip_status)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, clip_status %p.\n", iface, clip_status);
  
      return IDirect3DDevice7_SetClipStatus(&device->IDirect3DDevice7_iface, clip_status);
  }
  
  static HRESULT WINAPI d3d_device2_SetClipStatus(IDirect3DDevice2 *iface, D3DCLIPSTATUS *clip_status)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, clip_status %p.\n", iface, clip_status);
  
      return IDirect3DDevice7_SetClipStatus(&device->IDirect3DDevice7_iface, clip_status);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetClipStatus
   *
   * Returns the clip status
   *
   * Params:
   *  ClipStatus: Address to write the clip status to
   *
   * Returns:
   *  D3D_OK because it's a stub
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device7_GetClipStatus(IDirect3DDevice7 *iface, D3DCLIPSTATUS *clip_status)
  {
      FIXME("iface %p, clip_status %p stub!\n", iface, clip_status);
  
      /* D3DCLIPSTATUS and WINED3DCLIPSTATUS are different. I don't know how to convert them */
      /* return IWineD3DDevice_GetClipStatus(This->wineD3DDevice, ClipStatus);*/
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device3_GetClipStatus(IDirect3DDevice3 *iface, D3DCLIPSTATUS *clip_status)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, clip_status %p.\n", iface, clip_status);
  
      return IDirect3DDevice7_GetClipStatus(&device->IDirect3DDevice7_iface, clip_status);
  }
  
  static HRESULT WINAPI d3d_device2_GetClipStatus(IDirect3DDevice2 *iface, D3DCLIPSTATUS *clip_status)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice2(iface);
  
      TRACE("iface %p, clip_status %p.\n", iface, clip_status);
  
      return IDirect3DDevice7_GetClipStatus(&device->IDirect3DDevice7_iface, clip_status);
  }
  
  /*****************************************************************************
   * IDirect3DDevice::DrawPrimitiveStrided
   *
   * Draws vertices described by a D3DDRAWPRIMITIVESTRIDEDDATA structure.
   *
   * Version 3 and 7
   *
   * Params:
   *  PrimitiveType: The primitive type to draw
   *  VertexType: The FVF description of the vertices to draw (for the stride??)
   *  D3DDrawPrimStrideData: A D3DDRAWPRIMITIVESTRIDEDDATA structure describing
   *                         the vertex data locations
   *  VertexCount: The number of vertices to draw
   *  Flags: Some flags
   *
   * Returns:
   *  D3D_OK, because it's a stub
   *  (DDERR_INVALIDPARAMS if D3DDrawPrimStrideData is NULL)
   *  (For details, see IWineD3DDevice::DrawPrimitiveStrided)
   *
   *****************************************************************************/
  static void pack_strided_data(BYTE *dst, DWORD count, const D3DDRAWPRIMITIVESTRIDEDDATA *src, DWORD fvf)
  {
      DWORD i, tex, offset;
  
      for (i = 0; i < count; i++)
      {
          /* The contents of the strided data are determined by the fvf,
           * not by the members set in src. So it's valid
           * to have diffuse.lpvData set to 0xdeadbeef if the diffuse flag is
           * not set in the fvf. */
          if (fvf & D3DFVF_POSITION_MASK)
          {
              offset = i * src->position.dwStride;
              if (fvf & D3DFVF_XYZRHW)
              {
                  memcpy(dst, ((BYTE *)src->position.lpvData) + offset, 4 * sizeof(float));
                  dst += 4 * sizeof(float);
              }
              else
              {
                  memcpy(dst, ((BYTE *)src->position.lpvData) + offset, 3 * sizeof(float));
                  dst += 3 * sizeof(float);
              }
          }
  
          if (fvf & D3DFVF_NORMAL)
          {
              offset = i * src->normal.dwStride;
              memcpy(dst, ((BYTE *)src->normal.lpvData) + offset, 3 * sizeof(float));
              dst += 3 * sizeof(float);
          }
  
          if (fvf & D3DFVF_DIFFUSE)
          {
              offset = i * src->diffuse.dwStride;
              memcpy(dst, ((BYTE *)src->diffuse.lpvData) + offset, sizeof(DWORD));
              dst += sizeof(DWORD);
          }
  
          if (fvf & D3DFVF_SPECULAR)
          {
              offset = i * src->specular.dwStride;
              memcpy(dst, ((BYTE *)src->specular.lpvData) + offset, sizeof(DWORD));
              dst += sizeof(DWORD);
          }
  
          for (tex = 0; tex < GET_TEXCOUNT_FROM_FVF(fvf); ++tex)
          {
              DWORD attrib_count = GET_TEXCOORD_SIZE_FROM_FVF(fvf, tex);
              offset = i * src->textureCoords[tex].dwStride;
              memcpy(dst, ((BYTE *)src->textureCoords[tex].lpvData) + offset, attrib_count * sizeof(float));
              dst += attrib_count * sizeof(float);
          }
      }
  }
  
  static HRESULT d3d_device7_DrawPrimitiveStrided(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType,
          DWORD VertexType, D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, DWORD Flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
      UINT dst_stride = get_flexible_vertex_size(VertexType);
      UINT dst_size = dst_stride * VertexCount;
      UINT vb_pos, align;
      BYTE *dst_data;
  
      TRACE("iface %p, primitive_type %#x, FVF %#x, strided_data %p, vertex_count %u, flags %#x.\n",
              iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
  
      wined3d_mutex_lock();
      hr = d3d_device_prepare_vertex_buffer(device, dst_size);
      if (FAILED(hr))
          goto done;
  
      vb_pos = device->vertex_buffer_pos;
      align = vb_pos % dst_stride;
      if (align) align = dst_stride - align;
      if (vb_pos + dst_size + align > device->vertex_buffer_size)
          vb_pos = 0;
      else
          vb_pos += align;
  
      hr = wined3d_buffer_map(device->vertex_buffer, vb_pos, dst_size, &dst_data,
              vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
      if (FAILED(hr))
          goto done;
      pack_strided_data(dst_data, VertexCount, D3DDrawPrimStrideData, VertexType);
      wined3d_buffer_unmap(device->vertex_buffer);
      device->vertex_buffer_pos = vb_pos + dst_size;
  
      hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, dst_stride);
      if (FAILED(hr))
          goto done;
      wined3d_device_set_vertex_declaration(device->wined3d_device, ddraw_find_decl(device->ddraw, VertexType));
  
      wined3d_device_set_primitive_type(device->wined3d_device, PrimitiveType);
      hr = wined3d_device_draw_primitive(device->wined3d_device, vb_pos / dst_stride, VertexCount);
  
  done:
      wined3d_mutex_unlock();
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_DrawPrimitiveStrided_FPUSetup(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
          D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, DWORD Flags)
  {
      return d3d_device7_DrawPrimitiveStrided(iface, PrimitiveType,
              VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
  }
  
  static HRESULT WINAPI d3d_device7_DrawPrimitiveStrided_FPUPreserve(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
          D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, DWORD Flags)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_DrawPrimitiveStrided(iface, PrimitiveType,
              VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_DrawPrimitiveStrided(IDirect3DDevice3 *iface,
          D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
          D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, DWORD Flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, primitive_type %#x, FVF %#x, strided_data %p, vertex_count %u, flags %#x.\n",
              iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
  
      setup_lighting(device, VertexType, Flags);
  
      return IDirect3DDevice7_DrawPrimitiveStrided(&device->IDirect3DDevice7_iface,
              PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::DrawIndexedPrimitiveStrided
   *
   * Draws primitives specified by strided data locations based on indices
   *
   * Version 3 and 7
   *
   * Params:
   *  PrimitiveType:
   *
   * Returns:
   *  D3D_OK, because it's a stub
   *  (DDERR_INVALIDPARAMS if D3DDrawPrimStrideData is NULL)
   *  (DDERR_INVALIDPARAMS if Indices is NULL)
   *  (For more details, see IWineD3DDevice::DrawIndexedPrimitiveStrided)
   *
   *****************************************************************************/
  static HRESULT d3d_device7_DrawIndexedPrimitiveStrided(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
          D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount,
          WORD *Indices, DWORD IndexCount, DWORD Flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
      UINT vtx_dst_stride = get_flexible_vertex_size(VertexType);
      UINT vtx_dst_size = VertexCount * vtx_dst_stride;
      UINT vb_pos, align;
      UINT idx_size = IndexCount * sizeof(WORD);
      UINT ib_pos;
      BYTE *dst_data;
  
      TRACE("iface %p, primitive_type %#x, FVF %#x, strided_data %p, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
              iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
  
      wined3d_mutex_lock();
  
      hr = d3d_device_prepare_vertex_buffer(device, vtx_dst_size);
      if (FAILED(hr))
          goto done;
  
      vb_pos = device->vertex_buffer_pos;
      align = vb_pos % vtx_dst_stride;
      if (align) align = vtx_dst_stride - align;
      if (vb_pos + vtx_dst_size + align > device->vertex_buffer_size)
          vb_pos = 0;
      else
          vb_pos += align;
  
      hr = wined3d_buffer_map(device->vertex_buffer, vb_pos, vtx_dst_size, &dst_data,
              vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
      if (FAILED(hr))
          goto done;
      pack_strided_data(dst_data, VertexCount, D3DDrawPrimStrideData, VertexType);
      wined3d_buffer_unmap(device->vertex_buffer);
      device->vertex_buffer_pos = vb_pos + vtx_dst_size;
  
      hr = d3d_device_prepare_index_buffer(device, idx_size);
      if (FAILED(hr))
          goto done;
      ib_pos = device->index_buffer_pos;
      if (device->index_buffer_size - idx_size < ib_pos)
          ib_pos = 0;
  
      hr = wined3d_buffer_map(device->index_buffer, ib_pos, idx_size, &dst_data,
              ib_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
      if (FAILED(hr))
          goto done;
      memcpy(dst_data, Indices, idx_size);
      wined3d_buffer_unmap(device->index_buffer);
      device->index_buffer_pos = ib_pos + idx_size;
  
      hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, vtx_dst_stride);
      if (FAILED(hr))
          goto done;
      wined3d_device_set_index_buffer(device->wined3d_device, device->index_buffer, WINED3DFMT_R16_UINT);
      wined3d_device_set_base_vertex_index(device->wined3d_device, vb_pos / vtx_dst_stride);
  
      wined3d_device_set_vertex_declaration(device->wined3d_device, ddraw_find_decl(device->ddraw, VertexType));
      wined3d_device_set_primitive_type(device->wined3d_device, PrimitiveType);
      hr = wined3d_device_draw_indexed_primitive(device->wined3d_device, ib_pos / sizeof(WORD), IndexCount);
  
  done:
      wined3d_mutex_unlock();
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_DrawIndexedPrimitiveStrided_FPUSetup(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
          D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount,
          WORD *Indices, DWORD IndexCount, DWORD Flags)
  {
      return d3d_device7_DrawIndexedPrimitiveStrided(iface, PrimitiveType, VertexType,
              D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
  }
  
  static HRESULT WINAPI d3d_device7_DrawIndexedPrimitiveStrided_FPUPreserve(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
          D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount,
          WORD *Indices, DWORD IndexCount, DWORD Flags)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_DrawIndexedPrimitiveStrided(iface, PrimitiveType, VertexType,
              D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_DrawIndexedPrimitiveStrided(IDirect3DDevice3 *iface,
          D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
          D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, WORD *Indices,
          DWORD IndexCount, DWORD Flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, primitive_type %#x, FVF %#x, strided_data %p, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
              iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
  
      setup_lighting(device, VertexType, Flags);
  
      return IDirect3DDevice7_DrawIndexedPrimitiveStrided(&device->IDirect3DDevice7_iface,
              PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::DrawPrimitiveVB
   *
   * Draws primitives from a vertex buffer to the screen.
   *
   * Version 3 and 7
   *
   * Params:
   *  PrimitiveType: Type of primitive to be rendered.
   *  D3DVertexBuf: Source Vertex Buffer
   *  StartVertex: Index of the first vertex from the buffer to be rendered
   *  NumVertices: Number of vertices to be rendered
   *  Flags: Can be D3DDP_WAIT to wait until rendering has finished
   *
   * Return values
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if D3DVertexBuf is NULL
   *
   *****************************************************************************/
  static HRESULT d3d_device7_DrawPrimitiveVB(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType,
          IDirect3DVertexBuffer7 *D3DVertexBuf, DWORD StartVertex, DWORD NumVertices, DWORD Flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct d3d_vertex_buffer *vb = unsafe_impl_from_IDirect3DVertexBuffer7(D3DVertexBuf);
      HRESULT hr;
      DWORD stride;
  
