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;
  
  void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
          unsigned int *width, unsigned int *height)
  {
      if (surface->container->swapchain)
      {
          /* The drawable size of an onscreen drawable is the surface size.
           * (Actually: The window size, but the surface is created in window
           * size.) */
          *width = context->current_rt.texture->resource.width;
          *height = context->current_rt.texture->resource.height;
      }
      else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
      {
          const struct wined3d_swapchain *swapchain = context->swapchain;
  
          /* The drawable size of a backbuffer / aux buffer offscreen target is
           * the size of the current context's drawable, which is the size of
           * the back buffer of the swapchain the active context belongs to. */
          *width = swapchain->desc.backbuffer_width;
          *height = swapchain->desc.backbuffer_height;
      }
      else
      {
          struct wined3d_surface *rt;
  
          /* The drawable size of an FBO target is the OpenGL texture size,
           * which is the power of two size. */
          rt = context->current_rt.texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
          *width = wined3d_texture_get_level_pow2_width(rt->container, rt->texture_level);
          *height = wined3d_texture_get_level_pow2_height(rt->container, rt->texture_level);
      }
  }
  
  struct blt_info
  {
      GLenum binding;
      GLenum bind_target;
      enum wined3d_gl_resource_type tex_type;
      GLfloat coords[4][3];
  };
  
  struct float_rect
  {
      float l;
      float t;
      float r;
      float b;
  };
  
  static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
  {
      f->l = ((r->left * 2.0f) / w) - 1.0f;
      f->t = ((r->top * 2.0f) / h) - 1.0f;
      f->r = ((r->right * 2.0f) / w) - 1.0f;
      f->b = ((r->bottom * 2.0f) / h) - 1.0f;
  }
  
  static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
  {
      GLfloat (*coords)[3] = info->coords;
      struct float_rect f;
  
      switch (target)
      {
          default:
              FIXME("Unsupported texture target %#x\n", target);
              /* Fall back to GL_TEXTURE_2D */
          case GL_TEXTURE_2D:
              info->binding = GL_TEXTURE_BINDING_2D;
              info->bind_target = GL_TEXTURE_2D;
              info->tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
              coords[0][0] = (float)rect->left / w;
              coords[0][1] = (float)rect->top / h;
              coords[0][2] = 0.0f;
  
              coords[1][0] = (float)rect->right / w;
              coords[1][1] = (float)rect->top / h;
              coords[1][2] = 0.0f;
  
              coords[2][0] = (float)rect->left / w;
              coords[2][1] = (float)rect->bottom / h;
              coords[2][2] = 0.0f;
  
              coords[3][0] = (float)rect->right / w;
              coords[3][1] = (float)rect->bottom / h;
              coords[3][2] = 0.0f;
              break;
  
          case GL_TEXTURE_RECTANGLE_ARB:
              info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
              info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
              info->tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
              coords[0][0] = rect->left;  coords[0][1] = rect->top;       coords[0][2] = 0.0f;
              coords[1][0] = rect->right; coords[1][1] = rect->top;       coords[1][2] = 0.0f;
              coords[2][0] = rect->left;  coords[2][1] = rect->bottom;    coords[2][2] = 0.0f;
              coords[3][0] = rect->right; coords[3][1] = rect->bottom;    coords[3][2] = 0.0f;
              break;
  
          case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
              info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
              info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
              info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
              cube_coords_float(rect, w, h, &f);
  
              coords[0][0] =  1.0f;   coords[0][1] = -f.t;   coords[0][2] = -f.l;
              coords[1][0] =  1.0f;   coords[1][1] = -f.t;   coords[1][2] = -f.r;
              coords[2][0] =  1.0f;   coords[2][1] = -f.b;   coords[2][2] = -f.l;
              coords[3][0] =  1.0f;   coords[3][1] = -f.b;   coords[3][2] = -f.r;
              break;
  
          case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
              info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
              info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
              info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
              cube_coords_float(rect, w, h, &f);
  
              coords[0][0] = -1.0f;   coords[0][1] = -f.t;   coords[0][2] = f.l;
              coords[1][0] = -1.0f;   coords[1][1] = -f.t;   coords[1][2] = f.r;
              coords[2][0] = -1.0f;   coords[2][1] = -f.b;   coords[2][2] = f.l;
              coords[3][0] = -1.0f;   coords[3][1] = -f.b;   coords[3][2] = f.r;
              break;
  
          case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
              info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
              info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
              info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
              cube_coords_float(rect, w, h, &f);
  
              coords[0][0] = f.l;   coords[0][1] =  1.0f;   coords[0][2] = f.t;
              coords[1][0] = f.r;   coords[1][1] =  1.0f;   coords[1][2] = f.t;
              coords[2][0] = f.l;   coords[2][1] =  1.0f;   coords[2][2] = f.b;
              coords[3][0] = f.r;   coords[3][1] =  1.0f;   coords[3][2] = f.b;
              break;
  
          case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
              info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
              info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
              info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
              cube_coords_float(rect, w, h, &f);
  
              coords[0][0] = f.l;   coords[0][1] = -1.0f;   coords[0][2] = -f.t;
              coords[1][0] = f.r;   coords[1][1] = -1.0f;   coords[1][2] = -f.t;
              coords[2][0] = f.l;   coords[2][1] = -1.0f;   coords[2][2] = -f.b;
              coords[3][0] = f.r;   coords[3][1] = -1.0f;   coords[3][2] = -f.b;
              break;
  
          case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
              info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
              info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
              info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
              cube_coords_float(rect, w, h, &f);
  
              coords[0][0] = f.l;   coords[0][1] = -f.t;   coords[0][2] =  1.0f;
              coords[1][0] = f.r;   coords[1][1] = -f.t;   coords[1][2] =  1.0f;
              coords[2][0] = f.l;   coords[2][1] = -f.b;   coords[2][2] =  1.0f;
              coords[3][0] = f.r;   coords[3][1] = -f.b;   coords[3][2] =  1.0f;
              break;
  
          case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
              info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
              info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
              info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
              cube_coords_float(rect, w, h, &f);
  
              coords[0][0] = -f.l;   coords[0][1] = -f.t;   coords[0][2] = -1.0f;
              coords[1][0] = -f.r;   coords[1][1] = -f.t;   coords[1][2] = -1.0f;
              coords[2][0] = -f.l;   coords[2][1] = -f.b;   coords[2][2] = -1.0f;
              coords[3][0] = -f.r;   coords[3][1] = -f.b;   coords[3][2] = -1.0f;
              break;
      }
  }
  
  static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
  {
      if (rect_in)
          *rect_out = *rect_in;
      else
      {
          const struct wined3d_texture *texture = surface->container;
  
          rect_out->left = 0;
          rect_out->top = 0;
          rect_out->right = wined3d_texture_get_level_width(texture, surface->texture_level);
          rect_out->bottom = wined3d_texture_get_level_height(texture, surface->texture_level);
      }
  }
  
  /* Context activation is done by the caller. */
  void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
          const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_texture *texture = src_surface->container;
      struct blt_info info;
  
      surface_get_blt_info(src_surface->texture_target, src_rect,
              wined3d_texture_get_level_pow2_width(texture, src_surface->texture_level),
              wined3d_texture_get_level_pow2_height(texture, src_surface->texture_level), &info);
  
      gl_info->gl_ops.gl.p_glEnable(info.bind_target);
      checkGLcall("glEnable(bind_target)");
  
      context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
  
      /* Filtering for StretchRect */
      gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
      checkGLcall("glTexParameteri");
      gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
              wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
      checkGLcall("glTexParameteri");
      gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
      gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
      if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
          gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
      gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
      checkGLcall("glTexEnvi");
  
