text: /*
   * Copyright 1997-2000 Marcus Meissner
   * Copyright 1998-2000 Lionel Ulmer
   * Copyright 2000-2001 TransGaming Technologies Inc.
   * Copyright 2002-2005 Jason Edmeades
   * Copyright 2002-2003 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2006-2011, 2013-2014 Stefan Dösinger for CodeWeavers
   * Copyright 2007-2008 Henri Verbeet
   * Copyright 2006-2008 Roderick Colenbrander
   * 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"
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
  
  static const DWORD surface_simple_locations = WINED3D_LOCATION_SYSMEM
          | WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_BUFFER;
  
  /* Works correctly only for <= 4 bpp formats. */
  static void get_color_masks(const struct wined3d_format *format, DWORD *masks)
  {
      masks[0] = ((1u << format->red_size) - 1) << format->red_offset;
      masks[1] = ((1u << format->green_size) - 1) << format->green_offset;
      masks[2] = ((1u << format->blue_size) - 1) << format->blue_offset;
  }
  
  static BOOL texture2d_is_full_rect(const struct wined3d_texture *texture, unsigned int level, const RECT *r)
  {
      unsigned int t;
  
      t = wined3d_texture_get_level_width(texture, level);
      if ((r->left && r->right) || abs(r->right - r->left) != t)
          return FALSE;
      t = wined3d_texture_get_level_height(texture, level);
      if ((r->top && r->bottom) || abs(r->bottom - r->top) != t)
          return FALSE;
      return TRUE;
  }
  
  static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
          struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
          const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
          DWORD dst_location, const RECT *dst_rect)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      DWORD src_mask, dst_mask;
      GLbitfield gl_mask;
  
      TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
              "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device,
              src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect),
              dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
  
      src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
      dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
  
      if (src_mask != dst_mask)
      {
          ERR("Incompatible formats %s and %s.\n",
                  debug_d3dformat(src_texture->resource.format->id),
                  debug_d3dformat(dst_texture->resource.format->id));
          return;
      }
  
      if (!src_mask)
      {
          ERR("Not a depth / stencil format: %s.\n",
                  debug_d3dformat(src_texture->resource.format->id));
          return;
      }
  
      gl_mask = 0;
      if (src_mask & WINED3DFMT_FLAG_DEPTH)
          gl_mask |= GL_DEPTH_BUFFER_BIT;
      if (src_mask & WINED3DFMT_FLAG_STENCIL)
          gl_mask |= GL_STENCIL_BUFFER_BIT;
  
      /* Make sure the locations are up-to-date. Loading the destination
       * surface isn't required if the entire surface is overwritten. */
      wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
      if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
          wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
      else
          wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
  
      wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, NULL, 0,
              &src_texture->resource, src_sub_resource_idx, src_location);
      wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
  
      wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, NULL, 0,
              &dst_texture->resource, dst_sub_resource_idx, dst_location);
      wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
      wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
      context_invalidate_state(context, STATE_FRAMEBUFFER);
  
      if (gl_mask & GL_DEPTH_BUFFER_BIT)
      {
          gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
          context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
      }
      if (gl_mask & GL_STENCIL_BUFFER_BIT)
      {
          if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
          {
              gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
              context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
          }
          gl_info->gl_ops.gl.p_glStencilMask(~0U);
          context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
      }
  
      gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
      context_invalidate_state(context, STATE_RASTERIZER);
  
      gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
              dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
      checkGLcall("glBlitFramebuffer()");
  }
  
  /* Blit between surface locations. Onscreen on different swapchains is not supported.
   * Depth / stencil is not supported. Context activation is done by the caller. */
  void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context,
          enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture,
          unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect,
          struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location,
          const RECT *dst_rect)
  {
      struct wined3d_texture *required_texture, *restore_texture;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context_gl *context_gl;
      unsigned int restore_idx;
      BOOL scaled_resolve;
      GLenum gl_filter;
      GLenum buffer;
      RECT s, d;
  
      TRACE("device %p, context %p, filter %s, src_texture %p, src_sub_resource_idx %u, src_location %s, "
              "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n",
              device, context, debug_d3dtexturefiltertype(filter), src_texture, src_sub_resource_idx,
              wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture,
              dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
  
      scaled_resolve = wined3d_texture_gl_is_multisample_location(wined3d_texture_gl(src_texture), src_location)
              && (abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top)
              || abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left));
  
      switch (filter)
      {
          case WINED3D_TEXF_LINEAR:
              gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_NICEST_EXT : GL_LINEAR;
              break;
  
          default:
              FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
              /* fall through */
          case WINED3D_TEXF_NONE:
          case WINED3D_TEXF_POINT:
              gl_filter = scaled_resolve ? GL_SCALED_RESOLVE_FASTEST_EXT : GL_NEAREST;
              break;
      }
  
      /* Make sure the locations are up-to-date. Loading the destination
       * surface isn't required if the entire surface is overwritten. (And is
       * in fact harmful if we're being called by surface_load_location() with
       * the purpose of loading the destination surface.) */
      wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
      if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
          wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
      else
          wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
  
      /* Acquire a context for the front-buffer, even though we may be blitting
       * to/from a back-buffer. Since context_acquire() doesn't take the
       * resource location into account, it may consider the back-buffer to be
       * offscreen. */
      if (src_location == WINED3D_LOCATION_DRAWABLE)
          required_texture = src_texture->swapchain->front_buffer;
      else if (dst_location == WINED3D_LOCATION_DRAWABLE)
          required_texture = dst_texture->swapchain->front_buffer;
      else
          required_texture = NULL;
  
      restore_texture = context->current_rt.texture;
      restore_idx = context->current_rt.sub_resource_idx;
      if (restore_texture != required_texture)
          context = context_acquire(device, required_texture, 0);
      else
          restore_texture = NULL;
  
      context_gl = wined3d_context_gl(context);
      if (!context_gl->valid)
      {
          context_release(context);
          WARN("Invalid context, skipping blit.\n");
          return;
      }
  
      gl_info = context_gl->gl_info;
  
      if (src_location == WINED3D_LOCATION_DRAWABLE)
      {
          TRACE("Source texture %p is onscreen.\n", src_texture);
          buffer = wined3d_texture_get_gl_buffer(src_texture);
          s = *src_rect;
          wined3d_texture_translate_drawable_coords(src_texture, context_gl->window, &s);
          src_rect = &s;
      }
      else
      {
          TRACE("Source texture %p is offscreen.\n", src_texture);
          buffer = GL_COLOR_ATTACHMENT0;
      }
  
      wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER,
              &src_texture->resource, src_sub_resource_idx, NULL, 0, src_location);
      gl_info->gl_ops.gl.p_glReadBuffer(buffer);
      checkGLcall("glReadBuffer()");
      wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
  
      if (dst_location == WINED3D_LOCATION_DRAWABLE)
      {
          TRACE("Destination texture %p is onscreen.\n", dst_texture);
          buffer = wined3d_texture_get_gl_buffer(dst_texture);
          d = *dst_rect;
          wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
          dst_rect = &d;
      }
      else
      {
          TRACE("Destination texture %p is offscreen.\n", dst_texture);
          buffer = GL_COLOR_ATTACHMENT0;
      }
  
      wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
              &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
      wined3d_context_gl_set_draw_buffer(context_gl, buffer);
      wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
      context_invalidate_state(context, STATE_FRAMEBUFFER);
  
      gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
  
      gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
      context_invalidate_state(context, STATE_RASTERIZER);
  
      gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
              dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter);
      checkGLcall("glBlitFramebuffer()");
  
      if (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture)
          gl_info->gl_ops.gl.p_glFlush();
  
      if (restore_texture)
          context_restore(context, restore_texture, restore_idx);
  }
  
  BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
          const struct wined3d_resource *src_resource, DWORD src_location,
          const struct wined3d_resource *dst_resource, DWORD dst_location)
  {
      const struct wined3d_format *src_format = src_resource->format;
      const struct wined3d_format *dst_format = dst_resource->format;
  
      if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
          return FALSE;
  
      /* Source and/or destination need to be on the GL side */
      if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
          return FALSE;
  
      if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
          return FALSE;
  
      switch (blit_op)
      {
          case WINED3D_BLIT_OP_COLOR_BLIT:
              if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
                      || (src_resource->bind_flags & WINED3D_BIND_RENDER_TARGET)))
                  return FALSE;
              if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
                      || (dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET)))
                  return FALSE;
              if ((src_format->id != dst_format->id || dst_location == WINED3D_LOCATION_DRAWABLE)
                      && (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup)))
                  return FALSE;
              break;
  
          case WINED3D_BLIT_OP_DEPTH_BLIT:
              if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
                  return FALSE;
              if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
                  return FALSE;
              /* Accept pure swizzle fixups for depth formats. In general we
               * ignore the stencil component (if present) at the moment and the
               * swizzle is not relevant with just the depth component. */
              if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup)
                      || is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup))
                  return FALSE;
              break;
  
          default:
              return FALSE;
      }
  
      return TRUE;
  }
  
  /* See also float_16_to_32() in wined3d_private.h */
  static inline unsigned short float_32_to_16(const float *in)
  {
      int exp = 0;
      float tmp = fabsf(*in);
      unsigned int mantissa;
      unsigned short ret;
  
      /* Deal with special numbers */
      if (*in == 0.0f)
          return 0x0000;
      if (isnan(*in))
          return 0x7c01;
      if (isinf(*in))
          return (*in < 0.0f ? 0xfc00 : 0x7c00);
  
      if (tmp < (float)(1u << 10))
      {
          do
          {
              tmp = tmp * 2.0f;
              exp--;
          } while (tmp < (float)(1u << 10));
      }
      else if (tmp >= (float)(1u << 11))
      {
          do
          {
              tmp /= 2.0f;
              exp++;
          } while (tmp >= (float)(1u << 11));
      }
  
      mantissa = (unsigned int)tmp;
      if (tmp - mantissa >= 0.5f)
          ++mantissa; /* Round to nearest, away from zero. */
  
      exp += 10;  /* Normalize the mantissa. */
      exp += 15;  /* Exponent is encoded with excess 15. */
  
      if (exp > 30) /* too big */
      {
          ret = 0x7c00; /* INF */
      }
      else if (exp <= 0)
      {
          /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
          while (exp <= 0)
          {
              mantissa = mantissa >> 1;
              ++exp;
          }
          ret = mantissa & 0x3ff;
      }
      else
      {
          ret = (exp << 10) | (mantissa & 0x3ff);
      }
  
      ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
      return ret;
  }
  
  static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      unsigned short *dst_s;
      const float *src_f;
      unsigned int x, y;
  
      TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          src_f = (const float *)(src + y * pitch_in);
          dst_s = (unsigned short *) (dst + y * pitch_out);
          for (x = 0; x < w; ++x)
          {
              dst_s[x] = float_32_to_16(src_f + x);
          }
      }
  }
  
  static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      static const unsigned char convert_5to8[] =
      {
          0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
          0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
          0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
          0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
      };
      static const unsigned char convert_6to8[] =
      {
          0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
          0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
          0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
          0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
          0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
          0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
          0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
          0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
      };
      unsigned int x, y;
  
      TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          const WORD *src_line = (const WORD *)(src + y * pitch_in);
          DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
          for (x = 0; x < w; ++x)
          {
              WORD pixel = src_line[x];
              dst_line[x] = 0xff000000u
                      | convert_5to8[(pixel & 0xf800u) >> 11] << 16
                      | convert_6to8[(pixel & 0x07e0u) >> 5] << 8
                      | convert_5to8[(pixel & 0x001fu)];
          }
      }
  }
  
  /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
   * in both cases we're just setting the X / Alpha channel to 0xff. */
  static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      unsigned int x, y;
  
      TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
          DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
  
          for (x = 0; x < w; ++x)
          {
              dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
          }
      }
  }
  
  static inline BYTE cliptobyte(int x)
  {
      return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
  }
  
  static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
      unsigned int x, y;
  
      TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          const BYTE *src_line = src + y * pitch_in;
          DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
          for (x = 0; x < w; ++x)
          {
              /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
               *     C = Y - 16; D = U - 128; E = V - 128;
               *     R = cliptobyte((298 * C + 409 * E + 128) >> 8);
               *     G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
               *     B = cliptobyte((298 * C + 516 * D + 128) >> 8);
               * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
               * U and V are shared between the pixels. */
              if (!(x & 1)) /* For every even pixel, read new U and V. */
              {
                  d = (int) src_line[1] - 128;
                  e = (int) src_line[3] - 128;
                  r2 = 409 * e + 128;
                  g2 = - 100 * d - 208 * e + 128;
                  b2 = 516 * d + 128;
              }
              c2 = 298 * ((int) src_line[0] - 16);
              dst_line[x] = 0xff000000
                  | cliptobyte((c2 + r2) >> 8) << 16    /* red   */
                  | cliptobyte((c2 + g2) >> 8) << 8     /* green */
                  | cliptobyte((c2 + b2) >> 8);         /* blue  */
                  /* Scale RGB values to 0..255 range,
                   * then clip them if still not in range (may be negative),
                   * then shift them within DWORD if necessary. */
              src_line += 2;
          }
      }
  }
  
  static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      unsigned int x, y;
      int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
  
      TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          const BYTE *src_line = src + y * pitch_in;
          WORD *dst_line = (WORD *)(dst + y * pitch_out);
          for (x = 0; x < w; ++x)
          {
              /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
               *     C = Y - 16; D = U - 128; E = V - 128;
               *     R = cliptobyte((298 * C + 409 * E + 128) >> 8);
               *     G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
               *     B = cliptobyte((298 * C + 516 * D + 128) >> 8);
               * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
               * U and V are shared between the pixels. */
              if (!(x & 1)) /* For every even pixel, read new U and V. */
              {
                  d = (int) src_line[1] - 128;
                  e = (int) src_line[3] - 128;
                  r2 = 409 * e + 128;
                  g2 = - 100 * d - 208 * e + 128;
                  b2 = 516 * d + 128;
              }
              c2 = 298 * ((int) src_line[0] - 16);
              dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11   /* red   */
                  | (cliptobyte((c2 + g2) >> 8) >> 2) << 5            /* green */
                  | (cliptobyte((c2 + b2) >> 8) >> 3);                /* blue  */
                  /* Scale RGB values to 0..255 range,
                   * then clip them if still not in range (may be negative),
                   * then shift them within DWORD if necessary. */
              src_line += 2;
          }
      }
  }
  
  struct d3dfmt_converter_desc
  {
      enum wined3d_format_id from, to;
      void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
  };
  
  static const struct d3dfmt_converter_desc converters[] =
  {
      {WINED3DFMT_R32_FLOAT,      WINED3DFMT_R16_FLOAT,       convert_r32_float_r16_float},
      {WINED3DFMT_B5G6R5_UNORM,   WINED3DFMT_B8G8R8X8_UNORM,  convert_r5g6b5_x8r8g8b8},
      {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM,  convert_a8r8g8b8_x8r8g8b8},
      {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM,  convert_a8r8g8b8_x8r8g8b8},
      {WINED3DFMT_YUY2,           WINED3DFMT_B8G8R8X8_UNORM,  convert_yuy2_x8r8g8b8},
      {WINED3DFMT_YUY2,           WINED3DFMT_B5G6R5_UNORM,    convert_yuy2_r5g6b5},
  };
  
  static inline const struct d3dfmt_converter_desc *find_converter(enum wined3d_format_id from,
          enum wined3d_format_id to)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(converters); ++i)
      {
          if (converters[i].from == from && converters[i].to == to)
              return &converters[i];
      }
  
      return NULL;
  }
  
  static struct wined3d_texture *surface_convert_format(struct wined3d_texture *src_texture,
          unsigned int sub_resource_idx, const struct wined3d_format *dst_format)
  {
      unsigned int texture_level = sub_resource_idx % src_texture->level_count;
      const struct wined3d_format *src_format = src_texture->resource.format;
      struct wined3d_device *device = src_texture->resource.device;
      const struct d3dfmt_converter_desc *conv = NULL;
      unsigned int src_row_pitch, src_slice_pitch;
      struct wined3d_texture *dst_texture;
      struct wined3d_bo_address src_data;
      struct wined3d_resource_desc desc;
      struct wined3d_context *context;
      DWORD map_binding;
  
      if (!(conv = find_converter(src_format->id, dst_format->id)) && (!device->d3d_initialized
              || !is_identity_fixup(src_format->color_fixup) || src_format->conv_byte_count
              || !is_identity_fixup(dst_format->color_fixup) || dst_format->conv_byte_count
              || ((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
              && !src_format->decompress)))
      {
          FIXME("Cannot find a conversion function from format %s to %s.\n",
                  debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
          return NULL;
      }
  
      /* FIXME: Multisampled conversion? */
      desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
      desc.format = dst_format->id;
      desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
      desc.multisample_quality = 0;
      desc.usage = WINED3DUSAGE_SCRATCH | WINED3DUSAGE_PRIVATE;
      desc.bind_flags = 0;
      desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
      desc.width = wined3d_texture_get_level_width(src_texture, texture_level);
      desc.height = wined3d_texture_get_level_height(src_texture, texture_level);
      desc.depth = 1;
      desc.size = 0;
      if (FAILED(wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_DISCARD,
              NULL, NULL, &wined3d_null_parent_ops, &dst_texture)))
      {
          ERR("Failed to create a destination texture for conversion.\n");
          return NULL;
      }
  
      context = context_acquire(device, NULL, 0);
  
      map_binding = src_texture->resource.map_binding;
      if (!wined3d_texture_load_location(src_texture, sub_resource_idx, context, map_binding))
          ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding));
      wined3d_texture_get_pitch(src_texture, texture_level, &src_row_pitch, &src_slice_pitch);
      wined3d_texture_get_memory(src_texture, sub_resource_idx, &src_data, map_binding);
  
      if (conv)
      {
          unsigned int dst_row_pitch, dst_slice_pitch;
          struct wined3d_bo_address dst_data;
          struct wined3d_range range;
          const BYTE *src;
          BYTE *dst;
  
          map_binding = dst_texture->resource.map_binding;
          if (!wined3d_texture_load_location(dst_texture, 0, context, map_binding))
              ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
          wined3d_texture_get_pitch(dst_texture, 0, &dst_row_pitch, &dst_slice_pitch);
          wined3d_texture_get_memory(dst_texture, 0, &dst_data, map_binding);
  
          src = wined3d_context_map_bo_address(context, &src_data,
                  src_texture->sub_resources[sub_resource_idx].size, 0, WINED3D_MAP_READ);
          dst = wined3d_context_map_bo_address(context, &dst_data,
                  dst_texture->sub_resources[0].size, 0, WINED3D_MAP_WRITE);
  
          conv->convert(src, dst, src_row_pitch, dst_row_pitch, desc.width, desc.height);
  
          range.offset = 0;
          range.size = dst_texture->sub_resources[0].size;
          wined3d_texture_invalidate_location(dst_texture, 0, ~map_binding);
          wined3d_context_unmap_bo_address(context, &dst_data, 0, 1, &range);
          wined3d_context_unmap_bo_address(context, &src_data, 0, 0, NULL);
      }
      else
      {
          struct wined3d_box src_box = {0, 0, desc.width, desc.height, 0, 1};
  
