text: /*
   * Copyright 2002 Lionel Ulmer
   * Copyright 2002-2005 Jason Edmeades
   * Copyright 2003-2004 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
   * Copyright 2006-2008 Henri Verbeet
   * Copyright 2007 Andrew Riedi
   * Copyright 2009-2011 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #ifdef HAVE_FLOAT_H
  # include <float.h>
  #endif
  
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  WINE_DECLARE_DEBUG_CHANNEL(winediag);
  
  struct wined3d_matrix_3x3
  {
      float _11, _12, _13;
      float _21, _22, _23;
      float _31, _32, _33;
  };
  
  struct light_transformed
  {
      struct wined3d_color diffuse, specular, ambient;
      struct wined3d_vec4 position;
      struct wined3d_vec3 direction;
      float range, falloff, c_att, l_att, q_att, cos_htheta, cos_hphi;
  };
  
  struct lights_settings
  {
      struct light_transformed lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
      struct wined3d_color ambient_light;
      struct wined3d_matrix modelview_matrix;
      struct wined3d_matrix_3x3 normal_matrix;
      struct wined3d_vec4 position_transformed;
  
      float fog_start, fog_end, fog_density;
  
      uint32_t point_light_count          : 8;
      uint32_t spot_light_count           : 8;
      uint32_t directional_light_count    : 8;
      uint32_t parallel_point_light_count : 8;
      uint32_t lighting                   : 1;
      uint32_t legacy_lighting            : 1;
      uint32_t normalise                  : 1;
      uint32_t localviewer                : 1;
      uint32_t fog_coord_mode             : 2;
      uint32_t fog_mode                   : 2;
      uint32_t padding                    : 24;
  };
  
  /* Define the default light parameters as specified by MSDN. */
  const struct wined3d_light WINED3D_default_light =
  {
      WINED3D_LIGHT_DIRECTIONAL,  /* Type */
      { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
      { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
      { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
      { 0.0f, 0.0f, 0.0f },       /* Position x,y,z */
      { 0.0f, 0.0f, 1.0f },       /* Direction x,y,z */
      0.0f,                       /* Range */
      0.0f,                       /* Falloff */
      0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
      0.0f,                       /* Theta */
      0.0f                        /* Phi */
  };
  
  BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
  {
      struct wined3d_context **new_array;
  
      TRACE("Adding context %p.\n", context);
  
      if (!device->shader_backend->shader_allocate_context_data(context))
      {
          ERR("Failed to allocate shader backend context data.\n");
          return FALSE;
      }
      device->shader_backend->shader_init_context_state(context);
  
      if (!device->adapter->fragment_pipe->allocate_context_data(context))
      {
          ERR("Failed to allocate fragment pipeline context data.\n");
          device->shader_backend->shader_free_context_data(context);
          return FALSE;
      }
  
      if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
      {
          ERR("Failed to grow the context array.\n");
          device->adapter->fragment_pipe->free_context_data(context);
          device->shader_backend->shader_free_context_data(context);
          return FALSE;
      }
  
      new_array[device->context_count++] = context;
      device->contexts = new_array;
  
      return TRUE;
  }
  
  void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
  {
      struct wined3d_context **new_array;
      BOOL found = FALSE;
      UINT i;
  
      TRACE("Removing context %p.\n", context);
  
      device->adapter->fragment_pipe->free_context_data(context);
      device->shader_backend->shader_free_context_data(context);
  
      for (i = 0; i < device->context_count; ++i)
      {
          if (device->contexts[i] == context)
          {
              found = TRUE;
              break;
          }
      }
  
      if (!found)
      {
          ERR("Context %p doesn't exist in context array.\n", context);
          return;
      }
  
      if (!--device->context_count)
      {
          heap_free(device->contexts);
          device->contexts = NULL;
          return;
      }
  
      memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
      if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts))))
      {
          ERR("Failed to shrink context array. Oh well.\n");
          return;
      }
  
      device->contexts = new_array;
  }
  
  ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
  {
      ULONG refcount = InterlockedIncrement(&device->ref);
  
      TRACE("%p increasing refcount to %u.\n", device, refcount);
  
      return refcount;
  }
  
  static void device_free_so_desc(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_so_desc_entry *s = WINE_RB_ENTRY_VALUE(entry, struct wined3d_so_desc_entry, entry);
  
      heap_free(s);
  }
  
  static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
  
      ERR("Leftover sampler %p.\n", sampler);
  }
  
  static void device_leftover_rasterizer_state(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
  
      ERR("Leftover rasterizer state %p.\n", state);
  }
  
  static void device_leftover_blend_state(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
  
      ERR("Leftover blend state %p.\n", blend_state);
  }
  
  static void device_leftover_depth_stencil_state(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
  
      ERR("Leftover depth/stencil state %p.\n", state);
  }
  
  void wined3d_device_cleanup(struct wined3d_device *device)
  {
      unsigned int i;
  
      if (device->swapchain_count)
          wined3d_device_uninit_3d(device);
  
      wined3d_cs_destroy(device->cs);
  
      for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
      {
          heap_free(device->multistate_funcs[i]);
          device->multistate_funcs[i] = NULL;
      }
  
      if (!list_empty(&device->resources))
      {
          struct wined3d_resource *resource;
  
          ERR("Device released with resources still bound.\n");
  
          LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
          {
              ERR("Leftover resource %p with type %s (%#x).\n",
                      resource, debug_d3dresourcetype(resource->type), resource->type);
          }
      }
  
      if (device->contexts)
          ERR("Context array not freed!\n");
      if (device->hardwareCursor)
          DestroyCursor(device->hardwareCursor);
      device->hardwareCursor = 0;
  
      wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
      wine_rb_destroy(&device->rasterizer_states, device_leftover_rasterizer_state, NULL);
      wine_rb_destroy(&device->blend_states, device_leftover_blend_state, NULL);
      wine_rb_destroy(&device->depth_stencil_states, device_leftover_depth_stencil_state, NULL);
      wine_rb_destroy(&device->so_descs, device_free_so_desc, NULL);
  
      wined3d_decref(device->wined3d);
      device->wined3d = NULL;
  }
  
  ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
  {
      ULONG refcount = InterlockedDecrement(&device->ref);
  
      TRACE("%p decreasing refcount to %u.\n", device, refcount);
  
      if (!refcount)
      {
          device->adapter->adapter_ops->adapter_destroy_device(device);
          TRACE("Destroyed device %p.\n", device);
      }
  
      return refcount;
  }
  
  UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->swapchain_count;
  }
  
  struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
  {
      TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
  
      if (swapchain_idx >= device->swapchain_count)
      {
          WARN("swapchain_idx %u >= swapchain_count %u.\n",
                  swapchain_idx, device->swapchain_count);
          return NULL;
      }
  
      return device->swapchains[swapchain_idx];
  }
  
  static void device_load_logo(struct wined3d_device *device, const char *filename)
  {
      struct wined3d_color_key color_key;
      struct wined3d_resource_desc desc;
      HBITMAP hbm;
      BITMAP bm;
      HRESULT hr;
      HDC dcb = NULL, dcs = NULL;
  
      if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
      {
          ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
          return;
      }
      GetObjectA(hbm, sizeof(BITMAP), &bm);
  
      if (!(dcb = CreateCompatibleDC(NULL)))
          goto out;
      SelectObject(dcb, hbm);
  
      desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
      desc.format = WINED3DFMT_B5G6R5_UNORM;
      desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
      desc.multisample_quality = 0;
      desc.usage = WINED3DUSAGE_DYNAMIC;
      desc.bind_flags = 0;
      desc.access = WINED3D_RESOURCE_ACCESS_GPU;
      desc.width = bm.bmWidth;
      desc.height = bm.bmHeight;
      desc.depth = 1;
      desc.size = 0;
      if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_GET_DC,
              NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
      {
          ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
          goto out;
      }
  
      if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
      {
          wined3d_texture_decref(device->logo_texture);
          device->logo_texture = NULL;
          goto out;
      }
      BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
      wined3d_texture_release_dc(device->logo_texture, 0, dcs);
  
      color_key.color_space_low_value = 0;
      color_key.color_space_high_value = 0;
      wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
  
  out:
      if (dcb) DeleteDC(dcb);
      if (hbm) DeleteObject(hbm);
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *device_gl,
          struct wined3d_context_gl *context_gl)
  {
      struct wined3d_dummy_textures *textures = &device_gl->dummy_textures;
      const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int i;
      DWORD color;
  
      if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
          color = 0x000000ff;
      else
          color = 0x00000000;
  
      /* Under DirectX you can sample even if no texture is bound, whereas
       * OpenGL will only allow that when a valid texture is bound.
       * We emulate this by creating dummy textures and binding them
       * to each texture stage when the currently set D3D texture is NULL. */
      wined3d_context_gl_active_texture(context_gl, gl_info, 0);
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
      TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
      gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
              GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
  
      gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d);
      TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
      gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
              GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
  
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
      {
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect);
          TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
          gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
                  GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
      }
  
      if (gl_info->supported[EXT_TEXTURE3D])
      {
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d);
          TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
          GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
                      GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
      }
  
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
      {
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube);
          TRACE("Dummy cube texture given name %u.\n", textures->tex_cube);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
          for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
          {
              gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
                      GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
          }
      }
  
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
      {
          DWORD cube_array_data[6];
  
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array);
          TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
          for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
              cube_array_data[i] = color;
          GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
                      GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
      }
  
      if (gl_info->supported[EXT_TEXTURE_ARRAY])
      {
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array);
          TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
          gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
                      GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
  
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array);
          TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
          GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
                      GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
      }
  
      if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
      {
          GLuint buffer;
  
          GL_EXTCALL(glGenBuffers(1, &buffer));
          GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
          GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
          GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
  
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer);
          TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
          GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
          GL_EXTCALL(glDeleteBuffers(1, &buffer));
      }
  
      if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
      {
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms);
          TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
          GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
  
          gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array);
          TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
          GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
  
          if (gl_info->supported[ARB_CLEAR_TEXTURE])
          {
              GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
              GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
          }
          else
          {
              WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
          }
      }
  
      checkGLcall("create dummy textures");
  
      wined3d_context_gl_bind_dummy_textures(context_gl);
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl *device_gl,
          struct wined3d_context_gl *context_gl)
  {
      struct wined3d_dummy_textures *dummy_textures = &device_gl->dummy_textures;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
      {
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms);
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array);
      }
  
      if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer);
  
      if (gl_info->supported[EXT_TEXTURE_ARRAY])
      {
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array);
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array);
      }
  
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array);
  
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube);
  
      if (gl_info->supported[EXT_TEXTURE3D])
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d);
  
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect);
  
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d);
      gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d);
  
      checkGLcall("delete dummy textures");
  
      memset(dummy_textures, 0, sizeof(*dummy_textures));
  }
  
  /* Context activation is done by the caller. */
  void wined3d_device_create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
  {
      struct wined3d_sampler_desc desc;
      HRESULT hr;
  
      desc.address_u = WINED3D_TADDRESS_WRAP;
      desc.address_v = WINED3D_TADDRESS_WRAP;
      desc.address_w = WINED3D_TADDRESS_WRAP;
      memset(desc.border_color, 0, sizeof(desc.border_color));
      desc.mag_filter = WINED3D_TEXF_POINT;
      desc.min_filter = WINED3D_TEXF_POINT;
      desc.mip_filter = WINED3D_TEXF_NONE;
      desc.lod_bias = 0.0f;
      desc.min_lod = -1000.0f;
      desc.max_lod =  1000.0f;
      desc.mip_base_level = 0;
      desc.max_anisotropy = 1;
      desc.compare = FALSE;
      desc.comparison_func = WINED3D_CMP_NEVER;
      desc.srgb_decode = TRUE;
  
      /* In SM4+ shaders there is a separation between resources and samplers. Some shader
       * instructions allow access to resources without using samplers.
       * In GLSL, resources are always accessed through sampler or image variables. The default
       * sampler object is used to emulate the direct resource access when there is no sampler state
       * to use.
       */
      if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
      {
          ERR("Failed to create default sampler, hr %#x.\n", hr);
          device->default_sampler = NULL;
      }
  
      /* In D3D10+, a NULL sampler maps to the default sampler state. */
      desc.address_u = WINED3D_TADDRESS_CLAMP;
      desc.address_v = WINED3D_TADDRESS_CLAMP;
      desc.address_w = WINED3D_TADDRESS_CLAMP;
      desc.mag_filter = WINED3D_TEXF_LINEAR;
      desc.min_filter = WINED3D_TEXF_LINEAR;
      desc.mip_filter = WINED3D_TEXF_LINEAR;
      if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
      {
          ERR("Failed to create null sampler, hr %#x.\n", hr);
          device->null_sampler = NULL;
      }
  }
  
  /* Context activation is done by the caller. */
  void wined3d_device_destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
  {
      wined3d_sampler_decref(device->default_sampler);
      device->default_sampler = NULL;
      wined3d_sampler_decref(device->null_sampler);
      device->null_sampler = NULL;
  }
  
  static void wined3d_null_image_vk_cleanup(struct wined3d_null_image_vk *image,
          struct wined3d_context_vk *context_vk, uint64_t command_buffer_id)
  {
      wined3d_context_vk_destroy_image(context_vk, image->vk_image, command_buffer_id);
      if (image->memory)
          wined3d_context_vk_destroy_allocator_block(context_vk, image->memory, command_buffer_id);
      else
          wined3d_context_vk_destroy_memory(context_vk, image->vk_memory, command_buffer_id);
  }
  
  static bool wined3d_null_image_vk_init(struct wined3d_null_image_vk *image, struct wined3d_context_vk *context_vk,
          VkCommandBuffer vk_command_buffer, VkImageType type, unsigned int layer_count, unsigned int sample_count)
  {
      struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
      const struct wined3d_vk_info *vk_info = context_vk->vk_info;
      VkMemoryRequirements memory_requirements;
      VkImageSubresourceRange range;
      VkImageCreateInfo image_desc;
      unsigned int memory_type_idx;
      uint32_t flags = 0;
      VkResult vr;
  
      static const VkClearColorValue colour = {{0}};
  
      TRACE("image %p, context_vk %p, vk_command_buffer %p, type %#x, layer_count %u, sample_count %u.\n",
              image, context_vk, vk_command_buffer, type, layer_count, sample_count);
  
      if (type == VK_IMAGE_TYPE_2D && layer_count >= 6)
          flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
  
      image_desc.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
      image_desc.pNext = NULL;
      image_desc.flags = flags;
      image_desc.imageType = type;
      image_desc.format = VK_FORMAT_R8G8B8A8_UNORM;
      image_desc.extent.width = 1;
      image_desc.extent.height = 1;
      image_desc.extent.depth = 1;
      image_desc.mipLevels = 1;
      image_desc.arrayLayers = layer_count;
      image_desc.samples = sample_count;
      image_desc.tiling = VK_IMAGE_TILING_OPTIMAL;
      image_desc.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
      image_desc.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
      image_desc.queueFamilyIndexCount = 0;
      image_desc.pQueueFamilyIndices = NULL;
      image_desc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
      if ((vr = VK_CALL(vkCreateImage(device_vk->vk_device, &image_desc, NULL, &image->vk_image))) < 0)
      {
          ERR("Failed to create Vulkan image, vr %s.\n", wined3d_debug_vkresult(vr));
          return false;
      }
  
      VK_CALL(vkGetImageMemoryRequirements(device_vk->vk_device, image->vk_image, &memory_requirements));
  
      memory_type_idx = wined3d_adapter_vk_get_memory_type_index(wined3d_adapter_vk(device_vk->d.adapter),
              memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
      if (memory_type_idx == ~0u)
      {
          ERR("Failed to find suitable image memory type.\n");
          VK_CALL(vkDestroyImage(device_vk->vk_device, image->vk_image, NULL));
          image->vk_image = VK_NULL_HANDLE;
          return false;
      }
  
      image->memory = wined3d_context_vk_allocate_memory(context_vk,
              memory_type_idx, memory_requirements.size, &image->vk_memory);
      if (!image->vk_memory)
      {
          ERR("Failed to allocate image memory.\n");
          VK_CALL(vkDestroyImage(device_vk->vk_device, image->vk_image, NULL));
          image->vk_image = VK_NULL_HANDLE;
          return false;
      }
  
      if ((vr = VK_CALL(vkBindImageMemory(device_vk->vk_device, image->vk_image,
              image->vk_memory, image->memory ? image->memory->offset : 0))) < 0)
      {
          ERR("Failed to bind image memory, vr %s.\n", wined3d_debug_vkresult(vr));
          if (image->memory)
              wined3d_allocator_block_free(image->memory);
          else
              VK_CALL(vkFreeMemory(device_vk->vk_device, image->vk_memory, NULL));
          VK_CALL(vkDestroyImage(device_vk->vk_device, image->vk_image, NULL));
          image->vk_image = VK_NULL_HANDLE;
          return false;
      }
  
      wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
              VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, VK_ACCESS_TRANSFER_WRITE_BIT,
              VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
              image->vk_image, VK_IMAGE_ASPECT_COLOR_BIT);
  
      range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
      range.baseMipLevel = 0;
      range.levelCount = 1;
      range.baseArrayLayer = 0;
      range.layerCount = layer_count;
      VK_CALL(vkCmdClearColorImage(vk_command_buffer, image->vk_image,
              VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &colour, 1, &range));
  
      wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
              VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, 0,
              VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
              image->vk_image, VK_IMAGE_ASPECT_COLOR_BIT);
  
      TRACE("Created NULL image 0x%s, memory 0x%s.\n",
              wine_dbgstr_longlong(image->vk_image), wine_dbgstr_longlong(image->vk_memory));
  
      return true;
  }
  
  bool wined3d_device_vk_create_null_resources(struct wined3d_device_vk *device_vk,
          struct wined3d_context_vk *context_vk)
  {
      struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
      const struct wined3d_vk_info *vk_info;
      const struct wined3d_format *format;
      VkMemoryPropertyFlags memory_type;
      VkCommandBuffer vk_command_buffer;
      unsigned int sample_count = 2;
      VkBufferUsageFlags usage;
      uint64_t id;
  
      format = wined3d_get_format(device_vk->d.adapter, WINED3DFMT_R8G8B8A8_UNORM, WINED3D_BIND_SHADER_RESOURCE);
      while (sample_count && !(sample_count & format->multisample_types))
          sample_count <<= 1;
  
      if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
      {
          ERR("Failed to get command buffer.\n");
          return false;
      }
  
      vk_info = context_vk->vk_info;
  
      usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
              | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
      memory_type = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
      if (!wined3d_context_vk_create_bo(context_vk, 16, usage, memory_type, &r->bo))
          return false;
      VK_CALL(vkCmdFillBuffer(vk_command_buffer, r->bo.vk_buffer, r->bo.buffer_offset, r->bo.size, 0x00000000u));
      r->buffer_info.buffer = r->bo.vk_buffer;
      r->buffer_info.offset = r->bo.buffer_offset;
      r->buffer_info.range = r->bo.size;
  
      if (!wined3d_null_image_vk_init(&r->image_1d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_1D, 1, 1))
      {
          ERR("Failed to create 1D image.\n");
          goto fail;
      }
  
      if (!wined3d_null_image_vk_init(&r->image_2d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_2D, 6, 1))
      {
          ERR("Failed to create 2D image.\n");
          goto fail;
      }
  
      if (!wined3d_null_image_vk_init(&r->image_2dms, context_vk, vk_command_buffer, VK_IMAGE_TYPE_2D, 1, sample_count))
      {
          ERR("Failed to create 2D MSAA image.\n");
          goto fail;
      }
  
      if (!wined3d_null_image_vk_init(&r->image_3d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_3D, 1, 1))
      {
          ERR("Failed to create 3D image.\n");
          goto fail;
      }
  
      return true;
  
  fail:
      id = context_vk->current_command_buffer.id;
      if (r->image_2dms.vk_image)
          wined3d_null_image_vk_cleanup(&r->image_2dms, context_vk, id);
      if (r->image_2d.vk_image)
          wined3d_null_image_vk_cleanup(&r->image_2d, context_vk, id);
      if (r->image_1d.vk_image)
          wined3d_null_image_vk_cleanup(&r->image_1d, context_vk, id);
      wined3d_context_vk_reference_bo(context_vk, &r->bo);
      wined3d_context_vk_destroy_bo(context_vk, &r->bo);
      return false;
  }
  
  void wined3d_device_vk_destroy_null_resources(struct wined3d_device_vk *device_vk,
          struct wined3d_context_vk *context_vk)
  {
      struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
      uint64_t id = context_vk->current_command_buffer.id;
  