      TRACE("iface %p, primitive_type %#x, vb %p, start_vertex %u, vertex_count %u, flags %#x.\n",
              iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
  
      /* Sanity checks */
      if (!vb)
      {
          WARN("No Vertex buffer specified.\n");
          return DDERR_INVALIDPARAMS;
      }
      stride = get_flexible_vertex_size(vb->fvf);
  
      wined3d_mutex_lock();
      wined3d_device_set_vertex_declaration(device->wined3d_device, vb->wineD3DVertexDeclaration);
      hr = wined3d_device_set_stream_source(device->wined3d_device, 0, vb->wineD3DVertexBuffer, 0, stride);
      if (FAILED(hr))
      {
          WARN("Failed to set stream source, hr %#x.\n", hr);
          wined3d_mutex_unlock();
          return hr;
      }
  
      /* Now draw the primitives */
      wined3d_device_set_primitive_type(device->wined3d_device, PrimitiveType);
      hr = wined3d_device_draw_primitive(device->wined3d_device, StartVertex, NumVertices);
  
      if (SUCCEEDED(hr))
          vb->read_since_last_map = TRUE;
  
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_DrawPrimitiveVB_FPUSetup(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType,
          IDirect3DVertexBuffer7 *D3DVertexBuf, DWORD StartVertex, DWORD NumVertices, DWORD Flags)
  {
      return d3d_device7_DrawPrimitiveVB(iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
  }
  
  static HRESULT WINAPI d3d_device7_DrawPrimitiveVB_FPUPreserve(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType,
          IDirect3DVertexBuffer7 *D3DVertexBuf, DWORD StartVertex, DWORD NumVertices, DWORD Flags)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_DrawPrimitiveVB(iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_DrawPrimitiveVB(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType,
          IDirect3DVertexBuffer *D3DVertexBuf, DWORD StartVertex, DWORD NumVertices, DWORD Flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      struct d3d_vertex_buffer *vb = unsafe_impl_from_IDirect3DVertexBuffer(D3DVertexBuf);
  
      TRACE("iface %p, primitive_type %#x, vb %p, start_vertex %u, vertex_count %u, flags %#x.\n",
              iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
  
      setup_lighting(device, vb->fvf, Flags);
  
      return IDirect3DDevice7_DrawPrimitiveVB(&device->IDirect3DDevice7_iface,
              PrimitiveType, &vb->IDirect3DVertexBuffer7_iface, StartVertex, NumVertices, Flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::DrawIndexedPrimitiveVB
   *
   * Draws primitives from a vertex buffer to the screen
   *
   * Params:
   *  PrimitiveType: Type of primitive to be rendered.
   *  D3DVertexBuf: Source Vertex Buffer
   *  StartVertex: Index of the first vertex from the buffer to be rendered
   *  NumVertices: Number of vertices to be rendered
   *  Indices: Array of DWORDs used to index into the Vertices
   *  IndexCount: Number of indices in Indices
   *  Flags: Can be D3DDP_WAIT to wait until rendering has finished
   *
   * Return values
   *
   *****************************************************************************/
  static HRESULT d3d_device7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer7 *D3DVertexBuf,
          DWORD StartVertex, DWORD NumVertices, WORD *Indices, DWORD IndexCount, DWORD Flags)
  {
      struct d3d_device *This = impl_from_IDirect3DDevice7(iface);
      struct d3d_vertex_buffer *vb = unsafe_impl_from_IDirect3DVertexBuffer7(D3DVertexBuf);
      DWORD stride = get_flexible_vertex_size(vb->fvf);
      WORD *LockedIndices;
      HRESULT hr;
      UINT ib_pos;
  
      TRACE("iface %p, primitive_type %#x, vb %p, start_vertex %u, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
              iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Indices, IndexCount, Flags);
  
      /* Steps:
       * 1) Upload the Indices to the index buffer
       * 2) Set the index source
       * 3) Set the Vertex Buffer as the Stream source
       * 4) Call IWineD3DDevice::DrawIndexedPrimitive
       */
  
      wined3d_mutex_lock();
  
      wined3d_device_set_vertex_declaration(This->wined3d_device, vb->wineD3DVertexDeclaration);
  
      hr = d3d_device_prepare_index_buffer(This, IndexCount * sizeof(WORD));
      if (FAILED(hr))
      {
          wined3d_mutex_unlock();
          return hr;
      }
      ib_pos = This->index_buffer_pos;
  
      if (This->index_buffer_size - IndexCount * sizeof(WORD) < ib_pos)
          ib_pos = 0;
  
      /* Copy the index stream into the index buffer. A new IWineD3DDevice
       * method could be created which takes an user pointer containing the
       * indices or a SetData-Method for the index buffer, which overrides the
       * index buffer data with our pointer. */
      hr = wined3d_buffer_map(This->index_buffer, ib_pos, IndexCount * sizeof(WORD),
              (BYTE **)&LockedIndices, ib_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
      if (FAILED(hr))
      {
          ERR("Failed to map buffer, hr %#x.\n", hr);
          wined3d_mutex_unlock();
          return hr;
      }
      memcpy(LockedIndices, Indices, IndexCount * sizeof(WORD));
      wined3d_buffer_unmap(This->index_buffer);
      This->index_buffer_pos = ib_pos + IndexCount * sizeof(WORD);
  
      /* Set the index stream */
      wined3d_device_set_base_vertex_index(This->wined3d_device, StartVertex);
      wined3d_device_set_index_buffer(This->wined3d_device, This->index_buffer, WINED3DFMT_R16_UINT);
  
      /* Set the vertex stream source */
      hr = wined3d_device_set_stream_source(This->wined3d_device, 0, vb->wineD3DVertexBuffer, 0, stride);
      if (FAILED(hr))
      {
          ERR("(%p) IDirect3DDevice::SetStreamSource failed with hr = %08x\n", This, hr);
          wined3d_mutex_unlock();
          return hr;
      }
  
  
      wined3d_device_set_primitive_type(This->wined3d_device, PrimitiveType);
      hr = wined3d_device_draw_indexed_primitive(This->wined3d_device, ib_pos / sizeof(WORD), IndexCount);
  
      if (SUCCEEDED(hr))
          vb->read_since_last_map = TRUE;
  
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_DrawIndexedPrimitiveVB_FPUSetup(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer7 *D3DVertexBuf,
          DWORD StartVertex, DWORD NumVertices, WORD *Indices, DWORD IndexCount, DWORD Flags)
  {
      return d3d_device7_DrawIndexedPrimitiveVB(iface, PrimitiveType,
              D3DVertexBuf, StartVertex, NumVertices, Indices, IndexCount, Flags);
  }
  
  static HRESULT WINAPI d3d_device7_DrawIndexedPrimitiveVB_FPUPreserve(IDirect3DDevice7 *iface,
          D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer7 *D3DVertexBuf,
          DWORD StartVertex, DWORD NumVertices, WORD *Indices, DWORD IndexCount, DWORD Flags)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_DrawIndexedPrimitiveVB(iface, PrimitiveType,
              D3DVertexBuf, StartVertex, NumVertices, Indices, IndexCount, Flags);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_DrawIndexedPrimitiveVB(IDirect3DDevice3 *iface,
          D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer *D3DVertexBuf, WORD *Indices,
          DWORD IndexCount, DWORD Flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      struct d3d_vertex_buffer *vb = unsafe_impl_from_IDirect3DVertexBuffer(D3DVertexBuf);
  
      TRACE("iface %p, primitive_type %#x, vb %p, indices %p, index_count %u, flags %#x.\n",
              iface, PrimitiveType, D3DVertexBuf, Indices, IndexCount, Flags);
  
      setup_lighting(device, vb->fvf, Flags);
  
      return IDirect3DDevice7_DrawIndexedPrimitiveVB(&device->IDirect3DDevice7_iface, PrimitiveType,
              &vb->IDirect3DVertexBuffer7_iface, 0, IndexCount, Indices, IndexCount, Flags);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::ComputeSphereVisibility
   *
   * Calculates the visibility of spheres in the current viewport. The spheres
   * are passed in the Centers and Radii arrays, the results are passed back
   * in the ReturnValues array. Return values are either completely visible,
   * partially visible or completely invisible.
   * The return value consist of a combination of D3DCLIP_* flags, or it's
   * 0 if the sphere is completely visible(according to the SDK, not checked)
   *
   * Version 3 and 7
   *
   * Params:
   *  Centers: Array containing the sphere centers
   *  Radii: Array containing the sphere radii
   *  NumSpheres: The number of centers and radii in the arrays
   *  Flags: Some flags
   *  ReturnValues: Array to write the results to
   *
   * Returns:
   *  D3D_OK
   *  (DDERR_INVALIDPARAMS if Centers, Radii or ReturnValues are NULL)
   *  (D3DERR_INVALIDMATRIX if the combined world, view and proj matrix
   *  is singular)
   *
   *****************************************************************************/
  
  static DWORD in_plane(UINT plane, D3DVECTOR normal, D3DVALUE origin_plane, D3DVECTOR center, D3DVALUE radius)
  {
      float distance, norm;
  
      norm = sqrtf(normal.u1.x * normal.u1.x + normal.u2.y * normal.u2.y + normal.u3.z * normal.u3.z);
      distance = ( origin_plane + normal.u1.x * center.u1.x + normal.u2.y * center.u2.y + normal.u3.z * center.u3.z ) / norm;
  
      if ( fabs( distance ) < radius ) return D3DSTATUS_CLIPUNIONLEFT << plane;
      if ( distance < -radius ) return (D3DSTATUS_CLIPUNIONLEFT  | D3DSTATUS_CLIPINTERSECTIONLEFT) << plane;
      return 0;
  }
  
  static HRESULT WINAPI d3d_device7_ComputeSphereVisibility(IDirect3DDevice7 *iface,
          D3DVECTOR *centers, D3DVALUE *radii, DWORD sphere_count, DWORD flags, DWORD *return_values)
  {
      D3DMATRIX m, temp;
      D3DVALUE origin_plane[6];
      D3DVECTOR vec[6];
      HRESULT hr;
      UINT i, j;
  
      TRACE("iface %p, centers %p, radii %p, sphere_count %u, flags %#x, return_values %p.\n",
              iface, centers, radii, sphere_count, flags, return_values);
  
      hr = d3d_device7_GetTransform(iface, D3DTRANSFORMSTATE_WORLD, &m);
      if ( hr != DD_OK ) return DDERR_INVALIDPARAMS;
      hr = d3d_device7_GetTransform(iface, D3DTRANSFORMSTATE_VIEW, &temp);
      if ( hr != DD_OK ) return DDERR_INVALIDPARAMS;
      multiply_matrix(&m, &temp, &m);
  
      hr = d3d_device7_GetTransform(iface, D3DTRANSFORMSTATE_PROJECTION, &temp);
      if ( hr != DD_OK ) return DDERR_INVALIDPARAMS;
      multiply_matrix(&m, &temp, &m);
  
  /* Left plane */
      vec[0].u1.x = m._14 + m._11;
      vec[0].u2.y = m._24 + m._21;
      vec[0].u3.z = m._34 + m._31;
      origin_plane[0] = m._44 + m._41;
  
  /* Right plane */
      vec[1].u1.x = m._14 - m._11;
      vec[1].u2.y = m._24 - m._21;
      vec[1].u3.z = m._34 - m._31;
      origin_plane[1] = m._44 - m._41;
  
  /* Top plane */
      vec[2].u1.x = m._14 - m._12;
      vec[2].u2.y = m._24 - m._22;
      vec[2].u3.z = m._34 - m._32;
      origin_plane[2] = m._44 - m._42;
  
  /* Bottom plane */
      vec[3].u1.x = m._14 + m._12;
      vec[3].u2.y = m._24 + m._22;
      vec[3].u3.z = m._34 + m._32;
      origin_plane[3] = m._44 + m._42;
  
  /* Front plane */
      vec[4].u1.x = m._13;
      vec[4].u2.y = m._23;
      vec[4].u3.z = m._33;
      origin_plane[4] = m._43;
  