      /* Draw a quad */
      gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
      gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]);
      gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
  
      gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]);
      gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
  
      gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]);
      gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
  
      gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]);
      gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
      gl_info->gl_ops.gl.p_glEnd();
  
      /* Unbind the texture */
      context_bind_texture(context, info.bind_target, 0);
  
      /* We changed the filtering settings on the texture. Inform the
       * container about this to get the filters reset properly next draw. */
      texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
      texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
      texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
      texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
  }
  
  /* 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;
  }
  
  void wined3d_surface_destroy_dc(struct wined3d_surface *surface)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      struct wined3d_texture *texture = surface->container;
      struct wined3d_device *device = texture->resource.device;
      const struct wined3d_gl_info *gl_info = NULL;
      D3DKMT_DESTROYDCFROMMEMORY destroy_desc;
      struct wined3d_context *context = NULL;
      struct wined3d_bo_address data;
      NTSTATUS status;
  
      if (!surface->dc)
      {
          ERR("Surface %p has no DC.\n", surface);
          return;
      }
  
      TRACE("dc %p, bitmap %p.\n", surface->dc, surface->bitmap);
  
      destroy_desc.hDc = surface->dc;
      destroy_desc.hBitmap = surface->bitmap;
      if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc)))
          ERR("Failed to destroy dc, status %#x.\n", status);
      surface->dc = NULL;
      surface->bitmap = NULL;
  
      if (device->d3d_initialized)
      {
          context = context_acquire(device, NULL);
          gl_info = context->gl_info;
      }
  
      wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
      wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER);
  
      if (context)
          context_release(context);
  }
  
  HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      struct wined3d_texture *texture = surface->container;
      const struct wined3d_format *format = texture->resource.format;
      struct wined3d_device *device = texture->resource.device;
      const struct wined3d_gl_info *gl_info = NULL;
      struct wined3d_context *context = NULL;
      unsigned int row_pitch, slice_pitch;
      struct wined3d_bo_address data;
      D3DKMT_CREATEDCFROMMEMORY desc;
      NTSTATUS status;
  
      TRACE("surface %p.\n", surface);
  
      if (!format->ddi_format)
      {
          WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id));
          return WINED3DERR_INVALIDCALL;
      }
  
      wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch);
  
      if (device->d3d_initialized)
      {
          context = context_acquire(device, NULL);
          gl_info = context->gl_info;
      }
  
      wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
      desc.pMemory = wined3d_texture_map_bo_address(&data, texture->sub_resources[sub_resource_idx].size,
              gl_info, GL_PIXEL_UNPACK_BUFFER, 0);
  
      if (context)
          context_release(context);
  
      desc.Format = format->ddi_format;
      desc.Width = wined3d_texture_get_level_width(texture, surface->texture_level);
      desc.Height = wined3d_texture_get_level_height(texture, surface->texture_level);
      desc.Pitch = row_pitch;
      desc.hDeviceDc = CreateCompatibleDC(NULL);
      desc.pColorTable = NULL;
  
      status = D3DKMTCreateDCFromMemory(&desc);
      DeleteDC(desc.hDeviceDc);
      if (status)
      {
          WARN("Failed to create DC, status %#x.\n", status);
          return WINED3DERR_INVALIDCALL;
      }
  
      surface->dc = desc.hDc;
      surface->bitmap = desc.hBitmap;
  
      TRACE("Created DC %p, bitmap %p for surface %p.\n", surface->dc, surface->bitmap, surface);
  
      return WINED3D_OK;
  }
  
  static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
  {
      unsigned int t;
  
      t = wined3d_texture_get_level_width(surface->container, surface->texture_level);
      if ((r->left && r->right) || abs(r->right - r->left) != t)
          return FALSE;
      t = wined3d_texture_get_level_height(surface->container, surface->texture_level);
      if ((r->top && r->bottom) || abs(r->bottom - r->top) != t)
          return FALSE;
      return TRUE;
  }
  
  static void surface_depth_blt_fbo(const struct wined3d_device *device,
          struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
          struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect)
  {
      unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
      struct wined3d_texture *dst_texture = dst_surface->container;
      struct wined3d_texture *src_texture = src_surface->container;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context *context;
      DWORD src_mask, dst_mask;
      GLbitfield gl_mask;
  
      TRACE("device %p\n", device);
      TRACE("src_surface %p, src_location %s, src_rect %s,\n",
              src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect));
      TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
              dst_surface, 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;
  
      context = context_acquire(device, NULL);
      if (!context->valid)
      {
          context_release(context);
          WARN("Invalid context, skipping blit.\n");
          return;
      }
  
      /* Make sure the locations are up-to-date. Loading the destination
       * surface isn't required if the entire surface is overwritten. */
      surface_load_location(src_surface, context, src_location);
      if (!surface_is_full_rect(dst_surface, dst_rect))
          surface_load_location(dst_surface, context, dst_location);
      else
          wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
  
      gl_info = context->gl_info;
  
      context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location);
      context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
  
      context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location);
      context_set_draw_buffer(context, GL_NONE);
      context_check_fbo_status(context, 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 (context->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_RENDER(WINED3D_RS_SCISSORTESTENABLE));
  
      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()");
  
      if (wined3d_settings.strict_draw_ordering)
          gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
  
      context_release(context);
  }
  
  /* Blit between surface locations. Onscreen on different swapchains is not supported.
   * Depth / stencil is not supported. Context activation is done by the caller. */
  static void surface_blt_fbo(const struct wined3d_device *device,
          struct wined3d_context *old_ctx, enum wined3d_texture_filter_type filter,
          struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
          struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
  {
      unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
      struct wined3d_texture *dst_texture = dst_surface->container;
      struct wined3d_texture *src_texture = src_surface->container;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context *context = old_ctx;
      struct wined3d_surface *required_rt, *restore_rt = NULL;
      RECT src_rect, dst_rect;
      GLenum gl_filter;
      GLenum buffer;
  
      TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
      TRACE("src_surface %p, src_location %s, src_rect %s,\n",
              src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect_in));
      TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
              dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect_in));
  
      src_rect = *src_rect_in;
      dst_rect = *dst_rect_in;
  
      switch (filter)
      {
          case WINED3D_TEXF_LINEAR:
              gl_filter = GL_LINEAR;
              break;
  
          default:
              FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
          case WINED3D_TEXF_NONE:
          case WINED3D_TEXF_POINT:
              gl_filter = GL_NEAREST;
              break;
      }
  
      /* Resolve the source surface first if needed. */
      if (src_location == WINED3D_LOCATION_RB_MULTISAMPLE
              && (src_texture->resource.format->id != dst_texture->resource.format->id
                  || 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)))
          src_location = WINED3D_LOCATION_RB_RESOLVED;
  