      /* We don't track command buffer references to NULL resources. We easily
       * could, but it doesn't seem worth it. */
      wined3d_null_image_vk_cleanup(&r->image_3d, context_vk, id);
      wined3d_null_image_vk_cleanup(&r->image_2dms, context_vk, id);
      wined3d_null_image_vk_cleanup(&r->image_2d, context_vk, id);
      wined3d_null_image_vk_cleanup(&r->image_1d, context_vk, id);
      wined3d_context_vk_reference_bo(context_vk, &r->bo);
      wined3d_context_vk_destroy_bo(context_vk, &r->bo);
  }
  
  bool wined3d_device_vk_create_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk)
  {
      struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
      struct wined3d_null_views_vk *v = &device_vk->null_views_vk;
      VkBufferViewCreateInfo buffer_create_info;
      const struct wined3d_vk_info *vk_info;
      VkImageViewCreateInfo view_desc;
      VkResult vr;
  
      vk_info = context_vk->vk_info;
  
      buffer_create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
      buffer_create_info.pNext = NULL;
      buffer_create_info.flags = 0;
      buffer_create_info.buffer = r->bo.vk_buffer;
      buffer_create_info.format = VK_FORMAT_R32_UINT;
      buffer_create_info.offset = r->bo.buffer_offset;
      buffer_create_info.range = r->bo.size;
  
      if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
              &buffer_create_info, NULL, &v->vk_view_buffer_uint))) < 0)
      {
          ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
          return false;
      }
      TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v->vk_view_buffer_uint));
  
      buffer_create_info.format = VK_FORMAT_R32G32B32A32_SFLOAT;
      if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
              &buffer_create_info, NULL, &v->vk_view_buffer_float))) < 0)
      {
          ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
          goto fail;
      }
      TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v->vk_view_buffer_float));
  
      view_desc.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
      view_desc.pNext = NULL;
      view_desc.flags = 0;
      view_desc.image = r->image_1d.vk_image;
      view_desc.viewType = VK_IMAGE_VIEW_TYPE_1D;
      view_desc.format = VK_FORMAT_R8G8B8A8_UNORM;
      view_desc.components.r = VK_COMPONENT_SWIZZLE_ZERO;
      view_desc.components.g = VK_COMPONENT_SWIZZLE_ZERO;
      view_desc.components.b = VK_COMPONENT_SWIZZLE_ZERO;
      view_desc.components.a = VK_COMPONENT_SWIZZLE_ZERO;
      view_desc.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
      view_desc.subresourceRange.baseMipLevel = 0;
      view_desc.subresourceRange.levelCount = 1;
      view_desc.subresourceRange.baseArrayLayer = 0;
      view_desc.subresourceRange.layerCount = 1;
      if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_1d.imageView))) < 0)
      {
          ERR("Failed to create 1D image view, vr %s.\n", wined3d_debug_vkresult(vr));
          goto fail;
      }
      v->vk_info_1d.sampler = VK_NULL_HANDLE;
      v->vk_info_1d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
      TRACE("Created 1D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_1d.imageView));
  
      view_desc.image = r->image_2d.vk_image;
      view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D;
      if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2d.imageView))) < 0)
      {
          ERR("Failed to create 2D image view, vr %s.\n", wined3d_debug_vkresult(vr));
          goto fail;
      }
      v->vk_info_2d.sampler = VK_NULL_HANDLE;
      v->vk_info_2d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
      TRACE("Created 2D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2d.imageView));
  
      view_desc.image = r->image_2dms.vk_image;
      view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D;
      if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2dms.imageView))) < 0)
      {
          ERR("Failed to create 2D MSAA image view, vr %s.\n", wined3d_debug_vkresult(vr));
          goto fail;
      }
      v->vk_info_2dms.sampler = VK_NULL_HANDLE;
      v->vk_info_2dms.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
      TRACE("Created 2D MSAA image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2dms.imageView));
  
      view_desc.image = r->image_3d.vk_image;
      view_desc.viewType = VK_IMAGE_VIEW_TYPE_3D;
      if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_3d.imageView))) < 0)
      {
          ERR("Failed to create 3D image view, vr %s.\n", wined3d_debug_vkresult(vr));
          goto fail;
      }
      v->vk_info_3d.sampler = VK_NULL_HANDLE;
      v->vk_info_3d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
      TRACE("Created 3D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_3d.imageView));
  
      view_desc.image = r->image_2d.vk_image;
      view_desc.subresourceRange.layerCount = 6;
      view_desc.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
      if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_cube.imageView))) < 0)
      {
          ERR("Failed to create cube image view, vr %s.\n", wined3d_debug_vkresult(vr));
          goto fail;
      }
      v->vk_info_cube.sampler = VK_NULL_HANDLE;
      v->vk_info_cube.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
      TRACE("Created cube image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_cube.imageView));
  
      view_desc.subresourceRange.layerCount = 1;
      view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
      if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2d_array.imageView))) < 0)
      {
          ERR("Failed to create 2D array image view, vr %s.\n", wined3d_debug_vkresult(vr));
          goto fail;
      }
      v->vk_info_2d_array.sampler = VK_NULL_HANDLE;
      v->vk_info_2d_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
      TRACE("Created 2D array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2d_array.imageView));
  
      view_desc.image = r->image_2dms.vk_image;
      view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
      if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2dms_array.imageView))) < 0)
      {
          ERR("Failed to create 2D MSAA array image view, vr %s.\n", wined3d_debug_vkresult(vr));
          goto fail;
      }
      v->vk_info_2dms_array.sampler = VK_NULL_HANDLE;
      v->vk_info_2dms_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
      TRACE("Created 2D MSAA array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2dms_array.imageView));
  
      return true;
  
  fail:
      if (v->vk_info_2d_array.imageView)
          VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2d_array.imageView, NULL));
      if (v->vk_info_cube.imageView)
          VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_cube.imageView, NULL));
      if (v->vk_info_3d.imageView)
          VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_3d.imageView, NULL));
      if (v->vk_info_2dms.imageView)
          VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2dms.imageView, NULL));
      if (v->vk_info_2d.imageView)
          VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2d.imageView, NULL));
      if (v->vk_info_1d.imageView)
          VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_1d.imageView, NULL));
      if (v->vk_view_buffer_float)
          VK_CALL(vkDestroyBufferView(device_vk->vk_device, v->vk_view_buffer_float, NULL));
      VK_CALL(vkDestroyBufferView(device_vk->vk_device, v->vk_view_buffer_uint, NULL));
      return false;
  }
  
  void wined3d_device_vk_destroy_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk)
  {
      struct wined3d_null_views_vk *v = &device_vk->null_views_vk;
      uint64_t id = context_vk->current_command_buffer.id;
  
      wined3d_context_vk_destroy_image_view(context_vk, v->vk_info_2dms_array.imageView, id);
      wined3d_context_vk_destroy_image_view(context_vk, v->vk_info_2d_array.imageView, id);
      wined3d_context_vk_destroy_image_view(context_vk, v->vk_info_cube.imageView, id);
      wined3d_context_vk_destroy_image_view(context_vk, v->vk_info_3d.imageView, id);
      wined3d_context_vk_destroy_image_view(context_vk, v->vk_info_2dms.imageView, id);
      wined3d_context_vk_destroy_image_view(context_vk, v->vk_info_2d.imageView, id);
      wined3d_context_vk_destroy_image_view(context_vk, v->vk_info_1d.imageView, id);
  
      wined3d_context_vk_destroy_buffer_view(context_vk, v->vk_view_buffer_float, id);
      wined3d_context_vk_destroy_buffer_view(context_vk, v->vk_view_buffer_uint, id);
  }
  
  HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
  {
      unsigned int screensaver_active;
  
      TRACE("device %p, window %p.\n", device, window);
  
      if (!wined3d_register_window(NULL, window, device, 0))
      {
          ERR("Failed to register window %p.\n", window);
          return E_FAIL;
      }
  
      InterlockedExchangePointer((void **)&device->focus_window, window);
      SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
      SystemParametersInfoW(SPI_GETSCREENSAVEACTIVE, 0, &screensaver_active, 0);
      if ((device->restore_screensaver = !!screensaver_active))
          SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, FALSE, NULL, 0);
  
      return WINED3D_OK;
  }
  
  void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      if (device->focus_window) wined3d_unregister_window(device->focus_window);
      InterlockedExchangePointer((void **)&device->focus_window, NULL);
      if (device->restore_screensaver)
      {
          SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, TRUE, NULL, 0);
          device->restore_screensaver = FALSE;
      }
  }
  
  static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
  {
      BOOL ds_enable = swapchain->state.desc.enable_auto_depth_stencil;
      unsigned int i;
  
      for (i = 0; i < device->adapter->d3d_info.limits.max_rt_count; ++i)
      {
          wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
      }
      if (device->back_buffer_view)
          wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
  
      wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
  }
  
  void wined3d_device_delete_opengl_contexts_cs(void *object)
  {
      struct wined3d_swapchain_gl *swapchain_gl;
      struct wined3d_device *device = object;
      struct wined3d_context_gl *context_gl;
      struct wined3d_device_gl *device_gl;
      struct wined3d_context *context;
      struct wined3d_shader *shader;
  
      TRACE("device %p.\n", device);
  
      device_gl = wined3d_device_gl(device);
  
      LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
      {
          device->shader_backend->shader_destroy(shader);
      }
  
      context = context_acquire(device, NULL, 0);
      context_gl = wined3d_context_gl(context);
      device->blitter->ops->blitter_destroy(device->blitter, context);
      device->shader_backend->shader_free_private(device, context);
      wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
      wined3d_device_destroy_default_samplers(device, context);
      context_release(context);
  
      while (device->context_count)
      {
          if ((swapchain_gl = wined3d_swapchain_gl(device->contexts[0]->swapchain)))
              wined3d_swapchain_gl_destroy_contexts(swapchain_gl);
          else
              wined3d_context_gl_destroy(wined3d_context_gl(device->contexts[0]));
      }
  }
  
  void wined3d_device_create_primary_opengl_context_cs(void *object)
  {
      struct wined3d_device *device = object;
      struct wined3d_context_gl *context_gl;
      struct wined3d_swapchain *swapchain;
      struct wined3d_context *context;
      struct wined3d_texture *target;
      HRESULT hr;
  
      TRACE("device %p.\n", device);
  
      swapchain = device->swapchains[0];
      target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
      if (!(context = context_acquire(device, target, 0)))
      {
          WARN("Failed to acquire context.\n");
          return;
      }
  
      if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
              device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
      {
          ERR("Failed to allocate shader private data, hr %#x.\n", hr);
          context_release(context);
          return;
      }
  
      if (!(device->blitter = wined3d_cpu_blitter_create()))
      {
          ERR("Failed to create CPU blitter.\n");
          device->shader_backend->shader_free_private(device, NULL);
          context_release(context);
          return;
      }
  
      context_gl = wined3d_context_gl(context);
  
      wined3d_ffp_blitter_create(&device->blitter, context_gl->gl_info);
      if (!wined3d_glsl_blitter_create(&device->blitter, device))
          wined3d_arbfp_blitter_create(&device->blitter, device);
      wined3d_fbo_blitter_create(&device->blitter, context_gl->gl_info);
      wined3d_raw_blitter_create(&device->blitter, context_gl->gl_info);
  
      wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
      wined3d_device_create_default_samplers(device, context);
      context_release(context);
  }
  
  HRESULT wined3d_device_set_implicit_swapchain(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
  {
      static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
      const struct wined3d_swapchain_desc *swapchain_desc;
      struct wined3d_fb_state *fb = &device->cs->c.state->fb;
      DWORD clear_flags = 0;
      unsigned int i;
      HRESULT hr;
  
      TRACE("device %p, swapchain %p.\n", device, swapchain);
  
      if (device->d3d_initialized)
          return WINED3DERR_INVALIDCALL;
  
      device->swapchain_count = 1;
      if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
      {
          ERR("Failed to allocate swapchain array.\n");
          hr = E_OUTOFMEMORY;
          goto err_out;
      }
      device->swapchains[0] = swapchain;
  
      for (i = 0; i < ARRAY_SIZE(fb->render_targets); ++i)
      {
          if (fb->render_targets[i])
              wined3d_rtv_bind_count_dec(fb->render_targets[i]);
      }
      memset(fb->render_targets, 0, sizeof(fb->render_targets));
  
      if (FAILED(hr = device->adapter->adapter_ops->adapter_init_3d(device)))
          goto err_out;
      device->d3d_initialized = TRUE;
  
      swapchain_desc = &swapchain->state.desc;
      if (swapchain_desc->backbuffer_count && swapchain_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
      {
          struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
          struct wined3d_view_desc view_desc;
  
          view_desc.format_id = back_buffer->format->id;
          view_desc.flags = 0;
          view_desc.u.texture.level_idx = 0;
          view_desc.u.texture.level_count = 1;
          view_desc.u.texture.layer_idx = 0;
          view_desc.u.texture.layer_count = 1;
          if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
                  NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
          {
              ERR("Failed to create rendertarget view, hr %#x.\n", hr);
              device->adapter->adapter_ops->adapter_uninit_3d(device);
              device->d3d_initialized = FALSE;
              goto err_out;
          }
      }
  
      device_init_swapchain_state(device, swapchain);
  
      TRACE("All defaults now set up.\n");
  
      /* Clear the screen. */
      if (device->back_buffer_view)
          clear_flags |= WINED3DCLEAR_TARGET;
      if (swapchain_desc->enable_auto_depth_stencil)
          clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
      if (clear_flags)
          wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
  
      if (wined3d_settings.logo)
          device_load_logo(device, wined3d_settings.logo);
  
      return WINED3D_OK;
  
  err_out:
      heap_free(device->swapchains);
      device->swapchains = NULL;
      device->swapchain_count = 0;
  
      return hr;
  }
  
  static void device_free_sampler(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
  
      wined3d_sampler_decref(sampler);
  }
  
  static void device_free_rasterizer_state(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
  
      wined3d_rasterizer_state_decref(state);
  }
  
  static void device_free_blend_state(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
  
      wined3d_blend_state_decref(blend_state);
  }
  
  static void device_free_depth_stencil_state(struct wine_rb_entry *entry, void *context)
  {
      struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
  
      wined3d_depth_stencil_state_decref(state);
  }
  
  void wined3d_device_uninit_3d(struct wined3d_device *device)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_resource *resource, *cursor;
      struct wined3d_rendertarget_view *view;
      struct wined3d_texture *texture;
  
      TRACE("device %p.\n", device);
  
      if (!device->d3d_initialized)
      {
          ERR("Called while 3D support was not initialised.\n");
          return;
      }
  
      wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
      device->swapchain_count = 0;
  
      if ((texture = device->logo_texture))
      {
          device->logo_texture = NULL;
          wined3d_texture_decref(texture);
      }
  
      if ((texture = device->cursor_texture))
      {
          device->cursor_texture = NULL;
          wined3d_texture_decref(texture);
      }
  
      wined3d_cs_emit_reset_state(device->cs);
      state_cleanup(state);
  
      wine_rb_clear(&device->samplers, device_free_sampler, NULL);
      wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL);
      wine_rb_clear(&device->blend_states, device_free_blend_state, NULL);
      wine_rb_clear(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
  
      LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
      {
          TRACE("Unloading resource %p.\n", resource);
          wined3d_cs_emit_unload_resource(device->cs, resource);
      }
  
      device->adapter->adapter_ops->adapter_uninit_3d(device);
      device->d3d_initialized = FALSE;
  
      if ((view = device->auto_depth_stencil_view))
      {
          device->auto_depth_stencil_view = NULL;
          if (wined3d_rendertarget_view_decref(view))
              ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
      }
  
      if ((view = device->back_buffer_view))
      {
          device->back_buffer_view = NULL;
          wined3d_rendertarget_view_decref(view);
      }
  
      heap_free(device->swapchains);
      device->swapchains = NULL;
  
      memset(state, 0, sizeof(*state));
      state_init(state, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
  }
  
  /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
   * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
   * CreateDevice if D3DCREATE_MULTITHREADED is passed.
   *
   * There is no way to deactivate thread safety once it is enabled.
   */
  void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      /* For now just store the flag (needed in case of ddraw). */
      device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
  }
  
  UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
  {
      const struct wined3d_driver_info *driver_info;
  
      TRACE("device %p.\n", device);
  
      driver_info = &device->adapter->driver_info;
  
      TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
              wine_dbgstr_longlong(driver_info->vram_bytes),
              wine_dbgstr_longlong(device->adapter->vram_bytes_used),
              wine_dbgstr_longlong(driver_info->vram_bytes - device->adapter->vram_bytes_used));
  
      return min(UINT_MAX, driver_info->vram_bytes - device->adapter->vram_bytes_used);
  }
  
  void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
          struct wined3d_buffer *buffer, UINT offset)
  {
      struct wined3d_stream_output *stream;
      struct wined3d_buffer *prev_buffer;
  
      TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
  
      if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
      {
          WARN("Invalid stream output %u.\n", idx);
          return;
      }
  
      stream = &device->cs->c.state->stream_output[idx];
      prev_buffer = stream->buffer;
  
      if (buffer)
          wined3d_buffer_incref(buffer);
      stream->buffer = buffer;
      stream->offset = offset;
      wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
      if (prev_buffer)
          wined3d_buffer_decref(prev_buffer);
  }
  
  struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
          UINT idx, UINT *offset)
  {
      TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
  
      if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
      {
          WARN("Invalid stream output %u.\n", idx);
          return NULL;
      }
  
      if (offset)
          *offset = device->cs->c.state->stream_output[idx].offset;
      return device->cs->c.state->stream_output[idx].buffer;
  }
  
  HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
          struct wined3d_buffer *buffer, UINT offset, UINT stride)
  {
      struct wined3d_stream_state *stream;
      struct wined3d_buffer *prev_buffer;
  
      TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
              device, stream_idx, buffer, offset, stride);
  
      if (stream_idx >= WINED3D_MAX_STREAMS)
      {
          WARN("Stream index %u out of range.\n", stream_idx);
          return WINED3DERR_INVALIDCALL;
      }
      else if (offset & 0x3)
      {
          WARN("Offset %u is not 4 byte aligned.\n", offset);
          return WINED3DERR_INVALIDCALL;
      }
  
      stream = &device->cs->c.state->streams[stream_idx];
      prev_buffer = stream->buffer;
  
      if (prev_buffer == buffer
              && stream->stride == stride
              && stream->offset == offset)
      {
         TRACE("Application is setting the old values over, nothing to do.\n");
         return WINED3D_OK;
      }
  
      stream->buffer = buffer;
      stream->stride = stride;
      stream->offset = offset;
      if (buffer)
          wined3d_buffer_incref(buffer);
      wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
      if (prev_buffer)
          wined3d_buffer_decref(prev_buffer);
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
          UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
  {
      const struct wined3d_stream_state *stream;
  
      TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
              device, stream_idx, buffer, offset, stride);
  
      if (stream_idx >= WINED3D_MAX_STREAMS)
      {
          WARN("Stream index %u out of range.\n", stream_idx);
          return WINED3DERR_INVALIDCALL;
      }
  
      stream = &device->cs->c.state->streams[stream_idx];
      *buffer = stream->buffer;
      if (offset)
          *offset = stream->offset;
      *stride = stream->stride;
  
      return WINED3D_OK;
  }
  
  static void wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
  {
      struct wined3d_stream_state *stream;
      UINT old_flags, old_freq;
  
      TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
  
      stream = &device->cs->c.state->streams[stream_idx];
      old_flags = stream->flags;
      old_freq = stream->frequency;
  
      stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
      stream->frequency = divider & 0x7fffff;
      if (stream->frequency != old_freq || stream->flags != old_flags)
          wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
  }
  
  static void wined3d_device_set_transform(struct wined3d_device *device,
          enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
  {
      TRACE("device %p, state %s, matrix %p.\n",
              device, debug_d3dtstype(state), matrix);
      TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
      TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
      TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
      TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
  
      /* If the new matrix is the same as the current one,
       * we cut off any further processing. this seems to be a reasonable
       * optimization because as was noticed, some apps (warcraft3 for example)
       * tend towards setting the same matrix repeatedly for some reason.
       *
       * From here on we assume that the new matrix is different, wherever it matters. */
      if (!memcmp(&device->cs->c.state->transforms[state], matrix, sizeof(*matrix)))
      {
          TRACE("The application is setting the same matrix over again.\n");
          return;
      }
  
      device->cs->c.state->transforms[state] = *matrix;
      wined3d_cs_emit_set_transform(device->cs, state, matrix);
  }
  
  static void wined3d_device_get_transform(const struct wined3d_device *device,
          enum wined3d_transform_state state, struct wined3d_matrix *matrix)
  {
      TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
  
      *matrix = device->cs->c.state->transforms[state];
  }
  
  /* Note lights are real special cases. Although the device caps state only
   * e.g. 8 are supported, you can reference any indexes you want as long as
   * that number max are enabled at any one point in time. Therefore since the
   * indices can be anything, we need a hashmap of them. However, this causes
   * stateblock problems. When capturing the state block, I duplicate the
   * hashmap, but when recording, just build a chain pretty much of commands to
   * be replayed. */
  static void wined3d_device_set_light(struct wined3d_device *device,
          UINT light_idx, const struct wined3d_light *light)
  {
      struct wined3d_light_info *object = NULL;
      float rho;
  
      TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
  
      if (FAILED(wined3d_light_state_set_light(&device->cs->c.state->light_state, light_idx, light, &object)))
          return;
  