  /* Back plane*/
      vec[5].u1.x = m._14 - m._13;
      vec[5].u2.y = m._24 - m._23;
      vec[5].u3.z = m._34 - m._33;
      origin_plane[5] = m._44 - m._43;
  
      for (i = 0; i < sphere_count; ++i)
      {
          return_values[i] = 0;
          for (j = 0; j < 6; ++j)
              return_values[i] |= in_plane(j, vec[j], origin_plane[j], centers[i], radii[i]);
      }
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device3_ComputeSphereVisibility(IDirect3DDevice3 *iface,
          D3DVECTOR *centers, D3DVALUE *radii, DWORD sphere_count, DWORD flags, DWORD *return_values)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, centers %p, radii %p, sphere_count %u, flags %#x, return_values %p.\n",
              iface, centers, radii, sphere_count, flags, return_values);
  
      return IDirect3DDevice7_ComputeSphereVisibility(&device->IDirect3DDevice7_iface,
              centers, radii, sphere_count, flags, return_values);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetTexture
   *
   * Returns the texture interface handle assigned to a texture stage.
   * The returned texture is AddRefed. This is taken from old ddraw,
   * not checked in Windows.
   *
   * Version 3 and 7
   *
   * Params:
   *  Stage: Texture stage to read the texture from
   *  Texture: Address to store the interface pointer at
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Texture is NULL
   *  For details, see IWineD3DDevice::GetTexture
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetTexture(IDirect3DDevice7 *iface,
          DWORD stage, IDirectDrawSurface7 **texture)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct wined3d_texture *wined3d_texture;
      struct ddraw_surface *surface;
  
      TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
  
      if (!texture)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      if (!(wined3d_texture = wined3d_device_get_texture(device->wined3d_device, stage)))
      {
          *texture = NULL;
          wined3d_mutex_unlock();
          return D3D_OK;
      }
  
      surface = wined3d_texture_get_parent(wined3d_texture);
      *texture = &surface->IDirectDrawSurface7_iface;
      IDirectDrawSurface7_AddRef(*texture);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_GetTexture_FPUSetup(IDirect3DDevice7 *iface,
          DWORD stage, IDirectDrawSurface7 **Texture)
  {
      return d3d_device7_GetTexture(iface, stage, Texture);
  }
  
  static HRESULT WINAPI d3d_device7_GetTexture_FPUPreserve(IDirect3DDevice7 *iface,
          DWORD stage, IDirectDrawSurface7 **Texture)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetTexture(iface, stage, Texture);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_GetTexture(IDirect3DDevice3 *iface, DWORD stage, IDirect3DTexture2 **Texture2)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      struct ddraw_surface *ret_val_impl;
      HRESULT ret;
      IDirectDrawSurface7 *ret_val;
  
      TRACE("iface %p, stage %u, texture %p.\n", iface, stage, Texture2);
  
      ret = IDirect3DDevice7_GetTexture(&device->IDirect3DDevice7_iface, stage, &ret_val);
  
      ret_val_impl = unsafe_impl_from_IDirectDrawSurface7(ret_val);
      *Texture2 = ret_val_impl ? &ret_val_impl->IDirect3DTexture2_iface : NULL;
  
      TRACE("Returning texture %p.\n", *Texture2);
  
      return ret;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetTexture
   *
   * Assigns a texture to a texture stage. Is the texture AddRef-ed?
   *
   * Version 3 and 7
   *
   * Params:
   *  Stage: The stage to assign the texture to
   *  Texture: Interface pointer to the texture surface
   *
   * Returns
   * D3D_OK on success
   * For details, see IWineD3DDevice::SetTexture
   *
   *****************************************************************************/
  static HRESULT d3d_device7_SetTexture(IDirect3DDevice7 *iface,
          DWORD stage, IDirectDrawSurface7 *texture)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct ddraw_surface *surf = unsafe_impl_from_IDirectDrawSurface7(texture);
      HRESULT hr;
  
      TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
  
      /* Texture may be NULL here */
      wined3d_mutex_lock();
      hr = wined3d_device_set_texture(device->wined3d_device,
              stage, surf ? surf->wined3d_texture : NULL);
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_SetTexture_FPUSetup(IDirect3DDevice7 *iface,
          DWORD stage, IDirectDrawSurface7 *texture)
  {
      return d3d_device7_SetTexture(iface, stage, texture);
  }
  
  static HRESULT WINAPI d3d_device7_SetTexture_FPUPreserve(IDirect3DDevice7 *iface,
          DWORD stage, IDirectDrawSurface7 *texture)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetTexture(iface, stage, texture);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_SetTexture(IDirect3DDevice3 *iface,
          DWORD stage, IDirect3DTexture2 *texture)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
      struct ddraw_surface *tex = unsafe_impl_from_IDirect3DTexture2(texture);
      DWORD texmapblend;
      HRESULT hr;
  
      TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
  
      wined3d_mutex_lock();
  
      if (device->legacyTextureBlending)
          IDirect3DDevice3_GetRenderState(iface, D3DRENDERSTATE_TEXTUREMAPBLEND, &texmapblend);
  
      hr = IDirect3DDevice7_SetTexture(&device->IDirect3DDevice7_iface, stage, &tex->IDirectDrawSurface7_iface);
  
      if (device->legacyTextureBlending && texmapblend == D3DTBLEND_MODULATE)
      {
          /* This fixup is required by the way D3DTBLEND_MODULATE maps to texture stage states.
             See d3d_device3_SetRenderState() for details. */
          struct wined3d_texture *tex = NULL;
          BOOL tex_alpha = FALSE;
          DDPIXELFORMAT ddfmt;
  
          if ((tex = wined3d_device_get_texture(device->wined3d_device, 0)))
          {
              struct wined3d_resource *sub_resource;
  
              if ((sub_resource = wined3d_texture_get_sub_resource(tex, 0)))
              {
                  struct wined3d_resource_desc desc;
  
                  wined3d_resource_get_desc(sub_resource, &desc);
                  ddfmt.dwSize = sizeof(ddfmt);
                  ddrawformat_from_wined3dformat(&ddfmt, desc.format);
                  if (ddfmt.u5.dwRGBAlphaBitMask) tex_alpha = TRUE;
              }
          }
  
          /* Arg 1/2 are already set to WINED3DTA_TEXTURE/WINED3DTA_CURRENT in case of D3DTBLEND_MODULATE */
          if (tex_alpha)
              wined3d_device_set_texture_stage_state(device->wined3d_device,
                      0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG1);
          else
              wined3d_device_set_texture_stage_state(device->wined3d_device,
                      0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG2);
      }
  
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static const struct tss_lookup
  {
      BOOL sampler_state;
      enum wined3d_texture_stage_state state;
  }
  tss_lookup[] =
  {
      {FALSE, WINED3D_TSS_INVALID},                   /*  0, unused */
      {FALSE, WINED3D_TSS_COLOR_OP},                  /*  1, D3DTSS_COLOROP */
      {FALSE, WINED3D_TSS_COLOR_ARG1},                /*  2, D3DTSS_COLORARG1 */
      {FALSE, WINED3D_TSS_COLOR_ARG2},                /*  3, D3DTSS_COLORARG2 */
      {FALSE, WINED3D_TSS_ALPHA_OP},                  /*  4, D3DTSS_ALPHAOP */
      {FALSE, WINED3D_TSS_ALPHA_ARG1},                /*  5, D3DTSS_ALPHAARG1 */
      {FALSE, WINED3D_TSS_ALPHA_ARG2},                /*  6, D3DTSS_ALPHAARG2 */
      {FALSE, WINED3D_TSS_BUMPENV_MAT00},             /*  7, D3DTSS_BUMPENVMAT00 */
      {FALSE, WINED3D_TSS_BUMPENV_MAT01},             /*  8, D3DTSS_BUMPENVMAT01 */
      {FALSE, WINED3D_TSS_BUMPENV_MAT10},             /*  9, D3DTSS_BUMPENVMAT10 */
      {FALSE, WINED3D_TSS_BUMPENV_MAT11},             /* 10, D3DTSS_BUMPENVMAT11 */
      {FALSE, WINED3D_TSS_TEXCOORD_INDEX},            /* 11, D3DTSS_TEXCOORDINDEX */
      {TRUE,  WINED3D_SAMP_ADDRESS_U},                /* 12, D3DTSS_ADDRESS */
      {TRUE,  WINED3D_SAMP_ADDRESS_U},                /* 13, D3DTSS_ADDRESSU */
      {TRUE,  WINED3D_SAMP_ADDRESS_V},                /* 14, D3DTSS_ADDRESSV */
      {TRUE,  WINED3D_SAMP_BORDER_COLOR},             /* 15, D3DTSS_BORDERCOLOR */
      {TRUE,  WINED3D_SAMP_MAG_FILTER},               /* 16, D3DTSS_MAGFILTER */
      {TRUE,  WINED3D_SAMP_MIN_FILTER},               /* 17, D3DTSS_MINFILTER */
      {TRUE,  WINED3D_SAMP_MIP_FILTER},               /* 18, D3DTSS_MIPFILTER */
      {TRUE,  WINED3D_SAMP_MIPMAP_LOD_BIAS},          /* 19, D3DTSS_MIPMAPLODBIAS */
      {TRUE,  WINED3D_SAMP_MAX_MIP_LEVEL},            /* 20, D3DTSS_MAXMIPLEVEL */
      {TRUE,  WINED3D_SAMP_MAX_ANISOTROPY},           /* 21, D3DTSS_MAXANISOTROPY */
      {FALSE, WINED3D_TSS_BUMPENV_LSCALE},            /* 22, D3DTSS_BUMPENVLSCALE */
      {FALSE, WINED3D_TSS_BUMPENV_LOFFSET},           /* 23, D3DTSS_BUMPENVLOFFSET */
      {FALSE, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS},   /* 24, D3DTSS_TEXTURETRANSFORMFLAGS */
  };
  
  /*****************************************************************************
   * IDirect3DDevice7::GetTextureStageState
   *
   * Retrieves a state from a texture stage.
   *
   * Version 3 and 7
   *
   * Params:
   *  Stage: The stage to retrieve the state from
   *  TexStageStateType: The state type to retrieve
   *  State: Address to store the state's value at
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if State is NULL
   *  For details, see IWineD3DDevice::GetTextureStageState
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetTextureStageState(IDirect3DDevice7 *iface,
          DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD *value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      const struct tss_lookup *l;
  
      TRACE("iface %p, stage %u, state %#x, value %p.\n",
              iface, stage, state, value);
  
      if (!value)
          return DDERR_INVALIDPARAMS;
  
      if (state > D3DTSS_TEXTURETRANSFORMFLAGS)
      {
          WARN("Invalid state %#x passed.\n", state);
          return DD_OK;
      }
  
      l = &tss_lookup[state];
  
      wined3d_mutex_lock();
  
      if (l->sampler_state)
      {
          *value = wined3d_device_get_sampler_state(device->wined3d_device, stage, l->state);
  
          switch (state)
          {
              /* Mipfilter is a sampler state with different values */
              case D3DTSS_MIPFILTER:
              {
                  switch (*value)
                  {
                      case WINED3D_TEXF_NONE:
                          *value = D3DTFP_NONE;
                          break;
                      case WINED3D_TEXF_POINT:
                          *value = D3DTFP_POINT;
                          break;
                      case WINED3D_TEXF_LINEAR:
                          *value = D3DTFP_LINEAR;
                          break;
                      default:
                          ERR("Unexpected mipfilter value %#x.\n", *value);
                          *value = D3DTFP_NONE;
                          break;
                  }
                  break;
              }
  
              /* Magfilter has slightly different values */
              case D3DTSS_MAGFILTER:
              {
                  switch (*value)
                  {
                      case WINED3D_TEXF_POINT:
                              *value = D3DTFG_POINT;
                              break;
                      case WINED3D_TEXF_LINEAR:
                              *value = D3DTFG_LINEAR;
                              break;
                      case WINED3D_TEXF_ANISOTROPIC:
                              *value = D3DTFG_ANISOTROPIC;
                              break;
                      case WINED3D_TEXF_FLAT_CUBIC:
                              *value = D3DTFG_FLATCUBIC;
                              break;
                      case WINED3D_TEXF_GAUSSIAN_CUBIC:
                              *value = D3DTFG_GAUSSIANCUBIC;
                              break;
                      default:
                          ERR("Unexpected wined3d mag filter value %#x.\n", *value);
                          *value = D3DTFG_POINT;
                          break;
                  }
                  break;
              }
  
              default:
                  break;
          }
      }
      else
      {
          *value = wined3d_device_get_texture_stage_state(device->wined3d_device, stage, l->state);
      }
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_GetTextureStageState_FPUSetup(IDirect3DDevice7 *iface,
          DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD *value)
  {
      return d3d_device7_GetTextureStageState(iface, stage, state, value);
  }
  
  static HRESULT WINAPI d3d_device7_GetTextureStageState_FPUPreserve(IDirect3DDevice7 *iface,
          DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD *value)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetTextureStageState(iface, stage, state, value);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_GetTextureStageState(IDirect3DDevice3 *iface,
          DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD *value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, stage %u, state %#x, value %p.\n",
              iface, stage, state, value);
  
      return IDirect3DDevice7_GetTextureStageState(&device->IDirect3DDevice7_iface, stage, state, value);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetTextureStageState
   *
   * Sets a texture stage state. Some stage types need to be handled specially,
   * because they do not exist in WineD3D and were moved to another place
   *
   * Version 3 and 7
   *
   * Params:
   *  Stage: The stage to modify
   *  TexStageStateType: The state to change
   *  State: The new value for the state
   *
   * Returns:
   *  D3D_OK on success
   *  For details, see IWineD3DDevice::SetTextureStageState
   *
   *****************************************************************************/
  static HRESULT d3d_device7_SetTextureStageState(IDirect3DDevice7 *iface,
          DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      const struct tss_lookup *l;
  