          TRACE("Using upload conversion.\n");
  
          wined3d_texture_prepare_location(dst_texture, 0, context, WINED3D_LOCATION_TEXTURE_RGB);
          dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&src_data),
                  src_format, &src_box, src_row_pitch, src_slice_pitch,
                  dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB, 0, 0, 0);
  
          wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB);
          wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB);
      }
  
      context_release(context);
  
      return dst_texture;
  }
  
  void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
          struct wined3d_context *context, DWORD src_location, DWORD dst_location)
  {
      struct wined3d_resource *resource = &texture->resource;
      struct wined3d_device *device = resource->device;
      const struct wined3d_format_gl *format_gl;
      struct wined3d_texture *restore_texture;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context_gl *context_gl;
      unsigned int row_pitch, slice_pitch;
      unsigned int width, height, level;
      struct wined3d_bo_address data;
      unsigned int restore_idx;
      BYTE *row, *top, *bottom;
      BOOL src_is_upside_down;
      unsigned int i;
      BYTE *mem;
  
      wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
  
      restore_texture = context->current_rt.texture;
      restore_idx = context->current_rt.sub_resource_idx;
      if (restore_texture != texture || restore_idx != sub_resource_idx)
          context = context_acquire(device, texture, sub_resource_idx);
      else
          restore_texture = NULL;
      context_gl = wined3d_context_gl(context);
      gl_info = context_gl->gl_info;
  
      if (src_location != resource->draw_binding)
      {
          wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER,
                  resource, sub_resource_idx, NULL, 0, src_location);
          wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER);
          context_invalidate_state(context, STATE_FRAMEBUFFER);
      }
      else
      {
          wined3d_context_gl_apply_blit_state(context_gl, device);
      }
  
      /* Select the correct read buffer, and give some debug output.
       * There is no need to keep track of the current read buffer or reset it,
       * every part of the code that reads sets the read buffer as desired.
       */
      if (src_location != WINED3D_LOCATION_DRAWABLE || wined3d_resource_is_offscreen(resource))
      {
          /* Mapping the primary render target which is not on a swapchain.
           * Read from the back buffer. */
          TRACE("Mapping offscreen render target.\n");
          gl_info->gl_ops.gl.p_glReadBuffer(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
          src_is_upside_down = TRUE;
      }
      else
      {
          /* Onscreen surfaces are always part of a swapchain */
          GLenum buffer = wined3d_texture_get_gl_buffer(texture);
          TRACE("Mapping %#x buffer.\n", buffer);
          gl_info->gl_ops.gl.p_glReadBuffer(buffer);
          src_is_upside_down = FALSE;
      }
      checkGLcall("glReadBuffer");
  
      if (data.buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
          checkGLcall("glBindBuffer");
      }
  
      level = sub_resource_idx % texture->level_count;
      wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
      format_gl = wined3d_format_gl(resource->format);
  
      /* Setup pixel store pack state -- to glReadPixels into the correct place */
      gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / format_gl->f.byte_count);
      checkGLcall("glPixelStorei");
  
      width = wined3d_texture_get_level_width(texture, level);
      height = wined3d_texture_get_level_height(texture, level);
      gl_info->gl_ops.gl.p_glReadPixels(0, 0, width, height,
              format_gl->format, format_gl->type, data.addr);
      checkGLcall("glReadPixels");
  
      /* Reset previous pixel store pack state */
      gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
      checkGLcall("glPixelStorei");
  
      if (!src_is_upside_down)
      {
          /* glReadPixels returns the image upside down, and there is no way to
           * prevent this. Flip the lines in software. */
  
          if (!(row = heap_alloc(row_pitch)))
              goto error;
  
          if (data.buffer_object)
          {
              mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE));
              checkGLcall("glMapBuffer");
          }
          else
              mem = data.addr;
  
          top = mem;
          bottom = mem + row_pitch * (height - 1);
          for (i = 0; i < height / 2; i++)
          {
              memcpy(row, top, row_pitch);
              memcpy(top, bottom, row_pitch);
              memcpy(bottom, row, row_pitch);
              top += row_pitch;
              bottom -= row_pitch;
          }
          heap_free(row);
  
          if (data.buffer_object)
              GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
      }
  
  error:
      if (data.buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
          checkGLcall("glBindBuffer");
      }
  
      if (restore_texture)
          context_restore(context, restore_texture, restore_idx);
  }
  
  /* Read the framebuffer contents into a texture. Note that this function
   * doesn't do any kind of flipping. Using this on an onscreen surface will
   * result in a flipped D3D texture.
   *
   * Context activation is done by the caller. This function may temporarily
   * switch to a different context and restore the original one before return. */
  void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl,
          unsigned int sub_resource_idx, BOOL srgb, struct wined3d_context *context)
  {
      struct wined3d_texture *restore_texture;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context_gl *context_gl;
      struct wined3d_resource *resource;
      unsigned int restore_idx, level;
      struct wined3d_device *device;
      GLenum target;
  
      resource = &texture_gl->t.resource;
      device = resource->device;
      restore_texture = context->current_rt.texture;
      restore_idx = context->current_rt.sub_resource_idx;
      if (restore_texture != &texture_gl->t || restore_idx != sub_resource_idx)
          context = context_acquire(device, &texture_gl->t, sub_resource_idx);
      else
          restore_texture = NULL;
      context_gl = wined3d_context_gl(context);
  
      gl_info = context_gl->gl_info;
      device_invalidate_state(device, STATE_FRAMEBUFFER);
  
      wined3d_texture_gl_prepare_texture(texture_gl, context_gl, srgb);
      wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb);
  
      TRACE("Reading back offscreen render target %p, %u.\n", texture_gl, sub_resource_idx);
  
      if (wined3d_resource_is_offscreen(resource))
          gl_info->gl_ops.gl.p_glReadBuffer(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
      else
          gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&texture_gl->t));
      checkGLcall("glReadBuffer");
  
      level = sub_resource_idx % texture_gl->t.level_count;
      target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
      gl_info->gl_ops.gl.p_glCopyTexSubImage2D(target, level, 0, 0, 0, 0,
              wined3d_texture_get_level_width(&texture_gl->t, level),
              wined3d_texture_get_level_height(&texture_gl->t, level));
      checkGLcall("glCopyTexSubImage2D");
  
      if (restore_texture)
          context_restore(context, restore_texture, restore_idx);
  }
  
  /* Context activation is done by the caller. */
  static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      heap_free(blitter);
  }
  
  static void fbo_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
                  clear_rects, draw_rect, flags, colour, depth, stencil);
  }
  
  static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      struct wined3d_resource *src_resource, *dst_resource;
      enum wined3d_blit_op blit_op = op;
      struct wined3d_device *device;
      struct wined3d_blitter *next;
  
      TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
              "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
              blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
              wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
              wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
  
      src_resource = &src_texture->resource;
      dst_resource = &dst_texture->resource;
  
      device = dst_resource->device;
  
      if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_resource->format->id == src_resource->format->id)
      {
          if (dst_resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
              blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
          else
              blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
      }
  
      if (!fbo_blitter_supported(blit_op, context_gl->gl_info,
              src_resource, src_location, dst_resource, dst_location))
      {
          if (!(next = blitter->next))
          {
              ERR("No blitter to handle blit op %#x.\n", op);
              return dst_location;
          }
  
          TRACE("Forwarding to blitter %p.\n", next);
          return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
      }
  
      if (blit_op == WINED3D_BLIT_OP_COLOR_BLIT)
      {
          TRACE("Colour blit.\n");
          texture2d_blt_fbo(device, context, filter, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
          return dst_location;
      }
  
      if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT)
      {
          TRACE("Depth/stencil blit.\n");
          texture2d_depth_blt_fbo(device, context, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
          return dst_location;
      }
  
      ERR("This blitter does not implement blit op %#x.\n", blit_op);
      return dst_location;
  }
  
  static const struct wined3d_blitter_ops fbo_blitter_ops =
  {
      fbo_blitter_destroy,
      fbo_blitter_clear,
      fbo_blitter_blit,
  };
  
  void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
  {
      struct wined3d_blitter *blitter;
  
      if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
          return;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
          return;
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->ops = &fbo_blitter_ops;
      blitter->next = *next;
      *next = blitter;
  }
  
  /* Context activation is done by the caller. */
  static void raw_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      heap_free(blitter);
  }
  
  /* Context activation is done by the caller. */
  static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
  {
      struct wined3d_blitter *next;
  
      if (!(next = blitter->next))
      {
          ERR("No blitter to handle clear.\n");
          return;
      }
  
      TRACE("Forwarding to blitter %p.\n", next);
      next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
              clear_rects, draw_rect, flags, colour, depth, stencil);
  }
  
  /* Context activation is done by the caller. */
  static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
      struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int src_level, src_layer, dst_level, dst_layer;
      struct wined3d_blitter *next;
      GLuint src_name, dst_name;
      DWORD location;
  
      /* If we would need to copy from a renderbuffer or drawable, we'd probably
       * be better off using the FBO blitter directly, since we'd need to use it
       * to copy the resource contents to the texture anyway. */
      if (op != WINED3D_BLIT_OP_RAW_BLIT
              || (src_texture->resource.format->id == dst_texture->resource.format->id
              && (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
              || !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)))))
      {
          if (!(next = blitter->next))
          {
              ERR("No blitter to handle blit op %#x.\n", op);
              return dst_location;
          }
  
          TRACE("Forwarding to blitter %p.\n", next);
          return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
      }
  
      TRACE("Blit using ARB_copy_image.\n");
  
      src_level = src_sub_resource_idx % src_texture->level_count;
      src_layer = src_sub_resource_idx / src_texture->level_count;
  
      dst_level = dst_sub_resource_idx % dst_texture->level_count;
      dst_layer = dst_sub_resource_idx / dst_texture->level_count;
  
      location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
      if (!location)
          location = src_texture->flags & WINED3D_TEXTURE_IS_SRGB
                  ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
      if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
          ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
      src_name = wined3d_texture_gl_get_texture_name(src_texture_gl,
              context, location == WINED3D_LOCATION_TEXTURE_SRGB);
  
      location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
      if (!location)
          location = dst_texture->flags & WINED3D_TEXTURE_IS_SRGB
                  ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
      if (texture2d_is_full_rect(dst_texture, dst_level, dst_rect))
      {
          if (!wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, location))
              ERR("Failed to prepare the destination sub-resource into %s.\n", wined3d_debug_location(location));
      }
      else
      {
          if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location))
              ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
      }
      dst_name = wined3d_texture_gl_get_texture_name(dst_texture_gl,
              context, location == WINED3D_LOCATION_TEXTURE_SRGB);
  