      /* 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.) */
      surface_load_location(src_surface, old_ctx, src_location);
      if (!surface_is_full_rect(dst_surface, &dst_rect))
          surface_load_location(dst_surface, old_ctx, dst_location);
      else
          wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, old_ctx, dst_location);
  
  
      if (src_location == WINED3D_LOCATION_DRAWABLE) required_rt = src_surface;
      else if (dst_location == WINED3D_LOCATION_DRAWABLE) required_rt = dst_surface;
      else required_rt = NULL;
  
      restore_rt = context_get_rt_surface(old_ctx);
      if (restore_rt != required_rt)
          context = context_acquire(device, required_rt);
      else
          restore_rt = NULL;
  
      if (!context->valid)
      {
          context_release(context);
          WARN("Invalid context, skipping blit.\n");
          return;
      }
  
      gl_info = context->gl_info;
  
      if (src_location == WINED3D_LOCATION_DRAWABLE)
      {
          TRACE("Source surface %p is onscreen.\n", src_surface);
          buffer = wined3d_texture_get_gl_buffer(src_texture);
          surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
      }
      else
      {
          TRACE("Source surface %p is offscreen.\n", src_surface);
          buffer = GL_COLOR_ATTACHMENT0;
      }
  
      context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
      gl_info->gl_ops.gl.p_glReadBuffer(buffer);
      checkGLcall("glReadBuffer()");
      context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
  
      if (dst_location == WINED3D_LOCATION_DRAWABLE)
      {
          TRACE("Destination surface %p is onscreen.\n", dst_surface);
          buffer = wined3d_texture_get_gl_buffer(dst_texture);
          surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
      }
      else
      {
          TRACE("Destination surface %p is offscreen.\n", dst_surface);
          buffer = GL_COLOR_ATTACHMENT0;
      }
  
      context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
      context_set_draw_buffer(context, buffer);
      context_check_fbo_status(context, 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_RENDER(WINED3D_RS_SCISSORTESTENABLE));
  
      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 (wined3d_settings.strict_draw_ordering || (dst_location == WINED3D_LOCATION_DRAWABLE
              && dst_texture->swapchain->front_buffer == dst_texture))
          gl_info->gl_ops.gl.p_glFlush();
  
      if (restore_rt)
          context_restore(context, restore_rt);
  }
  
  static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
          const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
          const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_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_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
          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_usage & WINED3DUSAGE_RENDERTARGET)))
                  return FALSE;
              if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
                      || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
                  return FALSE;
              if (!(src_format->id == dst_format->id
                      || (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;
  }
  
  static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
  {
      const struct wined3d_format *format = surface->container->resource.format;
  
      switch (format->id)
      {
          case WINED3DFMT_S1_UINT_D15_UNORM:
              *float_depth = depth / (float)0x00007fff;
              break;
  
          case WINED3DFMT_D16_UNORM:
              *float_depth = depth / (float)0x0000ffff;
              break;
  
          case WINED3DFMT_D24_UNORM_S8_UINT:
          case WINED3DFMT_X8D24_UNORM:
              *float_depth = depth / (float)0x00ffffff;
              break;
  
          case WINED3DFMT_D32_UNORM:
              *float_depth = depth / (float)0xffffffff;
              break;
  
          default:
              ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
              return FALSE;
      }
  
      return TRUE;
  }
  
  static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
  {
      struct wined3d_resource *resource = &surface->container->resource;
      struct wined3d_device *device = resource->device;
      struct wined3d_rendertarget_view_desc view_desc;
      struct wined3d_rendertarget_view *view;
      const struct blit_shader *blitter;
      HRESULT hr;
  
      if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info,
              WINED3D_BLIT_OP_DEPTH_FILL, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format)))
      {
          FIXME("No blitter is capable of performing the requested depth fill operation.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      view_desc.format_id = resource->format->id;
      view_desc.u.texture.level_idx = surface->texture_level;
      view_desc.u.texture.layer_idx = surface->texture_layer;
      view_desc.u.texture.layer_count = 1;
      if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc,
              resource, NULL, &wined3d_null_parent_ops, &view)))
      {
          ERR("Failed to create rendertarget view, hr %#x.\n", hr);
          return hr;
      }
  
      hr = blitter->depth_fill(device, view, rect, WINED3DCLEAR_ZBUFFER, depth, 0);
      wined3d_rendertarget_view_decref(view);
  
      return hr;
  }
  
  static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
          struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect)
  {
      struct wined3d_texture *src_texture = src_surface->container;
      struct wined3d_texture *dst_texture = dst_surface->container;
      struct wined3d_device *device = src_texture->resource.device;
  
      if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
              src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
              dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format))
          return WINED3DERR_INVALIDCALL;
  
      surface_depth_blt_fbo(device, src_surface, src_location, src_rect, dst_surface, dst_location, dst_rect);
  
      surface_modify_ds_location(dst_surface, dst_location,
              dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
  
      return WINED3D_OK;
  }
  
  /* This call just downloads data, the caller is responsible for binding the
   * correct texture. */
  /* Context activation is done by the caller. */
  static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
          DWORD dst_location)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      struct wined3d_texture *texture = surface->container;
      const struct wined3d_format *format = texture->resource.format;
      struct wined3d_texture_sub_resource *sub_resource;
      unsigned int dst_row_pitch, dst_slice_pitch;
      unsigned int src_row_pitch, src_slice_pitch;
      struct wined3d_bo_address data;
      BYTE *temporary_mem = NULL;
      void *mem;
  
      /* Only support read back of converted P8 surfaces. */
      if (texture->flags & WINED3D_TEXTURE_CONVERTED && format->id != WINED3DFMT_P8_UINT)
      {
          ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
          return;
      }
  
      sub_resource = &texture->sub_resources[sub_resource_idx];
  
      if (surface->texture_target == GL_TEXTURE_2D_ARRAY)
      {
          /* NP2 emulation is not allowed on array textures. */
          if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
              ERR("Array texture %p uses NP2 emulation.\n", texture);
  
          WARN_(d3d_perf)("Downloading all miplevel layers to get the surface data for a single sub-resource.\n");
  
          if (!(temporary_mem = wined3d_calloc(texture->layer_count, sub_resource->size)))
          {
              ERR("Out of memory.\n");
              return;
          }
      }
  
      wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
  
      if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
      {
          wined3d_texture_get_pitch(texture, surface->texture_level, &dst_row_pitch, &dst_slice_pitch);
          wined3d_format_calculate_pitch(format, texture->resource.device->surface_alignment,
                  wined3d_texture_get_level_pow2_width(texture, surface->texture_level),
                  wined3d_texture_get_level_pow2_height(texture, surface->texture_level),
                  &src_row_pitch, &src_slice_pitch);
          if (!(temporary_mem = HeapAlloc(GetProcessHeap(), 0, src_slice_pitch)))
          {
              ERR("Out of memory.\n");
              return;
          }
  
          if (data.buffer_object)
              ERR("NP2 emulated texture uses PBO unexpectedly.\n");
          if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
              ERR("Unexpected compressed format for NP2 emulated texture.\n");
      }
  
      if (temporary_mem)
      {
          mem = temporary_mem;
      }
      else if (data.buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
          checkGLcall("glBindBuffer");
          mem = data.addr;
      }
      else
      {
          mem = data.addr;
      }
  
      if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
      {
          TRACE("Downloading compressed surface %p, level %u, format %#x, type %#x, data %p.\n",
                  surface, surface->texture_level, format->glFormat, format->glType, mem);
  