      TRACE("iface %p, stage %u, state %#x, value %#x.\n",
              iface, stage, state, value);
  
      if (state > D3DTSS_TEXTURETRANSFORMFLAGS)
      {
          WARN("Invalid state %#x passed.\n", state);
          return DD_OK;
      }
  
      l = &tss_lookup[state];
  
      wined3d_mutex_lock();
  
      if (l->sampler_state)
      {
          switch (state)
          {
              /* Mipfilter is a sampler state with different values */
              case D3DTSS_MIPFILTER:
              {
                  switch (value)
                  {
                      case D3DTFP_NONE:
                          value = WINED3D_TEXF_NONE;
                          break;
                      case D3DTFP_POINT:
                          value = WINED3D_TEXF_POINT;
                          break;
                      case 0: /* Unchecked */
                      case D3DTFP_LINEAR:
                          value = WINED3D_TEXF_LINEAR;
                          break;
                      default:
                          ERR("Unexpected mipfilter value %#x.\n", value);
                          value = WINED3D_TEXF_NONE;
                          break;
                  }
                  break;
              }
  
              /* Magfilter has slightly different values */
              case D3DTSS_MAGFILTER:
              {
                  switch (value)
                  {
                      case D3DTFG_POINT:
                          value = WINED3D_TEXF_POINT;
                          break;
                      case D3DTFG_LINEAR:
                          value = WINED3D_TEXF_LINEAR;
                          break;
                      case D3DTFG_FLATCUBIC:
                          value = WINED3D_TEXF_FLAT_CUBIC;
                          break;
                      case D3DTFG_GAUSSIANCUBIC:
                          value = WINED3D_TEXF_GAUSSIAN_CUBIC;
                          break;
                      case D3DTFG_ANISOTROPIC:
                          value = WINED3D_TEXF_ANISOTROPIC;
                          break;
                      default:
                          ERR("Unexpected d3d7 mag filter value %#x.\n", value);
                          value = WINED3D_TEXF_POINT;
                          break;
                  }
                  break;
              }
  
              case D3DTSS_ADDRESS:
                  wined3d_device_set_sampler_state(device->wined3d_device, stage, WINED3D_SAMP_ADDRESS_V, value);
                  break;
  
              default:
                  break;
          }
  
          wined3d_device_set_sampler_state(device->wined3d_device, stage, l->state, value);
      }
      else
      {
          wined3d_device_set_texture_stage_state(device->wined3d_device, stage, l->state, value);
      }
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_SetTextureStageState_FPUSetup(IDirect3DDevice7 *iface,
          DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD value)
  {
      return d3d_device7_SetTextureStageState(iface, stage, state, value);
  }
  
  static HRESULT WINAPI d3d_device7_SetTextureStageState_FPUPreserve(IDirect3DDevice7 *iface,
          DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD value)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetTextureStageState(iface, stage, state, value);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_SetTextureStageState(IDirect3DDevice3 *iface,
          DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD value)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, stage %u, state %#x, value %#x.\n",
              iface, stage, state, value);
  
      return IDirect3DDevice7_SetTextureStageState(&device->IDirect3DDevice7_iface, stage, state, value);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::ValidateDevice
   *
   * SDK: "Reports the device's ability to render the currently set
   * texture-blending operations in a single pass". Whatever that means
   * exactly...
   *
   * Version 3 and 7
   *
   * Params:
   *  NumPasses: Address to write the number of necessary passes for the
   *             desired effect to.
   *
   * Returns:
   *  D3D_OK on success
   *  See IWineD3DDevice::ValidateDevice for more details
   *
   *****************************************************************************/
  static HRESULT d3d_device7_ValidateDevice(IDirect3DDevice7 *iface, DWORD *pass_count)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p, pass_count %p.\n", iface, pass_count);
  
      wined3d_mutex_lock();
      hr = wined3d_device_validate_device(device->wined3d_device, pass_count);
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_ValidateDevice_FPUSetup(IDirect3DDevice7 *iface, DWORD *pass_count)
  {
      return d3d_device7_ValidateDevice(iface, pass_count);
  }
  
  static HRESULT WINAPI d3d_device7_ValidateDevice_FPUPreserve(IDirect3DDevice7 *iface, DWORD *pass_count)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_ValidateDevice(iface, pass_count);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device3_ValidateDevice(IDirect3DDevice3 *iface, DWORD *pass_count)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
  
      TRACE("iface %p, pass_count %p.\n", iface, pass_count);
  
      return IDirect3DDevice7_ValidateDevice(&device->IDirect3DDevice7_iface, pass_count);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::Clear
   *
   * Fills the render target, the z buffer and the stencil buffer with a
   * clear color / value
   *
   * Version 7 only
   *
   * Params:
   *  Count: Number of rectangles in Rects must be 0 if Rects is NULL
   *  Rects: Rectangles to clear. If NULL, the whole surface is cleared
   *  Flags: Some flags, as usual
   *  Color: Clear color for the render target
   *  Z: Clear value for the Z buffer
   *  Stencil: Clear value to store in each stencil buffer entry
   *
   * Returns:
   *  D3D_OK on success
   *  For details, see IWineD3DDevice::Clear
   *
   *****************************************************************************/
  static HRESULT d3d_device7_Clear(IDirect3DDevice7 *iface, DWORD count,
          D3DRECT *rects, DWORD flags, D3DCOLOR color, D3DVALUE z, DWORD stencil)
  {
      const struct wined3d_color c =
      {
          ((color >> 16) & 0xff) / 255.0f,
          ((color >>  8) & 0xff) / 255.0f,
          (color & 0xff) / 255.0f,
          ((color >> 24) & 0xff) / 255.0f,
      };
      struct d3d_device *This = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p, count %u, rects %p, flags %#x, color 0x%08x, z %.8e, stencil %#x.\n",
              iface, count, rects, flags, color, z, stencil);
  
      wined3d_mutex_lock();
      hr = wined3d_device_clear(This->wined3d_device, count, (RECT *)rects, flags, &c, z, stencil);
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_Clear_FPUSetup(IDirect3DDevice7 *iface, DWORD count,
          D3DRECT *rects, DWORD flags, D3DCOLOR color, D3DVALUE z, DWORD stencil)
  {
      return d3d_device7_Clear(iface, count, rects, flags, color, z, stencil);
  }
  
  static HRESULT WINAPI d3d_device7_Clear_FPUPreserve(IDirect3DDevice7 *iface, DWORD count,
          D3DRECT *rects, DWORD flags, D3DCOLOR color, D3DVALUE z, DWORD stencil)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_Clear(iface, count, rects, flags, color, z, stencil);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetViewport
   *
   * Sets the current viewport.
   *
   * Version 7 only, but IDirect3DViewport uses this call for older
   * versions
   *
   * Params:
   *  Data: The new viewport to set
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Data is NULL
   *  For more details, see IWineDDDevice::SetViewport
   *
   *****************************************************************************/
  static HRESULT d3d_device7_SetViewport(IDirect3DDevice7 *iface, D3DVIEWPORT7 *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      if (!viewport)
          return DDERR_INVALIDPARAMS;
  
      /* Note: D3DVIEWPORT7 is compatible with struct wined3d_viewport. */
      wined3d_mutex_lock();
      wined3d_device_set_viewport(device->wined3d_device, (struct wined3d_viewport *)viewport);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_SetViewport_FPUSetup(IDirect3DDevice7 *iface, D3DVIEWPORT7 *viewport)
  {
      return d3d_device7_SetViewport(iface, viewport);
  }
  
  static HRESULT WINAPI d3d_device7_SetViewport_FPUPreserve(IDirect3DDevice7 *iface, D3DVIEWPORT7 *viewport)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetViewport(iface, viewport);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice::GetViewport
   *
   * Returns the current viewport
   *
   * Version 7
   *
   * Params:
   *  Data: D3D7Viewport structure to write the viewport information to
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Data is NULL
   *  For more details, see IWineD3DDevice::GetViewport
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetViewport(IDirect3DDevice7 *iface, D3DVIEWPORT7 *viewport)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p, viewport %p.\n", iface, viewport);
  
      if (!viewport)
          return DDERR_INVALIDPARAMS;
  
      /* Note: D3DVIEWPORT7 is compatible with struct wined3d_viewport. */
      wined3d_mutex_lock();
      wined3d_device_get_viewport(device->wined3d_device, (struct wined3d_viewport *)viewport);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_GetViewport_FPUSetup(IDirect3DDevice7 *iface, D3DVIEWPORT7 *viewport)
  {
      return d3d_device7_GetViewport(iface, viewport);
  }
  
  static HRESULT WINAPI d3d_device7_GetViewport_FPUPreserve(IDirect3DDevice7 *iface, D3DVIEWPORT7 *viewport)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetViewport(iface, viewport);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetMaterial
   *
   * Sets the Material
   *
   * Version 7
   *
   * Params:
   *  Mat: The material to set
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Mat is NULL.
   *  For more details, see IWineD3DDevice::SetMaterial
   *
   *****************************************************************************/
  static HRESULT d3d_device7_SetMaterial(IDirect3DDevice7 *iface, D3DMATERIAL7 *material)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p, material %p.\n", iface, material);
  
      if (!material)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      /* Note: D3DMATERIAL7 is compatible with struct wined3d_material. */
      wined3d_device_set_material(device->wined3d_device, (struct wined3d_material *)material);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_SetMaterial_FPUSetup(IDirect3DDevice7 *iface, D3DMATERIAL7 *material)
  {
      return d3d_device7_SetMaterial(iface, material);
  }
  
  static HRESULT WINAPI d3d_device7_SetMaterial_FPUPreserve(IDirect3DDevice7 *iface, D3DMATERIAL7 *material)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetMaterial(iface, material);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetMaterial
   *
   * Returns the current material
   *
   * Version 7
   *
   * Params:
   *  Mat: D3DMATERIAL7 structure to write the material parameters to
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Mat is NULL
   *  For more details, see IWineD3DDevice::GetMaterial
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetMaterial(IDirect3DDevice7 *iface, D3DMATERIAL7 *material)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
  
      TRACE("iface %p, material %p.\n", iface, material);
  
      wined3d_mutex_lock();
      /* Note: D3DMATERIAL7 is compatible with struct wined3d_material. */
      wined3d_device_get_material(device->wined3d_device, (struct wined3d_material *)material);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_GetMaterial_FPUSetup(IDirect3DDevice7 *iface, D3DMATERIAL7 *material)
  {
      return d3d_device7_GetMaterial(iface, material);
  }
  
  static HRESULT WINAPI d3d_device7_GetMaterial_FPUPreserve(IDirect3DDevice7 *iface, D3DMATERIAL7 *material)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetMaterial(iface, material);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetLight
   *
   * Assigns a light to a light index, but doesn't activate it yet.
   *
   * Version 7, IDirect3DLight uses this method for older versions
   *
   * Params:
   *  LightIndex: The index of the new light
   *  Light: A D3DLIGHT7 structure describing the light
   *
   * Returns:
   *  D3D_OK on success
   *  For more details, see IWineD3DDevice::SetLight
   *
   *****************************************************************************/
  static HRESULT d3d_device7_SetLight(IDirect3DDevice7 *iface, DWORD light_idx, D3DLIGHT7 *light)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p, light_idx %u, light %p.\n", iface, light_idx, light);
  
      wined3d_mutex_lock();
      /* Note: D3DLIGHT7 is compatible with struct wined3d_light. */
      hr = wined3d_device_set_light(device->wined3d_device, light_idx, (struct wined3d_light *)light);
      wined3d_mutex_unlock();
  
      return hr_ddraw_from_wined3d(hr);
  }
  
  static HRESULT WINAPI d3d_device7_SetLight_FPUSetup(IDirect3DDevice7 *iface, DWORD light_idx, D3DLIGHT7 *light)
  {
      return d3d_device7_SetLight(iface, light_idx, light);
  }
  
  static HRESULT WINAPI d3d_device7_SetLight_FPUPreserve(IDirect3DDevice7 *iface, DWORD light_idx, D3DLIGHT7 *light)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetLight(iface, light_idx, light);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetLight
   *
   * Returns the light assigned to a light index
   *
   * Params:
   *  Light: Structure to write the light information to
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Light is NULL
   *  For details, see IWineD3DDevice::GetLight
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetLight(IDirect3DDevice7 *iface, DWORD light_idx, D3DLIGHT7 *light)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT rc;
  