      /* Initialize the object. */
      TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
              "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
              "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
              light_idx, light->type, debug_color(&light->diffuse),
              debug_color(&light->specular), debug_color(&light->ambient),
              light->position.x, light->position.y, light->position.z,
              light->direction.x, light->direction.y, light->direction.z,
              light->range, light->falloff, light->theta, light->phi);
  
      switch (light->type)
      {
          case WINED3D_LIGHT_POINT:
              /* Position */
              object->position.x = light->position.x;
              object->position.y = light->position.y;
              object->position.z = light->position.z;
              object->position.w = 1.0f;
              object->cutoff = 180.0f;
              /* FIXME: Range */
              break;
  
          case WINED3D_LIGHT_DIRECTIONAL:
              /* Direction */
              object->direction.x = -light->direction.x;
              object->direction.y = -light->direction.y;
              object->direction.z = -light->direction.z;
              object->direction.w = 0.0f;
              object->exponent = 0.0f;
              object->cutoff = 180.0f;
              break;
  
          case WINED3D_LIGHT_SPOT:
              /* Position */
              object->position.x = light->position.x;
              object->position.y = light->position.y;
              object->position.z = light->position.z;
              object->position.w = 1.0f;
  
              /* Direction */
              object->direction.x = light->direction.x;
              object->direction.y = light->direction.y;
              object->direction.z = light->direction.z;
              object->direction.w = 0.0f;
  
              /* opengl-ish and d3d-ish spot lights use too different models
               * for the light "intensity" as a function of the angle towards
               * the main light direction, so we only can approximate very
               * roughly. However, spot lights are rather rarely used in games
               * (if ever used at all). Furthermore if still used, probably
               * nobody pays attention to such details. */
              if (!light->falloff)
              {
                  /* Falloff = 0 is easy, because d3d's and opengl's spot light
                   * equations have the falloff resp. exponent parameter as an
                   * exponent, so the spot light lighting will always be 1.0 for
                   * both of them, and we don't have to care for the rest of the
                   * rather complex calculation. */
                  object->exponent = 0.0f;
              }
              else
              {
                  rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
                  if (rho < 0.0001f)
                      rho = 0.0001f;
                  object->exponent = -0.3f / logf(cosf(rho / 2));
              }
  
              if (object->exponent > 128.0f)
                  object->exponent = 128.0f;
  
              object->cutoff = (float)(light->phi * 90 / M_PI);
              /* FIXME: Range */
              break;
  
          case WINED3D_LIGHT_PARALLELPOINT:
              object->position.x = light->position.x;
              object->position.y = light->position.y;
              object->position.z = light->position.z;
              object->position.w = 1.0f;
              break;
  
          default:
              FIXME("Unrecognized light type %#x.\n", light->type);
      }
  
      wined3d_cs_emit_set_light(device->cs, object);
  }
  
  static void wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
  {
      struct wined3d_light_state *light_state = &device->cs->c.state->light_state;
      struct wined3d_light_info *light_info;
  
      TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
  
      /* Special case - enabling an undefined light creates one with a strict set of parameters. */
      if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
      {
          TRACE("Light enabled requested but light not defined, so defining one!\n");
          wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
  
          if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
          {
              FIXME("Adding default lights has failed dismally\n");
              return;
          }
      }
  
      wined3d_light_state_enable_light(light_state, &device->adapter->d3d_info, light_info, enable);
      wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
  }
  
  static HRESULT wined3d_device_set_clip_plane(struct wined3d_device *device,
          UINT plane_idx, const struct wined3d_vec4 *plane)
  {
      struct wined3d_vec4 *clip_planes = device->cs->c.state->clip_planes;
  
      TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
  
      if (plane_idx >= device->adapter->d3d_info.limits.max_clip_distances)
      {
          TRACE("Application has requested clipplane this device doesn't support.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (!memcmp(&clip_planes[plane_idx], plane, sizeof(*plane)))
      {
          TRACE("Application is setting old values over, nothing to do.\n");
          return WINED3D_OK;
      }
  
      clip_planes[plane_idx] = *plane;
  
      wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
          const struct wined3d_clip_status *clip_status)
  {
      FIXME("device %p, clip_status %p stub!\n", device, clip_status);
  
      if (!clip_status)
          return WINED3DERR_INVALIDCALL;
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
          struct wined3d_clip_status *clip_status)
  {
      FIXME("device %p, clip_status %p stub!\n", device, clip_status);
  
      if (!clip_status)
          return WINED3DERR_INVALIDCALL;
  
      return WINED3D_OK;
  }
  
  static void wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
  {
      TRACE("device %p, material %p.\n", device, material);
  
      device->cs->c.state->material = *material;
      wined3d_cs_emit_set_material(device->cs, material);
  }
  
  void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
          struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
  {
      struct wined3d_state *state = device->cs->c.state;
      enum wined3d_format_id prev_format;
      struct wined3d_buffer *prev_buffer;
      unsigned int prev_offset;
  
      TRACE("device %p, buffer %p, format %s, offset %u.\n",
              device, buffer, debug_d3dformat(format_id), offset);
  
      prev_buffer = state->index_buffer;
      prev_format = state->index_format;
      prev_offset = state->index_offset;
  
      if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
          return;
  
      if (buffer)
          wined3d_buffer_incref(buffer);
      state->index_buffer = buffer;
      state->index_format = format_id;
      state->index_offset = offset;
      wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset);
      if (prev_buffer)
          wined3d_buffer_decref(prev_buffer);
  }
  
  struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
          enum wined3d_format_id *format, unsigned int *offset)
  {
      const struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, format %p, offset %p.\n", device, format, offset);
  
      *format = state->index_format;
      if (offset)
          *offset = state->index_offset;
      return state->index_buffer;
  }
  
  void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
  {
      TRACE("device %p, base_index %d.\n", device, base_index);
  
      device->cs->c.state->base_vertex_index = base_index;
  }
  
  void CDECL wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count,
          const struct wined3d_viewport *viewports)
  {
      struct wined3d_state *state = device->cs->c.state;
      unsigned int i;
  
      TRACE("device %p, viewport_count %u, viewports %p.\n", device, viewport_count, viewports);
  
      for (i = 0; i < viewport_count; ++i)
      {
          TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n",  i, viewports[i].x, viewports[i].y,
                  viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z);
      }
  
      if (viewport_count)
          memcpy(state->viewports, viewports, viewport_count * sizeof(*viewports));
      else
          memset(state->viewports, 0, sizeof(state->viewports));
      state->viewport_count = viewport_count;
  
      wined3d_cs_emit_set_viewports(device->cs, viewport_count, viewports);
  }
  
  void CDECL wined3d_device_get_viewports(const struct wined3d_device *device, unsigned int *viewport_count,
          struct wined3d_viewport *viewports)
  {
      const struct wined3d_state *state = device->cs->c.state;
      unsigned int count;
  
      TRACE("device %p, viewport_count %p, viewports %p.\n", device, viewport_count, viewports);
  
      count = viewport_count ? min(*viewport_count, state->viewport_count) : 1;
      if (count && viewports)
          memcpy(viewports, state->viewports, count * sizeof(*viewports));
      if (viewport_count)
          *viewport_count = state->viewport_count;
  }
  
  static void resolve_depth_buffer(struct wined3d_device *device)
  {
      const struct wined3d_state *state = device->cs->c.state;
      struct wined3d_rendertarget_view *src_view;
      struct wined3d_resource *dst_resource;
      struct wined3d_texture *dst_texture;
  
      if (!(dst_texture = state->textures[0]))
          return;
      dst_resource = &dst_texture->resource;
      if (!dst_resource->format->depth_size)
          return;
      if (!(src_view = state->fb.depth_stencil))
          return;
  
      wined3d_device_resolve_sub_resource(device, dst_resource, 0,
              src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
  }
  
  void CDECL wined3d_device_set_blend_state(struct wined3d_device *device,
          struct wined3d_blend_state *blend_state, const struct wined3d_color *blend_factor, unsigned int sample_mask)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_blend_state *prev;
  
      TRACE("device %p, blend_state %p, blend_factor %s, sample_mask %#x.\n",
              device, blend_state, debug_color(blend_factor), sample_mask);
  
      prev = state->blend_state;
      if (prev == blend_state && !memcmp(blend_factor, &state->blend_factor, sizeof(*blend_factor))
              && sample_mask == state->sample_mask)
          return;
  
      if (blend_state)
          wined3d_blend_state_incref(blend_state);
      state->blend_state = blend_state;
      state->blend_factor = *blend_factor;
      state->sample_mask = sample_mask;
      wined3d_cs_emit_set_blend_state(device->cs, blend_state, blend_factor, sample_mask);
      if (prev)
          wined3d_blend_state_decref(prev);
  }
  
  struct wined3d_blend_state * CDECL wined3d_device_get_blend_state(const struct wined3d_device *device,
          struct wined3d_color *blend_factor, unsigned int *sample_mask)
  {
      const struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, blend_factor %p, sample_mask %p.\n", device, blend_factor, sample_mask);
  
      *blend_factor = state->blend_factor;
      *sample_mask = state->sample_mask;
      return state->blend_state;
  }
  
  void CDECL wined3d_device_set_depth_stencil_state(struct wined3d_device *device,
          struct wined3d_depth_stencil_state *depth_stencil_state, unsigned int stencil_ref)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_depth_stencil_state *prev;
  
      TRACE("device %p, depth_stencil_state %p, stencil_ref %u.\n", device, depth_stencil_state, stencil_ref);
  
      prev = state->depth_stencil_state;
      if (prev == depth_stencil_state && state->stencil_ref == stencil_ref)
          return;
  
      if (depth_stencil_state)
          wined3d_depth_stencil_state_incref(depth_stencil_state);
      state->depth_stencil_state = depth_stencil_state;
      state->stencil_ref = stencil_ref;
      wined3d_cs_emit_set_depth_stencil_state(device->cs, depth_stencil_state, stencil_ref);
      if (prev)
          wined3d_depth_stencil_state_decref(prev);
  }
  
  struct wined3d_depth_stencil_state * CDECL wined3d_device_get_depth_stencil_state(const struct wined3d_device *device,
          unsigned int *stencil_ref)
  {
      const struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, stencil_ref %p.\n", device, stencil_ref);
  
      *stencil_ref = state->stencil_ref;
      return state->depth_stencil_state;
  }
  
  void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
          struct wined3d_rasterizer_state *rasterizer_state)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_rasterizer_state *prev;
  
      TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
  
      prev = state->rasterizer_state;
      if (prev == rasterizer_state)
          return;
  
      if (rasterizer_state)
          wined3d_rasterizer_state_incref(rasterizer_state);
      state->rasterizer_state = rasterizer_state;
      wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
      if (prev)
          wined3d_rasterizer_state_decref(prev);
  }
  
  struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->rasterizer_state;
  }
  
  void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
          enum wined3d_render_state state, DWORD value)
  {
      TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
  
      if (state > WINEHIGHEST_RENDER_STATE)
      {
          WARN("Unhandled render state %#x.\n", state);
          return;
      }
  
      if (value == device->cs->c.state->render_states[state])
          TRACE("Application is setting the old value over, nothing to do.\n");
      else
      {
          device->cs->c.state->render_states[state] = value;
          wined3d_cs_emit_set_render_state(device->cs, state, value);
      }
  
      if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
      {
          TRACE("RESZ multisampled depth buffer resolve triggered.\n");
          resolve_depth_buffer(device);
      }
  }
  
  DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
  {
      TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
  
      return device->cs->c.state->render_states[state];
  }
  
  static void wined3d_device_set_sampler_state(struct wined3d_device *device,
          UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
  {
      TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
              device, sampler_idx, debug_d3dsamplerstate(state), value);
  
      if (value == device->cs->c.state->sampler_states[sampler_idx][state])
      {
          TRACE("Application is setting the old value over, nothing to do.\n");
          return;
      }
  
      device->cs->c.state->sampler_states[sampler_idx][state] = value;
      wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
  }
  
  void CDECL wined3d_device_set_scissor_rects(struct wined3d_device *device, unsigned int rect_count,
          const RECT *rects)
  {
      struct wined3d_state *state = device->cs->c.state;
      unsigned int i;
  
      TRACE("device %p, rect_count %u, rects %p.\n", device, rect_count, rects);
  
      for (i = 0; i < rect_count; ++i)
      {
          TRACE("%u: %s\n", i, wine_dbgstr_rect(&rects[i]));
      }
  
      if (state->scissor_rect_count == rect_count
              && !memcmp(state->scissor_rects, rects, rect_count * sizeof(*rects)))
      {
          TRACE("App is setting the old scissor rectangles over, nothing to do.\n");
          return;
      }
  
      if (rect_count)
          memcpy(state->scissor_rects, rects, rect_count * sizeof(*rects));
      else
          memset(state->scissor_rects, 0, sizeof(state->scissor_rects));
      state->scissor_rect_count = rect_count;
  
      wined3d_cs_emit_set_scissor_rects(device->cs, rect_count, rects);
  }
  
  void CDECL wined3d_device_get_scissor_rects(const struct wined3d_device *device, unsigned int *rect_count, RECT *rects)
  {
      const struct wined3d_state *state = device->cs->c.state;
      unsigned int count;
  
      TRACE("device %p, rect_count %p, rects %p.\n", device, rect_count, rects);
  
      count = rect_count ? min(*rect_count, state->scissor_rect_count) : 1;
      if (count && rects)
          memcpy(rects, state->scissor_rects, count * sizeof(*rects));
      if (rect_count)
          *rect_count = state->scissor_rect_count;
  }
  
  void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3d_state *state)
  {
      const struct wined3d_light_info *light;
      unsigned int i, j;
  
      TRACE("device %p, state %p.\n", device, state);
  
      device->cs->c.state = state;
  
      for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
      {
          wined3d_cs_emit_set_rendertarget_view(device->cs, i, state->fb.render_targets[i]);
      }
  
      wined3d_cs_emit_set_depth_stencil_view(device->cs, state->fb.depth_stencil);
      wined3d_cs_emit_set_vertex_declaration(device->cs, state->vertex_declaration);
  
      for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
      {
          wined3d_cs_emit_set_stream_output(device->cs, i,
                  state->stream_output[i].buffer, state->stream_output[i].offset);
      }
  
      for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
      {
          wined3d_cs_emit_set_stream_source(device->cs, i, state->streams[i].buffer,
                  state->streams[i].offset, state->streams[i].stride);
      }
  
      wined3d_cs_emit_set_index_buffer(device->cs, state->index_buffer, state->index_format, state->index_offset);
  
      wined3d_cs_emit_set_predication(device->cs, state->predicate, state->predicate_value);
  
      for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
      {
          wined3d_device_context_emit_set_shader(&device->cs->c, i, state->shader[i]);
          for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
          {
              wined3d_cs_emit_set_constant_buffer(device->cs, i, j, state->cb[i][j]);
          }
          for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
          {
              wined3d_cs_emit_set_sampler(device->cs, i, j, state->sampler[i][j]);
          }
          for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
          {
              wined3d_cs_emit_set_shader_resource_view(device->cs, i, j, state->shader_resource_view[i][j]);
          }
      }
  
      for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
      {
          for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
          {
              wined3d_cs_emit_set_unordered_access_view(device->cs, i, j, state->unordered_access_view[i][j], ~0);
          }
      }
  
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F,
              0, WINED3D_MAX_VS_CONSTS_F, state->vs_consts_f);
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I,
              0, WINED3D_MAX_CONSTS_I, state->vs_consts_i);
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B,
              0, WINED3D_MAX_CONSTS_B, state->vs_consts_b);
  
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F,
              0, WINED3D_MAX_PS_CONSTS_F, state->ps_consts_f);
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I,
              0, WINED3D_MAX_CONSTS_I, state->ps_consts_i);
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B,
              0, WINED3D_MAX_CONSTS_B, state->ps_consts_b);
  
      for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
      {
          wined3d_cs_emit_set_texture(device->cs, i, state->textures[i]);
          for (j = 0; j < WINED3D_HIGHEST_SAMPLER_STATE + 1; ++j)
          {
              wined3d_cs_emit_set_sampler_state(device->cs, i, j, state->sampler_states[i][j]);
          }
      }
  
      for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
      {
          for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
          {
              wined3d_cs_emit_set_texture_state(device->cs, i, j, state->texture_states[i][j]);
          }
      }
  
      for (i = 0; i < WINED3D_HIGHEST_TRANSFORM_STATE + 1; ++i)
      {
          wined3d_cs_emit_set_transform(device->cs, i, state->transforms + i);
      }
  
      for (i = 0; i < WINED3D_MAX_CLIP_DISTANCES; ++i)
      {
          wined3d_cs_emit_set_clip_plane(device->cs, i, state->clip_planes + i);
      }
  
      wined3d_cs_emit_set_material(device->cs, &state->material);
  
      wined3d_cs_emit_set_viewports(device->cs, state->viewport_count, state->viewports);
      wined3d_cs_emit_set_scissor_rects(device->cs, state->scissor_rect_count, state->scissor_rects);
  
      for (i = 0; i < LIGHTMAP_SIZE; ++i)
      {
          LIST_FOR_EACH_ENTRY(light, &state->light_state.light_map[i], struct wined3d_light_info, entry)
          {
              wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
              wined3d_cs_emit_set_light_enable(device->cs, light->OriginalIndex, light->glIndex != -1);
          }
      }
  
      for (i = 0; i < WINEHIGHEST_RENDER_STATE + 1; ++i)
      {
          wined3d_cs_emit_set_render_state(device->cs, i, state->render_states[i]);
      }
  
      wined3d_cs_emit_set_blend_state(device->cs, state->blend_state, &state->blend_factor, state->sample_mask);
      wined3d_cs_emit_set_depth_stencil_state(device->cs, state->depth_stencil_state, state->stencil_ref);
      wined3d_cs_emit_set_rasterizer_state(device->cs, state->rasterizer_state);
  }
  
  struct wined3d_state * CDECL wined3d_device_get_state(struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state;
  }
  
  void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
          struct wined3d_vertex_declaration *declaration)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_vertex_declaration *prev;
  
      TRACE("device %p, declaration %p.\n", device, declaration);
  
      prev = state->vertex_declaration;
      if (declaration == prev)
          return;
  
      if (declaration)
          wined3d_vertex_declaration_incref(declaration);
      state->vertex_declaration = declaration;
      wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
      if (prev)
          wined3d_vertex_declaration_decref(prev);
  }
  
  struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->vertex_declaration;
  }
  
  void CDECL wined3d_device_context_set_shader(struct wined3d_device_context *context,
          enum wined3d_shader_type type, struct wined3d_shader *shader)
  {
      struct wined3d_state *state = context->state;
      struct wined3d_shader *prev;
  
      TRACE("context %p, type %#x, shader %p.\n", context, type, shader);
  
      prev = state->shader[type];
      if (shader == prev)
          return;
  
      if (shader)
          wined3d_shader_incref(shader);
      state->shader[type] = shader;
      wined3d_device_context_emit_set_shader(context, type, shader);
      if (prev)
          wined3d_shader_decref(prev);
  }
  
  void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
  {
      TRACE("device %p, shader %p.\n", device, shader);
  
      return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, shader);
  }
  
  struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->shader[WINED3D_SHADER_TYPE_VERTEX];
  }
  
  void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device,
          enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_buffer *prev;
  
      TRACE("device %p, type %#x, idx %u, buffer %p.\n", device, type, idx, buffer);
  
      if (idx >= MAX_CONSTANT_BUFFERS)
      {
          WARN("Invalid constant buffer index %u.\n", idx);
          return;
      }
  
      prev = state->cb[type][idx];
      if (buffer == prev)
          return;
  
      if (buffer)
          wined3d_buffer_incref(buffer);
      state->cb[type][idx] = buffer;
      wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
      if (prev)
          wined3d_buffer_decref(prev);
  }
  
  struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device,
          enum wined3d_shader_type shader_type, unsigned int idx)
  {
      TRACE("device %p, shader_type %#x, idx %u.\n", device, shader_type, idx);
  
      if (idx >= MAX_CONSTANT_BUFFERS)
      {
          WARN("Invalid constant buffer index %u.\n", idx);
          return NULL;
      }
  
      return device->cs->c.state->cb[shader_type][idx];
  }
  
  static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
          enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
  {
      const struct wined3d_rendertarget_view *dsv;
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_shader_resource_view *prev;
  
      if (idx >= MAX_SHADER_RESOURCE_VIEWS)
      {
          WARN("Invalid view index %u.\n", idx);
          return;
      }
  
      prev = state->shader_resource_view[type][idx];
      if (view == prev)
          return;
  
      if (view && (wined3d_is_srv_rtv_bound(view)
              || ((dsv = state->fb.depth_stencil)
              && dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
      {
          WARN("Application is trying to bind resource which is attached as render target.\n");
          view = NULL;
      }
  
      if (view)
      {
          wined3d_shader_resource_view_incref(view);
          wined3d_srv_bind_count_inc(view);
      }
  
      state->shader_resource_view[type][idx] = view;
      wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
      if (prev)
      {
          wined3d_srv_bind_count_dec(prev);
          wined3d_shader_resource_view_decref(prev);
      }
  }
  
  void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
          UINT idx, struct wined3d_shader_resource_view *view)
  {
      TRACE("device %p, idx %u, view %p.\n", device, idx, view);
  
      wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
  }
  
  static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
          const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
  {
      if (idx >= MAX_SHADER_RESOURCE_VIEWS)
      {
          WARN("Invalid view index %u.\n", idx);
          return NULL;
      }
  
      return device->cs->c.state->shader_resource_view[shader_type][idx];
  }
  
  struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
          UINT idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
  }
  
  static void wined3d_device_set_sampler(struct wined3d_device *device,
          enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_sampler *prev;
  
      if (idx >= MAX_SAMPLER_OBJECTS)
      {
          WARN("Invalid sampler index %u.\n", idx);
          return;
      }
  
      prev = state->sampler[type][idx];
      if (sampler == prev)
          return;
  
      if (sampler)
          wined3d_sampler_incref(sampler);
      state->sampler[type][idx] = sampler;
      wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
      if (prev)
          wined3d_sampler_decref(prev);
  }
  
  void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
  {
      TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
  
      wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
  }
  
  static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
          enum wined3d_shader_type shader_type, unsigned int idx)
  {
      if (idx >= MAX_SAMPLER_OBJECTS)
      {
          WARN("Invalid sampler index %u.\n", idx);
          return NULL;
      }
  
      return device->cs->c.state->sampler[shader_type][idx];
  }
  
  struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
  }
  
  static void wined3d_device_set_vs_consts_b(struct wined3d_device *device,
          unsigned int start_idx, unsigned int count, const BOOL *constants)
  {
      unsigned int i;
  