      GL_EXTCALL(glCopyImageSubData(src_name, src_texture_gl->target, src_level,
              src_rect->left, src_rect->top, src_layer, dst_name, dst_texture_gl->target, dst_level,
              dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
              src_rect->bottom - src_rect->top, 1));
      checkGLcall("copy image data");
  
      wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, location);
      wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~location);
      if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location))
          ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location));
  
      return dst_location | location;
  }
  
  static const struct wined3d_blitter_ops raw_blitter_ops =
  {
      raw_blitter_destroy,
      raw_blitter_clear,
      raw_blitter_blit,
  };
  
  void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
  {
      struct wined3d_blitter *blitter;
  
      if (!gl_info->supported[ARB_COPY_IMAGE])
          return;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
          return;
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->ops = &raw_blitter_ops;
      blitter->next = *next;
      *next = blitter;
  }
  
  /* Context activation is done by the caller. */
  static void ffp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      heap_free(blitter);
  }
  
  static BOOL ffp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
          const struct wined3d_resource *src_resource, DWORD src_location,
          const struct wined3d_resource *dst_resource, DWORD dst_location)
  {
      const struct wined3d_format *src_format = src_resource->format;
      const struct wined3d_format *dst_format = dst_resource->format;
      BOOL decompress;
  
      if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
          return FALSE;
  
      decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
              && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
      if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          TRACE("Source or destination resource is not GPU accessible.\n");
          return FALSE;
      }
  
      if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
      {
          if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
              blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
          else
              blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
      }
  
      switch (blit_op)
      {
          case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
              if (context->d3d_info->shader_color_key)
              {
                  TRACE("Color keying requires converted textures.\n");
                  return FALSE;
              }
          case WINED3D_BLIT_OP_COLOR_BLIT:
          case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
              if (!wined3d_context_gl_const(context)->gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
                  return FALSE;
  
              if (TRACE_ON(d3d))
              {
                  TRACE("Checking support for fixup:\n");
                  dump_color_fixup_desc(src_format->color_fixup);
              }
  
              /* We only support identity conversions. */
              if (!is_identity_fixup(src_format->color_fixup)
                      || !is_identity_fixup(dst_format->color_fixup))
              {
                  if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER
                          && dst_format->id == src_format->id && dst_location == WINED3D_LOCATION_DRAWABLE)
                  {
                      WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
                  }
                  else
                  {
                      TRACE("Fixups are not supported.\n");
                      return FALSE;
                  }
              }
  
              if (!(dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
              {
                  TRACE("Can only blit to render targets.\n");
                  return FALSE;
              }
              return TRUE;
  
          default:
              TRACE("Unsupported blit operation %#x.\n", blit_op);
              return FALSE;
      }
  }
  
  static BOOL ffp_blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
  {
      struct wined3d_resource *resource;
      struct wined3d_texture *texture;
      DWORD locations;
  
      resource = view->resource;
      if (resource->type == WINED3D_RTYPE_BUFFER)
          return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU);
  
      texture = texture_from_resource(resource);
      locations = texture->sub_resources[view->sub_resource_idx].locations;
      if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
          return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
                  || (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
  
      return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
              && !(texture->flags & WINED3D_TEXTURE_CONVERTED);
  }
  
  static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
  {
      struct wined3d_rendertarget_view *view, *previous = NULL;
      BOOL have_identical_size = TRUE;
      struct wined3d_fb_state tmp_fb;
      unsigned int next_rt_count = 0;
      struct wined3d_blitter *next;
      DWORD next_flags = 0;
      unsigned int i;
  
      if (flags & WINED3DCLEAR_TARGET)
      {
          for (i = 0; i < rt_count; ++i)
          {
              if (!(view = fb->render_targets[i]))
                  continue;
  
              if (ffp_blitter_use_cpu_clear(view)
                      || (!(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET)
                      && (wined3d_settings.offscreen_rendering_mode != ORM_FBO
                      || !(view->format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE))))
              {
                  next_flags |= WINED3DCLEAR_TARGET;
                  flags &= ~WINED3DCLEAR_TARGET;
                  next_rt_count = rt_count;
                  rt_count = 0;
                  break;
              }
  
              /* FIXME: We should reject colour fills on formats with fixups,
               * but this would break P8 colour fills for example. */
          }
      }
  
      if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil)
              && (!view->format->depth_size || (flags & WINED3DCLEAR_ZBUFFER))
              && (!view->format->stencil_size || (flags & WINED3DCLEAR_STENCIL))
              && ffp_blitter_use_cpu_clear(view))
      {
          next_flags |= flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
          flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
      }
  
      if (flags)
      {
          for (i = 0; i < rt_count; ++i)
          {
              if (!(view = fb->render_targets[i]))
                  continue;
  
              if (previous && (previous->width != view->width || previous->height != view->height))
                  have_identical_size = FALSE;
              previous = view;
          }
          if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
          {
              view = fb->depth_stencil;
  
              if (previous && (previous->width != view->width || previous->height != view->height))
                  have_identical_size = FALSE;
          }
  
          if (have_identical_size)
          {
              device_clear_render_targets(device, rt_count, fb, rect_count,
                      clear_rects, draw_rect, flags, colour, depth, stencil);
          }
          else
          {
              for (i = 0; i < rt_count; ++i)
              {
                  if (!(view = fb->render_targets[i]))
                      continue;
  
                  tmp_fb.render_targets[0] = view;
                  tmp_fb.depth_stencil = NULL;
                  device_clear_render_targets(device, 1, &tmp_fb, rect_count,
                          clear_rects, draw_rect, WINED3DCLEAR_TARGET, colour, depth, stencil);
              }
              if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
              {
                  tmp_fb.render_targets[0] = NULL;
                  tmp_fb.depth_stencil = fb->depth_stencil;
                  device_clear_render_targets(device, 0, &tmp_fb, rect_count,
                          clear_rects, draw_rect, flags & ~WINED3DCLEAR_TARGET, colour, depth, stencil);
              }
          }
      }
  
      if (next_flags && (next = blitter->next))
          next->ops->blitter_clear(next, device, next_rt_count, fb, rect_count,
                  clear_rects, draw_rect, next_flags, colour, depth, stencil);
  }
  
  static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_resource *src_resource, *dst_resource;
      struct wined3d_texture *staging_texture = NULL;
      struct wined3d_color_key old_blt_key;
      struct wined3d_device *device;
      struct wined3d_blitter *next;
      DWORD old_color_key_flags;
      RECT r;
  
      src_resource = &src_texture->resource;
      dst_resource = &dst_texture->resource;
      device = dst_resource->device;
  
      if (!ffp_blit_supported(op, context, src_resource, src_location, dst_resource, dst_location))
      {
          if ((next = blitter->next))
              return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
                      src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter);
      }
  
      TRACE("Blt from texture %p, %u to rendertarget %p, %u.\n",
              src_texture, src_sub_resource_idx, dst_texture, dst_sub_resource_idx);
  
      old_blt_key = src_texture->async.src_blt_color_key;
      old_color_key_flags = src_texture->async.color_key_flags;
      wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, color_key);
  
      if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          struct wined3d_resource_desc desc;
          struct wined3d_box upload_box;
          unsigned int src_level;
          HRESULT hr;
  
          TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
  
          src_level = src_sub_resource_idx % src_texture->level_count;
          desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
          desc.format = src_texture->resource.format->id;
          desc.multisample_type = src_texture->resource.multisample_type;
          desc.multisample_quality = src_texture->resource.multisample_quality;
          desc.usage = WINED3DUSAGE_PRIVATE;
          desc.bind_flags = 0;
          desc.access = WINED3D_RESOURCE_ACCESS_GPU;
          desc.width = wined3d_texture_get_level_width(src_texture, src_level);
          desc.height = wined3d_texture_get_level_height(src_texture, src_level);
          desc.depth = 1;
          desc.size = 0;
  
          if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
                  NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
          {
              ERR("Failed to create staging texture, hr %#x.\n", hr);
              return dst_location;
          }
  
          wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
          wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
                  src_texture, src_sub_resource_idx, &upload_box);
  
          src_texture = staging_texture;
          src_texture_gl = wined3d_texture_gl(src_texture);
          src_sub_resource_idx = 0;
      }
      else
      {
          /* Make sure the surface is up-to-date. This should probably use
           * surface_load_location() and worry about the destination surface
           * too, unless we're overwriting it completely. */
          wined3d_texture_load(src_texture, context, FALSE);
      }
  
      wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
  
      if (dst_location == WINED3D_LOCATION_DRAWABLE)
      {
          r = *dst_rect;
          wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &r);
          dst_rect = &r;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          GLenum buffer;
  
          if (dst_location == WINED3D_LOCATION_DRAWABLE)
          {
              TRACE("Destination texture %p is onscreen.\n", dst_texture);
              buffer = wined3d_texture_get_gl_buffer(dst_texture);
          }
          else
          {
              TRACE("Destination texture %p is offscreen.\n", dst_texture);
              buffer = GL_COLOR_ATTACHMENT0;
          }
          wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
                  dst_resource, dst_sub_resource_idx, NULL, 0, dst_location);
          wined3d_context_gl_set_draw_buffer(context_gl, buffer);
          wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
          context_invalidate_state(context, STATE_FRAMEBUFFER);
      }
  
      gl_info->gl_ops.gl.p_glEnable(src_texture_gl->target);
      checkGLcall("glEnable(target)");
  
      if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
      {
          gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
          checkGLcall("glEnable(GL_ALPHA_TEST)");
      }
  
      if (color_key)
      {
          /* For P8 surfaces, the alpha component contains the palette index.
           * Which means that the colorkey is one of the palette entries. In
           * other cases pixels that should be masked away have alpha set to 0. */
          if (src_texture->resource.format->id == WINED3DFMT_P8_UINT)
              gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
                      (float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f);
          else
              gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
          checkGLcall("glAlphaFunc");
      }
  
      wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
              src_sub_resource_idx, src_rect, dst_rect, filter);
  
      if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
      {
          gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
          checkGLcall("glDisable(GL_ALPHA_TEST)");
      }
  