      TRACE("iface %p, light_idx %u, light %p.\n", iface, light_idx, light);
  
      wined3d_mutex_lock();
      /* Note: D3DLIGHT7 is compatible with struct wined3d_light. */
      rc =  wined3d_device_get_light(device->wined3d_device, light_idx, (struct wined3d_light *)light);
      wined3d_mutex_unlock();
  
      /* Translate the result. WineD3D returns other values than D3D7 */
      return hr_ddraw_from_wined3d(rc);
  }
  
  static HRESULT WINAPI d3d_device7_GetLight_FPUSetup(IDirect3DDevice7 *iface, DWORD light_idx, D3DLIGHT7 *light)
  {
      return d3d_device7_GetLight(iface, light_idx, light);
  }
  
  static HRESULT WINAPI d3d_device7_GetLight_FPUPreserve(IDirect3DDevice7 *iface, DWORD light_idx, D3DLIGHT7 *light)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetLight(iface, light_idx, light);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::BeginStateBlock
   *
   * Begins recording to a stateblock
   *
   * Version 7
   *
   * Returns:
   *  D3D_OK on success
   *  For details see IWineD3DDevice::BeginStateBlock
   *
   *****************************************************************************/
  static HRESULT d3d_device7_BeginStateBlock(IDirect3DDevice7 *iface)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p.\n", iface);
  
      wined3d_mutex_lock();
      hr = wined3d_device_begin_stateblock(device->wined3d_device);
      wined3d_mutex_unlock();
  
      return hr_ddraw_from_wined3d(hr);
  }
  
  static HRESULT WINAPI d3d_device7_BeginStateBlock_FPUSetup(IDirect3DDevice7 *iface)
  {
      return d3d_device7_BeginStateBlock(iface);
  }
  
  static HRESULT WINAPI d3d_device7_BeginStateBlock_FPUPreserve(IDirect3DDevice7 *iface)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_BeginStateBlock(iface);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::EndStateBlock
   *
   * Stops recording to a state block and returns the created stateblock
   * handle.
   *
   * Version 7
   *
   * Params:
   *  BlockHandle: Address to store the stateblock's handle to
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if BlockHandle is NULL
   *  See IWineD3DDevice::EndStateBlock for more details
   *
   *****************************************************************************/
  static HRESULT d3d_device7_EndStateBlock(IDirect3DDevice7 *iface, DWORD *stateblock)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct wined3d_stateblock *wined3d_sb;
      HRESULT hr;
      DWORD h;
  
      TRACE("iface %p, stateblock %p.\n", iface, stateblock);
  
      if (!stateblock)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
  
      hr = wined3d_device_end_stateblock(device->wined3d_device, &wined3d_sb);
      if (FAILED(hr))
      {
          WARN("Failed to end stateblock, hr %#x.\n", hr);
          wined3d_mutex_unlock();
          *stateblock = 0;
          return hr_ddraw_from_wined3d(hr);
      }
  
      h = ddraw_allocate_handle(&device->handle_table, wined3d_sb, DDRAW_HANDLE_STATEBLOCK);
      if (h == DDRAW_INVALID_HANDLE)
      {
          ERR("Failed to allocate a stateblock handle.\n");
          wined3d_stateblock_decref(wined3d_sb);
          wined3d_mutex_unlock();
          *stateblock = 0;
          return DDERR_OUTOFMEMORY;
      }
  
      wined3d_mutex_unlock();
      *stateblock = h + 1;
  
      return hr_ddraw_from_wined3d(hr);
  }
  
  static HRESULT WINAPI d3d_device7_EndStateBlock_FPUSetup(IDirect3DDevice7 *iface, DWORD *stateblock)
  {
      return d3d_device7_EndStateBlock(iface, stateblock);
  }
  
  static HRESULT WINAPI d3d_device7_EndStateBlock_FPUPreserve(IDirect3DDevice7 *iface, DWORD *stateblock)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_EndStateBlock(iface, stateblock);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::PreLoad
   *
   * Allows the app to signal that a texture will be used soon, to allow
   * the Direct3DDevice to load it to the video card in the meantime.
   *
   * Version 7
   *
   * Params:
   *  Texture: The texture to preload
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Texture is NULL
   *  See IWineD3DSurface::PreLoad for details
   *
   *****************************************************************************/
  static HRESULT d3d_device7_PreLoad(IDirect3DDevice7 *iface, IDirectDrawSurface7 *texture)
  {
      struct ddraw_surface *surface = unsafe_impl_from_IDirectDrawSurface7(texture);
  
      TRACE("iface %p, texture %p.\n", iface, texture);
  
      if (!texture)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      wined3d_surface_preload(surface->wined3d_surface);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_PreLoad_FPUSetup(IDirect3DDevice7 *iface, IDirectDrawSurface7 *texture)
  {
      return d3d_device7_PreLoad(iface, texture);
  }
  
  static HRESULT WINAPI d3d_device7_PreLoad_FPUPreserve(IDirect3DDevice7 *iface, IDirectDrawSurface7 *texture)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_PreLoad(iface, texture);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::ApplyStateBlock
   *
   * Activates the state stored in a state block handle.
   *
   * Params:
   *  BlockHandle: The stateblock handle to activate
   *
   * Returns:
   *  D3D_OK on success
   *  D3DERR_INVALIDSTATEBLOCK if BlockHandle is NULL
   *
   *****************************************************************************/
  static HRESULT d3d_device7_ApplyStateBlock(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct wined3d_stateblock *wined3d_sb;
  
      TRACE("iface %p, stateblock %#x.\n", iface, stateblock);
  
      wined3d_mutex_lock();
      wined3d_sb = ddraw_get_object(&device->handle_table, stateblock - 1, DDRAW_HANDLE_STATEBLOCK);
      if (!wined3d_sb)
      {
          WARN("Invalid stateblock handle.\n");
          wined3d_mutex_unlock();
          return D3DERR_INVALIDSTATEBLOCK;
      }
  
      wined3d_stateblock_apply(wined3d_sb);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_ApplyStateBlock_FPUSetup(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      return d3d_device7_ApplyStateBlock(iface, stateblock);
  }
  
  static HRESULT WINAPI d3d_device7_ApplyStateBlock_FPUPreserve(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_ApplyStateBlock(iface, stateblock);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::CaptureStateBlock
   *
   * Updates a stateblock's values to the values currently set for the device
   *
   * Version 7
   *
   * Params:
   *  BlockHandle: Stateblock to update
   *
   * Returns:
   *  D3D_OK on success
   *  D3DERR_INVALIDSTATEBLOCK if BlockHandle is NULL
   *  See IWineD3DDevice::CaptureStateBlock for more details
   *
   *****************************************************************************/
  static HRESULT d3d_device7_CaptureStateBlock(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct wined3d_stateblock *wined3d_sb;
  
      TRACE("iface %p, stateblock %#x.\n", iface, stateblock);
  
      wined3d_mutex_lock();
      wined3d_sb = ddraw_get_object(&device->handle_table, stateblock - 1, DDRAW_HANDLE_STATEBLOCK);
      if (!wined3d_sb)
      {
          WARN("Invalid stateblock handle.\n");
          wined3d_mutex_unlock();
          return D3DERR_INVALIDSTATEBLOCK;
      }
  
      wined3d_stateblock_capture(wined3d_sb);
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_CaptureStateBlock_FPUSetup(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      return d3d_device7_CaptureStateBlock(iface, stateblock);
  }
  
  static HRESULT WINAPI d3d_device7_CaptureStateBlock_FPUPreserve(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_CaptureStateBlock(iface, stateblock);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::DeleteStateBlock
   *
   * Deletes a stateblock handle. This means releasing the WineD3DStateBlock
   *
   * Version 7
   *
   * Params:
   *  BlockHandle: Stateblock handle to delete
   *
   * Returns:
   *  D3D_OK on success
   *  D3DERR_INVALIDSTATEBLOCK if BlockHandle is 0
   *
   *****************************************************************************/
  static HRESULT d3d_device7_DeleteStateBlock(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct wined3d_stateblock *wined3d_sb;
      ULONG ref;
  
      TRACE("iface %p, stateblock %#x.\n", iface, stateblock);
  
      wined3d_mutex_lock();
  
      wined3d_sb = ddraw_free_handle(&device->handle_table, stateblock - 1, DDRAW_HANDLE_STATEBLOCK);
      if (!wined3d_sb)
      {
          WARN("Invalid stateblock handle.\n");
          wined3d_mutex_unlock();
          return D3DERR_INVALIDSTATEBLOCK;
      }
  
      if ((ref = wined3d_stateblock_decref(wined3d_sb)))
      {
          ERR("Something is still holding stateblock %p (refcount %u).\n", wined3d_sb, ref);
      }
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_DeleteStateBlock_FPUSetup(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      return d3d_device7_DeleteStateBlock(iface, stateblock);
  }
  
  static HRESULT WINAPI d3d_device7_DeleteStateBlock_FPUPreserve(IDirect3DDevice7 *iface, DWORD stateblock)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_DeleteStateBlock(iface, stateblock);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::CreateStateBlock
   *
   * Creates a new state block handle.
   *
   * Version 7
   *
   * Params:
   *  Type: The state block type
   *  BlockHandle: Address to write the created handle to
   *
   * Returns:
   *   D3D_OK on success
   *   DDERR_INVALIDPARAMS if BlockHandle is NULL
   *
   *****************************************************************************/
  static HRESULT d3d_device7_CreateStateBlock(IDirect3DDevice7 *iface,
          D3DSTATEBLOCKTYPE type, DWORD *stateblock)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct wined3d_stateblock *wined3d_sb;
      HRESULT hr;
      DWORD h;
  
      TRACE("iface %p, type %#x, stateblock %p.\n", iface, type, stateblock);
  
      if (!stateblock)
          return DDERR_INVALIDPARAMS;
  
      if (type != D3DSBT_ALL
              && type != D3DSBT_PIXELSTATE
              && type != D3DSBT_VERTEXSTATE)
      {
          WARN("Unexpected stateblock type, returning DDERR_INVALIDPARAMS\n");
          return DDERR_INVALIDPARAMS;
      }
  
      wined3d_mutex_lock();
  
      /* The D3DSTATEBLOCKTYPE enum is fine here. */
      hr = wined3d_stateblock_create(device->wined3d_device, type, &wined3d_sb);
      if (FAILED(hr))
      {
          WARN("Failed to create stateblock, hr %#x.\n", hr);
          wined3d_mutex_unlock();
          return hr_ddraw_from_wined3d(hr);
      }
  
      h = ddraw_allocate_handle(&device->handle_table, wined3d_sb, DDRAW_HANDLE_STATEBLOCK);
      if (h == DDRAW_INVALID_HANDLE)
      {
          ERR("Failed to allocate stateblock handle.\n");
          wined3d_stateblock_decref(wined3d_sb);
          wined3d_mutex_unlock();
          return DDERR_OUTOFMEMORY;
      }
  
      *stateblock = h + 1;
      wined3d_mutex_unlock();
  
      return hr_ddraw_from_wined3d(hr);
  }
  
  static HRESULT WINAPI d3d_device7_CreateStateBlock_FPUSetup(IDirect3DDevice7 *iface,
          D3DSTATEBLOCKTYPE type, DWORD *stateblock)
  {
      return d3d_device7_CreateStateBlock(iface, type, stateblock);
  }
  
  static HRESULT WINAPI d3d_device7_CreateStateBlock_FPUPreserve(IDirect3DDevice7 *iface,
          D3DSTATEBLOCKTYPE type, DWORD *stateblock)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_CreateStateBlock(iface, type, stateblock);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  static BOOL is_mip_level_subset(struct ddraw_surface *dest, struct ddraw_surface *src)
  {
      struct ddraw_surface *src_level, *dest_level;
      IDirectDrawSurface7 *temp;
      DDSURFACEDESC2 ddsd;
      BOOL levelFound; /* at least one suitable sublevel in dest found */
  
      /* To satisfy "destination is mip level subset of source" criteria (regular texture counts as 1 level),
       * 1) there must be at least one mip level in destination that matched dimensions of some mip level in source and
       * 2) there must be no destination levels that don't match any levels in source. Otherwise it's INVALIDPARAMS.
       */
      levelFound = FALSE;
  
      src_level = src;
      dest_level = dest;
  
      for (;src_level && dest_level;)
      {
          if (src_level->surface_desc.dwWidth == dest_level->surface_desc.dwWidth &&
              src_level->surface_desc.dwHeight == dest_level->surface_desc.dwHeight)
          {
              levelFound = TRUE;
  
              ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
              ddsd.ddsCaps.dwCaps2 = DDSCAPS2_MIPMAPSUBLEVEL;
              IDirectDrawSurface7_GetAttachedSurface(&dest_level->IDirectDrawSurface7_iface, &ddsd.ddsCaps, &temp);
  
              if (dest_level != dest) IDirectDrawSurface7_Release(&dest_level->IDirectDrawSurface7_iface);
  
              dest_level = unsafe_impl_from_IDirectDrawSurface7(temp);
          }
  
          ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
          ddsd.ddsCaps.dwCaps2 = DDSCAPS2_MIPMAPSUBLEVEL;
          IDirectDrawSurface7_GetAttachedSurface(&src_level->IDirectDrawSurface7_iface, &ddsd.ddsCaps, &temp);
  
          if (src_level != src) IDirectDrawSurface7_Release(&src_level->IDirectDrawSurface7_iface);
  
          src_level = unsafe_impl_from_IDirectDrawSurface7(temp);
      }
  
      if (src_level && src_level != src) IDirectDrawSurface7_Release(&src_level->IDirectDrawSurface7_iface);
      if (dest_level && dest_level != dest) IDirectDrawSurface7_Release(&dest_level->IDirectDrawSurface7_iface);
  
      return !dest_level && levelFound;
  }
  
  static void copy_mipmap_chain(struct d3d_device *device, struct ddraw_surface *dest,
          struct ddraw_surface *src, const POINT *DestPoint, const RECT *SrcRect)
  {
      struct ddraw_surface *src_level, *dest_level;
      IDirectDrawSurface7 *temp;
      DDSURFACEDESC2 ddsd;
      POINT point;
      RECT src_rect;
      HRESULT hr;
      IDirectDrawPalette *pal = NULL, *pal_src = NULL;
      DWORD ckeyflag;
      DDCOLORKEY ddckey;
  
      /* Copy palette, if possible. */
      IDirectDrawSurface7_GetPalette(&src->IDirectDrawSurface7_iface, &pal_src);
      IDirectDrawSurface7_GetPalette(&dest->IDirectDrawSurface7_iface, &pal);
  
      if (pal_src != NULL && pal != NULL)
      {
          PALETTEENTRY palent[256];
  
          IDirectDrawPalette_GetEntries(pal_src, 0, 0, 256, palent);
          IDirectDrawPalette_SetEntries(pal, 0, 0, 256, palent);
      }
  
      if (pal) IDirectDrawPalette_Release(pal);
      if (pal_src) IDirectDrawPalette_Release(pal_src);
  
      /* Copy colorkeys, if present. */
      for (ckeyflag = DDCKEY_DESTBLT; ckeyflag <= DDCKEY_SRCOVERLAY; ckeyflag <<= 1)
      {
          hr = IDirectDrawSurface7_GetColorKey(&src->IDirectDrawSurface7_iface, ckeyflag, &ddckey);
  
          if (SUCCEEDED(hr))
          {
              IDirectDrawSurface7_SetColorKey(&dest->IDirectDrawSurface7_iface, ckeyflag, &ddckey);
          }
      }
  
      src_level = src;
      dest_level = dest;
  
      point = *DestPoint;
      src_rect = *SrcRect;
  
      for (;src_level && dest_level;)
      {
          if (src_level->surface_desc.dwWidth == dest_level->surface_desc.dwWidth &&
              src_level->surface_desc.dwHeight == dest_level->surface_desc.dwHeight)
          {
              UINT src_w = src_rect.right - src_rect.left;
              UINT src_h = src_rect.bottom - src_rect.top;
              RECT dst_rect = {point.x, point.y, point.x + src_w, point.y + src_h};
  
              if (FAILED(hr = wined3d_surface_blt(dest_level->wined3d_surface, &dst_rect,
                      src_level->wined3d_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT)))
                  ERR("Blit failed, hr %#x.\n", hr);
  
              ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
              ddsd.ddsCaps.dwCaps2 = DDSCAPS2_MIPMAPSUBLEVEL;
              IDirectDrawSurface7_GetAttachedSurface(&dest_level->IDirectDrawSurface7_iface, &ddsd.ddsCaps, &temp);
  
              if (dest_level != dest) IDirectDrawSurface7_Release(&dest_level->IDirectDrawSurface7_iface);
  
              dest_level = unsafe_impl_from_IDirectDrawSurface7(temp);
          }
  
          ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
          ddsd.ddsCaps.dwCaps2 = DDSCAPS2_MIPMAPSUBLEVEL;
          IDirectDrawSurface7_GetAttachedSurface(&src_level->IDirectDrawSurface7_iface, &ddsd.ddsCaps, &temp);
  
          if (src_level != src) IDirectDrawSurface7_Release(&src_level->IDirectDrawSurface7_iface);
  
          src_level = unsafe_impl_from_IDirectDrawSurface7(temp);
  
          point.x /= 2;
          point.y /= 2;
  
          src_rect.top /= 2;
          src_rect.left /= 2;
          src_rect.right = (src_rect.right + 1) / 2;
          src_rect.bottom = (src_rect.bottom + 1) / 2;
      }
  
      if (src_level && src_level != src) IDirectDrawSurface7_Release(&src_level->IDirectDrawSurface7_iface);
      if (dest_level && dest_level != dest) IDirectDrawSurface7_Release(&dest_level->IDirectDrawSurface7_iface);
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::Load
   *
   * Loads a rectangular area from the source into the destination texture.
   * It can also copy the source to the faces of a cubic environment map
   *
   * Version 7
   *
   * Params:
   *  DestTex: Destination texture
   *  DestPoint: Point in the destination where the source image should be
   *             written to
   *  SrcTex: Source texture
   *  SrcRect: Source rectangle
   *  Flags: Cubemap faces to load (DDSCAPS2_CUBEMAP_ALLFACES, DDSCAPS2_CUBEMAP_POSITIVEX,
   *          DDSCAPS2_CUBEMAP_NEGATIVEX, DDSCAPS2_CUBEMAP_POSITIVEY, DDSCAPS2_CUBEMAP_NEGATIVEY,
   *          DDSCAPS2_CUBEMAP_POSITIVEZ, DDSCAPS2_CUBEMAP_NEGATIVEZ)
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if DestTex or SrcTex are NULL, broken coordinates or anything unexpected.
   *
   *
   *****************************************************************************/
  static HRESULT d3d_device7_Load(IDirect3DDevice7 *iface, IDirectDrawSurface7 *dst_texture, POINT *dst_pos,
          IDirectDrawSurface7 *src_texture, RECT *src_rect, DWORD flags)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      struct ddraw_surface *dest = unsafe_impl_from_IDirectDrawSurface7(dst_texture);
      struct ddraw_surface *src = unsafe_impl_from_IDirectDrawSurface7(src_texture);
      POINT destpoint;
      RECT srcrect;
  
      TRACE("iface %p, dst_texture %p, dst_pos %s, src_texture %p, src_rect %s, flags %#x.\n",
              iface, dst_texture, wine_dbgstr_point(dst_pos), src_texture, wine_dbgstr_rect(src_rect), flags);
  
      if( (!src) || (!dest) )
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
  
      if (!src_rect)
      {
          srcrect.left = srcrect.top = 0;
          srcrect.right = src->surface_desc.dwWidth;
          srcrect.bottom = src->surface_desc.dwHeight;
      }
      else
          srcrect = *src_rect;
  
      if (!dst_pos)
          destpoint.x = destpoint.y = 0;
      else
          destpoint = *dst_pos;
  
      /* Check bad dimensions. dst_pos is validated against src, not dest, because
       * destination can be a subset of mip levels, in which case actual coordinates used
       * for it may be divided. If any dimension of dest is larger than source, it can't be
       * mip level subset, so an error can be returned early.
       */
      if (srcrect.left >= srcrect.right || srcrect.top >= srcrect.bottom ||
          srcrect.right > src->surface_desc.dwWidth ||
          srcrect.bottom > src->surface_desc.dwHeight ||
          destpoint.x + srcrect.right - srcrect.left > src->surface_desc.dwWidth ||
          destpoint.y + srcrect.bottom - srcrect.top > src->surface_desc.dwHeight ||
          dest->surface_desc.dwWidth > src->surface_desc.dwWidth ||
          dest->surface_desc.dwHeight > src->surface_desc.dwHeight)
      {
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      /* Must be top level surfaces. */
      if (src->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_MIPMAPSUBLEVEL ||
          dest->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_MIPMAPSUBLEVEL)
      {
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      if (src->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP)
      {
          struct ddraw_surface *src_face, *dest_face;
          DWORD src_face_flag, dest_face_flag;
          IDirectDrawSurface7 *temp;
          DDSURFACEDESC2 ddsd;
          int i;
  
          if (!(dest->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP))
          {
              wined3d_mutex_unlock();
              return DDERR_INVALIDPARAMS;
          }
  
          /* Iterate through cube faces 2 times. First time is just to check INVALIDPARAMS conditions, second
           * time it's actual surface loading. */
          for (i = 0; i < 2; i++)
          {
              dest_face = dest;
              src_face = src;
  
              for (;dest_face && src_face;)
              {
                  src_face_flag = src_face->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP_ALLFACES;
                  dest_face_flag = dest_face->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP_ALLFACES;
  
                  if (src_face_flag == dest_face_flag)
                  {
                      if (i == 0)
                      {
                          /* Destination mip levels must be subset of source mip levels. */
                          if (!is_mip_level_subset(dest_face, src_face))
                          {
                              wined3d_mutex_unlock();
                              return DDERR_INVALIDPARAMS;
                          }
                      }
                      else if (flags & dest_face_flag)
                      {
                          copy_mipmap_chain(device, dest_face, src_face, &destpoint, &srcrect);
                      }
  
                      if (src_face_flag < DDSCAPS2_CUBEMAP_NEGATIVEZ)
                      {
                          ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
                          ddsd.ddsCaps.dwCaps2 = DDSCAPS2_CUBEMAP | (src_face_flag << 1);
                          IDirectDrawSurface7_GetAttachedSurface(&src->IDirectDrawSurface7_iface, &ddsd.ddsCaps, &temp);
  
                          if (src_face != src) IDirectDrawSurface7_Release(&src_face->IDirectDrawSurface7_iface);
  
                          src_face = unsafe_impl_from_IDirectDrawSurface7(temp);
                      }
                      else
                      {
                          if (src_face != src) IDirectDrawSurface7_Release(&src_face->IDirectDrawSurface7_iface);
  
                          src_face = NULL;
                      }
                  }
  
                  if (dest_face_flag < DDSCAPS2_CUBEMAP_NEGATIVEZ)
                  {
                      ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
                      ddsd.ddsCaps.dwCaps2 = DDSCAPS2_CUBEMAP | (dest_face_flag << 1);
                      IDirectDrawSurface7_GetAttachedSurface(&dest->IDirectDrawSurface7_iface, &ddsd.ddsCaps, &temp);
  
                      if (dest_face != dest) IDirectDrawSurface7_Release(&dest_face->IDirectDrawSurface7_iface);
  
                      dest_face = unsafe_impl_from_IDirectDrawSurface7(temp);
                  }
                  else
                  {
                      if (dest_face != dest) IDirectDrawSurface7_Release(&dest_face->IDirectDrawSurface7_iface);
  
                      dest_face = NULL;
                  }
              }
  
              if (i == 0)
              {
                  /* Native returns error if src faces are not subset of dest faces. */
                  if (src_face)
                  {
                      wined3d_mutex_unlock();
                      return DDERR_INVALIDPARAMS;
                  }
              }
          }
  
          wined3d_mutex_unlock();
          return D3D_OK;
      }
      else if (dest->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP)
      {
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      /* Handle non cube map textures. */
  