      TRACE("device %p, start_idx %u, count %u, constants %p.\n",
              device, start_idx, count, constants);
  
      memcpy(&device->cs->c.state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
      if (TRACE_ON(d3d))
      {
          for (i = 0; i < count; ++i)
              TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
      }
  
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
  }
  
  static void wined3d_device_set_vs_consts_i(struct wined3d_device *device,
          unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
  {
      unsigned int i;
  
      TRACE("device %p, start_idx %u, count %u, constants %p.\n",
              device, start_idx, count, constants);
  
      memcpy(&device->cs->c.state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
      if (TRACE_ON(d3d))
      {
          for (i = 0; i < count; ++i)
              TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
      }
  
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
  }
  
  static void wined3d_device_set_vs_consts_f(struct wined3d_device *device,
          unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
  {
      unsigned int i;
  
      TRACE("device %p, start_idx %u, count %u, constants %p.\n",
              device, start_idx, count, constants);
  
      memcpy(&device->cs->c.state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
      if (TRACE_ON(d3d))
      {
          for (i = 0; i < count; ++i)
              TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
      }
  
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
  }
  
  void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
  {
      TRACE("device %p, shader %p.\n", device, shader);
  
      return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, shader);
  }
  
  struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->shader[WINED3D_SHADER_TYPE_PIXEL];
  }
  
  void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
          UINT idx, struct wined3d_shader_resource_view *view)
  {
      TRACE("device %p, idx %u, view %p.\n", device, idx, view);
  
      wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
  }
  
  struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
          UINT idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
  }
  
  void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
  {
      TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
  
      wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
  }
  
  struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
  }
  
  static void wined3d_device_set_ps_consts_b(struct wined3d_device *device,
          unsigned int start_idx, unsigned int count, const BOOL *constants)
  {
      unsigned int i;
  
      TRACE("device %p, start_idx %u, count %u, constants %p.\n",
              device, start_idx, count, constants);
  
      memcpy(&device->cs->c.state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
      if (TRACE_ON(d3d))
      {
          for (i = 0; i < count; ++i)
              TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
      }
  
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
  }
  
  static void wined3d_device_set_ps_consts_i(struct wined3d_device *device,
          unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
  {
      unsigned int i;
  
      TRACE("device %p, start_idx %u, count %u, constants %p.\n",
              device, start_idx, count, constants);
  
      memcpy(&device->cs->c.state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
      if (TRACE_ON(d3d))
      {
          for (i = 0; i < count; ++i)
              TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
      }
  
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
  }
  
  static void wined3d_device_set_ps_consts_f(struct wined3d_device *device,
          unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
  {
      unsigned int i;
  
      TRACE("device %p, start_idx %u, count %u, constants %p.\n",
              device, start_idx, count, constants);
  
      memcpy(&device->cs->c.state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
      if (TRACE_ON(d3d))
      {
          for (i = 0; i < count; ++i)
              TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
      }
  
      wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
  }
  
  void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
  {
      TRACE("device %p, shader %p.\n", device, shader);
  
      return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_HULL, shader);
  }
  
  struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->shader[WINED3D_SHADER_TYPE_HULL];
  }
  
  void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
          unsigned int idx, struct wined3d_shader_resource_view *view)
  {
      TRACE("device %p, idx %u, view %p.\n", device, idx, view);
  
      wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
  }
  
  struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
          unsigned int idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx);
  }
  
  void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device,
          unsigned int idx, struct wined3d_sampler *sampler)
  {
      TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
  
      wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler);
  }
  
  struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx);
  }
  
  void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
  {
      TRACE("device %p, shader %p.\n", device, shader);
  
      return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, shader);
  }
  
  struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->shader[WINED3D_SHADER_TYPE_DOMAIN];
  }
  
  void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
          unsigned int idx, struct wined3d_shader_resource_view *view)
  {
      TRACE("device %p, idx %u, view %p.\n", device, idx, view);
  
      wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
  }
  
  struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
          unsigned int idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
  }
  
  void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device,
          unsigned int idx, struct wined3d_sampler *sampler)
  {
      TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
  
      wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler);
  }
  
  struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
  }
  
  void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
  {
      TRACE("device %p, shader %p.\n", device, shader);
  
      return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, shader);
  }
  
  struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
  }
  
  void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
          UINT idx, struct wined3d_shader_resource_view *view)
  {
      TRACE("device %p, idx %u, view %p.\n", device, idx, view);
  
      wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
  }
  
  struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
          UINT idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
  }
  
  void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
  {
      TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
  
      wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
  }
  
  struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
  }
  
  void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
  {
      TRACE("device %p, shader %p.\n", device, shader);
  
      return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, shader);
  }
  
  struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->shader[WINED3D_SHADER_TYPE_COMPUTE];
  }
  
  void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
          unsigned int idx, struct wined3d_shader_resource_view *view)
  {
      TRACE("device %p, idx %u, view %p.\n", device, idx, view);
  
      wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
  }
  
  struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
          unsigned int idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
  }
  
  void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
          unsigned int idx, struct wined3d_sampler *sampler)
  {
      TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
  
      wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
  }
  
  struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
  }
  
  static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device,
          enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
          unsigned int initial_count)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_unordered_access_view *prev;
  
      if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
      {
          WARN("Invalid UAV index %u.\n", idx);
          return;
      }
  
      prev = state->unordered_access_view[pipeline][idx];
      if (uav == prev && initial_count == ~0u)
          return;
  
      if (uav)
          wined3d_unordered_access_view_incref(uav);
      state->unordered_access_view[pipeline][idx] = uav;
      wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count);
      if (prev)
          wined3d_unordered_access_view_decref(prev);
  }
  
  static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view(
          const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
  {
      if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
      {
          WARN("Invalid UAV index %u.\n", idx);
          return NULL;
      }
  
      return device->cs->c.state->unordered_access_view[pipeline][idx];
  }
  
  void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
          struct wined3d_unordered_access_view *uav, unsigned int initial_count)
  {
      TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
  
      wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count);
  }
  
  struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device,
          unsigned int idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx);
  }
  
  void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
          unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
  {
      TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
  
      wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count);
  }
  
  struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view(
          const struct wined3d_device *device, unsigned int idx)
  {
      TRACE("device %p, idx %u.\n", device, idx);
  
      return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
  }
  
  void CDECL wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int latency)
  {
      unsigned int i;
  
      if (!latency)
          latency = 3;
  
      device->max_frame_latency = latency;
      for (i = 0; i < device->swapchain_count; ++i)
          swapchain_set_max_frame_latency(device->swapchains[i], device);
  }
  
  unsigned int CDECL wined3d_device_get_max_frame_latency(const struct wined3d_device *device)
  {
      return device->max_frame_latency;
  }
  
  static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf)
  {
      unsigned int texcoord_count = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
      unsigned int i, size = 0;
  
      if (fvf & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
      if (fvf & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
      if (fvf & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
      if (fvf & WINED3DFVF_PSIZE) size += sizeof(DWORD);
      switch (fvf & WINED3DFVF_POSITION_MASK)
      {
          case WINED3DFVF_XYZ:    size += 3 * sizeof(float); break;
          case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
          case WINED3DFVF_XYZB1:  size += 4 * sizeof(float); break;
          case WINED3DFVF_XYZB2:  size += 5 * sizeof(float); break;
          case WINED3DFVF_XYZB3:  size += 6 * sizeof(float); break;
          case WINED3DFVF_XYZB4:  size += 7 * sizeof(float); break;
          case WINED3DFVF_XYZB5:  size += 8 * sizeof(float); break;
          case WINED3DFVF_XYZW:   size += 4 * sizeof(float); break;
          default: FIXME("Unexpected position mask %#x.\n", fvf & WINED3DFVF_POSITION_MASK);
      }
      for (i = 0; i < texcoord_count; ++i)
      {
          size += GET_TEXCOORD_SIZE_FROM_FVF(fvf, i) * sizeof(float);
      }
  
      return size;
  }
  
  static void wined3d_format_get_colour(const struct wined3d_format *format,
          const void *data, struct wined3d_color *colour)
  {
      float *output = &colour->r;
      const uint32_t *u32_data;
      const uint16_t *u16_data;
      const float *f32_data;
      unsigned int i;
  
      static const struct wined3d_color default_colour = {0.0f, 0.0f, 0.0f, 1.0f};
      static unsigned int warned;
  
      switch (format->id)
      {
          case WINED3DFMT_B8G8R8A8_UNORM:
              u32_data = data;
              wined3d_color_from_d3dcolor(colour, *u32_data);
              break;
  
          case WINED3DFMT_R8G8B8A8_UNORM:
              u32_data = data;
              colour->r = (*u32_data & 0xffu) / 255.0f;
              colour->g = ((*u32_data >> 8) & 0xffu) / 255.0f;
              colour->b = ((*u32_data >> 16) & 0xffu) / 255.0f;
              colour->a = ((*u32_data >> 24) & 0xffu) / 255.0f;
              break;
  
          case WINED3DFMT_R16G16_UNORM:
          case WINED3DFMT_R16G16B16A16_UNORM:
              u16_data = data;
              *colour = default_colour;
              for (i = 0; i < format->component_count; ++i)
                  output[i] = u16_data[i] / 65535.0f;
              break;
  
          case WINED3DFMT_R32_FLOAT:
          case WINED3DFMT_R32G32_FLOAT:
          case WINED3DFMT_R32G32B32_FLOAT:
          case WINED3DFMT_R32G32B32A32_FLOAT:
              f32_data = data;
              *colour = default_colour;
              for (i = 0; i < format->component_count; ++i)
                  output[i] = f32_data[i];
              break;
  
          default:
              *colour = default_colour;
              if (!warned++)
                  FIXME("Unhandled colour format conversion, format %s.\n", debug_d3dformat(format->id));
              break;
      }
  }
  
  static void wined3d_colour_from_mcs(struct wined3d_color *colour, enum wined3d_material_color_source mcs,
          const struct wined3d_color *material_colour, unsigned int index,
          const struct wined3d_stream_info *stream_info)
  {
      const struct wined3d_stream_info_element *element = NULL;
  
      switch (mcs)
      {
          case WINED3D_MCS_MATERIAL:
              *colour = *material_colour;
              return;
  
          case WINED3D_MCS_COLOR1:
              if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
              {
                  colour->r = colour->g = colour->b = colour->a = 1.0f;
                  return;
              }
              element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
              break;
  
          case WINED3D_MCS_COLOR2:
              if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
              {
                  colour->r = colour->g = colour->b = colour->a = 0.0f;
                  return;
              }
              element = &stream_info->elements[WINED3D_FFP_SPECULAR];
              break;
  
          default:
              colour->r = colour->g = colour->b = colour->a = 0.0f;
              ERR("Invalid material colour source %#x.\n", mcs);
              return;
      }
  
      wined3d_format_get_colour(element->format, &element->data.addr[index * element->stride], colour);
  }
  
  static float wined3d_clamp(float value, float min_value, float max_value)
  {
      return value < min_value ? min_value : value > max_value ? max_value : value;
  }
  
  static float wined3d_vec3_dot(const struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
  {
      return v0->x * v1->x + v0->y * v1->y + v0->z * v1->z;
  }
  
  static void wined3d_vec3_subtract(struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
  {
      v0->x -= v1->x;
      v0->y -= v1->y;
      v0->z -= v1->z;
  }
  
  static void wined3d_vec3_scale(struct wined3d_vec3 *v, float s)
  {
      v->x *= s;
      v->y *= s;
      v->z *= s;
  }
  
  static void wined3d_vec3_normalise(struct wined3d_vec3 *v)
  {
      float rnorm = 1.0f / sqrtf(wined3d_vec3_dot(v, v));
  
      if (isfinite(rnorm))
          wined3d_vec3_scale(v, rnorm);
  }
  
  static void wined3d_vec3_transform(struct wined3d_vec3 *dst,
          const struct wined3d_vec3 *v, const struct wined3d_matrix_3x3 *m)
  {
      struct wined3d_vec3 tmp;
  
      tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31;
      tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32;
      tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33;
  
      *dst = tmp;
  }
  
  static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_color *src,
          float min_value, float max_value)
  {
      dst->r = wined3d_clamp(src->r, min_value, max_value);
      dst->g = wined3d_clamp(src->g, min_value, max_value);
      dst->b = wined3d_clamp(src->b, min_value, max_value);
      dst->a = wined3d_clamp(src->a, min_value, max_value);
  }
  
  static void wined3d_color_rgb_mul_add(struct wined3d_color *dst, const struct wined3d_color *src, float c)
  {
      dst->r += src->r * c;
      dst->g += src->g * c;
      dst->b += src->b * c;
  }
  
  static void init_transformed_lights(struct lights_settings *ls,
          const struct wined3d_state *state, BOOL legacy_lighting, BOOL compute_lighting)
  {
      const struct wined3d_light_info *lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
      const struct wined3d_light_info *light_info;
      struct light_transformed *light;
      struct wined3d_vec4 vec4;
      unsigned int light_count;
      unsigned int i, index;
  
      memset(ls, 0, sizeof(*ls));
  
      ls->lighting = !!compute_lighting;
      ls->fog_mode = state->render_states[WINED3D_RS_FOGVERTEXMODE];
      ls->fog_coord_mode = state->render_states[WINED3D_RS_RANGEFOGENABLE]
              ? WINED3D_FFP_VS_FOG_RANGE : WINED3D_FFP_VS_FOG_DEPTH;
      ls->fog_start = wined3d_get_float_state(state, WINED3D_RS_FOGSTART);
      ls->fog_end = wined3d_get_float_state(state, WINED3D_RS_FOGEND);
      ls->fog_density = wined3d_get_float_state(state, WINED3D_RS_FOGDENSITY);
  
      if (ls->fog_mode == WINED3D_FOG_NONE && !compute_lighting)
          return;
  
      multiply_matrix(&ls->modelview_matrix, &state->transforms[WINED3D_TS_VIEW],
              &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
  
      if (!compute_lighting)
          return;
  
      compute_normal_matrix(&ls->normal_matrix._11, legacy_lighting, &ls->modelview_matrix);
  
      wined3d_color_from_d3dcolor(&ls->ambient_light, state->render_states[WINED3D_RS_AMBIENT]);
      ls->legacy_lighting = !!legacy_lighting;
      ls->normalise = !!state->render_states[WINED3D_RS_NORMALIZENORMALS];
      ls->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
  
      for (i = 0, index = 0; i < LIGHTMAP_SIZE && index < ARRAY_SIZE(lights); ++i)
      {
          LIST_FOR_EACH_ENTRY(light_info, &state->light_state.light_map[i], struct wined3d_light_info, entry)
          {
              if (!light_info->enabled)
                  continue;
  
              switch (light_info->OriginalParms.type)
              {
                  case WINED3D_LIGHT_DIRECTIONAL:
                      ++ls->directional_light_count;
                      break;
  
                  case WINED3D_LIGHT_POINT:
                      ++ls->point_light_count;
                      break;
  
                  case WINED3D_LIGHT_SPOT:
                      ++ls->spot_light_count;
                      break;
  
                  case WINED3D_LIGHT_PARALLELPOINT:
                      ++ls->parallel_point_light_count;
                      break;
  
                  default:
                      FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
                      continue;
              }
              lights[index++] = light_info;
              if (index == WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS)
                  break;
          }
      }
  
      light_count = index;
      for (i = 0, index = 0; i < light_count; ++i)
      {
          light_info = lights[i];
          if (light_info->OriginalParms.type != WINED3D_LIGHT_DIRECTIONAL)
              continue;
  
          light = &ls->lights[index];
          wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
          light->direction = *(struct wined3d_vec3 *)&vec4;
          wined3d_vec3_normalise(&light->direction);
  
          light->diffuse = light_info->OriginalParms.diffuse;
          light->ambient = light_info->OriginalParms.ambient;
          light->specular = light_info->OriginalParms.specular;
          ++index;
      }
  
      for (i = 0; i < light_count; ++i)
      {
          light_info = lights[i];
          if (light_info->OriginalParms.type != WINED3D_LIGHT_POINT)
              continue;
  
          light = &ls->lights[index];
  
          wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
          light->range = light_info->OriginalParms.range;
          light->c_att = light_info->OriginalParms.attenuation0;
          light->l_att = light_info->OriginalParms.attenuation1;
          light->q_att = light_info->OriginalParms.attenuation2;
  
          light->diffuse = light_info->OriginalParms.diffuse;
          light->ambient = light_info->OriginalParms.ambient;
          light->specular = light_info->OriginalParms.specular;
          ++index;
      }
  
      for (i = 0; i < light_count; ++i)
      {
          light_info = lights[i];
          if (light_info->OriginalParms.type != WINED3D_LIGHT_SPOT)
              continue;
  
          light = &ls->lights[index];
  
          wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
          wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
          light->direction = *(struct wined3d_vec3 *)&vec4;
          wined3d_vec3_normalise(&light->direction);
          light->range = light_info->OriginalParms.range;
          light->falloff = light_info->OriginalParms.falloff;
          light->c_att = light_info->OriginalParms.attenuation0;
          light->l_att = light_info->OriginalParms.attenuation1;
          light->q_att = light_info->OriginalParms.attenuation2;
          light->cos_htheta = cosf(light_info->OriginalParms.theta / 2.0f);
          light->cos_hphi = cosf(light_info->OriginalParms.phi / 2.0f);
  
          light->diffuse = light_info->OriginalParms.diffuse;
          light->ambient = light_info->OriginalParms.ambient;
          light->specular = light_info->OriginalParms.specular;
          ++index;
      }
  
      for (i = 0; i < light_count; ++i)
      {
          light_info = lights[i];
          if (light_info->OriginalParms.type != WINED3D_LIGHT_PARALLELPOINT)
              continue;
  
          light = &ls->lights[index];
  
          wined3d_vec4_transform(&vec4, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
          *(struct wined3d_vec3 *)&light->position = *(struct wined3d_vec3 *)&vec4;
          wined3d_vec3_normalise((struct wined3d_vec3 *)&light->position);
          light->diffuse = light_info->OriginalParms.diffuse;
          light->ambient = light_info->OriginalParms.ambient;
          light->specular = light_info->OriginalParms.specular;
          ++index;
      }
  }
  
  static void update_light_diffuse_specular(struct wined3d_color *diffuse, struct wined3d_color *specular,
          const struct wined3d_vec3 *dir, float att, float material_shininess,
          const struct wined3d_vec3 *normal_transformed,
          const struct wined3d_vec3 *position_transformed_normalised,
          const struct light_transformed *light, const struct lights_settings *ls)
  {
      struct wined3d_vec3 vec3;
      float t, c;
  
      c = wined3d_clamp(wined3d_vec3_dot(dir, normal_transformed), 0.0f, 1.0f);
      wined3d_color_rgb_mul_add(diffuse, &light->diffuse, c * att);
  
      vec3 = *dir;
      if (ls->localviewer)
          wined3d_vec3_subtract(&vec3, position_transformed_normalised);
      else
          vec3.z -= 1.0f;
      wined3d_vec3_normalise(&vec3);
      t = wined3d_vec3_dot(normal_transformed, &vec3);
      if (t > 0.0f && (!ls->legacy_lighting || material_shininess > 0.0f)
              && wined3d_vec3_dot(dir, normal_transformed) > 0.0f)
          wined3d_color_rgb_mul_add(specular, &light->specular, att * powf(t, material_shininess));
  }
  
  static void light_set_vertex_data(struct lights_settings *ls,
          const struct wined3d_vec4 *position)
  {
      if (ls->fog_mode == WINED3D_FOG_NONE && !ls->lighting)
          return;
  
      wined3d_vec4_transform(&ls->position_transformed, position, &ls->modelview_matrix);
      wined3d_vec3_scale((struct wined3d_vec3 *)&ls->position_transformed, 1.0f / ls->position_transformed.w);
  }
  
  static void compute_light(struct wined3d_color *ambient, struct wined3d_color *diffuse,
          struct wined3d_color *specular, struct lights_settings *ls, const struct wined3d_vec3 *normal,
          float material_shininess)
  {
      struct wined3d_vec3 position_transformed_normalised;
      struct wined3d_vec3 normal_transformed = {0.0f};
      const struct light_transformed *light;
      struct wined3d_vec3 dir, dst;
      unsigned int i, index;
      float att;
  
      position_transformed_normalised = *(const struct wined3d_vec3 *)&ls->position_transformed;
      wined3d_vec3_normalise(&position_transformed_normalised);
  