          GL_EXTCALL(glGetCompressedTexImage(surface->texture_target, surface->texture_level, mem));
          checkGLcall("glGetCompressedTexImage");
      }
      else
      {
          TRACE("Downloading surface %p, level %u, format %#x, type %#x, data %p.\n",
                  surface, surface->texture_level, format->glFormat, format->glType, mem);
  
          gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level,
                  format->glFormat, format->glType, mem);
          checkGLcall("glGetTexImage");
      }
  
      if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
      {
          const BYTE *src_data;
          unsigned int h, y;
          BYTE *dst_data;
          /*
           * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
           * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
           * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
           *
           * We're doing this...
           *
           * instead of boxing the texture :
           * |<-texture width ->|  -->pow2width|   /\
           * |111111111111111111|              |   |
           * |222 Texture 222222| boxed empty  | texture height
           * |3333 Data 33333333|              |   |
           * |444444444444444444|              |   \/
           * -----------------------------------   |
           * |     boxed  empty | boxed empty  | pow2height
           * |                  |              |   \/
           * -----------------------------------
           *
           *
           * we're repacking the data to the expected texture width
           *
           * |<-texture width ->|  -->pow2width|   /\
           * |111111111111111111222222222222222|   |
           * |222333333333333333333444444444444| texture height
           * |444444                           |   |
           * |                                 |   \/
           * |                                 |   |
           * |            empty                | pow2height
           * |                                 |   \/
           * -----------------------------------
           *
           * == is the same as
           *
           * |<-texture width ->|    /\
           * |111111111111111111|
           * |222222222222222222|texture height
           * |333333333333333333|
           * |444444444444444444|    \/
           * --------------------
           *
           * This also means that any references to surface memory should work with the data as if it were a
           * standard texture with a non-power2 width instead of a texture boxed up to be a power2 texture.
           *
           * internally the texture is still stored in a boxed format so any references to textureName will
           * get a boxed texture with width pow2width and not a texture of width resource.width. */
          src_data = mem;
          dst_data = data.addr;
          TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
          h = wined3d_texture_get_level_height(texture, surface->texture_level);
          for (y = 0; y < h; ++y)
          {
              memcpy(dst_data, src_data, dst_row_pitch);
              src_data += src_row_pitch;
              dst_data += dst_row_pitch;
          }
      }
      else if (temporary_mem)
      {
          void *src_data = temporary_mem + surface->texture_layer * sub_resource->size;
          if (data.buffer_object)
          {
              GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
              checkGLcall("glBindBuffer");
              GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data));
              checkGLcall("glBufferSubData");
          }
          else
          {
              memcpy(data.addr, src_data, sub_resource->size);
          }
      }
  
      if (data.buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
          checkGLcall("glBindBuffer");
      }
  
      HeapFree(GetProcessHeap(), 0, temporary_mem);
  }
  
  /* This call just uploads data, the caller is responsible for binding the
   * correct texture. */
  /* Context activation is done by the caller. */
  void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
          const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
          BOOL srgb, const struct wined3d_const_bo_address *data)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      struct wined3d_texture *texture = surface->container;
      UINT update_w = src_rect->right - src_rect->left;
      UINT update_h = src_rect->bottom - src_rect->top;
  
      TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n",
              surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch,
              wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
  
      if (texture->sub_resources[sub_resource_idx].map_count)
      {
          WARN("Uploading a surface that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
          texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
      }
  
      if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
      {
          update_h *= format->height_scale.numerator;
          update_h /= format->height_scale.denominator;
      }
  
      if (data->buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
          checkGLcall("glBindBuffer");
      }
  
      if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
      {
          UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1, 1);
          UINT row_count = (update_h + format->block_height - 1) / format->block_height;
          const BYTE *addr = data->addr;
          GLenum internal;
  
          addr += (src_rect->top / format->block_height) * src_pitch;
          addr += (src_rect->left / format->block_width) * format->block_byte_count;
  
          if (srgb)
              internal = format->glGammaInternal;
          else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET
                  && wined3d_resource_is_offscreen(&texture->resource))
              internal = format->rtInternal;
          else
              internal = format->glInternal;
  
          TRACE("Uploading compressed data, target %#x, level %u, layer %u, x %d, y %d, w %u, h %u, "
                  "format %#x, image_size %#x, addr %p.\n",
                  surface->texture_target, surface->texture_level, surface->texture_layer,
                  dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
  
          if (row_length == src_pitch)
          {
              if (surface->texture_target == GL_TEXTURE_2D_ARRAY)
              {
                  GL_EXTCALL(glCompressedTexSubImage3D(surface->texture_target, surface->texture_level,
                              dst_point->x, dst_point->y, surface->texture_layer, update_w, update_h, 1,
                              internal, row_count * row_length, addr));
              }
              else
              {
                  GL_EXTCALL(glCompressedTexSubImage2D(surface->texture_target, surface->texture_level,
                              dst_point->x, dst_point->y, update_w, update_h,
                              internal, row_count * row_length, addr));
              }
          }
          else
          {
              UINT row, y;
  
              /* glCompressedTexSubImage2D() ignores pixel store state, so we
               * can't use the unpack row length like for glTexSubImage2D. */
              for (row = 0, y = dst_point->y; row < row_count; ++row)
              {
                  if (surface->texture_target == GL_TEXTURE_2D_ARRAY)
                  {
                      GL_EXTCALL(glCompressedTexSubImage3D(surface->texture_target, surface->texture_level,
                              dst_point->x, y, surface->texture_layer, update_w, format->block_height, 1,
                              internal, row_length, addr));
                  }
                  else
                  {
                      GL_EXTCALL(glCompressedTexSubImage2D(surface->texture_target, surface->texture_level,
                              dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
                  }
  
                  y += format->block_height;
                  addr += src_pitch;
              }
          }
          checkGLcall("Upload compressed surface data");
      }
      else
      {
          const BYTE *addr = data->addr;
  
          addr += src_rect->top * src_pitch;
          addr += src_rect->left * format->byte_count;
  
          TRACE("Uploading data, target %#x, level %u, layer %u, x %d, y %d, w %u, h %u, "
                  "format %#x, type %#x, addr %p.\n",
                  surface->texture_target, surface->texture_level, surface->texture_layer,
                  dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr);
  
          gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count);
          if (surface->texture_target == GL_TEXTURE_2D_ARRAY)
          {
              GL_EXTCALL(glTexSubImage3D(surface->texture_target, surface->texture_level,
                      dst_point->x, dst_point->y, surface->texture_layer, update_w, update_h, 1,
                      format->glFormat, format->glType, addr));
          }
          else
          {
              gl_info->gl_ops.gl.p_glTexSubImage2D(surface->texture_target, surface->texture_level,
                      dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr);
          }
          gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
          checkGLcall("Upload surface data");
      }
  
      if (data->buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
          checkGLcall("glBindBuffer");
      }
  
      if (wined3d_settings.strict_draw_ordering)
          gl_info->gl_ops.gl.p_glFlush();
  
      if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
      {
          struct wined3d_device *device = texture->resource.device;
          unsigned int i;
  
          for (i = 0; i < device->context_count; ++i)
          {
              context_surface_update(device->contexts[i], surface);
          }
      }
  }
  
  static BOOL surface_check_block_align_rect(struct wined3d_surface *surface, const RECT *rect)
  {
      struct wined3d_box box = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
  
      return wined3d_texture_check_block_align(surface->container, surface->texture_level, &box);
  }
  
  HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
          struct wined3d_surface *src_surface, const RECT *src_rect)
  {
      unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
      unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
      struct wined3d_texture *src_texture = src_surface->container;
      struct wined3d_texture *dst_texture = dst_surface->container;
      unsigned int src_row_pitch, src_slice_pitch;
      const struct wined3d_format *src_format;
      const struct wined3d_format *dst_format;
      unsigned int src_fmt_flags, dst_fmt_flags;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context *context;
      struct wined3d_bo_address data;
      UINT update_w, update_h;
      UINT dst_w, dst_h;
      RECT r, dst_rect;
      POINT p;
  
      TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n",
              dst_surface, wine_dbgstr_point(dst_point),
              src_surface, wine_dbgstr_rect(src_rect));
  
      src_format = src_texture->resource.format;
      dst_format = dst_texture->resource.format;
      src_fmt_flags = src_texture->resource.format_flags;
      dst_fmt_flags = dst_texture->resource.format_flags;
  
      if (src_format->id != dst_format->id)
      {
          WARN("Source and destination surfaces should have the same format.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (!dst_point)
      {
          p.x = 0;
          p.y = 0;
          dst_point = &p;
      }
      else if (dst_point->x < 0 || dst_point->y < 0)
      {
          WARN("Invalid destination point.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (!src_rect)
      {
          SetRect(&r, 0, 0, wined3d_texture_get_level_width(src_texture, src_surface->texture_level),
                  wined3d_texture_get_level_height(src_texture, src_surface->texture_level));
          src_rect = &r;
      }
      else if (src_rect->left < 0 || src_rect->top < 0 || IsRectEmpty(src_rect))
      {
          WARN("Invalid source rectangle.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      dst_w = wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level);
      dst_h = wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level);
  
      update_w = src_rect->right - src_rect->left;
      update_h = src_rect->bottom - src_rect->top;
  
      if (update_w > dst_w || dst_point->x > dst_w - update_w
              || update_h > dst_h || dst_point->y > dst_h - update_h)
      {
          WARN("Destination out of bounds.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if ((src_fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align_rect(src_surface, src_rect))
      {
          WARN("Source rectangle not block-aligned.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      SetRect(&dst_rect, dst_point->x, dst_point->y, dst_point->x + update_w, dst_point->y + update_h);
      if ((dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align_rect(dst_surface, &dst_rect))
      {
          WARN("Destination rectangle not block-aligned.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      /* Use wined3d_surface_blt() instead of uploading directly if we need conversion. */
      if (dst_format->convert || wined3d_format_get_color_key_conversion(dst_texture, FALSE))
          return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, src_rect, 0, NULL, WINED3D_TEXF_POINT);
  
      context = context_acquire(dst_texture->resource.device, NULL);
      gl_info = context->gl_info;
  
      /* Only load the surface for partial updates. For newly allocated texture
       * the texture wouldn't be the current location, and we'd upload zeroes
       * just to overwrite them again. */
      if (update_w == dst_w && update_h == dst_h)
          wined3d_texture_prepare_texture(dst_texture, context, FALSE);
      else
          surface_load_location(dst_surface, context, WINED3D_LOCATION_TEXTURE_RGB);
      wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
  
      wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data,
              src_texture->sub_resources[src_sub_resource_idx].locations);
      wined3d_texture_get_pitch(src_texture, src_surface->texture_level, &src_row_pitch, &src_slice_pitch);
  
      wined3d_surface_upload_data(dst_surface, gl_info, src_format, src_rect,
              src_row_pitch, dst_point, FALSE, wined3d_const_bo_address(&data));
  
      context_release(context);
  
      wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
      wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
  
      return WINED3D_OK;
  }
  
  /* In D3D the depth stencil dimensions have to be greater than or equal to the
   * render target dimensions. With FBOs, the dimensions have to be an exact match. */
  /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
  /* Context activation is done by the caller. */
  void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt)
  {
      const struct wined3d_gl_info *gl_info = &surface->container->resource.device->adapter->gl_info;
      struct wined3d_renderbuffer_entry *entry;
      GLuint renderbuffer = 0;
      unsigned int src_width, src_height;
      unsigned int width, height;
  
      if (rt && rt->container->resource.format->id != WINED3DFMT_NULL)
      {
          width = wined3d_texture_get_level_pow2_width(rt->container, rt->texture_level);
          height = wined3d_texture_get_level_pow2_height(rt->container, rt->texture_level);
      }
      else
      {
          width = wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level);
          height = wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level);
      }
  
      src_width = wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level);
      src_height = wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level);
  
      /* A depth stencil smaller than the render target is not valid */
      if (width > src_width || height > src_height) return;
  
      /* Remove any renderbuffer set if the sizes match */
      if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
              || (width == src_width && height == src_height))
      {
          surface->current_renderbuffer = NULL;
          return;
      }
  
      /* Look if we've already got a renderbuffer of the correct dimensions */
      LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
      {
          if (entry->width == width && entry->height == height)
          {
              renderbuffer = entry->id;
              surface->current_renderbuffer = entry;
              break;
          }
      }
  
      if (!renderbuffer)
      {
          gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
          gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
          gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
                  surface->container->resource.format->glInternal, width, height);
  
          entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
          entry->width = width;
          entry->height = height;
          entry->id = renderbuffer;
          list_add_head(&surface->renderbuffers, &entry->entry);
  
          surface->current_renderbuffer = entry;
      }
  
      checkGLcall("set_compatible_renderbuffer");
  }
  
  /* 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 < (sizeof(converters) / sizeof(*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;
      struct wined3d_texture *dst_texture;
      struct wined3d_resource_desc desc;
      struct wined3d_map_desc src_map;
  
      if (!(conv = find_converter(src_format->id, dst_format->id)) && (!device->d3d_initialized
              || !is_identity_fixup(src_format->color_fixup) || src_format->convert
              || !is_identity_fixup(dst_format->color_fixup) || dst_format->convert))
      {
          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 = 0;
      desc.pool = WINED3D_POOL_SCRATCH;
      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_MAPPABLE | WINED3D_TEXTURE_CREATE_DISCARD,
              NULL, NULL, &wined3d_null_parent_ops, &dst_texture)))
      {
          ERR("Failed to create a destination texture for conversion.\n");
          return NULL;
      }
  
      memset(&src_map, 0, sizeof(src_map));
      if (FAILED(wined3d_resource_map(&src_texture->resource, sub_resource_idx,
              &src_map, NULL, WINED3D_MAP_READONLY)))
      {
          ERR("Failed to map the source texture.\n");
          wined3d_texture_decref(dst_texture);
          return NULL;
      }
      if (conv)
      {
          struct wined3d_map_desc dst_map;
  
          memset(&dst_map, 0, sizeof(dst_map));
          if (FAILED(wined3d_resource_map(&dst_texture->resource, 0, &dst_map, NULL, 0)))
          {
              ERR("Failed to map the destination texture.\n");
              wined3d_resource_unmap(&src_texture->resource, sub_resource_idx);
              wined3d_texture_decref(dst_texture);
              return NULL;
          }
  
          conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch, desc.width, desc.height);
  
          wined3d_resource_unmap(&dst_texture->resource, 0);
      }
      else
      {
          struct wined3d_bo_address data = {0, src_map.data};
          RECT src_rect = {0, 0, desc.width, desc.height};
          const struct wined3d_gl_info *gl_info;
          struct wined3d_context *context;
          POINT dst_point = {0, 0};
  
          TRACE("Using upload conversion.\n");
          context = context_acquire(device, NULL);
          gl_info = context->gl_info;
  
          wined3d_texture_prepare_texture(dst_texture, context, FALSE);
          wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
          wined3d_surface_upload_data(dst_texture->sub_resources[0].u.surface, gl_info, src_format,
                  &src_rect, src_map.row_pitch, &dst_point, FALSE, wined3d_const_bo_address(&data));
  
          context_release(context);
  
          wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB);
          wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB);
      }
      wined3d_resource_unmap(&src_texture->resource, sub_resource_idx);
  
      return dst_texture;
  }
  
  static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
          unsigned int bpp, UINT pitch, DWORD color)
  {
      BYTE *first;
      unsigned int x, y;
  