      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
      checkGLcall("glDisable(GL_TEXTURE_2D)");
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
          checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
      }
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
          checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
      }
  
      if (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
          gl_info->gl_ops.gl.p_glFlush();
  
      /* Restore the color key parameters */
      wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT,
              (old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL);
  
      if (staging_texture)
          wined3d_texture_decref(staging_texture);
  
      return dst_location;
  }
  
  static const struct wined3d_blitter_ops ffp_blitter_ops =
  {
      ffp_blitter_destroy,
      ffp_blitter_clear,
      ffp_blitter_blit,
  };
  
  void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
  {
      struct wined3d_blitter *blitter;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
          return;
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->ops = &ffp_blitter_ops;
      blitter->next = *next;
      *next = blitter;
  }
  
  /* Context activation is done by the caller. */
  static void cpu_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      heap_free(blitter);
  }
  
  static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
          UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
          const struct wined3d_format *format, DWORD flags, const struct wined3d_blt_fx *fx)
  {
      UINT row_block_count;
      const BYTE *src_row;
      BYTE *dst_row;
      UINT x, y;
  
      src_row = src_data;
      dst_row = dst_data;
  
      row_block_count = (update_w + format->block_width - 1) / format->block_width;
  
      if (!flags)
      {
          for (y = 0; y < update_h; y += format->block_height)
          {
              memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
              src_row += src_pitch;
              dst_row += dst_pitch;
          }
  
          return WINED3D_OK;
      }
  
      if (flags == WINED3D_BLT_FX && fx->fx == WINEDDBLTFX_MIRRORUPDOWN)
      {
          src_row += (((update_h / format->block_height) - 1) * src_pitch);
  
          switch (format->id)
          {
              case WINED3DFMT_DXT1:
                  for (y = 0; y < update_h; y += format->block_height)
                  {
                      struct block
                      {
                          WORD color[2];
                          BYTE control_row[4];
                      };
  
                      const struct block *s = (const struct block *)src_row;
                      struct block *d = (struct block *)dst_row;
  
                      for (x = 0; x < row_block_count; ++x)
                      {
                          d[x].color[0] = s[x].color[0];
                          d[x].color[1] = s[x].color[1];
                          d[x].control_row[0] = s[x].control_row[3];
                          d[x].control_row[1] = s[x].control_row[2];
                          d[x].control_row[2] = s[x].control_row[1];
                          d[x].control_row[3] = s[x].control_row[0];
                      }
                      src_row -= src_pitch;
                      dst_row += dst_pitch;
                  }
                  return WINED3D_OK;
  
              case WINED3DFMT_DXT2:
              case WINED3DFMT_DXT3:
                  for (y = 0; y < update_h; y += format->block_height)
                  {
                      struct block
                      {
                          WORD alpha_row[4];
                          WORD color[2];
                          BYTE control_row[4];
                      };
  
                      const struct block *s = (const struct block *)src_row;
                      struct block *d = (struct block *)dst_row;
  
                      for (x = 0; x < row_block_count; ++x)
                      {
                          d[x].alpha_row[0] = s[x].alpha_row[3];
                          d[x].alpha_row[1] = s[x].alpha_row[2];
                          d[x].alpha_row[2] = s[x].alpha_row[1];
                          d[x].alpha_row[3] = s[x].alpha_row[0];
                          d[x].color[0] = s[x].color[0];
                          d[x].color[1] = s[x].color[1];
                          d[x].control_row[0] = s[x].control_row[3];
                          d[x].control_row[1] = s[x].control_row[2];
                          d[x].control_row[2] = s[x].control_row[1];
                          d[x].control_row[3] = s[x].control_row[0];
                      }
                      src_row -= src_pitch;
                      dst_row += dst_pitch;
                  }
                  return WINED3D_OK;
  
              default:
                  FIXME("Compressed flip not implemented for format %s.\n",
                          debug_d3dformat(format->id));
                  return E_NOTIMPL;
          }
      }
  
      FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
              debug_d3dformat(format->id), flags, flags & WINED3D_BLT_FX ? fx->fx : 0);
  
      return E_NOTIMPL;
  }
  
  static HRESULT surface_cpu_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
          const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx,
          enum wined3d_texture_filter_type filter)
  {
      unsigned int bpp, src_height, src_width, dst_height, dst_width, row_byte_count;
      struct wined3d_device *device = dst_texture->resource.device;
      const struct wined3d_format *src_format, *dst_format;
      struct wined3d_texture *converted_texture = NULL;
      struct wined3d_bo_address src_data, dst_data;
      unsigned int src_fmt_flags, dst_fmt_flags;
      struct wined3d_map_desc dst_map, src_map;
      unsigned int x, sx, xinc, y, sy, yinc;
      struct wined3d_context *context;
      struct wined3d_range dst_range;
      unsigned int texture_level;
      HRESULT hr = WINED3D_OK;
      BOOL same_sub_resource;
      BOOL upload = FALSE;
      DWORD map_binding;
      const BYTE *sbase;
      const BYTE *sbuf;
      BYTE *dbuf;
  
      TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, "
              "src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n",
              dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture,
              src_sub_resource_idx, debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter));
  
      context = context_acquire(device, NULL, 0);
  
      src_format = src_texture->resource.format;
      dst_format = dst_texture->resource.format;
  
      if (wined3d_format_is_typeless(src_format) && src_format->id == dst_format->typeless_id)
          src_format = dst_format;
      if (wined3d_format_is_typeless(dst_format) && dst_format->id == src_format->typeless_id)
          dst_format = src_format;
  
      src_height = src_box->bottom - src_box->top;
      src_width = src_box->right - src_box->left;
      dst_height = dst_box->bottom - dst_box->top;
      dst_width = dst_box->right - dst_box->left;
  
      dst_range.offset = 0;
      dst_range.size = dst_texture->sub_resources[dst_sub_resource_idx].size;
      if (src_texture == dst_texture && src_sub_resource_idx == dst_sub_resource_idx)
      {
          same_sub_resource = TRUE;
  
          map_binding = dst_texture->resource.map_binding;
          texture_level = dst_sub_resource_idx % dst_texture->level_count;
          if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, map_binding))
              ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
          wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~map_binding);
          wined3d_texture_get_pitch(dst_texture, texture_level, &dst_map.row_pitch, &dst_map.slice_pitch);
          wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &dst_data, map_binding);
          dst_map.data = wined3d_context_map_bo_address(context, &dst_data,
                  dst_texture->sub_resources[dst_sub_resource_idx].size, 0, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
  
          src_map = dst_map;
      }
      else
      {
          same_sub_resource = FALSE;
          upload = dst_format->flags[dst_texture->resource.gl_type] & WINED3DFMT_FLAG_BLOCKS
                  && (dst_width != src_width || dst_height != src_height);
  
          if (upload)
          {
              dst_format = src_format->flags[dst_texture->resource.gl_type] & WINED3DFMT_FLAG_BLOCKS
                      ? wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0) : src_format;
          }
  
          if (!(flags & WINED3D_BLT_RAW) && dst_format->id != src_format->id)
          {
              if (!(converted_texture = surface_convert_format(src_texture, src_sub_resource_idx, dst_format)))
              {
                  FIXME("Cannot convert %s to %s.\n", debug_d3dformat(src_format->id),
                          debug_d3dformat(dst_format->id));
                  context_release(context);
                  return WINED3DERR_NOTAVAILABLE;
              }
              src_texture = converted_texture;
              src_sub_resource_idx = 0;
              src_format = src_texture->resource.format;
          }
  
          map_binding = src_texture->resource.map_binding;
          texture_level = src_sub_resource_idx % src_texture->level_count;
          if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, map_binding))
              ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding));
          wined3d_texture_get_pitch(src_texture, texture_level, &src_map.row_pitch, &src_map.slice_pitch);
          wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &src_data, map_binding);
          src_map.data = wined3d_context_map_bo_address(context, &src_data,
                  src_texture->sub_resources[src_sub_resource_idx].size, 0, WINED3D_MAP_READ);
  
          if (upload)
          {
              wined3d_format_calculate_pitch(dst_format, 1, dst_box->right, dst_box->bottom,
                      &dst_map.row_pitch, &dst_map.slice_pitch);
              dst_map.data = heap_alloc(dst_map.slice_pitch);
          }
          else
          {
              map_binding = dst_texture->resource.map_binding;
              texture_level = dst_sub_resource_idx % dst_texture->level_count;
              if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, map_binding))
                  ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
  
              wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~map_binding);
              wined3d_texture_get_pitch(dst_texture, texture_level, &dst_map.row_pitch, &dst_map.slice_pitch);
              wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &dst_data, map_binding);
              dst_map.data = wined3d_context_map_bo_address(context, &dst_data,
                      dst_texture->sub_resources[dst_sub_resource_idx].size, 0, WINED3D_MAP_WRITE);
          }
      }
      src_fmt_flags = src_format->flags[src_texture->resource.gl_type];
      dst_fmt_flags = dst_format->flags[dst_texture->resource.gl_type];
      flags &= ~WINED3D_BLT_RAW;
  
      bpp = dst_format->byte_count;
      row_byte_count = dst_width * bpp;
  
      sbase = (BYTE *)src_map.data
              + ((src_box->top / src_format->block_height) * src_map.row_pitch)
              + ((src_box->left / src_format->block_width) * src_format->block_byte_count);
      dbuf = (BYTE *)dst_map.data
              + ((dst_box->top / dst_format->block_height) * dst_map.row_pitch)
              + ((dst_box->left / dst_format->block_width) * dst_format->block_byte_count);
  
      if (src_fmt_flags & dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS)
      {
          TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
  
          if (same_sub_resource)
          {
              FIXME("Only plain blits supported on compressed surfaces.\n");
              hr = E_NOTIMPL;
              goto release;
          }
  
          hr = surface_cpu_blt_compressed(sbase, dbuf,
                  src_map.row_pitch, dst_map.row_pitch, dst_width, dst_height,
                  src_format, flags, fx);
          goto release;
      }
  
      if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT
              && (src_width != dst_width || src_height != dst_height))
      {
          /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
          FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
      }
  
      xinc = (src_width << 16) / dst_width;
      yinc = (src_height << 16) / dst_height;
  
      if (!flags)
      {
          /* No effects, we can cheat here. */
          if (dst_width == src_width)
          {
              if (dst_height == src_height)
              {
                  /* No stretching in either direction. This needs to be as fast
                   * as possible. */
                  sbuf = sbase;
  