      if (normal)
      {
          wined3d_vec3_transform(&normal_transformed, normal, &ls->normal_matrix);
          if (ls->normalise)
              wined3d_vec3_normalise(&normal_transformed);
      }
  
      diffuse->r = diffuse->g = diffuse->b = diffuse->a = 0.0f;
      *specular = *diffuse;
      *ambient = ls->ambient_light;
  
      index = 0;
      for (i = 0; i < ls->directional_light_count; ++i, ++index)
      {
          light = &ls->lights[index];
  
          wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
          if (normal)
              update_light_diffuse_specular(diffuse, specular, &light->direction, 1.0f, material_shininess,
                      &normal_transformed, &position_transformed_normalised, light, ls);
      }
  
      for (i = 0; i < ls->point_light_count; ++i, ++index)
      {
          light = &ls->lights[index];
          dir.x = light->position.x - ls->position_transformed.x;
          dir.y = light->position.y - ls->position_transformed.y;
          dir.z = light->position.z - ls->position_transformed.z;
  
          dst.z = wined3d_vec3_dot(&dir, &dir);
          dst.y = sqrtf(dst.z);
          dst.x = 1.0f;
          if (ls->legacy_lighting)
          {
              dst.y = (light->range - dst.y) / light->range;
              if (!(dst.y > 0.0f))
                  continue;
              dst.z = dst.y * dst.y;
          }
          else
          {
              if (!(dst.y <= light->range))
                  continue;
          }
          att = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
          if (!ls->legacy_lighting)
              att = 1.0f / att;
  
          wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
          if (normal)
          {
              wined3d_vec3_normalise(&dir);
              update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
                      &normal_transformed, &position_transformed_normalised, light, ls);
          }
      }
  
      for (i = 0; i < ls->spot_light_count; ++i, ++index)
      {
          float t;
  
          light = &ls->lights[index];
  
          dir.x = light->position.x - ls->position_transformed.x;
          dir.y = light->position.y - ls->position_transformed.y;
          dir.z = light->position.z - ls->position_transformed.z;
  
          dst.z = wined3d_vec3_dot(&dir, &dir);
          dst.y = sqrtf(dst.z);
          dst.x = 1.0f;
  
          if (ls->legacy_lighting)
          {
              dst.y = (light->range - dst.y) / light->range;
              if (!(dst.y > 0.0f))
                  continue;
              dst.z = dst.y * dst.y;
          }
          else
          {
              if (!(dst.y <= light->range))
                  continue;
          }
          wined3d_vec3_normalise(&dir);
          t = -wined3d_vec3_dot(&dir, &light->direction);
          if (t > light->cos_htheta)
              att = 1.0f;
          else if (t <= light->cos_hphi)
              att = 0.0f;
          else
              att = powf((t - light->cos_hphi) / (light->cos_htheta - light->cos_hphi), light->falloff);
  
          t = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
          if (ls->legacy_lighting)
              att *= t;
          else
              att /= t;
  
          wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
  
          if (normal)
              update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
                      &normal_transformed, &position_transformed_normalised, light, ls);
      }
  
      for (i = 0; i < ls->parallel_point_light_count; ++i, ++index)
      {
          light = &ls->lights[index];
  
          wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
          if (normal)
              update_light_diffuse_specular(diffuse, specular, (const struct wined3d_vec3 *)&light->position,
                      1.0f, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls);
      }
  }
  
  static float wined3d_calculate_fog_factor(float fog_coord, const struct lights_settings *ls)
  {
      switch (ls->fog_mode)
      {
          case WINED3D_FOG_NONE:
              return fog_coord;
          case WINED3D_FOG_LINEAR:
              return (ls->fog_end - fog_coord) / (ls->fog_end - ls->fog_start);
          case WINED3D_FOG_EXP:
              return expf(-fog_coord * ls->fog_density);
          case WINED3D_FOG_EXP2:
              return expf(-fog_coord * fog_coord * ls->fog_density * ls->fog_density);
          default:
              ERR("Unhandled fog mode %#x.\n", ls->fog_mode);
              return 0.0f;
      }
  }
  
  static void update_fog_factor(float *fog_factor, struct lights_settings *ls)
  {
      float fog_coord;
  
      if (ls->fog_mode == WINED3D_FOG_NONE)
          return;
  
      switch (ls->fog_coord_mode)
      {
          case WINED3D_FFP_VS_FOG_RANGE:
              fog_coord = sqrtf(wined3d_vec3_dot((const struct wined3d_vec3 *)&ls->position_transformed,
                      (const struct wined3d_vec3 *)&ls->position_transformed));
              break;
  
          case WINED3D_FFP_VS_FOG_DEPTH:
              fog_coord = fabsf(ls->position_transformed.z);
              break;
  
          default:
              ERR("Unhandled fog coordinate mode %#x.\n", ls->fog_coord_mode);
              return;
      }
      *fog_factor = wined3d_calculate_fog_factor(fog_coord, ls);
  }
  
  /* Context activation is done by the caller. */
  #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
  static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
          const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, DWORD dst_fvf)
  {
      enum wined3d_material_color_source diffuse_source, specular_source, ambient_source, emissive_source;
      const struct wined3d_color *material_specular_state_colour;
      struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
      const struct wined3d_state *state = device->cs->c.state;
      const struct wined3d_format *output_colour_format;
      static const struct wined3d_color black;
      struct wined3d_map_desc map_desc;
      struct wined3d_box box = {0};
      struct wined3d_viewport vp;
      unsigned int texture_count;
      struct lights_settings ls;
      unsigned int vertex_size;
      BOOL do_clip, lighting;
      float min_z, max_z;
      unsigned int i;
      BYTE *dest_ptr;
      HRESULT hr;
  
      if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
      {
          ERR("Source has no position mask.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (state->render_states[WINED3D_RS_CLIPPING])
      {
          static BOOL warned = FALSE;
          /*
           * The clipping code is not quite correct. Some things need
           * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
           * so disable clipping for now.
           * (The graphics in Half-Life are broken, and my processvertices
           *  test crashes with IDirect3DDevice3)
          do_clip = TRUE;
           */
          do_clip = FALSE;
          if (!warned)
          {
             warned = TRUE;
             FIXME("Clipping is broken and disabled for now\n");
          }
      }
      else
          do_clip = FALSE;
  
      vertex_size = wined3d_get_flexible_vertex_size(dst_fvf);
      box.left = dwDestIndex * vertex_size;
      box.right = box.left + dwCount * vertex_size;
      if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE)))
      {
          WARN("Failed to map buffer, hr %#x.\n", hr);
          return hr;
      }
      dest_ptr = map_desc.data;
  
      wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
      wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
      wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
  
      TRACE("View mat:\n");
      TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
      TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
      TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
      TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
  
      TRACE("Proj mat:\n");
      TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
      TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
      TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
      TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
  
      TRACE("World mat:\n");
      TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
      TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
      TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
      TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
  
      /* Get the viewport */
      wined3d_device_get_viewports(device, NULL, &vp);
      TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
            vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
  
      multiply_matrix(&mat,&view_mat,&world_mat);
      multiply_matrix(&mat,&proj_mat,&mat);
  
      texture_count = (dst_fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
  
      lighting = state->render_states[WINED3D_RS_LIGHTING]
              && (dst_fvf & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
      wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
              &ambient_source, &specular_source, state, stream_info);
      output_colour_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0);
      material_specular_state_colour = state->render_states[WINED3D_RS_SPECULARENABLE]
              ? &state->material.specular : &black;
      init_transformed_lights(&ls, state, device->adapter->d3d_info.wined3d_creation_flags
              & WINED3D_LEGACY_FFP_LIGHTING, lighting);
  
      wined3d_viewport_get_z_range(&vp, &min_z, &max_z);
  
      for (i = 0; i < dwCount; ++i)
      {
          const struct wined3d_stream_info_element *position_element = &stream_info->elements[WINED3D_FFP_POSITION];
          const float *p = (const float *)&position_element->data.addr[i * position_element->stride];
          struct wined3d_color ambient, diffuse, specular;
          struct wined3d_vec4 position;
          unsigned int tex_index;
  
          position.x = p[0];
          position.y = p[1];
          position.z = p[2];
          position.w = 1.0f;
  
          light_set_vertex_data(&ls, &position);
  
          if ( ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
               ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
              /* The position first */
              float x, y, z, rhw;
              TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
  
              /* Multiplication with world, view and projection matrix. */
              x   = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
              y   = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
              z   = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
              rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
  
              TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
  
              /* WARNING: The following things are taken from d3d7 and were not yet checked
               * against d3d8 or d3d9!
               */
  
              /* Clipping conditions: From msdn
               *
               * A vertex is clipped if it does not match the following requirements
               * -rhw < x <= rhw
               * -rhw < y <= rhw
               *    0 < z <= rhw
               *    0 < rhw ( Not in d3d7, but tested in d3d7)
               *
               * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
               * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
               *
               */
  
              if (!do_clip || (-rhw - eps < x && -rhw - eps < y && -eps < z && x <= rhw + eps
                      && y <= rhw + eps && z <= rhw + eps && rhw > eps))
              {
                  /* "Normal" viewport transformation (not clipped)
                   * 1) The values are divided by rhw
                   * 2) The y axis is negative, so multiply it with -1
                   * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
                   *    -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
                   * 4) Multiply x with Width/2 and add Width/2
                   * 5) The same for the height
                   * 6) Add the viewpoint X and Y to the 2D coordinates and
                   *    The minimum Z value to z
                   * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
                   *
                   * Well, basically it's simply a linear transformation into viewport
                   * coordinates
                   */
  
                  x /= rhw;
                  y /= rhw;
                  z /= rhw;
  
                  y *= -1;
  
                  x *= vp.width / 2;
                  y *= vp.height / 2;
                  z *= max_z - min_z;
  
                  x += vp.width / 2 + vp.x;
                  y += vp.height / 2 + vp.y;
                  z += min_z;
  
                  rhw = 1 / rhw;
              } else {
                  /* That vertex got clipped
                   * Contrary to OpenGL it is not dropped completely, it just
                   * undergoes a different calculation.
                   */
                  TRACE("Vertex got clipped\n");
                  x += rhw;
                  y += rhw;
  
                  x  /= 2;
                  y  /= 2;
  
                  /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
                   * outside of the main vertex buffer memory. That needs some more
                   * investigation...
                   */
              }
  
              TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
  
  
              ( (float *) dest_ptr)[0] = x;
              ( (float *) dest_ptr)[1] = y;
              ( (float *) dest_ptr)[2] = z;
              ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
  
              dest_ptr += 3 * sizeof(float);
  
              if ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
                  dest_ptr += sizeof(float);
          }
  
          if (dst_fvf & WINED3DFVF_PSIZE)
              dest_ptr += sizeof(DWORD);
  
          if (dst_fvf & WINED3DFVF_NORMAL)
          {
              const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
              const float *normal = (const float *)(element->data.addr + i * element->stride);
              /* AFAIK this should go into the lighting information */
              FIXME("Didn't expect the destination to have a normal\n");
              copy_and_next(dest_ptr, normal, 3 * sizeof(float));
          }
  
          if (lighting)
          {
              const struct wined3d_stream_info_element *element;
              struct wined3d_vec3 *normal;
  
              if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
              {
                  element = &stream_info->elements[WINED3D_FFP_NORMAL];
                  normal = (struct wined3d_vec3 *)&element->data.addr[i * element->stride];
              }
              else
              {
                  normal = NULL;
              }
              compute_light(&ambient, &diffuse, &specular, &ls, normal,
                      state->render_states[WINED3D_RS_SPECULARENABLE] ? state->material.power : 0.0f);
          }
  
          if (dst_fvf & WINED3DFVF_DIFFUSE)
          {
              struct wined3d_color material_diffuse, material_ambient, material_emissive, diffuse_colour;
  
              wined3d_colour_from_mcs(&material_diffuse, diffuse_source,
                      &state->material.diffuse, i, stream_info);
  
              if (lighting)
              {
                  wined3d_colour_from_mcs(&material_ambient, ambient_source,
                          &state->material.ambient, i, stream_info);
                  wined3d_colour_from_mcs(&material_emissive, emissive_source,
                          &state->material.emissive, i, stream_info);
  
                  diffuse_colour.r = ambient.r * material_ambient.r
                          + diffuse.r * material_diffuse.r + material_emissive.r;
                  diffuse_colour.g = ambient.g * material_ambient.g
                          + diffuse.g * material_diffuse.g + material_emissive.g;
                  diffuse_colour.b = ambient.b * material_ambient.b
                          + diffuse.b * material_diffuse.b + material_emissive.b;
                  diffuse_colour.a = material_diffuse.a;
              }
              else
              {
                  diffuse_colour = material_diffuse;
              }
              wined3d_color_clamp(&diffuse_colour, &diffuse_colour, 0.0f, 1.0f);
              *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &diffuse_colour);
              dest_ptr += sizeof(DWORD);
          }
  
          if (dst_fvf & WINED3DFVF_SPECULAR)
          {
              struct wined3d_color material_specular, specular_colour;
  
              wined3d_colour_from_mcs(&material_specular, specular_source,
                      material_specular_state_colour, i, stream_info);
  
              if (lighting)
              {
                  specular_colour.r = specular.r * material_specular.r;
                  specular_colour.g = specular.g * material_specular.g;
                  specular_colour.b = specular.b * material_specular.b;
                  specular_colour.a = ls.legacy_lighting ? 0.0f : material_specular.a;
              }
              else
              {
                  specular_colour = material_specular;
              }
              update_fog_factor(&specular_colour.a, &ls);
              wined3d_color_clamp(&specular_colour, &specular_colour, 0.0f, 1.0f);
              *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &specular_colour);
              dest_ptr += sizeof(DWORD);
          }
  
          for (tex_index = 0; tex_index < texture_count; ++tex_index)
          {
              const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
              const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
              if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
              {
                  ERR("No source texture, but destination requests one\n");
                  dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float);
              }
              else
              {
                  copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float));
              }
          }
      }
  
      wined3d_resource_unmap(&dest->resource, 0);
  
      return WINED3D_OK;
  }
  #undef copy_and_next
  
  HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
          UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
          const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_stream_info stream_info;
      struct wined3d_resource *resource;
      struct wined3d_box box = {0};
      struct wined3d_shader *vs;
      unsigned int i, j;
      HRESULT hr;
      WORD map;
  
      TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
              "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
              device, src_start_idx, dst_idx, vertex_count,
              dst_buffer, declaration, flags, dst_fvf);
  
      if (declaration)
          FIXME("Output vertex declaration not implemented yet.\n");
  
      vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
      state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
      wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->d3d_info);
      state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
  
      /* We can't convert FROM a VBO, and vertex buffers used to source into
       * process_vertices() are unlikely to ever be used for drawing. Release
       * VBOs in those buffers and fix up the stream_info structure.
       *
       * Also apply the start index. */
      for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
      {
          struct wined3d_stream_info_element *e;
          struct wined3d_map_desc map_desc;
  
          if (!(map & 1))
              continue;
  
          e = &stream_info.elements[i];
          resource = &state->streams[e->stream_idx].buffer->resource;
          box.left = src_start_idx * e->stride;
          box.right = box.left + vertex_count * e->stride;
          if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READ)))
          {
              ERR("Failed to map resource.\n");
              for (j = 0, map = stream_info.use_map; map && j < i; map >>= 1, ++j)
              {
                  if (!(map & 1))
                      continue;
  
                  e = &stream_info.elements[j];
                  resource = &state->streams[e->stream_idx].buffer->resource;
                  if (FAILED(wined3d_resource_unmap(resource, 0)))
                      ERR("Failed to unmap resource.\n");
              }
              return WINED3DERR_INVALIDCALL;
          }
          e->data.buffer_object = 0;
          e->data.addr += (ULONG_PTR)map_desc.data;
      }
  
      hr = process_vertices_strided(device, dst_idx, vertex_count,
              &stream_info, dst_buffer, flags, dst_fvf);
  
      for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
      {
          if (!(map & 1))
              continue;
  
          resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
          if (FAILED(wined3d_resource_unmap(resource, 0)))
              ERR("Failed to unmap resource.\n");
      }
  
      return hr;
  }
  
  static void wined3d_device_set_texture_stage_state(struct wined3d_device *device,
          UINT stage, enum wined3d_texture_stage_state state, DWORD value)
  {
      const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
  
      TRACE("device %p, stage %u, state %s, value %#x.\n",
              device, stage, debug_d3dtexturestate(state), value);
  
      if (stage >= d3d_info->limits.ffp_blend_stages)
      {
          WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
                  stage, d3d_info->limits.ffp_blend_stages - 1);
          return;
      }
  
      if (value == device->cs->c.state->texture_states[stage][state])
      {
          TRACE("Application is setting the old value over, nothing to do.\n");
          return;
      }
  
      device->cs->c.state->texture_states[stage][state] = value;
  
      wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
  }
  
  static void wined3d_device_set_texture(struct wined3d_device *device,
          UINT stage, struct wined3d_texture *texture)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_texture *prev;
  
      TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
  
      /* Windows accepts overflowing this array... we do not. */
      if (stage >= ARRAY_SIZE(state->textures))
      {
          WARN("Ignoring invalid stage %u.\n", stage);
          return;
      }
  
      prev = state->textures[stage];
      TRACE("Previous texture %p.\n", prev);
  
      if (texture == prev)
      {
          TRACE("App is setting the same texture again, nothing to do.\n");
          return;
      }
  
      TRACE("Setting new texture to %p.\n", texture);
      state->textures[stage] = texture;
  
      if (texture)
          wined3d_texture_incref(texture);
      wined3d_cs_emit_set_texture(device->cs, stage, texture);
      if (prev)
          wined3d_texture_decref(prev);
  
      return;
  }
  
  void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
          struct wined3d_stateblock *stateblock)
  {
      BOOL set_blend_state = FALSE, set_depth_stencil_state = FALSE, set_rasterizer_state = FALSE;
      const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
      const struct wined3d_saved_states *changed = &stateblock->changed;
      const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT;
      unsigned int i, j, start, idx;
      struct wined3d_range range;
      uint32_t map;
  
      TRACE("device %p, stateblock %p.\n", device, stateblock);
  
      if (changed->vertexShader)
          wined3d_device_set_vertex_shader(device, state->vs);
      if (changed->pixelShader)
          wined3d_device_set_pixel_shader(device, state->ps);
  
      for (start = 0; ; start = range.offset + range.size)
      {
          if (!wined3d_bitmap_get_range(changed->vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
              break;
  
          wined3d_device_set_vs_consts_f(device, range.offset, range.size, &state->vs_consts_f[range.offset]);
      }
  
      map = changed->vertexShaderConstantsI;
      for (start = 0; ; start = range.offset + range.size)
      {
          if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
              break;
  
          wined3d_device_set_vs_consts_i(device, range.offset, range.size, &state->vs_consts_i[range.offset]);
      }
  
      map = changed->vertexShaderConstantsB;
      for (start = 0; ; start = range.offset + range.size)
      {
          if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
              break;
  
          wined3d_device_set_vs_consts_b(device, range.offset, range.size, &state->vs_consts_b[range.offset]);
      }
  
      for (start = 0; ; start = range.offset + range.size)
      {
          if (!wined3d_bitmap_get_range(changed->ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
              break;
  
          wined3d_device_set_ps_consts_f(device, range.offset, range.size, &state->ps_consts_f[range.offset]);
      }
  
      map = changed->pixelShaderConstantsI;
      for (start = 0; ; start = range.offset + range.size)
      {
          if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
              break;
  
          wined3d_device_set_ps_consts_i(device, range.offset, range.size, &state->ps_consts_i[range.offset]);
      }
  
      map = changed->pixelShaderConstantsB;
      for (start = 0; ; start = range.offset + range.size)
      {
          if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
              break;
  
          wined3d_device_set_ps_consts_b(device, range.offset, range.size, &state->ps_consts_b[range.offset]);
      }
  
      if (changed->lights)
      {
          for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
          {
              const struct wined3d_light_info *light;
  
              LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry)
              {
                  wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
                  wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
              }
          }
      }
  
      for (i = 0; i < ARRAY_SIZE(changed->renderState); ++i)
      {
          map = changed->renderState[i];
          while (map)
          {
              j = wined3d_bit_scan(&map);
              idx = i * word_bit_count + j;
  
              switch (idx)
              {
                  case WINED3D_RS_BLENDFACTOR:
                  case WINED3D_RS_MULTISAMPLEMASK:
                  case WINED3D_RS_ALPHABLENDENABLE:
                  case WINED3D_RS_SRCBLEND:
                  case WINED3D_RS_DESTBLEND:
                  case WINED3D_RS_BLENDOP:
                  case WINED3D_RS_SEPARATEALPHABLENDENABLE:
                  case WINED3D_RS_SRCBLENDALPHA:
                  case WINED3D_RS_DESTBLENDALPHA:
                  case WINED3D_RS_BLENDOPALPHA:
                  case WINED3D_RS_COLORWRITEENABLE:
                  case WINED3D_RS_COLORWRITEENABLE1:
                  case WINED3D_RS_COLORWRITEENABLE2:
                  case WINED3D_RS_COLORWRITEENABLE3:
                      set_blend_state = TRUE;
                      break;
  
                  case WINED3D_RS_BACK_STENCILFAIL:
                  case WINED3D_RS_BACK_STENCILFUNC:
                  case WINED3D_RS_BACK_STENCILPASS:
                  case WINED3D_RS_BACK_STENCILZFAIL:
                  case WINED3D_RS_STENCILENABLE:
                  case WINED3D_RS_STENCILFAIL:
                  case WINED3D_RS_STENCILFUNC:
                  case WINED3D_RS_STENCILREF:
                  case WINED3D_RS_STENCILMASK:
                  case WINED3D_RS_STENCILPASS:
                  case WINED3D_RS_STENCILWRITEMASK:
                  case WINED3D_RS_STENCILZFAIL:
                  case WINED3D_RS_TWOSIDEDSTENCILMODE:
                  case WINED3D_RS_ZENABLE:
                  case WINED3D_RS_ZFUNC:
                  case WINED3D_RS_ZWRITEENABLE:
                      set_depth_stencil_state = TRUE;
                      break;
  
                  case WINED3D_RS_FILLMODE:
                  case WINED3D_RS_CULLMODE:
                  case WINED3D_RS_SLOPESCALEDEPTHBIAS:
                  case WINED3D_RS_DEPTHBIAS:
                  case WINED3D_RS_SCISSORTESTENABLE:
                  case WINED3D_RS_ANTIALIASEDLINEENABLE:
                      set_rasterizer_state = TRUE;
                      break;
  
                  default:
                      wined3d_device_set_render_state(device, idx, state->rs[idx]);
                      break;
              }
          }
      }
  
      if (set_rasterizer_state)
      {
          struct wined3d_rasterizer_state *rasterizer_state;
          struct wined3d_rasterizer_state_desc desc;
          struct wine_rb_entry *entry;
          union
          {
              DWORD d;
              float f;
          } bias;
  
          memset(&desc, 0, sizeof(desc));
          desc.fill_mode = state->rs[WINED3D_RS_FILLMODE];
          desc.cull_mode = state->rs[WINED3D_RS_CULLMODE];
          bias.d = state->rs[WINED3D_RS_DEPTHBIAS];
          desc.depth_bias = bias.f;
          bias.d = state->rs[WINED3D_RS_SLOPESCALEDEPTHBIAS];
          desc.scale_bias = bias.f;
          desc.depth_clip = TRUE;
          desc.scissor = state->rs[WINED3D_RS_SCISSORTESTENABLE];
          desc.line_antialias = state->rs[WINED3D_RS_ANTIALIASEDLINEENABLE];
  
          if ((entry = wine_rb_get(&device->rasterizer_states, &desc)))
          {
              rasterizer_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
              wined3d_device_set_rasterizer_state(device, rasterizer_state);
          }
          else if (SUCCEEDED(wined3d_rasterizer_state_create(device, &desc, NULL,
                  &wined3d_null_parent_ops, &rasterizer_state)))
          {
              wined3d_device_set_rasterizer_state(device, rasterizer_state);
              if (wine_rb_put(&device->rasterizer_states, &desc, &rasterizer_state->entry) == -1)
              {
                  ERR("Failed to insert rasterizer state.\n");
                  wined3d_rasterizer_state_decref(rasterizer_state);
              }
          }
      }
  
      if (set_blend_state || changed->alpha_to_coverage
              || wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_ADAPTIVETESS_Y))
      {
          struct wined3d_blend_state *blend_state;
          struct wined3d_blend_state_desc desc;
          struct wine_rb_entry *entry;
          struct wined3d_color colour;
          unsigned int sample_mask;
  
          memset(&desc, 0, sizeof(desc));
          desc.alpha_to_coverage = state->alpha_to_coverage;
          desc.independent = FALSE;
          if (state->rs[WINED3D_RS_ADAPTIVETESS_Y] == WINED3DFMT_ATOC)
              desc.alpha_to_coverage = TRUE;
          desc.rt[0].enable = state->rs[WINED3D_RS_ALPHABLENDENABLE];
          desc.rt[0].src = state->rs[WINED3D_RS_SRCBLEND];
          desc.rt[0].dst = state->rs[WINED3D_RS_DESTBLEND];
          desc.rt[0].op = state->rs[WINED3D_RS_BLENDOP];
          if (state->rs[WINED3D_RS_SEPARATEALPHABLENDENABLE])
          {
              desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLENDALPHA];
              desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLENDALPHA];
              desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOPALPHA];
          }
          else
          {
              desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLEND];
              desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLEND];
              desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOP];
          }
          desc.rt[0].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE];
          desc.rt[1].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE1];
          desc.rt[2].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE2];
          desc.rt[3].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE3];
          if (desc.rt[1].writemask != desc.rt[0].writemask
                  || desc.rt[2].writemask != desc.rt[0].writemask
                  || desc.rt[3].writemask != desc.rt[0].writemask)
          {
              desc.independent = TRUE;
              for (i = 1; i < 4; ++i)
              {
                  desc.rt[i].enable = desc.rt[0].enable;
                  desc.rt[i].src = desc.rt[0].src;
                  desc.rt[i].dst = desc.rt[0].dst;
                  desc.rt[i].op = desc.rt[0].op;
                  desc.rt[i].src_alpha = desc.rt[0].src_alpha;
                  desc.rt[i].dst_alpha = desc.rt[0].dst_alpha;
                  desc.rt[i].op_alpha = desc.rt[0].op_alpha;
              }
          }
  
          if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_BLENDFACTOR))
              wined3d_color_from_d3dcolor(&colour, state->rs[WINED3D_RS_BLENDFACTOR]);
          else
              wined3d_device_get_blend_state(device, &colour, &sample_mask);
  
          if ((entry = wine_rb_get(&device->blend_states, &desc)))
          {
              blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
              wined3d_device_set_blend_state(device, blend_state, &colour, state->rs[WINED3D_RS_MULTISAMPLEMASK]);
          }
          else if (SUCCEEDED(wined3d_blend_state_create(device, &desc, NULL,
                  &wined3d_null_parent_ops, &blend_state)))
          {
              wined3d_device_set_blend_state(device, blend_state, &colour, state->rs[WINED3D_RS_MULTISAMPLEMASK]);
              if (wine_rb_put(&device->blend_states, &desc, &blend_state->entry) == -1)
              {
                  ERR("Failed to insert blend state.\n");
                  wined3d_blend_state_decref(blend_state);
              }
          }
      }
  
      if (set_depth_stencil_state)
      {
          struct wined3d_depth_stencil_state *depth_stencil_state;
          struct wined3d_depth_stencil_state_desc desc;
          struct wine_rb_entry *entry;
          unsigned int stencil_ref;
  
          memset(&desc, 0, sizeof(desc));
          switch (state->rs[WINED3D_RS_ZENABLE])
          {
              case WINED3D_ZB_FALSE:
                  desc.depth = FALSE;
                  break;
  
              case WINED3D_ZB_USEW:
                  FIXME("W buffer is not well handled.\n");
              case WINED3D_ZB_TRUE:
                  desc.depth = TRUE;
                  break;
  
              default:
                  FIXME("Unrecognized depth buffer type %#x.\n", state->rs[WINED3D_RS_ZENABLE]);
          }
          desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
          desc.depth_func = state->rs[WINED3D_RS_ZFUNC];
          desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
          desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
          desc.stencil_write_mask = state->rs[WINED3D_RS_STENCILWRITEMASK];
          desc.front.fail_op = state->rs[WINED3D_RS_STENCILFAIL];
          desc.front.depth_fail_op = state->rs[WINED3D_RS_STENCILZFAIL];
          desc.front.pass_op = state->rs[WINED3D_RS_STENCILPASS];
          desc.front.func = state->rs[WINED3D_RS_STENCILFUNC];
  
          if (state->rs[WINED3D_RS_TWOSIDEDSTENCILMODE])
          {
              desc.back.fail_op = state->rs[WINED3D_RS_BACK_STENCILFAIL];
              desc.back.depth_fail_op = state->rs[WINED3D_RS_BACK_STENCILZFAIL];
              desc.back.pass_op = state->rs[WINED3D_RS_BACK_STENCILPASS];
              desc.back.func = state->rs[WINED3D_RS_BACK_STENCILFUNC];
          }
          else
          {
              desc.back = desc.front;
          }
  
          if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_STENCILREF))
              stencil_ref = state->rs[WINED3D_RS_STENCILREF];
          else
              wined3d_device_get_depth_stencil_state(device, &stencil_ref);
  
          if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
          {
              depth_stencil_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
              wined3d_device_set_depth_stencil_state(device, depth_stencil_state, stencil_ref);
          }
          else if (SUCCEEDED(wined3d_depth_stencil_state_create(device, &desc, NULL,
                  &wined3d_null_parent_ops, &depth_stencil_state)))
          {
              wined3d_device_set_depth_stencil_state(device, depth_stencil_state, stencil_ref);
              if (wine_rb_put(&device->depth_stencil_states, &desc, &depth_stencil_state->entry) == -1)
              {
                  ERR("Failed to insert depth/stencil state.\n");
                  wined3d_depth_stencil_state_decref(depth_stencil_state);
              }
          }
      }
  
      for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i)
      {
          map = changed->textureState[i];
          while (map)
          {
              j = wined3d_bit_scan(&map);
              wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]);
          }
      }
  
      for (i = 0; i < ARRAY_SIZE(changed->samplerState); ++i)
      {
          map = changed->samplerState[i];
          while (map)
          {
              j = wined3d_bit_scan(&map);
              wined3d_device_set_sampler_state(device, i, j, state->sampler_states[i][j]);
          }
      }
  
      if (changed->transforms)
      {
          for (i = 0; i < ARRAY_SIZE(changed->transform); ++i)
          {
              map = changed->transform[i];
              while (map)
              {
                  j = wined3d_bit_scan(&map);
                  idx = i * word_bit_count + j;
                  wined3d_device_set_transform(device, idx, &state->transforms[idx]);
              }
          }
      }
  
      if (changed->indices)
          wined3d_device_set_index_buffer(device, state->index_buffer, state->index_format, 0);
      wined3d_device_set_base_vertex_index(device, state->base_vertex_index);
      if (changed->vertexDecl)
          wined3d_device_set_vertex_declaration(device, state->vertex_declaration);
      if (changed->material)
          wined3d_device_set_material(device, &state->material);
      if (changed->viewport)
          wined3d_device_set_viewports(device, 1, &state->viewport);
      if (changed->scissorRect)
          wined3d_device_set_scissor_rects(device, 1, &state->scissor_rect);
  
      map = changed->streamSource;
      while (map)
      {
          i = wined3d_bit_scan(&map);
          wined3d_device_set_stream_source(device, i, state->streams[i].buffer,
                  state->streams[i].offset, state->streams[i].stride);
      }
      map = changed->streamFreq;
      while (map)
      {
          i = wined3d_bit_scan(&map);
          wined3d_device_set_stream_source_freq(device, i,
                  state->streams[i].frequency | state->streams[i].flags);
      }
  
      map = changed->textures;
      while (map)
      {
          i = wined3d_bit_scan(&map);
          wined3d_device_set_texture(device, i, state->textures[i]);
      }
  
      map = changed->clipplane;
      while (map)
      {
          i = wined3d_bit_scan(&map);
          wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]);
      }
  
      memset(&stateblock->changed, 0, sizeof(stateblock->changed));
  
      TRACE("Applied stateblock %p.\n", stateblock);
  }
  
  HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps)
  {
      TRACE("device %p, caps %p.\n", device, caps);
  
      return wined3d_get_device_caps(device->adapter, device->create_parms.device_type, caps);
  }
  
  HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
          struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
  {
      struct wined3d_swapchain *swapchain;
  
      TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
              device, swapchain_idx, mode, rotation);
  
      if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
          return WINED3DERR_INVALIDCALL;
  
      return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
  }
  
  HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
  {
      /* At the moment we have no need for any functionality at the beginning
       * of a scene. */
      TRACE("device %p.\n", device);
  
      if (device->inScene)
      {
          WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
          return WINED3DERR_INVALIDCALL;
      }
      device->inScene = TRUE;
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      if (!device->inScene)
      {
          WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      device->inScene = FALSE;
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
          const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
  {
      struct wined3d_fb_state *fb = &device->cs->c.state->fb;
  
      TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
              device, rect_count, rects, flags, debug_color(color), depth, stencil);
  
      if (!rect_count && rects)
      {
          WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
          return WINED3D_OK;
      }
  
      if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
      {
          struct wined3d_rendertarget_view *ds = fb->depth_stencil;
          if (!ds)
          {
              WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
              /* TODO: What about depth stencil buffers without stencil bits? */
              return WINED3DERR_INVALIDCALL;
          }
          else if (flags & WINED3DCLEAR_TARGET)
          {
              if (ds->width < fb->render_targets[0]->width
                      || ds->height < fb->render_targets[0]->height)
              {
                  WARN("Silently ignoring depth and target clear with mismatching sizes\n");
                  return WINED3D_OK;
              }
          }
      }
  
      wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
  
      return WINED3D_OK;
  }
  
  void CDECL wined3d_device_set_predication(struct wined3d_device *device,
          struct wined3d_query *predicate, BOOL value)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_query *prev;
  
      TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
  
      prev = state->predicate;
      if (predicate)
      {
          FIXME("Predicated rendering not implemented.\n");
          wined3d_query_incref(predicate);
      }
      state->predicate = predicate;
      state->predicate_value = value;
      wined3d_cs_emit_set_predication(device->cs, predicate, value);
      if (prev)
          wined3d_query_decref(prev);
  }
  
  struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, value %p.\n", device, value);
  
      if (value)
          *value = state->predicate_value;
      return state->predicate;
  }
  
  void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
          unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
  {
      TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
              device, group_count_x, group_count_y, group_count_z);
  
      wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
  }
  
  void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
          struct wined3d_buffer *buffer, unsigned int offset)
  {
      TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
  
      wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
  }
  
  void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
          enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
              device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
  
      state->primitive_type = primitive_type;
      state->patch_vertex_count = patch_vertex_count;
  }
  
  void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
          enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
  {
      const struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
              device, primitive_type, patch_vertex_count);
  
      *primitive_type = state->primitive_type;
      if (patch_vertex_count)
          *patch_vertex_count = state->patch_vertex_count;
  
      TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
  }
  
  HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
  
      wined3d_cs_emit_draw(device->cs, state->primitive_type,
              state->patch_vertex_count, 0, start_vertex, vertex_count, 0, 0, false);
  
      return WINED3D_OK;
  }
  
  void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
          UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
              device, start_vertex, vertex_count, start_instance, instance_count);
  
      wined3d_cs_emit_draw(device->cs, state->primitive_type, state->patch_vertex_count,
              0, start_vertex, vertex_count, start_instance, instance_count, false);
  }
  
  void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device,
          struct wined3d_buffer *buffer, unsigned int offset)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
  
      wined3d_cs_emit_draw_indirect(device->cs, state->primitive_type,
              state->patch_vertex_count, buffer, offset, false);
  }
  
  HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
  
      if (!state->index_buffer)
      {
          /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
           * without an index buffer set. (The first time at least...)
           * D3D8 simply dies, but I doubt it can do much harm to return
           * D3DERR_INVALIDCALL there as well. */
          WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      wined3d_cs_emit_draw(device->cs, state->primitive_type, state->patch_vertex_count,
              state->base_vertex_index, start_idx, index_count, 0, 0, true);
  
      return WINED3D_OK;
  }
  
  void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
          UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
              device, start_idx, index_count, start_instance, instance_count);
  
      wined3d_cs_emit_draw(device->cs, state->primitive_type, state->patch_vertex_count,
              state->base_vertex_index, start_idx, index_count, start_instance, instance_count, true);
  }
  
  void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device,
          struct wined3d_buffer *buffer, unsigned int offset)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
  
      wined3d_cs_emit_draw_indirect(device->cs, state->primitive_type,
              state->patch_vertex_count, buffer, offset, true);
  }
  
  HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
          struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
  {
      unsigned int src_size, dst_size, src_skip_levels = 0;
      unsigned int src_level_count, dst_level_count;
      const struct wined3d_dirty_regions *regions;
      unsigned int layer_count, level_count, i, j;
      enum wined3d_resource_type type;
      BOOL entire_texture = TRUE;
      struct wined3d_box box;
  
      TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
  
      /* Verify that the source and destination textures are non-NULL. */
      if (!src_texture || !dst_texture)
      {
          WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
              || src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
      {
          WARN("Source resource is GPU accessible or a scratch resource.\n");
          return WINED3DERR_INVALIDCALL;
      }
      if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
      {
          WARN("Destination resource is CPU accessible.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      /* Verify that the source and destination textures are the same type. */
      type = src_texture->resource.type;
      if (dst_texture->resource.type != type)
      {
          WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      layer_count = src_texture->layer_count;
      if (layer_count != dst_texture->layer_count)
      {
          WARN("Source and destination have different layer counts.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (src_texture->resource.format != dst_texture->resource.format)
      {
          WARN("Source and destination formats do not match.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      src_level_count = src_texture->level_count;
      dst_level_count = dst_texture->level_count;
      level_count = min(src_level_count, dst_level_count);
  
      src_size = max(src_texture->resource.width, src_texture->resource.height);
      src_size = max(src_size, src_texture->resource.depth);
      dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
      dst_size = max(dst_size, dst_texture->resource.depth);
      while (src_size > dst_size)
      {
          src_size >>= 1;
          ++src_skip_levels;
      }
  
      if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
              || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
              || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
      {
          WARN("Source and destination dimensions do not match.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if ((regions = src_texture->dirty_regions))
      {
          for (i = 0; i < layer_count && entire_texture; ++i)
          {
              if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
                  continue;
  
              entire_texture = FALSE;
              break;
          }
      }
  
      /* Update every surface level of the texture. */
      if (entire_texture)
      {
          for (i = 0; i < level_count; ++i)
          {
              wined3d_texture_get_level_box(dst_texture, i, &box);
              for (j = 0; j < layer_count; ++j)
              {
                  wined3d_cs_emit_blt_sub_resource(device->cs,
                          &dst_texture->resource, j * dst_level_count + i, &box,
                          &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
                          0, NULL, WINED3D_TEXF_POINT);
              }
          }
      }
      else
      {
          unsigned int src_level, box_count, k;
          const struct wined3d_box *boxes;
          struct wined3d_box b;
  
          for (i = 0; i < layer_count; ++i)
          {
              boxes = regions[i].boxes;
              box_count = regions[i].box_count;
              if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
              {
                  boxes = &b;
                  box_count = 1;
                  wined3d_texture_get_level_box(dst_texture, i, &b);
              }
  
              for (j = 0; j < level_count; ++j)
              {
                  src_level = j + src_skip_levels;
  
                  /* TODO: We could pass an array of boxes here to avoid
                   * multiple context acquisitions for the same resource. */
                  for (k = 0; k < box_count; ++k)
                  {
                      box = boxes[k];
                      if (src_level)
                      {
                          box.left >>= src_level;
                          box.top >>= src_level;
                          box.right = min((box.right + (1u << src_level) - 1) >> src_level,
                                  wined3d_texture_get_level_width(src_texture, src_level));
                          box.bottom = min((box.bottom + (1u << src_level) - 1) >> src_level,
                                  wined3d_texture_get_level_height(src_texture, src_level));
                          box.front >>= src_level;
                          box.back = min((box.back + (1u << src_level) - 1) >> src_level,
                                  wined3d_texture_get_level_depth(src_texture, src_level));
                      }
  
                      wined3d_cs_emit_blt_sub_resource(device->cs,
                              &dst_texture->resource, i * dst_level_count + j, &box,
                              &src_texture->resource, i * src_level_count + src_level, &box,
                              0, NULL, WINED3D_TEXF_POINT);
                  }
              }
          }
      }
  
      wined3d_texture_clear_dirty_regions(src_texture);
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
  {
      const struct wined3d_state *state = device->cs->c.state;
      struct wined3d_texture *texture;
      DWORD i;
  
      TRACE("device %p, num_passes %p.\n", device, num_passes);
  
      for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
      {
          if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
          {
              WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
              return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
          }
          if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
          {
              WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
              return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
          }
  
          texture = state->textures[i];
          if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
  
          if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
          {
              WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
              return E_FAIL;
          }
          if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
          {
              WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
              return E_FAIL;
          }
          if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
                  && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
          {
              WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
              return E_FAIL;
          }
      }
  
      if (wined3d_state_uses_depth_buffer(state)
              || (state->depth_stencil_state && state->depth_stencil_state->desc.stencil))
      {
          struct wined3d_rendertarget_view *rt = state->fb.render_targets[0];
          struct wined3d_rendertarget_view *ds = state->fb.depth_stencil;
  
          if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
          {
              WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
              return WINED3DERR_CONFLICTINGRENDERSTATE;
          }
      }
  
      /* return a sensible default */
      *num_passes = 1;
  
      TRACE("returning D3D_OK\n");
      return WINED3D_OK;
  }
  
  void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
  {
      static BOOL warned;
  
      TRACE("device %p, software %#x.\n", device, software);
  
      if (!warned)
      {
          FIXME("device %p, software %#x stub!\n", device, software);
          warned = TRUE;
      }
  
      device->softwareVertexProcessing = software;
  }
  
  BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
  {
      static BOOL warned;
  
      TRACE("device %p.\n", device);
  
      if (!warned)
      {
          TRACE("device %p stub!\n", device);
          warned = TRUE;
      }
  
      return device->softwareVertexProcessing;
  }
  
  HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
          UINT swapchain_idx, struct wined3d_raster_status *raster_status)
  {
      struct wined3d_swapchain *swapchain;
  
      TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
              device, swapchain_idx, raster_status);
  
      if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
          return WINED3DERR_INVALIDCALL;
  
      return wined3d_swapchain_get_raster_status(swapchain, raster_status);
  }
  
  HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
  {
      static BOOL warned;
  
      TRACE("device %p, segments %.8e.\n", device, segments);
  
      if (segments != 0.0f)
      {
          if (!warned)
          {
              FIXME("device %p, segments %.8e stub!\n", device, segments);
              warned = TRUE;
          }
      }
  
      return WINED3D_OK;
  }
  
  float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
  {
      static BOOL warned;
  
      TRACE("device %p.\n", device);
  
      if (!warned)
      {
          FIXME("device %p stub!\n", device);
          warned = TRUE;
      }
  
      return 0.0f;
  }
  
  void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device,
          struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
  {
      TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
              device, dst_buffer, offset, uav);
  
      wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
  }
  
  static bool resources_format_compatible(const struct wined3d_resource *src_resource,
          const struct wined3d_resource *dst_resource)
  {
      if (src_resource->format->id == dst_resource->format->id)
          return true;
      if (src_resource->format->typeless_id && src_resource->format->typeless_id == dst_resource->format->typeless_id)
          return true;
      if (src_resource->device->feature_level < WINED3D_FEATURE_LEVEL_10_1)
          return false;
      if ((src_resource->format_flags & WINED3DFMT_FLAG_BLOCKS)
              && (dst_resource->format_flags & WINED3DFMT_FLAG_CAST_TO_BLOCK))
          return src_resource->format->block_byte_count == dst_resource->format->byte_count;
      if ((src_resource->format_flags & WINED3DFMT_FLAG_CAST_TO_BLOCK)
              && (dst_resource->format_flags & WINED3DFMT_FLAG_BLOCKS))
          return src_resource->format->byte_count == dst_resource->format->block_byte_count;
      return false;
  }
  
  void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
          struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
  {
      unsigned int src_row_block_count, dst_row_block_count;
      struct wined3d_texture *dst_texture, *src_texture;
      unsigned int src_row_count, dst_row_count;
      struct wined3d_box src_box, dst_box;
      unsigned int i, j;
  
      TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
  
      if (src_resource == dst_resource)
      {
          WARN("Source and destination are the same resource.\n");
          return;
      }
  
      if (src_resource->type != dst_resource->type)
      {
          WARN("Resource types (%s / %s) don't match.\n",
                  debug_d3dresourcetype(dst_resource->type),
                  debug_d3dresourcetype(src_resource->type));
          return;
      }
  
      if (!resources_format_compatible(src_resource, dst_resource))
      {
          WARN("Resource formats %s and %s are incompatible.\n",
                  debug_d3dformat(dst_resource->format->id),
                  debug_d3dformat(src_resource->format->id));
          return;
      }
  
      src_row_block_count = (src_resource->width + (src_resource->format->block_width - 1))
              / src_resource->format->block_width;
      dst_row_block_count = (dst_resource->width + (dst_resource->format->block_width - 1))
              / dst_resource->format->block_width;
      src_row_count = (src_resource->height + (src_resource->format->block_height - 1))
              / src_resource->format->block_height;
      dst_row_count = (dst_resource->height + (dst_resource->format->block_height - 1))
              / dst_resource->format->block_height;
  
      if (src_row_block_count != dst_row_block_count || src_row_count != dst_row_count
              || src_resource->depth != dst_resource->depth)
      {
          WARN("Resource block dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
                  dst_row_block_count, dst_row_count, dst_resource->depth,
                  src_row_block_count, src_row_count, src_resource->depth);
          return;
      }
  
      if (dst_resource->type == WINED3D_RTYPE_BUFFER)
      {
          wined3d_box_set(&src_box, 0, 0, src_resource->size, 1, 0, 1);
          wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &src_box,
                  src_resource, 0, &src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
          return;
      }
  
      dst_texture = texture_from_resource(dst_resource);
      src_texture = texture_from_resource(src_resource);
  
      if (src_texture->layer_count != dst_texture->layer_count
              || src_texture->level_count != dst_texture->level_count)
      {
          WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
                  dst_texture->layer_count, dst_texture->level_count,
                  src_texture->layer_count, src_texture->level_count);
          return;
      }
  
      for (i = 0; i < dst_texture->level_count; ++i)
      {
          wined3d_texture_get_level_box(src_texture, i, &src_box);
          wined3d_texture_get_level_box(dst_texture, i, &dst_box);
          for (j = 0; j < dst_texture->layer_count; ++j)
          {
              unsigned int idx = j * dst_texture->level_count + i;
  
              wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &dst_box,
                      src_resource, idx, &src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
          }
      }
  }
  
  HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
          struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
          unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
          unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, unsigned int flags)
  {
      struct wined3d_box dst_box, b;
  
      TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
              "src_resource %p, src_sub_resource_idx %u, src_box %s, flags %#x.\n",
              device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
              src_resource, src_sub_resource_idx, debug_box(src_box), flags);
  
      if (flags)
          FIXME("Ignoring flags %#x.\n", flags);
  
      if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
      {
          WARN("Source and destination are the same sub-resource.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (!resources_format_compatible(src_resource, dst_resource))
      {
          WARN("Resource formats %s and %s are incompatible.\n",
                  debug_d3dformat(dst_resource->format->id),
                  debug_d3dformat(src_resource->format->id));
          return WINED3DERR_INVALIDCALL;
      }
  
      if (dst_resource->type == WINED3D_RTYPE_BUFFER)
      {
          if (src_resource->type != WINED3D_RTYPE_BUFFER)
          {
              WARN("Resource types (%s / %s) don't match.\n",
                      debug_d3dresourcetype(dst_resource->type),
                      debug_d3dresourcetype(src_resource->type));
              return WINED3DERR_INVALIDCALL;
          }
  
          if (dst_sub_resource_idx)
          {
              WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
              return WINED3DERR_INVALIDCALL;
          }
  
          if (src_sub_resource_idx)
          {
              WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
              return WINED3DERR_INVALIDCALL;
          }
  
          if (!src_box)
          {
              unsigned int dst_w;
  
              dst_w = dst_resource->size - dst_x;
              wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
              src_box = &b;
          }
          else if ((src_box->left >= src_box->right
                  || src_box->top >= src_box->bottom
                  || src_box->front >= src_box->back))
          {
              WARN("Invalid box %s specified.\n", debug_box(src_box));
              return WINED3DERR_INVALIDCALL;
          }
  
          if (src_box->right > src_resource->size || dst_x >= dst_resource->size
                  || src_box->right - src_box->left > dst_resource->size - dst_x)
          {
              WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
                      dst_x, src_box->left, src_box->right - src_box->left);
              return WINED3DERR_INVALIDCALL;
          }
  
          wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
      }
      else
      {
          struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
          struct wined3d_texture *src_texture = texture_from_resource(src_resource);
          unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
          unsigned int src_row_block_count, src_row_count;
  
          if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
          {
              WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
              return WINED3DERR_INVALIDCALL;
          }
  
          if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
          {
              WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
              return WINED3DERR_INVALIDCALL;
          }
  
          if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
          {
              WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
              return WINED3DERR_INVALIDCALL;
          }
  
          if (src_texture->sub_resources[src_sub_resource_idx].map_count)
          {
              WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
              return WINED3DERR_INVALIDCALL;
          }
  
          if (!src_box)
          {
              unsigned int src_w, src_h, src_d, dst_w, dst_h, dst_d, dst_level;
  
              src_w = wined3d_texture_get_level_width(src_texture, src_level);
              src_h = wined3d_texture_get_level_height(src_texture, src_level);
              src_d = wined3d_texture_get_level_depth(src_texture, src_level);
  
              dst_level = dst_sub_resource_idx % dst_texture->level_count;
              dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
              dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
              dst_d = wined3d_texture_get_level_depth(dst_texture, dst_level) - dst_z;
  
              wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, min(src_d, dst_d));
              src_box = &b;
          }
          else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
          {
              WARN("Invalid source box %s.\n", debug_box(src_box));
              return WINED3DERR_INVALIDCALL;
          }
  
          if (src_resource->format->block_width == dst_resource->format->block_width
                  && src_resource->format->block_height == dst_resource->format->block_height)
          {
              wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
                      dst_y + (src_box->bottom - src_box->top), dst_z, dst_z + (src_box->back - src_box->front));
          }
          else
          {
              src_row_block_count = (src_box->right - src_box->left + src_resource->format->block_width - 1)
                      / src_resource->format->block_width;
              src_row_count = (src_box->bottom - src_box->top + src_resource->format->block_height - 1)
                      / src_resource->format->block_height;
              wined3d_box_set(&dst_box, dst_x, dst_y,
                      dst_x + (src_row_block_count * dst_resource->format->block_width),
                      dst_y + (src_row_count * dst_resource->format->block_height),
                      dst_z, dst_z + (src_box->back - src_box->front));
          }
          if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
                  dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
          {
              WARN("Invalid destination box %s.\n", debug_box(&dst_box));
              return WINED3DERR_INVALIDCALL;
          }
      }
  
      wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
              src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
  
      return WINED3D_OK;
  }
  
  void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
          unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
          unsigned int depth_pitch, unsigned int flags)
  {
      unsigned int width, height, depth;
      struct wined3d_box b;
  
      TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u, "
              "flags %#x.\n",
              device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch, flags);
  
      if (flags)
          FIXME("Ignoring flags %#x.\n", flags);
  
      if (!(resource->access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          WARN("Resource %p is not GPU accessible.\n", resource);
          return;
      }
  
      if (resource->type == WINED3D_RTYPE_BUFFER)
      {
          if (sub_resource_idx > 0)
          {
              WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
              return;
          }
  
          width = resource->size;
          height = 1;
          depth = 1;
      }
      else
      {
          struct wined3d_texture *texture = texture_from_resource(resource);
          unsigned int level;
  
          if (sub_resource_idx >= texture->level_count * texture->layer_count)
          {
              WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
              return;
          }
  
          level = sub_resource_idx % texture->level_count;
          width = wined3d_texture_get_level_width(texture, level);
          height = wined3d_texture_get_level_height(texture, level);
          depth = wined3d_texture_get_level_depth(texture, level);
      }
  
      if (!box)
      {
          wined3d_box_set(&b, 0, 0, width, height, 0, depth);
          box = &b;
      }
      else if (box->left >= box->right || box->right > width
              || box->top >= box->bottom || box->bottom > height
              || box->front >= box->back || box->back > depth)
      {
          WARN("Invalid box %s specified.\n", debug_box(box));
          return;
      }
  
      wined3d_resource_wait_idle(resource);
  
      wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
  }
  
  void CDECL wined3d_device_resolve_sub_resource(struct wined3d_device *device,
          struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx,
          struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx,
          enum wined3d_format_id format_id)
  {
      struct wined3d_texture *dst_texture, *src_texture;
      unsigned int dst_level, src_level;
      RECT dst_rect, src_rect;
  
      TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, "
              "src_resource %p, src_sub_resource_idx %u, format %s.\n",
              device, dst_resource, dst_sub_resource_idx,
              src_resource, src_sub_resource_idx, debug_d3dformat(format_id));
  
      if (wined3d_format_is_typeless(dst_resource->format)
              || wined3d_format_is_typeless(src_resource->format))
      {
          FIXME("Multisample resolve is not fully supported for typeless formats "
                  "(dst_format %s, src_format %s, format %s).\n",
                  debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id),
                  debug_d3dformat(format_id));
      }
      if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
      {
          WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type));
          return;
      }
      if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
      {
          WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type));
          return;
      }
  
      dst_texture = texture_from_resource(dst_resource);
      src_texture = texture_from_resource(src_resource);
  
      dst_level = dst_sub_resource_idx % dst_texture->level_count;
      SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level),
              wined3d_texture_get_level_height(dst_texture, dst_level));
      src_level = src_sub_resource_idx % src_texture->level_count;
      SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
              wined3d_texture_get_level_height(src_texture, src_level));
      wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect,
              src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
  }
  
  HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
          struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
          const struct wined3d_color *color, float depth, DWORD stencil)
  {
      struct wined3d_resource *resource;
      RECT r;
  
      TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
              device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
  
      if (!flags)
          return WINED3D_OK;
  
      resource = view->resource;
      if (resource->type == WINED3D_RTYPE_BUFFER)
      {
          FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
          return WINED3DERR_INVALIDCALL;
      }
  
      if (!rect)
      {
          SetRect(&r, 0, 0, view->width, view->height);
          rect = &r;
      }
      else
      {
          struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
          struct wined3d_texture *texture = texture_from_resource(view->resource);
          HRESULT hr;
  
          if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
                  view->sub_resource_idx % texture->level_count, &b)))
              return hr;
      }
  
      wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil);
  
      return WINED3D_OK;
  }
  
  void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
          struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
  {
      TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
  
      wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
  }
  
  struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
          unsigned int view_idx)
  {
      unsigned int max_rt_count;
  
      TRACE("device %p, view_idx %u.\n", device, view_idx);
  
      max_rt_count = device->adapter->d3d_info.limits.max_rt_count;
      if (view_idx >= max_rt_count)
      {
          WARN("Only %u render targets are supported.\n", max_rt_count);
          return NULL;
      }
  
      return device->cs->c.state->fb.render_targets[view_idx];
  }
  
  struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->cs->c.state->fb.depth_stencil;
  }
  
  static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
          const struct wined3d_rendertarget_view *view, BOOL dsv)
  {
      struct wined3d_state *state = device->cs->c.state;
  
      if (view && wined3d_is_rtv_srv_bound(view))
      {
          const struct wined3d_resource *resource = view->resource;
          const struct wined3d_shader_resource_view *srv;
          unsigned int i, j;
  
          WARN("Application sets bound resource as render target.\n");
  
          for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
              for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
                  if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
                          && ((!dsv && wined3d_is_srv_rtv_bound(srv))
                          || (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
                      wined3d_device_set_shader_resource_view(device, i, j, NULL);
      }
  }
  
  HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
          unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
  {
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_rendertarget_view *prev;
      unsigned int max_rt_count;
  
      TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
              device, view_idx, view, set_viewport);
  
      max_rt_count = device->adapter->d3d_info.limits.max_rt_count;
      if (view_idx >= max_rt_count)
      {
          WARN("Only %u render targets are supported.\n", max_rt_count);
          return WINED3DERR_INVALIDCALL;
      }
  
      if (view && !(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
      {
          WARN("View resource %p doesn't have render target bind flags.\n", view->resource);
          return WINED3DERR_INVALIDCALL;
      }
  
      /* Set the viewport and scissor rectangles, if requested. Tests show that
       * stateblock recording is ignored, the change goes directly into the
       * primary stateblock. */
      if (!view_idx && set_viewport)
      {
          state->viewports[0].x = 0;
          state->viewports[0].y = 0;
          state->viewports[0].width = view->width;
          state->viewports[0].height = view->height;
          state->viewports[0].min_z = 0.0f;
          state->viewports[0].max_z = 1.0f;
          state->viewport_count = 1;
          wined3d_cs_emit_set_viewports(device->cs, 1, state->viewports);
  
          SetRect(&state->scissor_rects[0], 0, 0, view->width, view->height);
          state->scissor_rect_count = 1;
          wined3d_cs_emit_set_scissor_rects(device->cs, 1, state->scissor_rects);
      }
  
      prev = state->fb.render_targets[view_idx];
      if (view == prev)
          return WINED3D_OK;
  
      if (view)
      {
          wined3d_rendertarget_view_incref(view);
          wined3d_rtv_bind_count_inc(view);
      }
      state->fb.render_targets[view_idx] = view;
      wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
      /* Release after the assignment, to prevent device_resource_released()
       * from seeing the surface as still in use. */
      if (prev)
      {
          wined3d_rtv_bind_count_dec(prev);
          wined3d_rendertarget_view_decref(prev);
      }
  
      wined3d_unbind_srv_for_rtv(device, view, FALSE);
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device,
          struct wined3d_rendertarget_view *view)
  {
      struct wined3d_fb_state *fb = &device->cs->c.state->fb;
      struct wined3d_rendertarget_view *prev;
  
      TRACE("device %p, view %p.\n", device, view);
  
      if (view && !(view->resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL))
      {
          WARN("View resource %p has incompatible %s bind flags.\n",
                  view->resource, wined3d_debug_bind_flags(view->resource->bind_flags));
          return WINED3DERR_INVALIDCALL;
      }
  
      prev = fb->depth_stencil;
      if (prev == view)
      {
          TRACE("Trying to do a NOP SetRenderTarget operation.\n");
          return WINED3D_OK;
      }
  
      if ((fb->depth_stencil = view))
          wined3d_rendertarget_view_incref(view);
      wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
      if (prev)
          wined3d_rendertarget_view_decref(prev);
      wined3d_unbind_srv_for_rtv(device, view, TRUE);
  
      return WINED3D_OK;
  }
  
  static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
          struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
  {
      unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
      struct wined3d_sub_resource_data data;
      struct wined3d_resource_desc desc;
      struct wined3d_map_desc map_desc;
      struct wined3d_texture *texture;
      HRESULT hr;
  
      if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ)))
      {
          ERR("Failed to map source texture.\n");
          return NULL;
      }
  
      data.data = map_desc.data;
      data.row_pitch = map_desc.row_pitch;
      data.slice_pitch = map_desc.slice_pitch;
  
      desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
      desc.format = WINED3DFMT_B8G8R8A8_UNORM;
      desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
      desc.multisample_quality = 0;
      desc.usage = WINED3DUSAGE_DYNAMIC;
      desc.bind_flags = 0;
      desc.access = WINED3D_RESOURCE_ACCESS_GPU;
      desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
      desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
      desc.depth = 1;
      desc.size = 0;
  
      hr = wined3d_texture_create(device, &desc, 1, 1, 0, &data, NULL, &wined3d_null_parent_ops, &texture);
      wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
      if (FAILED(hr))
      {
          ERR("Failed to create cursor texture.\n");
          return NULL;
      }
  
      return texture;
  }
  
  HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
          UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
  {
      unsigned int texture_level = sub_resource_idx % texture->level_count;
      unsigned int cursor_width, cursor_height;
      struct wined3d_map_desc map_desc;
  
      TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
              device, x_hotspot, y_hotspot, texture, sub_resource_idx);
  
      if (sub_resource_idx >= texture->level_count * texture->layer_count
              || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
          return WINED3DERR_INVALIDCALL;
  
      if (device->cursor_texture)
      {
          wined3d_texture_decref(device->cursor_texture);
          device->cursor_texture = NULL;
      }
  
      if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
      {
          WARN("Texture %p has invalid format %s.\n",
                  texture, debug_d3dformat(texture->resource.format->id));
          return WINED3DERR_INVALIDCALL;
      }
  
      /* Cursor width and height must all be powers of two */
      cursor_width = wined3d_texture_get_level_width(texture, texture_level);
      cursor_height = wined3d_texture_get_level_height(texture, texture_level);
      if ((cursor_width & (cursor_width - 1)) || (cursor_height & (cursor_height - 1)))
      {
          WARN("Cursor size %ux%u are not all powers of two.\n", cursor_width, cursor_height);
          return WINED3DERR_INVALIDCALL;
      }
  
      /* Do not store the surface's pointer because the application may
       * release it after setting the cursor image. Windows doesn't
       * addref the set surface, so we can't do this either without
       * creating circular refcount dependencies. */
      if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
      {
          ERR("Failed to create cursor texture.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (cursor_width == 32 && cursor_height == 32)
      {
          UINT mask_size = cursor_width * cursor_height / 8;
          ICONINFO cursor_info;
          DWORD *mask_bits;
          HCURSOR cursor;
  
          /* 32-bit user32 cursors ignore the alpha channel if it's all
           * zeroes, and use the mask instead. Fill the mask with all ones
           * to ensure we still get a fully transparent cursor. */
          if (!(mask_bits = heap_alloc(mask_size)))
              return E_OUTOFMEMORY;
          memset(mask_bits, 0xff, mask_size);
  
          wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
                  WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READ);
          cursor_info.fIcon = FALSE;
          cursor_info.xHotspot = x_hotspot;
          cursor_info.yHotspot = y_hotspot;
          cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
          cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
          wined3d_resource_unmap(&texture->resource, sub_resource_idx);
  
          /* Create our cursor and clean up. */
          cursor = CreateIconIndirect(&cursor_info);
          if (cursor_info.hbmMask)
              DeleteObject(cursor_info.hbmMask);
          if (cursor_info.hbmColor)
              DeleteObject(cursor_info.hbmColor);
          if (device->hardwareCursor)
              DestroyCursor(device->hardwareCursor);
          device->hardwareCursor = cursor;
          if (device->bCursorVisible)
              SetCursor(cursor);
  
          heap_free(mask_bits);
      }
  
      TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
      device->cursorWidth = cursor_width;
      device->cursorHeight = cursor_height;
      device->xHotSpot = x_hotspot;
      device->yHotSpot = y_hotspot;
  
      return WINED3D_OK;
  }
  
  void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
          int x_screen_space, int y_screen_space, DWORD flags)
  {
      TRACE("device %p, x %d, y %d, flags %#x.\n",
              device, x_screen_space, y_screen_space, flags);
  
      device->xScreenSpace = x_screen_space;
      device->yScreenSpace = y_screen_space;
  
      if (device->hardwareCursor)
      {
          POINT pt;
  