      /* Destination mip levels must be subset of source mip levels. */
      if (!is_mip_level_subset(dest, src))
      {
          wined3d_mutex_unlock();
          return DDERR_INVALIDPARAMS;
      }
  
      copy_mipmap_chain(device, dest, src, &destpoint, &srcrect);
  
      wined3d_mutex_unlock();
  
      return D3D_OK;
  }
  
  static HRESULT WINAPI d3d_device7_Load_FPUSetup(IDirect3DDevice7 *iface, IDirectDrawSurface7 *dst_texture,
          POINT *dst_pos, IDirectDrawSurface7 *src_texture, RECT *src_rect, DWORD flags)
  {
      return d3d_device7_Load(iface, dst_texture, dst_pos, src_texture, src_rect, flags);
  }
  
  static HRESULT WINAPI d3d_device7_Load_FPUPreserve(IDirect3DDevice7 *iface, IDirectDrawSurface7 *dst_texture,
          POINT *dst_pos, IDirectDrawSurface7 *src_texture, RECT *src_rect, DWORD flags)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_Load(iface, dst_texture, dst_pos, src_texture, src_rect, flags);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::LightEnable
   *
   * Enables or disables a light
   *
   * Version 7, IDirect3DLight uses this method too.
   *
   * Params:
   *  LightIndex: The index of the light to enable / disable
   *  Enable: Enable or disable the light
   *
   * Returns:
   *  D3D_OK on success
   *  For more details, see IWineD3DDevice::SetLightEnable
   *
   *****************************************************************************/
  static HRESULT d3d_device7_LightEnable(IDirect3DDevice7 *iface, DWORD light_idx, BOOL enabled)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p, light_idx %u, enabled %#x.\n", iface, light_idx, enabled);
  
      wined3d_mutex_lock();
      hr = wined3d_device_set_light_enable(device->wined3d_device, light_idx, enabled);
      wined3d_mutex_unlock();
  
      return hr_ddraw_from_wined3d(hr);
  }
  
  static HRESULT WINAPI d3d_device7_LightEnable_FPUSetup(IDirect3DDevice7 *iface, DWORD light_idx, BOOL enabled)
  {
      return d3d_device7_LightEnable(iface, light_idx, enabled);
  }
  
  static HRESULT WINAPI d3d_device7_LightEnable_FPUPreserve(IDirect3DDevice7 *iface, DWORD light_idx, BOOL enabled)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_LightEnable(iface, light_idx, enabled);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetLightEnable
   *
   * Retrieves if the light with the given index is enabled or not
   *
   * Version 7
   *
   * Params:
   *  LightIndex: Index of desired light
   *  Enable: Pointer to a BOOL which contains the result
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if Enable is NULL
   *  See IWineD3DDevice::GetLightEnable for more details
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetLightEnable(IDirect3DDevice7 *iface, DWORD light_idx, BOOL *enabled)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p, light_idx %u, enabled %p.\n", iface, light_idx, enabled);
  
      if (!enabled)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      hr = wined3d_device_get_light_enable(device->wined3d_device, light_idx, enabled);
      wined3d_mutex_unlock();
  
      return hr_ddraw_from_wined3d(hr);
  }
  
  static HRESULT WINAPI d3d_device7_GetLightEnable_FPUSetup(IDirect3DDevice7 *iface, DWORD light_idx, BOOL *enabled)
  {
      return d3d_device7_GetLightEnable(iface, light_idx, enabled);
  }
  
  static HRESULT WINAPI d3d_device7_GetLightEnable_FPUPreserve(IDirect3DDevice7 *iface, DWORD light_idx, BOOL *enabled)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetLightEnable(iface, light_idx, enabled);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::SetClipPlane
   *
   * Sets custom clipping plane
   *
   * Version 7
   *
   * Params:
   *  Index: The index of the clipping plane
   *  PlaneEquation: An equation defining the clipping plane
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if PlaneEquation is NULL
   *  See IWineD3DDevice::SetClipPlane for more details
   *
   *****************************************************************************/
  static HRESULT d3d_device7_SetClipPlane(IDirect3DDevice7 *iface, DWORD idx, D3DVALUE *plane)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p, idx %u, plane %p.\n", iface, idx, plane);
  
      if (!plane)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      hr = wined3d_device_set_clip_plane(device->wined3d_device, idx, (struct wined3d_vec4 *)plane);
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_SetClipPlane_FPUSetup(IDirect3DDevice7 *iface, DWORD idx, D3DVALUE *plane)
  {
      return d3d_device7_SetClipPlane(iface, idx, plane);
  }
  
  static HRESULT WINAPI d3d_device7_SetClipPlane_FPUPreserve(IDirect3DDevice7 *iface, DWORD idx, D3DVALUE *plane)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_SetClipPlane(iface, idx, plane);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetClipPlane
   *
   * Returns the clipping plane with a specific index
   *
   * Params:
   *  Index: The index of the desired plane
   *  PlaneEquation: Address to store the plane equation to
   *
   * Returns:
   *  D3D_OK on success
   *  DDERR_INVALIDPARAMS if PlaneEquation is NULL
   *  See IWineD3DDevice::GetClipPlane for more details
   *
   *****************************************************************************/
  static HRESULT d3d_device7_GetClipPlane(IDirect3DDevice7 *iface, DWORD idx, D3DVALUE *plane)
  {
      struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
      HRESULT hr;
  
      TRACE("iface %p, idx %u, plane %p.\n", iface, idx, plane);
  
      if (!plane)
          return DDERR_INVALIDPARAMS;
  
      wined3d_mutex_lock();
      hr = wined3d_device_get_clip_plane(device->wined3d_device, idx, (struct wined3d_vec4 *)plane);
      wined3d_mutex_unlock();
  
      return hr;
  }
  
  static HRESULT WINAPI d3d_device7_GetClipPlane_FPUSetup(IDirect3DDevice7 *iface, DWORD idx, D3DVALUE *plane)
  {
      return d3d_device7_GetClipPlane(iface, idx, plane);
  }
  
  static HRESULT WINAPI d3d_device7_GetClipPlane_FPUPreserve(IDirect3DDevice7 *iface, DWORD idx, D3DVALUE *plane)
  {
      HRESULT hr;
      WORD old_fpucw;
  
      old_fpucw = d3d_fpu_setup();
      hr = d3d_device7_GetClipPlane(iface, idx, plane);
      set_fpu_control_word(old_fpucw);
  
      return hr;
  }
  
  /*****************************************************************************
   * IDirect3DDevice7::GetInfo
   *
   * Retrieves some information about the device. The DirectX sdk says that
   * this version returns S_FALSE for all retail builds of DirectX, that's what
   * this implementation does.
   *
   * Params:
   *  DevInfoID: Information type requested
   *  DevInfoStruct: Pointer to a structure to store the info to
   *  Size: Size of the structure
   *
   * Returns:
   *  S_FALSE, because it's a non-debug driver
   *
   *****************************************************************************/
  static HRESULT WINAPI d3d_device7_GetInfo(IDirect3DDevice7 *iface, DWORD info_id, void *info, DWORD info_size)
  {
      TRACE("iface %p, info_id %#x, info %p, info_size %u.\n",
              iface, info_id, info, info_size);
  
      if (TRACE_ON(ddraw))
      {
          TRACE(" info requested : ");
          switch (info_id)
          {
              case D3DDEVINFOID_TEXTUREMANAGER: TRACE("D3DDEVINFOID_TEXTUREMANAGER\n"); break;
              case D3DDEVINFOID_D3DTEXTUREMANAGER: TRACE("D3DDEVINFOID_D3DTEXTUREMANAGER\n"); break;
              case D3DDEVINFOID_TEXTURING: TRACE("D3DDEVINFOID_TEXTURING\n"); break;
              default: ERR(" invalid flag !!!\n"); return DDERR_INVALIDPARAMS;
          }
      }
  
      return S_FALSE; /* According to MSDN, this is valid for a non-debug driver */
  }
  
  /* For performance optimization, devices created in FPUSETUP and FPUPRESERVE modes
   * have separate vtables. Simple functions where this doesn't matter like GetDirect3D
   * are not duplicated.
  
   * Device created with DDSCL_FPUSETUP (d3d7 default) - device methods assume that FPU
   * has already been setup for optimal d3d operation.
  
   * Device created with DDSCL_FPUPRESERVE - resets and restores FPU mode when necessary in
   * d3d calls (FPU may be in a mode non-suitable for d3d when the app calls d3d). Required
   * by Sacrifice (game). */
  static const struct IDirect3DDevice7Vtbl d3d_device7_fpu_setup_vtbl =
  {
      /*** IUnknown Methods ***/
      d3d_device7_QueryInterface,
      d3d_device7_AddRef,
      d3d_device7_Release,
      /*** IDirect3DDevice7 ***/
      d3d_device7_GetCaps_FPUSetup,
      d3d_device7_EnumTextureFormats_FPUSetup,
      d3d_device7_BeginScene_FPUSetup,
      d3d_device7_EndScene_FPUSetup,
      d3d_device7_GetDirect3D,
      d3d_device7_SetRenderTarget_FPUSetup,
      d3d_device7_GetRenderTarget,
      d3d_device7_Clear_FPUSetup,
      d3d_device7_SetTransform_FPUSetup,
      d3d_device7_GetTransform_FPUSetup,
      d3d_device7_SetViewport_FPUSetup,
      d3d_device7_MultiplyTransform_FPUSetup,
      d3d_device7_GetViewport_FPUSetup,
      d3d_device7_SetMaterial_FPUSetup,
      d3d_device7_GetMaterial_FPUSetup,
      d3d_device7_SetLight_FPUSetup,
      d3d_device7_GetLight_FPUSetup,
      d3d_device7_SetRenderState_FPUSetup,
      d3d_device7_GetRenderState_FPUSetup,
      d3d_device7_BeginStateBlock_FPUSetup,
      d3d_device7_EndStateBlock_FPUSetup,
      d3d_device7_PreLoad_FPUSetup,
      d3d_device7_DrawPrimitive_FPUSetup,
      d3d_device7_DrawIndexedPrimitive_FPUSetup,
      d3d_device7_SetClipStatus,
      d3d_device7_GetClipStatus,
      d3d_device7_DrawPrimitiveStrided_FPUSetup,
      d3d_device7_DrawIndexedPrimitiveStrided_FPUSetup,
      d3d_device7_DrawPrimitiveVB_FPUSetup,
      d3d_device7_DrawIndexedPrimitiveVB_FPUSetup,
      d3d_device7_ComputeSphereVisibility,
      d3d_device7_GetTexture_FPUSetup,
      d3d_device7_SetTexture_FPUSetup,
      d3d_device7_GetTextureStageState_FPUSetup,
      d3d_device7_SetTextureStageState_FPUSetup,
      d3d_device7_ValidateDevice_FPUSetup,
      d3d_device7_ApplyStateBlock_FPUSetup,
      d3d_device7_CaptureStateBlock_FPUSetup,
      d3d_device7_DeleteStateBlock_FPUSetup,
      d3d_device7_CreateStateBlock_FPUSetup,
      d3d_device7_Load_FPUSetup,
      d3d_device7_LightEnable_FPUSetup,
      d3d_device7_GetLightEnable_FPUSetup,
      d3d_device7_SetClipPlane_FPUSetup,
      d3d_device7_GetClipPlane_FPUSetup,
      d3d_device7_GetInfo
  };
  
  static const struct IDirect3DDevice7Vtbl d3d_device7_fpu_preserve_vtbl =
  {
      /*** IUnknown Methods ***/
      d3d_device7_QueryInterface,
      d3d_device7_AddRef,
      d3d_device7_Release,
      /*** IDirect3DDevice7 ***/
      d3d_device7_GetCaps_FPUPreserve,
      d3d_device7_EnumTextureFormats_FPUPreserve,
      d3d_device7_BeginScene_FPUPreserve,
      d3d_device7_EndScene_FPUPreserve,
      d3d_device7_GetDirect3D,
      d3d_device7_SetRenderTarget_FPUPreserve,
      d3d_device7_GetRenderTarget,
      d3d_device7_Clear_FPUPreserve,
      d3d_device7_SetTransform_FPUPreserve,
      d3d_device7_GetTransform_FPUPreserve,
      d3d_device7_SetViewport_FPUPreserve,
      d3d_device7_MultiplyTransform_FPUPreserve,
      d3d_device7_GetViewport_FPUPreserve,
      d3d_device7_SetMaterial_FPUPreserve,
      d3d_device7_GetMaterial_FPUPreserve,
      d3d_device7_SetLight_FPUPreserve,
      d3d_device7_GetLight_FPUPreserve,
      d3d_device7_SetRenderState_FPUPreserve,
      d3d_device7_GetRenderState_FPUPreserve,
      d3d_device7_BeginStateBlock_FPUPreserve,
      d3d_device7_EndStateBlock_FPUPreserve,
      d3d_device7_PreLoad_FPUPreserve,
      d3d_device7_DrawPrimitive_FPUPreserve,
      d3d_device7_DrawIndexedPrimitive_FPUPreserve,
      d3d_device7_SetClipStatus,
      d3d_device7_GetClipStatus,
      d3d_device7_DrawPrimitiveStrided_FPUPreserve,
      d3d_device7_DrawIndexedPrimitiveStrided_FPUPreserve,
      d3d_device7_DrawPrimitiveVB_FPUPreserve,
      d3d_device7_DrawIndexedPrimitiveVB_FPUPreserve,
      d3d_device7_ComputeSphereVisibility,
      d3d_device7_GetTexture_FPUPreserve,
      d3d_device7_SetTexture_FPUPreserve,
      d3d_device7_GetTextureStageState_FPUPreserve,
      d3d_device7_SetTextureStageState_FPUPreserve,
      d3d_device7_ValidateDevice_FPUPreserve,
      d3d_device7_ApplyStateBlock_FPUPreserve,
      d3d_device7_CaptureStateBlock_FPUPreserve,
      d3d_device7_DeleteStateBlock_FPUPreserve,
      d3d_device7_CreateStateBlock_FPUPreserve,
      d3d_device7_Load_FPUPreserve,
      d3d_device7_LightEnable_FPUPreserve,
      d3d_device7_GetLightEnable_FPUPreserve,
      d3d_device7_SetClipPlane_FPUPreserve,
      d3d_device7_GetClipPlane_FPUPreserve,
      d3d_device7_GetInfo
  };
  