                  /* Check for overlapping surfaces. */
                  if (!same_sub_resource || dst_box->top < src_box->top
                          || dst_box->right <= src_box->left || src_box->right <= dst_box->left)
                  {
                      /* No overlap, or dst above src, so copy from top downwards. */
                      for (y = 0; y < dst_height; ++y)
                      {
                          memcpy(dbuf, sbuf, row_byte_count);
                          sbuf += src_map.row_pitch;
                          dbuf += dst_map.row_pitch;
                      }
                  }
                  else if (dst_box->top > src_box->top)
                  {
                      /* Copy from bottom upwards. */
                      sbuf += src_map.row_pitch * dst_height;
                      dbuf += dst_map.row_pitch * dst_height;
                      for (y = 0; y < dst_height; ++y)
                      {
                          sbuf -= src_map.row_pitch;
                          dbuf -= dst_map.row_pitch;
                          memcpy(dbuf, sbuf, row_byte_count);
                      }
                  }
                  else
                  {
                      /* Src and dst overlapping on the same line, use memmove. */
                      for (y = 0; y < dst_height; ++y)
                      {
                          memmove(dbuf, sbuf, row_byte_count);
                          sbuf += src_map.row_pitch;
                          dbuf += dst_map.row_pitch;
                      }
                  }
              }
              else
              {
                  /* Stretching in y direction only. */
                  for (y = sy = 0; y < dst_height; ++y, sy += yinc)
                  {
                      sbuf = sbase + (sy >> 16) * src_map.row_pitch;
                      memcpy(dbuf, sbuf, row_byte_count);
                      dbuf += dst_map.row_pitch;
                  }
              }
          }
          else
          {
              /* Stretching in X direction. */
              unsigned int last_sy = ~0u;
              for (y = sy = 0; y < dst_height; ++y, sy += yinc)
              {
                  sbuf = sbase + (sy >> 16) * src_map.row_pitch;
  
                  if ((sy >> 16) == (last_sy >> 16))
                  {
                      /* This source row is the same as last source row -
                       * Copy the already stretched row. */
                      memcpy(dbuf, dbuf - dst_map.row_pitch, row_byte_count);
                  }
                  else
                  {
  #define STRETCH_ROW(type) \
  do { \
      const type *s = (const type *)sbuf; \
      type *d = (type *)dbuf; \
      for (x = sx = 0; x < dst_width; ++x, sx += xinc) \
          d[x] = s[sx >> 16]; \
  } while(0)
  
                      switch(bpp)
                      {
                          case 1:
                              STRETCH_ROW(BYTE);
                              break;
                          case 2:
                              STRETCH_ROW(WORD);
                              break;
                          case 4:
                              STRETCH_ROW(DWORD);
                              break;
                          case 3:
                          {
                              const BYTE *s;
                              BYTE *d = dbuf;
                              for (x = sx = 0; x < dst_width; x++, sx+= xinc)
                              {
                                  DWORD pixel;
  
                                  s = sbuf + 3 * (sx >> 16);
                                  pixel = s[0] | (s[1] << 8) | (s[2] << 16);
                                  d[0] = (pixel      ) & 0xff;
                                  d[1] = (pixel >>  8) & 0xff;
                                  d[2] = (pixel >> 16) & 0xff;
                                  d += 3;
                              }
                              break;
                          }
                          default:
                              FIXME("Stretched blit not implemented for bpp %u.\n", bpp * 8);
                              hr = WINED3DERR_NOTAVAILABLE;
                              goto error;
                      }
  #undef STRETCH_ROW
                  }
                  dbuf += dst_map.row_pitch;
                  last_sy = sy;
              }
          }
      }
      else
      {
          LONG dstyinc = dst_map.row_pitch, dstxinc = bpp;
          DWORD keylow = 0xffffffff, keyhigh = 0, keymask = 0xffffffff;
          DWORD destkeylow = 0x0, destkeyhigh = 0xffffffff, destkeymask = 0xffffffff;
          if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY
                  | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE))
          {
              /* The color keying flags are checked for correctness in ddraw. */
              if (flags & WINED3D_BLT_SRC_CKEY)
              {
                  keylow  = src_texture->async.src_blt_color_key.color_space_low_value;
                  keyhigh = src_texture->async.src_blt_color_key.color_space_high_value;
              }
              else if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
              {
                  keylow = fx->src_color_key.color_space_low_value;
                  keyhigh = fx->src_color_key.color_space_high_value;
              }
  
              if (flags & WINED3D_BLT_DST_CKEY)
              {
                  /* Destination color keys are taken from the source surface! */
                  destkeylow = src_texture->async.dst_blt_color_key.color_space_low_value;
                  destkeyhigh = src_texture->async.dst_blt_color_key.color_space_high_value;
              }
              else if (flags & WINED3D_BLT_DST_CKEY_OVERRIDE)
              {
                  destkeylow = fx->dst_color_key.color_space_low_value;
                  destkeyhigh = fx->dst_color_key.color_space_high_value;
              }
  
              if (bpp == 1)
              {
                  keymask = 0xff;
              }
              else
              {
                  DWORD masks[3];
                  get_color_masks(src_format, masks);
                  keymask = masks[0] | masks[1] | masks[2];
              }
              flags &= ~(WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY
                      | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE);
          }
  
          if (flags & WINED3D_BLT_FX)
          {
              BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
              LONG tmpxy;
              dTopLeft     = dbuf;
              dTopRight    = dbuf + ((dst_width - 1) * bpp);
              dBottomLeft  = dTopLeft + ((dst_height - 1) * dst_map.row_pitch);
              dBottomRight = dBottomLeft + ((dst_width - 1) * bpp);
  
              if (fx->fx & WINEDDBLTFX_ARITHSTRETCHY)
              {
                  /* I don't think we need to do anything about this flag. */
                  WARN("Nothing done for WINEDDBLTFX_ARITHSTRETCHY.\n");
              }
              if (fx->fx & WINEDDBLTFX_MIRRORLEFTRIGHT)
              {
                  tmp          = dTopRight;
                  dTopRight    = dTopLeft;
                  dTopLeft     = tmp;
                  tmp          = dBottomRight;
                  dBottomRight = dBottomLeft;
                  dBottomLeft  = tmp;
                  dstxinc = dstxinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_MIRRORUPDOWN)
              {
                  tmp          = dTopLeft;
                  dTopLeft     = dBottomLeft;
                  dBottomLeft  = tmp;
                  tmp          = dTopRight;
                  dTopRight    = dBottomRight;
                  dBottomRight = tmp;
                  dstyinc = dstyinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_NOTEARING)
              {
                  /* I don't think we need to do anything about this flag. */
                  WARN("Nothing done for WINEDDBLTFX_NOTEARING.\n");
              }
              if (fx->fx & WINEDDBLTFX_ROTATE180)
              {
                  tmp          = dBottomRight;
                  dBottomRight = dTopLeft;
                  dTopLeft     = tmp;
                  tmp          = dBottomLeft;
                  dBottomLeft  = dTopRight;
                  dTopRight    = tmp;
                  dstxinc = dstxinc * -1;
                  dstyinc = dstyinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_ROTATE270)
              {
                  tmp          = dTopLeft;
                  dTopLeft     = dBottomLeft;
                  dBottomLeft  = dBottomRight;
                  dBottomRight = dTopRight;
                  dTopRight    = tmp;
                  tmpxy   = dstxinc;
                  dstxinc = dstyinc;
                  dstyinc = tmpxy;
                  dstxinc = dstxinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_ROTATE90)
              {
                  tmp          = dTopLeft;
                  dTopLeft     = dTopRight;
                  dTopRight    = dBottomRight;
                  dBottomRight = dBottomLeft;
                  dBottomLeft  = tmp;
                  tmpxy   = dstxinc;
                  dstxinc = dstyinc;
                  dstyinc = tmpxy;
                  dstyinc = dstyinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_ZBUFFERBASEDEST)
              {
                  /* I don't think we need to do anything about this flag. */
                  WARN("Nothing done for WINEDDBLTFX_ZBUFFERBASEDEST.\n");
              }
              dbuf = dTopLeft;
              flags &= ~(WINED3D_BLT_FX);
          }
  