          GetCursorPos( &pt );
          if (x_screen_space == pt.x && y_screen_space == pt.y)
              return;
          SetCursorPos( x_screen_space, y_screen_space );
  
          /* Switch to the software cursor if position diverges from the hardware one. */
          GetCursorPos( &pt );
          if (x_screen_space != pt.x || y_screen_space != pt.y)
          {
              if (device->bCursorVisible) SetCursor( NULL );
              DestroyCursor( device->hardwareCursor );
              device->hardwareCursor = 0;
          }
      }
  }
  
  BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
  {
      BOOL oldVisible = device->bCursorVisible;
  
      TRACE("device %p, show %#x.\n", device, show);
  
      /*
       * When ShowCursor is first called it should make the cursor appear at the OS's last
       * known cursor position.
       */
      if (show && !oldVisible)
      {
          POINT pt;
          GetCursorPos(&pt);
          device->xScreenSpace = pt.x;
          device->yScreenSpace = pt.y;
      }
  
      if (device->hardwareCursor)
      {
          device->bCursorVisible = show;
          if (show)
              SetCursor(device->hardwareCursor);
          else
              SetCursor(NULL);
      }
      else if (device->cursor_texture)
      {
          device->bCursorVisible = show;
      }
  
      return oldVisible;
  }
  
  void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
  {
      struct wined3d_resource *resource, *cursor;
  
      TRACE("device %p.\n", device);
  
      LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
      {
          TRACE("Checking resource %p for eviction.\n", resource);
  
          if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count)
          {
              TRACE("Evicting %p.\n", resource);
              wined3d_cs_emit_unload_resource(device->cs, resource);
          }
      }
  }
  
  void CDECL wined3d_device_flush(struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      wined3d_cs_emit_flush(device->cs);
  }
  
  static void update_swapchain_flags(struct wined3d_texture *texture)
  {
      unsigned int flags = texture->swapchain->state.desc.flags;
  
      if (flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER)
          texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
      else
          texture->resource.access &= ~(WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W);
  
      if (flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
          texture->flags |= WINED3D_TEXTURE_GET_DC;
      else
          texture->flags &= ~WINED3D_TEXTURE_GET_DC;
  }
  
  HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
          const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
          wined3d_device_reset_cb callback, BOOL reset_state)
  {
      const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
      struct wined3d_swapchain_state *swapchain_state;
      struct wined3d_swapchain_desc *current_desc;
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_resource *resource, *cursor;
      struct wined3d_rendertarget_view *view;
      struct wined3d_swapchain *swapchain;
      struct wined3d_view_desc view_desc;
      BOOL backbuffer_resized, windowed;
      HRESULT hr = WINED3D_OK;
      unsigned int i;
  
      TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
              device, swapchain_desc, mode, callback, reset_state);
  
      wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
      if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
      {
          ERR("Failed to get the first implicit swapchain.\n");
          return WINED3DERR_INVALIDCALL;
      }
      swapchain_state = &swapchain->state;
      current_desc = &swapchain_state->desc;
  
      if (reset_state)
      {
          if (device->logo_texture)
          {
              wined3d_texture_decref(device->logo_texture);
              device->logo_texture = NULL;
          }
          if (device->cursor_texture)
          {
              wined3d_texture_decref(device->cursor_texture);
              device->cursor_texture = NULL;
          }
          state_unbind_resources(state);
      }
  
      for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
      {
          wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
      }
      wined3d_device_set_depth_stencil_view(device, NULL);
  
      if (reset_state)
      {
          LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
          {
              TRACE("Enumerating resource %p.\n", resource);
              if (FAILED(hr = callback(resource)))
                  return hr;
          }
      }
  
      TRACE("New params:\n");
      TRACE("output %p\n", swapchain_desc->output);
      TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
      TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
      TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
      TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
      TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
      TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
      TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
      TRACE("device_window %p\n", swapchain_desc->device_window);
      TRACE("windowed %#x\n", swapchain_desc->windowed);
      TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
      if (swapchain_desc->enable_auto_depth_stencil)
          TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
      TRACE("flags %#x\n", swapchain_desc->flags);
      TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
      TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
  
      if (swapchain_desc->backbuffer_bind_flags && swapchain_desc->backbuffer_bind_flags != WINED3D_BIND_RENDER_TARGET)
          FIXME("Got unexpected backbuffer bind flags %#x.\n", swapchain_desc->backbuffer_bind_flags);
  
      if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
              && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
              && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
          FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect);
  
      /* No special treatment of these parameters. Just store them */
      current_desc->swap_effect = swapchain_desc->swap_effect;
      current_desc->enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
      current_desc->auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
      current_desc->refresh_rate = swapchain_desc->refresh_rate;
      current_desc->auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
  
      if (swapchain_desc->device_window && swapchain_desc->device_window != current_desc->device_window)
      {
          TRACE("Changing the device window from %p to %p.\n",
                  current_desc->device_window, swapchain_desc->device_window);
          current_desc->device_window = swapchain_desc->device_window;
          swapchain_state->device_window = swapchain_desc->device_window;
          wined3d_swapchain_set_window(swapchain, NULL);
      }
  
      backbuffer_resized = swapchain_desc->backbuffer_width != current_desc->backbuffer_width
              || swapchain_desc->backbuffer_height != current_desc->backbuffer_height;
      windowed = current_desc->windowed;
  
      if (!swapchain_desc->windowed != !windowed || swapchain->reapply_mode
              || mode || (!swapchain_desc->windowed && backbuffer_resized))
      {
          /* Switch from windowed to fullscreen. */
          if (windowed && !swapchain_desc->windowed)
          {
              HWND focus_window = device->create_parms.focus_window;
  
              if (!focus_window)
                  focus_window = swapchain->state.device_window;
              if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
              {
                  ERR("Failed to acquire focus window, hr %#x.\n", hr);
                  return hr;
              }
          }
  
          if (FAILED(hr = wined3d_swapchain_state_set_fullscreen(&swapchain->state,
                  swapchain_desc, mode)))
              return hr;
  
          /* Switch from fullscreen to windowed. */
          if (!windowed && swapchain_desc->windowed)
              wined3d_device_release_focus_window(device);
      }
      else if (!swapchain_desc->windowed)
      {
          DWORD style = swapchain_state->style;
          DWORD exstyle = swapchain_state->exstyle;
          struct wined3d_output_desc output_desc;
  
          /* If we're in fullscreen, and the mode wasn't changed, we have to get
           * the window back into the right position. Some applications
           * (Battlefield 2, Guild Wars) move it and then call Reset() to clean
           * up their mess. Guild Wars also loses the device during that. */
          if (FAILED(hr = wined3d_output_get_desc(swapchain_desc->output, &output_desc)))
          {
              ERR("Failed to get output description, hr %#x.\n", hr);
              return hr;
          }
  
          swapchain_state->style = 0;
          swapchain_state->exstyle = 0;
          wined3d_swapchain_state_setup_fullscreen(swapchain_state, swapchain_state->device_window,
                  output_desc.desktop_rect.left, output_desc.desktop_rect.top,
                  swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height);
          swapchain_state->style = style;
          swapchain_state->exstyle = exstyle;
      }
  
      if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
              swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
              swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
          return hr;
  
      if (swapchain_desc->flags != current_desc->flags)
      {
          current_desc->flags = swapchain_desc->flags;
  
          update_swapchain_flags(swapchain->front_buffer);
          for (i = 0; i < current_desc->backbuffer_count; ++i)
          {
              update_swapchain_flags(swapchain->back_buffers[i]);
          }
      }
  
      if ((view = device->auto_depth_stencil_view))
      {
          device->auto_depth_stencil_view = NULL;
          wined3d_rendertarget_view_decref(view);
      }
      if (current_desc->enable_auto_depth_stencil)
      {
          struct wined3d_resource_desc texture_desc;
          struct wined3d_texture *texture;
  
          TRACE("Creating the depth stencil buffer.\n");
  
          texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
          texture_desc.format = current_desc->auto_depth_stencil_format;
          texture_desc.multisample_type = current_desc->multisample_type;
          texture_desc.multisample_quality = current_desc->multisample_quality;
          texture_desc.usage = 0;
          texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
          texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
          texture_desc.width = current_desc->backbuffer_width;
          texture_desc.height = current_desc->backbuffer_height;
          texture_desc.depth = 1;
          texture_desc.size = 0;
  
          if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
                  device->device_parent, &texture_desc, 0, &texture)))
          {
              ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
              return WINED3DERR_INVALIDCALL;
          }
  
          view_desc.format_id = texture->resource.format->id;
          view_desc.flags = 0;
          view_desc.u.texture.level_idx = 0;
          view_desc.u.texture.level_count = 1;
          view_desc.u.texture.layer_idx = 0;
          view_desc.u.texture.layer_count = 1;
          hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
                  NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
          wined3d_texture_decref(texture);
          if (FAILED(hr))
          {
              ERR("Failed to create rendertarget view, hr %#x.\n", hr);
              return hr;
          }
      }
  
      if ((view = device->back_buffer_view))
      {
          device->back_buffer_view = NULL;
          wined3d_rendertarget_view_decref(view);
      }
      if (current_desc->backbuffer_count && current_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
      {
          struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
  
          view_desc.format_id = back_buffer->format->id;
          view_desc.flags = 0;
          view_desc.u.texture.level_idx = 0;
          view_desc.u.texture.level_count = 1;
          view_desc.u.texture.layer_idx = 0;
          view_desc.u.texture.layer_count = 1;
          if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
                  NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
          {
              ERR("Failed to create rendertarget view, hr %#x.\n", hr);
              return hr;
          }
      }
  
      wine_rb_clear(&device->samplers, device_free_sampler, NULL);
      wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL);
      wine_rb_clear(&device->blend_states, device_free_blend_state, NULL);
      wine_rb_clear(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
  
      if (reset_state)
      {
          TRACE("Resetting state.\n");
          wined3d_cs_emit_reset_state(device->cs);
          state_cleanup(state);
  
          LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
          {
              TRACE("Unloading resource %p.\n", resource);
              wined3d_cs_emit_unload_resource(device->cs, resource);
          }
  
          device->adapter->adapter_ops->adapter_uninit_3d(device);
  
          memset(state, 0, sizeof(*state));
          state_init(state, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
  
          device_init_swapchain_state(device, swapchain);
          if (wined3d_settings.logo)
              device_load_logo(device, wined3d_settings.logo);
      }
      else
      {
          if ((view = device->back_buffer_view))
              wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
          if ((view = device->auto_depth_stencil_view))
              wined3d_device_set_depth_stencil_view(device, view);
      }
  
      if (reset_state)
          hr = device->adapter->adapter_ops->adapter_init_3d(device);
  
      /* All done. There is no need to reload resources or shaders, this will happen automatically on the
       * first use
       */
      return hr;
  }
  
  HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
  {
      TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
  
      if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
  
      return WINED3D_OK;
  }
  
  
  void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
          struct wined3d_device_creation_parameters *parameters)
  {
      TRACE("device %p, parameters %p.\n", device, parameters);
  
      *parameters = device->create_parms;
  }
  
  struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->wined3d;
  }
  
  enum wined3d_feature_level CDECL wined3d_device_get_feature_level(const struct wined3d_device *device)
  {
      TRACE("device %p.\n", device);
  
      return device->feature_level;
  }
  
  void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
          UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
  {
      struct wined3d_swapchain *swapchain;
  
      TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
              device, swapchain_idx, flags, ramp);
  
      if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
          wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
  }
  
  void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
          UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
  {
      struct wined3d_swapchain *swapchain;
  
      TRACE("device %p, swapchain_idx %u, ramp %p.\n",
              device, swapchain_idx, ramp);
  
      if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
          wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
  }
  
  void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
  {
      TRACE("device %p, resource %p.\n", device, resource);
  
      wined3d_not_from_cs(device->cs);
  
      list_add_head(&device->resources, &resource->resource_list_entry);
  }
  
  static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
  {
      TRACE("device %p, resource %p.\n", device, resource);
  
      wined3d_not_from_cs(device->cs);
  
      list_remove(&resource->resource_list_entry);
  }
  
  void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
  {
      enum wined3d_resource_type type = resource->type;
      struct wined3d_state *state = device->cs->c.state;
      struct wined3d_rendertarget_view *rtv;
      unsigned int i;
  
      TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
  
      for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
      {
          if ((rtv = state->fb.render_targets[i]) && rtv->resource == resource)
              ERR("Resource %p is still in use as render target %u.\n", resource, i);
      }
  
      if ((rtv = state->fb.depth_stencil) && rtv->resource == resource)
          ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
  
      switch (type)
      {
          case WINED3D_RTYPE_TEXTURE_1D:
          case WINED3D_RTYPE_TEXTURE_2D:
          case WINED3D_RTYPE_TEXTURE_3D:
              for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
              {
                  if (&state->textures[i]->resource == resource)
                  {
                      ERR("Texture resource %p is still in use, stage %u.\n", resource, i);
                      state->textures[i] = NULL;
                  }
              }
              break;
  
          case WINED3D_RTYPE_BUFFER:
              for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
              {
                  if (&state->streams[i].buffer->resource == resource)
                  {
                      ERR("Buffer resource %p is still in use, stream %u.\n", resource, i);
                      state->streams[i].buffer = NULL;
                  }
              }
  
              if (&state->index_buffer->resource == resource)
              {
                  ERR("Buffer resource %p is still in use as index buffer.\n", resource);
                  state->index_buffer =  NULL;
              }
              break;
  
          default:
              break;
      }
  
      /* Remove the resource from the resourceStore */
      device_resource_remove(device, resource);
  
      TRACE("Resource released.\n");
  }
  
  static int wined3d_so_desc_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct wined3d_stream_output_desc *desc = &WINE_RB_ENTRY_VALUE(entry,
              struct wined3d_so_desc_entry, entry)->desc;
      const struct wined3d_stream_output_desc *k = key;
      unsigned int i;
      int ret;
  
      if ((ret = (k->element_count - desc->element_count)))
          return ret;
      if ((ret = (k->buffer_stride_count - desc->buffer_stride_count)))
          return ret;
      if ((ret = (k->rasterizer_stream_idx - desc->rasterizer_stream_idx)))
          return ret;
  
      for (i = 0; i < k->element_count; ++i)
      {
          const struct wined3d_stream_output_element *b = &desc->elements[i];
          const struct wined3d_stream_output_element *a = &k->elements[i];
  
          if ((ret = (a->stream_idx - b->stream_idx)))
              return ret;
          if ((ret = strcmp(a->semantic_name, b->semantic_name)))
              return ret;
          if ((ret = (a->semantic_idx - b->semantic_idx)))
              return ret;
          if ((ret = (a->component_idx - b->component_idx)))
              return ret;
          if ((ret = (a->component_count - b->component_count)))
              return ret;
          if ((ret = (a->output_slot - b->output_slot)))
              return ret;
      }
  
      for (i = 0; i < k->buffer_stride_count; ++i)
      {
          if ((ret = (k->buffer_strides[i] - desc->buffer_strides[i])))
              return ret;
      }
  
      return 0;
  }
  
  static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
  
      return memcmp(&sampler->desc, key, sizeof(sampler->desc));
  }
  
  static int wined3d_rasterizer_state_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
  
      return memcmp(&state->desc, key, sizeof(state->desc));
  }
  
  static int wined3d_blend_state_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct wined3d_blend_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
  
      return memcmp(&state->desc, key, sizeof(state->desc));
  }
  
  static int wined3d_depth_stencil_state_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct wined3d_depth_stencil_state *state
              = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
  
      return memcmp(&state->desc, key, sizeof(state->desc));
  }
  
  static BOOL wined3d_select_feature_level(const struct wined3d_adapter *adapter,
          const enum wined3d_feature_level *levels, unsigned int level_count,
          enum wined3d_feature_level *selected_level)
  {
      const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
      unsigned int i;
  
      for (i = 0; i < level_count; ++i)
      {
          if (levels[i] && d3d_info->feature_level >= levels[i])
          {
              *selected_level = levels[i];
              return TRUE;
          }
      }
  
      FIXME_(winediag)("None of the requested D3D feature levels is supported on this GPU "
              "with the current shader backend.\n");
      return FALSE;
  }
  
  HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d,
          unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags,
          BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
          const BOOL *supported_extensions, struct wined3d_device_parent *device_parent)
  {
      struct wined3d_adapter *adapter = wined3d->adapters[adapter_idx];
      const struct wined3d_fragment_pipe_ops *fragment_pipeline;
      const struct wined3d_vertex_pipe_ops *vertex_pipeline;
      unsigned int i;
      HRESULT hr;
  
      if (!wined3d_select_feature_level(adapter, levels, level_count, &device->feature_level))
          return E_FAIL;
  
      TRACE("Device feature level %s.\n", wined3d_debug_feature_level(device->feature_level));
  
      device->ref = 1;
      device->wined3d = wined3d;
      wined3d_incref(device->wined3d);
      device->adapter = adapter;
      device->device_parent = device_parent;
      list_init(&device->resources);
      list_init(&device->shaders);
      device->surface_alignment = surface_alignment;
  
      /* Save the creation parameters. */
      device->create_parms.adapter_idx = adapter_idx;
      device->create_parms.device_type = device_type;
      device->create_parms.focus_window = focus_window;
      device->create_parms.flags = flags;
  
      device->shader_backend = adapter->shader_backend;
  
      vertex_pipeline = adapter->vertex_pipe;
  
      fragment_pipeline = adapter->fragment_pipe;
  
      wine_rb_init(&device->so_descs, wined3d_so_desc_compare);
      wine_rb_init(&device->samplers, wined3d_sampler_compare);
      wine_rb_init(&device->rasterizer_states, wined3d_rasterizer_state_compare);
      wine_rb_init(&device->blend_states, wined3d_blend_state_compare);
      wine_rb_init(&device->depth_stencil_states, wined3d_depth_stencil_state_compare);
  
      if (vertex_pipeline->vp_states && fragment_pipeline->states
              && FAILED(hr = compile_state_table(device->state_table, device->multistate_funcs,
              &adapter->d3d_info, supported_extensions, vertex_pipeline,
              fragment_pipeline, adapter->misc_state_template)))
      {
          ERR("Failed to compile state table, hr %#x.\n", hr);
          wine_rb_destroy(&device->samplers, NULL, NULL);
          wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
          wine_rb_destroy(&device->blend_states, NULL, NULL);
          wine_rb_destroy(&device->depth_stencil_states, NULL, NULL);
          wine_rb_destroy(&device->so_descs, NULL, NULL);
          wined3d_decref(device->wined3d);
          return hr;
      }
  
      device->max_frame_latency = 3;
  
      if (!(device->cs = wined3d_cs_create(device)))
      {
          WARN("Failed to create command stream.\n");
          hr = E_FAIL;
          goto err;
      }
  
      return WINED3D_OK;
  
  err:
      for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
      {
          heap_free(device->multistate_funcs[i]);
      }
      wine_rb_destroy(&device->samplers, NULL, NULL);
      wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
      wine_rb_destroy(&device->blend_states, NULL, NULL);
      wine_rb_destroy(&device->depth_stencil_states, NULL, NULL);
      wine_rb_destroy(&device->so_descs, NULL, NULL);
      wined3d_decref(device->wined3d);
      return hr;
  }
  
  void device_invalidate_state(const struct wined3d_device *device, unsigned int state_id)
  {
      unsigned int representative, i, idx, shift;
      struct wined3d_context *context;
  
      wined3d_from_cs(device->cs);
  
      if (STATE_IS_COMPUTE(state_id))
      {
          for (i = 0; i < device->context_count; ++i)
              context_invalidate_compute_state(device->contexts[i], state_id);
          return;
      }
  
      representative = device->state_table[state_id].representative;
      idx = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
      shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
      for (i = 0; i < device->context_count; ++i)
      {
          device->contexts[i]->dirty_graphics_states[idx] |= (1u << shift);
      }
  }
  
  LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
          UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
  {
      if (message == WM_DESTROY)
      {
          TRACE("unregister window %p.\n", window);
          wined3d_unregister_window(window);
  
          if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
              ERR("Window %p is not the focus window for device %p.\n", window, device);
      }
      else if (message == WM_DISPLAYCHANGE)
      {
          device->device_parent->ops->mode_changed(device->device_parent);
      }
      else if (message == WM_ACTIVATEAPP)
      {
          unsigned int i = device->swapchain_count;
  
          /* Deactivating the implicit swapchain may cause the application
           * (e.g. Deus Ex: GOTY) to destroy the device, so take care to
           * deactivate the implicit swapchain last, and to avoid accessing the
           * "device" pointer afterwards. */
          while (i--)
              wined3d_swapchain_activate(device->swapchains[i], wparam);
      }
      else if (message == WM_SYSCOMMAND)
      {
          if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
          {
              if (unicode)
                  DefWindowProcW(window, message, wparam, lparam);
              else
                  DefWindowProcA(window, message, wparam, lparam);
          }
      }
  
      if (unicode)
          return CallWindowProcW(proc, window, message, wparam, lparam);
      else
          return CallWindowProcA(proc, window, message, wparam, lparam);
  }
  