      /* Do first row */
  
  #define COLORFILL_ROW(type) \
  do { \
      type *d = (type *)buf; \
      for (x = 0; x < width; ++x) \
          d[x] = (type)color; \
  } while(0)
  
      switch (bpp)
      {
          case 1:
              COLORFILL_ROW(BYTE);
              break;
  
          case 2:
              COLORFILL_ROW(WORD);
              break;
  
          case 3:
          {
              BYTE *d = buf;
              for (x = 0; x < width; ++x, d += 3)
              {
                  d[0] = (color      ) & 0xff;
                  d[1] = (color >>  8) & 0xff;
                  d[2] = (color >> 16) & 0xff;
              }
              break;
          }
          case 4:
              COLORFILL_ROW(DWORD);
              break;
  
          default:
              FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
              return WINED3DERR_NOTAVAILABLE;
      }
  
  #undef COLORFILL_ROW
  
      /* Now copy first row. */
      first = buf;
      for (y = 1; y < height; ++y)
      {
          buf += pitch;
          memcpy(buf, first, width * bpp);
      }
  
      return WINED3D_OK;
  }
  
  static void read_from_framebuffer(struct wined3d_surface *surface,
          struct wined3d_context *old_ctx, DWORD dst_location)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      struct wined3d_texture *texture = surface->container;
      struct wined3d_device *device = texture->resource.device;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context *context = old_ctx;
      struct wined3d_surface *restore_rt = NULL;
      unsigned int row_pitch, slice_pitch;
      unsigned int width, height;
      BYTE *mem;
      BYTE *row, *top, *bottom;
      int i;
      BOOL srcIsUpsideDown;
      struct wined3d_bo_address data;
  
      wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
  
      restore_rt = context_get_rt_surface(old_ctx);
      if (restore_rt != surface)
          context = context_acquire(device, surface);
      else
          restore_rt = NULL;
  
      context_apply_blit_state(context, device);
      gl_info = context->gl_info;
  
      /* 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 (wined3d_resource_is_offscreen(&texture->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(context_get_offscreen_gl_buffer(context));
          srcIsUpsideDown = 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);
          checkGLcall("glReadBuffer");
          srcIsUpsideDown = FALSE;
      }
  
      if (data.buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
          checkGLcall("glBindBuffer");
      }
  
      wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch);
  
      /* Setup pixel store pack state -- to glReadPixels into the correct place */
      gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / texture->resource.format->byte_count);
      checkGLcall("glPixelStorei");
  
      width = wined3d_texture_get_level_width(texture, surface->texture_level);
      height = wined3d_texture_get_level_height(texture, surface->texture_level);
      gl_info->gl_ops.gl.p_glReadPixels(0, 0, width, height,
              texture->resource.format->glFormat,
              texture->resource.format->glType, 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 (!srcIsUpsideDown)
      {
          /* glReadPixels returns the image upside down, and there is no way to
           * prevent this. Flip the lines in software. */
  
          if (!(row = HeapAlloc(GetProcessHeap(), 0, 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;
          }
          HeapFree(GetProcessHeap(), 0, 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_rt)
          context_restore(context, restore_rt);
  }
  
  /* 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 surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, struct wined3d_context *old_ctx)
  {
      struct wined3d_texture *texture = surface->container;
      struct wined3d_device *device = texture->resource.device;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context *context = old_ctx;
      struct wined3d_surface *restore_rt = NULL;
  
      restore_rt = context_get_rt_surface(old_ctx);
      if (restore_rt != surface)
          context = context_acquire(device, surface);
      else
          restore_rt = NULL;
  
      gl_info = context->gl_info;
      device_invalidate_state(device, STATE_FRAMEBUFFER);
  
      wined3d_texture_prepare_texture(texture, context, srgb);
      wined3d_texture_bind_and_dirtify(texture, context, srgb);
  
      TRACE("Reading back offscreen render target %p.\n", surface);
  
      if (wined3d_resource_is_offscreen(&texture->resource))
          gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
      else
          gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(texture));
      checkGLcall("glReadBuffer");
  
      gl_info->gl_ops.gl.p_glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
              0, 0, 0, 0, wined3d_texture_get_level_width(texture, surface->texture_level),
              wined3d_texture_get_level_height(texture, surface->texture_level));
      checkGLcall("glCopyTexSubImage2D");
  
      if (restore_rt)
          context_restore(context, restore_rt);
  }
  
  /* Does a direct frame buffer -> texture copy. Stretching is done with single
   * pixel copy calls. */
  static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
          const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
  {
      unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
      struct wined3d_texture *src_texture = src_surface->container;
      struct wined3d_texture *dst_texture = dst_surface->container;
      struct wined3d_device *device = dst_texture->resource.device;
      const struct wined3d_gl_info *gl_info;
      float xrel, yrel;
      struct wined3d_context *context;
      BOOL upsidedown = FALSE;
      RECT dst_rect = *dst_rect_in;
      unsigned int src_height;
  
      /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
       * glCopyTexSubImage is a bit picky about the parameters we pass to it
       */
      if(dst_rect.top > dst_rect.bottom) {
          UINT tmp = dst_rect.bottom;
          dst_rect.bottom = dst_rect.top;
          dst_rect.top = tmp;
          upsidedown = TRUE;
      }
  
      context = context_acquire(device, src_surface);
      gl_info = context->gl_info;
      context_apply_blit_state(context, device);
      wined3d_texture_load(dst_texture, context, FALSE);
  
      /* Bind the target texture */
      context_bind_texture(context, dst_texture->target, dst_texture->texture_rgb.name);
      if (wined3d_resource_is_offscreen(&src_texture->resource))
      {
          TRACE("Reading from an offscreen target\n");
          upsidedown = !upsidedown;
          gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
      }
      else
      {
          gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(src_texture));
      }
      checkGLcall("glReadBuffer");
  
      xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
      yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
  
      if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
      {
          FIXME_(d3d_perf)("Doing a pixel by pixel copy from the framebuffer to a texture.\n");
  
          if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
              ERR("Texture filtering not supported in direct blit.\n");
      }
      else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
              && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
      {
          ERR("Texture filtering not supported in direct blit\n");
      }
  
      src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
      if (upsidedown
              && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
              && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
      {
          /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */
          gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
                  dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
                  src_rect->left, src_height - src_rect->bottom,
                  dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
      }
      else
      {
          LONG row;
          UINT yoffset = src_height - src_rect->top + dst_rect.top - 1;
          /* I have to process this row by row to swap the image,
           * otherwise it would be upside down, so stretching in y direction
           * doesn't cost extra time
           *
           * However, stretching in x direction can be avoided if not necessary
           */
          for(row = dst_rect.top; row < dst_rect.bottom; row++) {
              if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
              {
                  /* Well, that stuff works, but it's very slow.
                   * find a better way instead
                   */
                  LONG col;
  
                  for (col = dst_rect.left; col < dst_rect.right; ++col)
                  {
                      gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
                              dst_rect.left + col /* x offset */, row /* y offset */,
                              src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
                  }
              }
              else
              {
                  gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
                          dst_rect.left /* x offset */, row /* y offset */,
                          src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
              }
          }
      }
      checkGLcall("glCopyTexSubImage2D");
  
      context_release(context);
  
      /* The texture is now most up to date - If the surface is a render target
       * and has a drawable, this path is never entered. */
      wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
      wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
  }
  