  #define COPY_COLORKEY_FX(type) \
  do { \
      const type *s; \
      type *d = (type *)dbuf, *dx, tmp; \
      for (y = sy = 0; y < dst_height; ++y, sy += yinc) \
      { \
          s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \
          dx = d; \
          for (x = sx = 0; x < dst_width; ++x, sx += xinc) \
          { \
              tmp = s[sx >> 16]; \
              if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
                      && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
              { \
                  dx[0] = tmp; \
              } \
              dx = (type *)(((BYTE *)dx) + dstxinc); \
          } \
          d = (type *)(((BYTE *)d) + dstyinc); \
      } \
  } while(0)
  
          switch (bpp)
          {
              case 1:
                  COPY_COLORKEY_FX(BYTE);
                  break;
              case 2:
                  COPY_COLORKEY_FX(WORD);
                  break;
              case 4:
                  COPY_COLORKEY_FX(DWORD);
                  break;
              case 3:
              {
                  const BYTE *s;
                  BYTE *d = dbuf, *dx;
                  for (y = sy = 0; y < dst_height; ++y, sy += yinc)
                  {
                      sbuf = sbase + (sy >> 16) * src_map.row_pitch;
                      dx = d;
                      for (x = sx = 0; x < dst_width; ++x, sx+= xinc)
                      {
                          DWORD pixel, dpixel = 0;
                          s = sbuf + 3 * (sx>>16);
                          pixel = s[0] | (s[1] << 8) | (s[2] << 16);
                          dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
                          if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
                                  && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
                          {
                              dx[0] = (pixel      ) & 0xff;
                              dx[1] = (pixel >>  8) & 0xff;
                              dx[2] = (pixel >> 16) & 0xff;
                          }
                          dx += dstxinc;
                      }
                      d += dstyinc;
                  }
                  break;
              }
              default:
                  FIXME("%s color-keyed blit not implemented for bpp %u.\n",
                        (flags & WINED3D_BLT_SRC_CKEY) ? "Source" : "Destination", bpp * 8);
                  hr = WINED3DERR_NOTAVAILABLE;
                  goto error;
  #undef COPY_COLORKEY_FX
          }
      }
  
  error:
      if (flags)
          FIXME("    Unsupported flags %#x.\n", flags);
  
  release:
      if (upload && hr == WINED3D_OK)
      {
          struct wined3d_bo_address data;
  
          data.buffer_object = 0;
          data.addr = dst_map.data;
  
          texture_level = dst_sub_resource_idx % dst_texture->level_count;
  
          wined3d_texture_prepare_location(dst_texture, texture_level, context, WINED3D_LOCATION_TEXTURE_RGB);
          dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&data), dst_format,
                  dst_box, dst_map.row_pitch, dst_map.slice_pitch, dst_texture, texture_level,
                  WINED3D_LOCATION_TEXTURE_RGB, dst_box->left, dst_box->top, 0);
  
          wined3d_texture_validate_location(dst_texture, texture_level, WINED3D_LOCATION_TEXTURE_RGB);
          wined3d_texture_invalidate_location(dst_texture, texture_level, ~WINED3D_LOCATION_TEXTURE_RGB);
      }
  
      if (upload)
      {
          heap_free(dst_map.data);
      }
      else
      {
          wined3d_context_unmap_bo_address(context, &dst_data, 0, 1, &dst_range);
      }
  
      if (!same_sub_resource)
          wined3d_context_unmap_bo_address(context, &src_data, 0, 0, NULL);
      if (SUCCEEDED(hr) && dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
      {
          SetRect(&dst_texture->swapchain->front_buffer_update,
                  dst_box->left, dst_box->top, dst_box->right, dst_box->bottom);
          dst_texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(dst_texture->swapchain);
      }
      if (converted_texture)
          wined3d_texture_decref(converted_texture);
      context_release(context);
  
      return hr;
  }
  
  static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
          const struct wined3d_box *box, const struct wined3d_color *colour)
  {
      struct wined3d_device *device = view->resource->device;
      unsigned int x, y, z, w, h, d, bpp, level;
      struct wined3d_context *context;
      struct wined3d_texture *texture;
      struct wined3d_bo_address data;
      struct wined3d_map_desc map;
      struct wined3d_range range;
      DWORD map_binding;
      uint8_t *dst;
      DWORD c;
  
      TRACE("view %p, box %s, colour %s.\n", view, debug_box(box), debug_color(colour));
  
      if (view->format_flags & WINED3DFMT_FLAG_BLOCKS)
      {
          FIXME("Not implemented for format %s.\n", debug_d3dformat(view->format->id));
          return;
      }
  
      if (view->format->id != view->resource->format->id)
          FIXME("View format %s doesn't match resource format %s.\n",
                  debug_d3dformat(view->format->id), debug_d3dformat(view->resource->format->id));
  
      if (view->resource->type == WINED3D_RTYPE_BUFFER)
      {
          FIXME("Not implemented for buffers.\n");
          return;
      }
  
      context = context_acquire(device, NULL, 0);
  
      texture = texture_from_resource(view->resource);
      level = view->sub_resource_idx % texture->level_count;
  
      c = wined3d_format_convert_from_float(view->format, colour);
      bpp = view->format->byte_count;
      w = min(box->right, view->width) - min(box->left, view->width);
      h = min(box->bottom, view->height) - min(box->top, view->height);
      if (view->resource->type != WINED3D_RTYPE_TEXTURE_3D)
      {
          d = 1;
      }
      else
      {
          d = wined3d_texture_get_level_depth(texture, level);
          d = min(box->back, d) - min(box->front, d);
      }
  
      map_binding = texture->resource.map_binding;
      if (!wined3d_texture_load_location(texture, view->sub_resource_idx, context, map_binding))
          ERR("Failed to load the sub-resource into %s.\n", wined3d_debug_location(map_binding));
      wined3d_texture_invalidate_location(texture, view->sub_resource_idx, ~map_binding);
      wined3d_texture_get_pitch(texture, level, &map.row_pitch, &map.slice_pitch);
      wined3d_texture_get_memory(texture, view->sub_resource_idx, &data, map_binding);
      map.data = wined3d_context_map_bo_address(context, &data,
              texture->sub_resources[view->sub_resource_idx].size, 0, WINED3D_MAP_WRITE);
      map.data = (BYTE *)map.data
              + (box->front * map.slice_pitch)
              + ((box->top / view->format->block_height) * map.row_pitch)
              + ((box->left / view->format->block_width) * view->format->block_byte_count);
      range.offset = 0;
      range.size = texture->sub_resources[view->sub_resource_idx].size;
  
      switch (bpp)
      {
          case 1:
              for (x = 0; x < w; ++x)
              {
                  ((BYTE *)map.data)[x] = c;
              }
              break;
  
          case 2:
              for (x = 0; x < w; ++x)
              {
                  ((WORD *)map.data)[x] = c;
              }
              break;
  
          case 3:
          {
              dst = map.data;
              for (x = 0; x < w; ++x, dst += 3)
              {
                  dst[0] = (c      ) & 0xff;
                  dst[1] = (c >>  8) & 0xff;
                  dst[2] = (c >> 16) & 0xff;
              }
              break;
          }
          case 4:
              for (x = 0; x < w; ++x)
              {
                  ((DWORD *)map.data)[x] = c;
              }
              break;
  
          default:
              FIXME("Not implemented for bpp %u.\n", bpp);
              wined3d_resource_unmap(view->resource, view->sub_resource_idx);
              return;
      }
  
      dst = map.data;
      for (y = 1; y < h; ++y)
      {
          dst += map.row_pitch;
          memcpy(dst, map.data, w * bpp);
      }
  
      dst = map.data;
      for (z = 1; z < d; ++z)
      {
          dst += map.slice_pitch;
          memcpy(dst, map.data, w * h * bpp);
      }
  
      wined3d_context_unmap_bo_address(context, &data, 0, 1, &range);
      context_release(context);
  }
  
  static void cpu_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
  {
      struct wined3d_color c = {depth, 0.0f, 0.0f, 0.0f};
      struct wined3d_rendertarget_view *view;
      struct wined3d_box box;
      unsigned int i, j;
  
      if (!rect_count)
      {
          rect_count = 1;
          clear_rects = draw_rect;
      }
  
      for (i = 0; i < rect_count; ++i)
      {
          box.left = max(clear_rects[i].left, draw_rect->left);
          box.top = max(clear_rects[i].top, draw_rect->top);
          box.right = min(clear_rects[i].right, draw_rect->right);
          box.bottom = min(clear_rects[i].bottom, draw_rect->bottom);
          box.front = 0;
          box.back = ~0u;
  
          if (box.left >= box.right || box.top >= box.bottom)
              continue;
  
          if (flags & WINED3DCLEAR_TARGET)
          {
              for (j = 0; j < rt_count; ++j)
              {
                  if ((view = fb->render_targets[j]))
                      surface_cpu_blt_colour_fill(view, &box, colour);
              }
          }
  
          if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil))
          {
              if ((view->format->depth_size && !(flags & WINED3DCLEAR_ZBUFFER))
                      || (view->format->stencil_size && !(flags & WINED3DCLEAR_STENCIL)))
                  FIXME("Clearing %#x on %s.\n", flags, debug_d3dformat(view->format->id));
  
              surface_cpu_blt_colour_fill(view, &box, &c);
          }
      }
  }
  
  static DWORD cpu_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
      struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
      struct wined3d_blt_fx fx;
      DWORD flags = 0;
  
      memset(&fx, 0, sizeof(fx));
      switch (op)
      {
          case WINED3D_BLIT_OP_COLOR_BLIT:
          case WINED3D_BLIT_OP_DEPTH_BLIT:
              break;
          case WINED3D_BLIT_OP_RAW_BLIT:
              flags |= WINED3D_BLT_RAW;
              break;
          case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
              flags |= WINED3D_BLT_ALPHA_TEST;
              break;
          case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
              flags |= WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_FX;
              fx.src_color_key = *color_key;
              break;
          default:
              FIXME("Unhandled op %#x.\n", op);
              break;
      }
  
      if (FAILED(surface_cpu_blt(dst_texture, dst_sub_resource_idx, &dst_box,
              src_texture, src_sub_resource_idx, &src_box, flags, &fx, filter)))
          ERR("Failed to blit.\n");
      wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
  
      return dst_location | (dst_texture->sub_resources[dst_sub_resource_idx].locations
              & dst_texture->resource.map_binding);
  }
  
  static const struct wined3d_blitter_ops cpu_blitter_ops =
  {
      cpu_blitter_destroy,
      cpu_blitter_clear,
      cpu_blitter_blit,
  };
  
  struct wined3d_blitter *wined3d_cpu_blitter_create(void)
  {
      struct wined3d_blitter *blitter;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
          return NULL;
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->ops = &cpu_blitter_ops;
      blitter->next = NULL;
  
      return blitter;
  }
  
  HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
          const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx,
          enum wined3d_texture_filter_type filter)
  {
      struct wined3d_texture_sub_resource *src_sub_resource, *dst_sub_resource;
      struct wined3d_device *device = dst_texture->resource.device;
      struct wined3d_swapchain *src_swapchain, *dst_swapchain;
      const struct wined3d_color_key *colour_key = NULL;
      DWORD src_location, dst_location, valid_locations;
      DWORD src_ds_flags, dst_ds_flags;
      struct wined3d_context *context;
      enum wined3d_blit_op blit_op;
      BOOL scale, convert, resolve;
      RECT src_rect, dst_rect;
  
      static const DWORD simple_blit = WINED3D_BLT_SRC_CKEY
              | WINED3D_BLT_SRC_CKEY_OVERRIDE
              | WINED3D_BLT_ALPHA_TEST
              | WINED3D_BLT_RAW;
  
      TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, "
              "src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n",
              dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture, src_sub_resource_idx,
              debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter));
      TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage));
  
      if (fx)
      {
          TRACE("fx %#x.\n", fx->fx);
          TRACE("dst_color_key {0x%08x, 0x%08x}.\n",
                  fx->dst_color_key.color_space_low_value,
                  fx->dst_color_key.color_space_high_value);
          TRACE("src_color_key {0x%08x, 0x%08x}.\n",
                  fx->src_color_key.color_space_low_value,
                  fx->src_color_key.color_space_high_value);
      }
  
      dst_sub_resource = &dst_texture->sub_resources[dst_sub_resource_idx];
      src_sub_resource = &src_texture->sub_resources[src_sub_resource_idx];
  
      if (src_sub_resource->locations & WINED3D_LOCATION_DISCARDED)
      {
          WARN("Source sub-resource is discarded, nothing to do.\n");
          return WINED3D_OK;
      }
  
      SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom);
      SetRect(&dst_rect, dst_box->left, dst_box->top, dst_box->right, dst_box->bottom);
  
      if (!fx || !(fx->fx))
          flags &= ~WINED3D_BLT_FX;
  
      /* WINED3D_BLT_DO_NOT_WAIT appeared in DX7. */
      if (flags & WINED3D_BLT_DO_NOT_WAIT)
      {
          static unsigned int once;
  
          if (!once++)
              FIXME("Can't handle WINED3D_BLT_DO_NOT_WAIT flag.\n");
      }
  
      flags &= ~(WINED3D_BLT_SYNCHRONOUS | WINED3D_BLT_DO_NOT_WAIT | WINED3D_BLT_WAIT);
  
      if (!device->d3d_initialized)
      {
          WARN("D3D not initialized, using CPU blit fallback.\n");
          goto cpu;
      }
  
      if (flags & ~simple_blit)
      {
          WARN_(d3d_perf)("Using CPU fallback for complex blit (%#x).\n", flags);
          goto cpu;
      }
  
      src_swapchain = src_texture->swapchain;
      dst_swapchain = dst_texture->swapchain;
  
      if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain
              && (wined3d_settings.offscreen_rendering_mode != ORM_FBO
              || src_texture == src_swapchain->front_buffer))
      {
          /* TODO: We could support cross-swapchain blits by first downloading
           * the source to a texture. */
          FIXME("Cross-swapchain blit not supported.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      scale = src_box->right - src_box->left != dst_box->right - dst_box->left
              || src_box->bottom - src_box->top != dst_box->bottom - dst_box->top;
      convert = src_texture->resource.format->id != dst_texture->resource.format->id;
      resolve = src_texture->resource.multisample_type != dst_texture->resource.multisample_type;
  
      dst_ds_flags = dst_texture->resource.format_flags
              & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
      src_ds_flags = src_texture->resource.format_flags
              & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
  
      if (src_ds_flags || dst_ds_flags)
      {
          TRACE("Depth/stencil blit.\n");
  
          if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
              dst_location = dst_texture->resource.draw_binding;
          else
              dst_location = dst_texture->resource.map_binding;
  
          if ((flags & WINED3D_BLT_RAW) || (!scale && !convert && !resolve))
              blit_op = WINED3D_BLIT_OP_RAW_BLIT;
          else
              blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
  
          context = context_acquire(device, dst_texture, dst_sub_resource_idx);
          valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
                  src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
                  dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, NULL, filter);
          context_release(context);
  
          wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations);
          wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~valid_locations);
  
          return WINED3D_OK;
      }
  
      TRACE("Colour blit.\n");
  
      /* In principle this would apply to depth blits as well, but we don't
       * implement those in the CPU blitter at the moment. */
      if ((dst_sub_resource->locations & dst_texture->resource.map_binding)
              && (src_sub_resource->locations & src_texture->resource.map_binding))
      {
          if (scale)
              TRACE("Not doing sysmem blit because of scaling.\n");
          else if (convert)
              TRACE("Not doing sysmem blit because of format conversion.\n");
          else
              goto cpu;
      }
  
      blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
      if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
      {
          colour_key = &fx->src_color_key;
          blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
      }
      else if (flags & WINED3D_BLT_SRC_CKEY)
      {
          colour_key = &src_texture->async.src_blt_color_key;
          blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
      }
      else if (flags & WINED3D_BLT_ALPHA_TEST)
      {
          blit_op = WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST;
      }
      else if ((src_sub_resource->locations & surface_simple_locations)
              && !(dst_sub_resource->locations & surface_simple_locations))
      {
          /* Upload */
          if (scale)
              TRACE("Not doing upload because of scaling.\n");
          else if (convert)
              TRACE("Not doing upload because of format conversion.\n");
          else if (dst_texture->resource.format->conv_byte_count)
              TRACE("Not doing upload because the destination format needs conversion.\n");
          else
          {
              wined3d_texture_upload_from_texture(dst_texture, dst_sub_resource_idx, dst_box->left,
                      dst_box->top, dst_box->front, src_texture, src_sub_resource_idx, src_box);
              if (!wined3d_resource_is_offscreen(&dst_texture->resource))
              {
                  context = context_acquire(device, dst_texture, dst_sub_resource_idx);
                  wined3d_texture_load_location(dst_texture, dst_sub_resource_idx,
                          context, dst_texture->resource.draw_binding);
                  context_release(context);
              }
              return WINED3D_OK;
          }
      }
      else if (!(src_sub_resource->locations & surface_simple_locations)
              && (dst_sub_resource->locations & dst_texture->resource.map_binding)
              && !(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          /* Download */
          if (scale)
              TRACE("Not doing download because of scaling.\n");
          else if (convert)
              TRACE("Not doing download because of format conversion.\n");
          else if (src_texture->resource.format->conv_byte_count)
              TRACE("Not doing download because the source format needs conversion.\n");
          else if (!(src_texture->flags & WINED3D_TEXTURE_DOWNLOADABLE))
              TRACE("Not doing download because texture is not downloadable.\n");
          else if (!texture2d_is_full_rect(src_texture, src_sub_resource_idx % src_texture->level_count, &src_rect))
              TRACE("Not doing download because of partial download (src).\n");
          else if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, &dst_rect))
              TRACE("Not doing download because of partial download (dst).\n");
          else
          {
              wined3d_texture_download_from_texture(dst_texture, dst_sub_resource_idx, src_texture,
                      src_sub_resource_idx);
              return WINED3D_OK;
          }
      }
      else if (dst_swapchain && dst_swapchain->back_buffers
              && dst_texture == dst_swapchain->front_buffer
              && src_texture == dst_swapchain->back_buffers[0])
      {
          /* Use present for back -> front blits. The idea behind this is that
           * present is potentially faster than a blit, in particular when FBO
           * blits aren't available. Some ddraw applications like Half-Life and
           * Prince of Persia 3D use Blt() from the backbuffer to the
           * frontbuffer instead of doing a Flip(). D3d8 and d3d9 applications
           * can't blit directly to the frontbuffer. */
          enum wined3d_swap_effect swap_effect = dst_swapchain->state.desc.swap_effect;
  
          TRACE("Using present for backbuffer -> frontbuffer blit.\n");
  
          /* Set the swap effect to COPY, we don't want the backbuffer to become
           * undefined. */
          dst_swapchain->state.desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
          wined3d_swapchain_present(dst_swapchain, NULL, NULL,
                  dst_swapchain->win_handle, dst_swapchain->swap_interval, 0);
          dst_swapchain->state.desc.swap_effect = swap_effect;
  
          return WINED3D_OK;
      }
  
      if ((flags & WINED3D_BLT_RAW) || (blit_op == WINED3D_BLIT_OP_COLOR_BLIT && !scale && !convert && !resolve))
          blit_op = WINED3D_BLIT_OP_RAW_BLIT;
  
      context = context_acquire(device, dst_texture, dst_sub_resource_idx);
  
      if (src_texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE
              && ((scale && !context->d3d_info->scaled_resolve)
              || convert || blit_op != WINED3D_BLIT_OP_COLOR_BLIT))
          src_location = WINED3D_LOCATION_RB_RESOLVED;
      else
          src_location = src_texture->resource.draw_binding;
  
      if (!(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
          dst_location = dst_texture->resource.map_binding;
      else if (dst_texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE
              && (scale || convert || blit_op != WINED3D_BLIT_OP_COLOR_BLIT))
          dst_location = WINED3D_LOCATION_RB_RESOLVED;
      else
          dst_location = dst_texture->resource.draw_binding;
  
      valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
              src_texture, src_sub_resource_idx, src_location, &src_rect,
              dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, colour_key, filter);
  
      context_release(context);
  
      wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations);
      wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~valid_locations);
  
      return WINED3D_OK;
  
  cpu:
      return surface_cpu_blt(dst_texture, dst_sub_resource_idx, dst_box,
              src_texture, src_sub_resource_idx, src_box, flags, fx, filter);
  }
  