  static const struct IDirect3DDevice3Vtbl d3d_device3_vtbl =
  {
      /*** IUnknown Methods ***/
      d3d_device3_QueryInterface,
      d3d_device3_AddRef,
      d3d_device3_Release,
      /*** IDirect3DDevice3 ***/
      d3d_device3_GetCaps,
      d3d_device3_GetStats,
      d3d_device3_AddViewport,
      d3d_device3_DeleteViewport,
      d3d_device3_NextViewport,
      d3d_device3_EnumTextureFormats,
      d3d_device3_BeginScene,
      d3d_device3_EndScene,
      d3d_device3_GetDirect3D,
      d3d_device3_SetCurrentViewport,
      d3d_device3_GetCurrentViewport,
      d3d_device3_SetRenderTarget,
      d3d_device3_GetRenderTarget,
      d3d_device3_Begin,
      d3d_device3_BeginIndexed,
      d3d_device3_Vertex,
      d3d_device3_Index,
      d3d_device3_End,
      d3d_device3_GetRenderState,
      d3d_device3_SetRenderState,
      d3d_device3_GetLightState,
      d3d_device3_SetLightState,
      d3d_device3_SetTransform,
      d3d_device3_GetTransform,
      d3d_device3_MultiplyTransform,
      d3d_device3_DrawPrimitive,
      d3d_device3_DrawIndexedPrimitive,
      d3d_device3_SetClipStatus,
      d3d_device3_GetClipStatus,
      d3d_device3_DrawPrimitiveStrided,
      d3d_device3_DrawIndexedPrimitiveStrided,
      d3d_device3_DrawPrimitiveVB,
      d3d_device3_DrawIndexedPrimitiveVB,
      d3d_device3_ComputeSphereVisibility,
      d3d_device3_GetTexture,
      d3d_device3_SetTexture,
      d3d_device3_GetTextureStageState,
      d3d_device3_SetTextureStageState,
      d3d_device3_ValidateDevice
  };
  
  static const struct IDirect3DDevice2Vtbl d3d_device2_vtbl =
  {
      /*** IUnknown Methods ***/
      d3d_device2_QueryInterface,
      d3d_device2_AddRef,
      d3d_device2_Release,
      /*** IDirect3DDevice2 ***/
      d3d_device2_GetCaps,
      d3d_device2_SwapTextureHandles,
      d3d_device2_GetStats,
      d3d_device2_AddViewport,
      d3d_device2_DeleteViewport,
      d3d_device2_NextViewport,
      d3d_device2_EnumTextureFormats,
      d3d_device2_BeginScene,
      d3d_device2_EndScene,
      d3d_device2_GetDirect3D,
      d3d_device2_SetCurrentViewport,
      d3d_device2_GetCurrentViewport,
      d3d_device2_SetRenderTarget,
      d3d_device2_GetRenderTarget,
      d3d_device2_Begin,
      d3d_device2_BeginIndexed,
      d3d_device2_Vertex,
      d3d_device2_Index,
      d3d_device2_End,
      d3d_device2_GetRenderState,
      d3d_device2_SetRenderState,
      d3d_device2_GetLightState,
      d3d_device2_SetLightState,
      d3d_device2_SetTransform,
      d3d_device2_GetTransform,
      d3d_device2_MultiplyTransform,
      d3d_device2_DrawPrimitive,
      d3d_device2_DrawIndexedPrimitive,
      d3d_device2_SetClipStatus,
      d3d_device2_GetClipStatus
  };
  
  static const struct IDirect3DDeviceVtbl d3d_device1_vtbl =
  {
      /*** IUnknown Methods ***/
      d3d_device1_QueryInterface,
      d3d_device1_AddRef,
      d3d_device1_Release,
      /*** IDirect3DDevice1 ***/
      d3d_device1_Initialize,
      d3d_device1_GetCaps,
      d3d_device1_SwapTextureHandles,
      d3d_device1_CreateExecuteBuffer,
      d3d_device1_GetStats,
      d3d_device1_Execute,
      d3d_device1_AddViewport,
      d3d_device1_DeleteViewport,
      d3d_device1_NextViewport,
      d3d_device1_Pick,
      d3d_device1_GetPickRecords,
      d3d_device1_EnumTextureFormats,
      d3d_device1_CreateMatrix,
      d3d_device1_SetMatrix,
      d3d_device1_GetMatrix,
      d3d_device1_DeleteMatrix,
      d3d_device1_BeginScene,
      d3d_device1_EndScene,
      d3d_device1_GetDirect3D
  };
  
  static const struct IUnknownVtbl d3d_device_inner_vtbl =
  {
      d3d_device_inner_QueryInterface,
      d3d_device_inner_AddRef,
      d3d_device_inner_Release,
  };
  
  struct d3d_device *unsafe_impl_from_IDirect3DDevice7(IDirect3DDevice7 *iface)
  {
      if (!iface) return NULL;
      assert((iface->lpVtbl == &d3d_device7_fpu_preserve_vtbl) || (iface->lpVtbl == &d3d_device7_fpu_setup_vtbl));
      return CONTAINING_RECORD(iface, struct d3d_device, IDirect3DDevice7_iface);
  }
  
  struct d3d_device *unsafe_impl_from_IDirect3DDevice3(IDirect3DDevice3 *iface)
  {
      if (!iface) return NULL;
      assert(iface->lpVtbl == &d3d_device3_vtbl);
      return CONTAINING_RECORD(iface, struct d3d_device, IDirect3DDevice3_iface);
  }
  
  struct d3d_device *unsafe_impl_from_IDirect3DDevice2(IDirect3DDevice2 *iface)
  {
      if (!iface) return NULL;
      assert(iface->lpVtbl == &d3d_device2_vtbl);
      return CONTAINING_RECORD(iface, struct d3d_device, IDirect3DDevice2_iface);
  }
  
  struct d3d_device *unsafe_impl_from_IDirect3DDevice(IDirect3DDevice *iface)
  {
      if (!iface) return NULL;
      assert(iface->lpVtbl == &d3d_device1_vtbl);
      return CONTAINING_RECORD(iface, struct d3d_device, IDirect3DDevice_iface);
  }
  
  enum wined3d_depth_buffer_type d3d_device_update_depth_stencil(struct d3d_device *device)
  {
      IDirectDrawSurface7 *depthStencil = NULL;
      static DDSCAPS2 depthcaps = { DDSCAPS_ZBUFFER, 0, 0, 0 };
      struct ddraw_surface *dsi;
  
      IDirectDrawSurface7_GetAttachedSurface(&device->target->IDirectDrawSurface7_iface, &depthcaps, &depthStencil);
      if (!depthStencil)
      {
          TRACE("Setting wined3d depth stencil to NULL\n");
          wined3d_device_set_depth_stencil(device->wined3d_device, NULL);
          return WINED3D_ZB_FALSE;
      }
  
      dsi = impl_from_IDirectDrawSurface7(depthStencil);
      TRACE("Setting wined3d depth stencil to %p (wined3d %p)\n", dsi, dsi->wined3d_surface);
      wined3d_device_set_depth_stencil(device->wined3d_device, dsi->wined3d_surface);
  
      IDirectDrawSurface7_Release(depthStencil);
      return WINED3D_ZB_TRUE;
  }
  
  static HRESULT d3d_device_init(struct d3d_device *device, struct ddraw *ddraw,
          struct ddraw_surface *target, UINT version, IUnknown *outer_unknown)
  {
      static const D3DMATRIX ident =
      {
          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,
      };
      HRESULT hr;
  
      if (ddraw->cooperative_level & DDSCL_FPUPRESERVE)
          device->IDirect3DDevice7_iface.lpVtbl = &d3d_device7_fpu_preserve_vtbl;
      else
          device->IDirect3DDevice7_iface.lpVtbl = &d3d_device7_fpu_setup_vtbl;
  
      device->IDirect3DDevice3_iface.lpVtbl = &d3d_device3_vtbl;
      device->IDirect3DDevice2_iface.lpVtbl = &d3d_device2_vtbl;
      device->IDirect3DDevice_iface.lpVtbl = &d3d_device1_vtbl;
      device->IUnknown_inner.lpVtbl = &d3d_device_inner_vtbl;
      device->ref = 1;
      device->version = version;
  
      if (outer_unknown)
          device->outer_unknown = outer_unknown;
      else
          device->outer_unknown = &device->IUnknown_inner;
  
      device->ddraw = ddraw;
      device->target = target;
      list_init(&device->viewport_list);
  
      if (!ddraw_handle_table_init(&device->handle_table, 64))
      {
          ERR("Failed to initialize handle table.\n");
          return DDERR_OUTOFMEMORY;
      }
  
      device->legacyTextureBlending = FALSE;
      device->legacy_projection = ident;
      device->legacy_clipspace = ident;
  
      /* This is for convenience. */
      device->wined3d_device = ddraw->wined3d_device;
      wined3d_device_incref(ddraw->wined3d_device);
  
      /* Render to the back buffer */
      hr = wined3d_device_set_render_target(ddraw->wined3d_device, 0, target->wined3d_surface, TRUE);
      if (FAILED(hr))
      {
          ERR("Failed to set render target, hr %#x.\n", hr);
          ddraw_handle_table_destroy(&device->handle_table);
          return hr;
      }
  
      /* FIXME: This is broken. The target AddRef() makes some sense, because
       * we store a pointer during initialization, but then that's also where
       * the AddRef() should be. We don't store ddraw->d3d_target anywhere. */
      /* AddRef the render target. Also AddRef the render target from ddraw,
       * because if it is released before the app releases the D3D device, the
       * D3D capabilities of wined3d will be uninitialized, which has bad effects.
       *
       * In most cases, those surfaces are the same anyway, but this will simply
       * add another ref which is released when the device is destroyed. */
      if (version != 1)
          IDirectDrawSurface7_AddRef(&target->IDirectDrawSurface7_iface);
  
      ddraw->d3ddevice = device;
  
      wined3d_device_set_render_state(ddraw->wined3d_device, WINED3D_RS_ZENABLE,
              d3d_device_update_depth_stencil(device));
      if (version == 1) /* Color keying is initially enabled for version 1 devices. */
          wined3d_device_set_render_state(ddraw->wined3d_device, WINED3D_RS_COLORKEYENABLE, TRUE);
      else if (version == 2)
          wined3d_device_set_render_state(ddraw->wined3d_device, WINED3D_RS_SPECULARENABLE, TRUE);
  
      return D3D_OK;
  }
  
  HRESULT d3d_device_create(struct ddraw *ddraw, struct ddraw_surface *target,
          UINT version, struct d3d_device **device, IUnknown *outer_unknown)
  {
      struct d3d_device *object;
      HRESULT hr;
  
      TRACE("ddraw %p, target %p, version %u, device %p, outer_unknown %p.\n",
              ddraw, target, version, device, outer_unknown);
  
      if (ddraw->flags & DDRAW_NO3D)
      {
          ERR_(winediag)("The application wants to create a Direct3D device, "
                  "but the current DirectDrawRenderer does not support this.\n");
  
          return DDERR_NO3D;
      }
  
      if (ddraw->d3ddevice)
      {
          FIXME("Only one Direct3D device per DirectDraw object supported.\n");
          return DDERR_INVALIDPARAMS;
      }
  
      object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
      if (!object)
      {
          ERR("Failed to allocate device memory.\n");
          return DDERR_OUTOFMEMORY;
      }
  
      hr = d3d_device_init(object, ddraw, target, version, outer_unknown);
      if (FAILED(hr))
      {
          WARN("Failed to initialize device, hr %#x.\n", hr);
          HeapFree(GetProcessHeap(), 0, object);
          return hr;
      }
  
      TRACE("Created device %p.\n", object);
      *device = object;
  
      return D3D_OK;
  }
  