  /* Uses the hardware to stretch and flip the image */
  static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
          const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
  {
      unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
      unsigned int src_width, src_height, src_pow2_width, src_pow2_height;
      struct wined3d_texture *src_texture = src_surface->container;
      struct wined3d_texture *dst_texture = dst_surface->container;
      struct wined3d_device *device = dst_texture->resource.device;
      GLuint src, backup = 0;
      float left, right, top, bottom; /* Texture coordinates */
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context *context;
      GLenum drawBuffer = GL_BACK;
      GLenum offscreen_buffer;
      GLenum texture_target;
      BOOL noBackBufferBackup;
      BOOL src_offscreen;
      BOOL upsidedown = FALSE;
      RECT dst_rect = *dst_rect_in;
  
      TRACE("Using hwstretch blit\n");
      /* Activate the Proper context for reading from the source surface, set it up for blitting */
      context = context_acquire(device, src_surface);
      gl_info = context->gl_info;
      context_apply_blit_state(context, device);
      wined3d_texture_load(dst_texture, context, FALSE);
  
      offscreen_buffer = context_get_offscreen_gl_buffer(context);
      src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level);
      src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
      src_pow2_width = wined3d_texture_get_level_pow2_width(src_texture, src_surface->texture_level);
      src_pow2_height = wined3d_texture_get_level_pow2_height(src_texture, src_surface->texture_level);
  
      src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource);
      noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
      if (!noBackBufferBackup && !src_texture->texture_rgb.name)
      {
          /* Get it a description */
          wined3d_texture_load(src_texture, context, FALSE);
      }
  
      /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
       * This way we don't have to wait for the 2nd readback to finish to leave this function.
       */
      if (context->aux_buffers >= 2)
      {
          /* Got more than one aux buffer? Use the 2nd aux buffer */
          drawBuffer = GL_AUX1;
      }
      else if ((!src_offscreen || offscreen_buffer == GL_BACK) && context->aux_buffers >= 1)
      {
          /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
          drawBuffer = GL_AUX0;
      }
  
      if (noBackBufferBackup)
      {
          gl_info->gl_ops.gl.p_glGenTextures(1, &backup);
          checkGLcall("glGenTextures");
          context_bind_texture(context, GL_TEXTURE_2D, backup);
          texture_target = GL_TEXTURE_2D;
      }
      else
      {
          /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
           * we are reading from the back buffer, the backup can be used as source texture
           */
          texture_target = src_surface->texture_target;
          context_bind_texture(context, texture_target, src_texture->texture_rgb.name);
          gl_info->gl_ops.gl.p_glEnable(texture_target);
          checkGLcall("glEnable(texture_target)");
  
          /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
          surface_get_sub_resource(src_surface)->locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
      }
  
      /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
       * glCopyTexSubImage is a bit picky about the parameters we pass to it
       */
      if(dst_rect.top > dst_rect.bottom) {
          UINT tmp = dst_rect.bottom;
          dst_rect.bottom = dst_rect.top;
          dst_rect.top = tmp;
          upsidedown = TRUE;
      }
  
      if (src_offscreen)
      {
          TRACE("Reading from an offscreen target\n");
          upsidedown = !upsidedown;
          gl_info->gl_ops.gl.p_glReadBuffer(offscreen_buffer);
      }
      else
      {
          gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(src_texture));
      }
  
      /* TODO: Only back up the part that will be overwritten */
      gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, src_width, src_height);
  
      checkGLcall("glCopyTexSubImage2D");
  
      /* No issue with overriding these - the sampler is dirty due to blit usage */
      gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
      checkGLcall("glTexParameteri");
      gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
              wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
      checkGLcall("glTexParameteri");
  
      if (!src_texture->swapchain || src_texture == src_texture->swapchain->back_buffers[0])
      {
          src = backup ? backup : src_texture->texture_rgb.name;
      }
      else
      {
          gl_info->gl_ops.gl.p_glReadBuffer(GL_FRONT);
          checkGLcall("glReadBuffer(GL_FRONT)");
  
          gl_info->gl_ops.gl.p_glGenTextures(1, &src);
          checkGLcall("glGenTextures(1, &src)");
          context_bind_texture(context, GL_TEXTURE_2D, src);
  
          /* TODO: Only copy the part that will be read. Use src_rect->left,
           * src_rect->bottom as origin, but with the width watch out for power
           * of 2 sizes. */
          gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_pow2_width,
                  src_pow2_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
          checkGLcall("glTexImage2D");
          gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height);
  
          gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
          checkGLcall("glTexParameteri");
          gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
          checkGLcall("glTexParameteri");
  
          gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK);
          checkGLcall("glReadBuffer(GL_BACK)");
  
          if (texture_target != GL_TEXTURE_2D)
          {
              gl_info->gl_ops.gl.p_glDisable(texture_target);
              gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
              texture_target = GL_TEXTURE_2D;
          }
      }
      checkGLcall("glEnd and previous");
  
      left = src_rect->left;
      right = src_rect->right;
  
      if (!upsidedown)
      {
          top = src_height - src_rect->top;
          bottom = src_height - src_rect->bottom;
      }
      else
      {
          top = src_height - src_rect->bottom;
          bottom = src_height - src_rect->top;
      }
  
      if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
      {
          left /= src_pow2_width;
          right /= src_pow2_width;
          top /= src_pow2_height;
          bottom /= src_pow2_height;
      }
  
      /* draw the source texture stretched and upside down. The correct surface is bound already */
      gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
      gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  
      context_set_draw_buffer(context, drawBuffer);
      gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer);
  
      gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
          /* bottom left */
          gl_info->gl_ops.gl.p_glTexCoord2f(left, bottom);
          gl_info->gl_ops.gl.p_glVertex2i(0, 0);
  
          /* top left */
          gl_info->gl_ops.gl.p_glTexCoord2f(left, top);
          gl_info->gl_ops.gl.p_glVertex2i(0, dst_rect.bottom - dst_rect.top);
  
          /* top right */
          gl_info->gl_ops.gl.p_glTexCoord2f(right, top);
          gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
  
          /* bottom right */
          gl_info->gl_ops.gl.p_glTexCoord2f(right, bottom);
          gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, 0);
      gl_info->gl_ops.gl.p_glEnd();
      checkGLcall("glEnd and previous");
  
      if (texture_target != dst_surface->texture_target)
      {
          gl_info->gl_ops.gl.p_glDisable(texture_target);
          gl_info->gl_ops.gl.p_glEnable(dst_surface->texture_target);
          texture_target = dst_surface->texture_target;
      }
  
      /* Now read the stretched and upside down image into the destination texture */
      context_bind_texture(context, texture_target, dst_texture->texture_rgb.name);
      gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
                          0,
                          dst_rect.left, dst_rect.top, /* xoffset, yoffset */
                          0, 0, /* We blitted the image to the origin */
                          dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
      checkGLcall("glCopyTexSubImage2D");
  
      if (drawBuffer == GL_BACK)
      {
          /* Write the back buffer backup back. */
          if (backup)
          {
              if (texture_target != GL_TEXTURE_2D)
              {
                  gl_info->gl_ops.gl.p_glDisable(texture_target);
                  gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
                  texture_target = GL_TEXTURE_2D;
              }
              context_bind_texture(context, GL_TEXTURE_2D, backup);
          }
          else
          {
              if (texture_target != src_surface->texture_target)
              {
                  gl_info->gl_ops.gl.p_glDisable(texture_target);
                  gl_info->gl_ops.gl.p_glEnable(src_surface->texture_target);
                  texture_target = src_surface->texture_target;
              }
              context_bind_texture(context, src_surface->texture_target, src_texture->texture_rgb.name);
          }
  
          gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
              /* top left */
              gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
              gl_info->gl_ops.gl.p_glVertex2i(0, src_height);
  
              /* bottom left */
              gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_pow2_height);
              gl_info->gl_ops.gl.p_glVertex2i(0, 0);
  
              /* bottom right */
              gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width,
                      (float)src_height / (float)src_pow2_height);
              gl_info->gl_ops.gl.p_glVertex2i(src_width, 0);
  
              /* top right */
              gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width, 0.0f);
              gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height);
          gl_info->gl_ops.gl.p_glEnd();
      }
      gl_info->gl_ops.gl.p_glDisable(texture_target);
      checkGLcall("glDisable(texture_target)");
  
      /* Cleanup */
      if (src != src_texture->texture_rgb.name && src != backup)
      {
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &src);
          checkGLcall("glDeleteTextures(1, &src)");
      }
      if (backup)
      {
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &backup);
          checkGLcall("glDeleteTextures(1, &backup)");
      }
  
      if (wined3d_settings.strict_draw_ordering)
          gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
  
      context_release(context);
  
      /* The texture is now most up to date - If the surface is a render target
       * and has a drawable, this path is never entered. */
      wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
      wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
  }
  
  /* Front buffer coordinates are always full screen coordinates, but our GL
   * drawable is limited to the window's client area. The sysmem and texture
   * copies do have the full screen size. Note that GL has a bottom-left
   * origin, while D3D has a top-left origin. */
  void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
  {
      struct wined3d_texture *texture = surface->container;
      UINT drawable_height;
  
      if (texture->swapchain && texture == texture->swapchain->front_buffer)
      {
          POINT offset = {0, 0};
          RECT windowsize;
  
          ScreenToClient(window, &offset);
          OffsetRect(rect, offset.x, offset.y);
  
          GetClientRect(window, &windowsize);
          drawable_height = windowsize.bottom - windowsize.top;
      }
      else
      {
          drawable_height = wined3d_texture_get_level_height(texture, surface->texture_level);
      }
  
      rect->top = drawable_height - rect->top;
      rect->bottom = drawable_height - rect->bottom;
  }
  
  /* Context activation is done by the caller. */
  static void surface_blt_to_drawable(const struct wined3d_device *device,
          struct wined3d_context *old_ctx,
          enum wined3d_texture_filter_type filter, BOOL alpha_test,
          struct wined3d_surface *src_surface, const RECT *src_rect_in,
          struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
  {
      struct wined3d_texture *src_texture = src_surface->container;
      struct wined3d_texture *dst_texture = dst_surface->container;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context *context = old_ctx;
      struct wined3d_surface *restore_rt = NULL;
      RECT src_rect, dst_rect;
  
      src_rect = *src_rect_in;
      dst_rect = *dst_rect_in;
  
      restore_rt = context_get_rt_surface(old_ctx);
      if (restore_rt != dst_surface)
          context = context_acquire(device, dst_surface);
      else
          restore_rt = NULL;
  
      gl_info = context->gl_info;
  
      /* 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);
  
      /* Activate the destination context, set it up for blitting */
      context_apply_blit_state(context, device);
  
      if (!wined3d_resource_is_offscreen(&dst_texture->resource))
          surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
  
      device->blitter->set_shader(device->blit_priv, context, src_surface, NULL);
  
      if (alpha_test)
      {
          gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
          checkGLcall("glEnable(GL_ALPHA_TEST)");
  
          /* 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");
      }
      else
      {
          gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
          checkGLcall("glDisable(GL_ALPHA_TEST)");
      }
  
      draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
  
      if (alpha_test)
      {
          gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
          checkGLcall("glDisable(GL_ALPHA_TEST)");
      }
  
      /* Leave the opengl state valid for blitting */
      device->blitter->unset_shader(context->gl_info);
  
      if (wined3d_settings.strict_draw_ordering
              || (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture))
          gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
  
      if (restore_rt)
          context_restore(context, restore_rt);
  }
  
  HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color)
  {
      struct wined3d_resource *resource = &s->container->resource;
      struct wined3d_device *device = resource->device;
      struct wined3d_rendertarget_view_desc view_desc;
      struct wined3d_rendertarget_view *view;
      const struct blit_shader *blitter;
      HRESULT hr;
  
      if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info,
              WINED3D_BLIT_OP_COLOR_FILL, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format)))
      {
          FIXME("No blitter is capable of performing the requested color fill operation.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      view_desc.format_id = resource->format->id;
      view_desc.u.texture.level_idx = s->texture_level;
      view_desc.u.texture.layer_idx = s->texture_layer;
      view_desc.u.texture.layer_count = 1;
      if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc,
              resource, NULL, &wined3d_null_parent_ops, &view)))
      {
          ERR("Failed to create rendertarget view, hr %#x.\n", hr);
          return hr;
      }
  
      hr = blitter->color_fill(device, view, rect, color);
      wined3d_rendertarget_view_decref(view);
  
      return hr;
  }
  
  static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RECT *dst_rect,
          struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
          const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_texture *dst_texture = dst_surface->container;
      struct wined3d_device *device = dst_texture->resource.device;
      const struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(device->fb.render_targets[0]);
      struct wined3d_swapchain *src_swapchain, *dst_swapchain;
      struct wined3d_texture *src_texture;
  
      TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
              dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
              flags, fx, debug_d3dtexturefiltertype(filter));
  
      /* Get the swapchain. One of the surfaces has to be a primary surface */
      if (dst_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM)
      {
          WARN("Destination is in sysmem, rejecting gl blt\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      dst_swapchain = dst_texture->swapchain;
  
      if (src_surface)
      {
          src_texture = src_surface->container;
          if (src_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM)
          {
              WARN("Src is in sysmem, rejecting gl blt\n");
              return WINED3DERR_INVALIDCALL;
          }
  
          src_swapchain = src_texture->swapchain;
      }
      else
      {
          src_texture = NULL;
          src_swapchain = NULL;
      }
  
      /* Early sort out of cases where no render target is used */
      if (!dst_swapchain && !src_swapchain && src_surface != rt && dst_surface != rt)
      {
          TRACE("No surface is render target, not using hardware blit.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      /* No destination color keying supported */
      if (flags & (WINED3D_BLT_DST_CKEY | WINED3D_BLT_DST_CKEY_OVERRIDE))
      {
          /* Can we support that with glBlendFunc if blitting to the frame buffer? */
          TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (dst_swapchain && dst_swapchain == src_swapchain)
      {
          FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (dst_swapchain && src_swapchain)
      {
          FIXME("Implement hardware blit between two different swapchains\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (dst_swapchain)
      {
          /* Handled with regular texture -> swapchain blit */
          if (src_surface == rt)
              TRACE("Blit from active render target to a swapchain\n");
      }
      else if (src_swapchain && dst_surface == rt)
      {
          FIXME("Implement blit from a swapchain to the active render target\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if ((src_swapchain || src_surface == rt) && !dst_swapchain)
      {
          unsigned int src_width, src_height;
          /* Blit from render target to texture */
          BOOL stretchx;
  
          /* P8 read back is not implemented */
          if (src_texture->resource.format->id == WINED3DFMT_P8_UINT
                  || dst_texture->resource.format->id == WINED3DFMT_P8_UINT)
          {
              TRACE("P8 read back not supported by frame buffer to texture blit\n");
              return WINED3DERR_INVALIDCALL;
          }
  
          if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE))
          {
              TRACE("Color keying not supported by frame buffer to texture blit\n");
              return WINED3DERR_INVALIDCALL;
              /* Destination color key is checked above */
          }
  
          if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
              stretchx = TRUE;
          else
              stretchx = FALSE;
  
          /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
           * flip the image nor scale it.
           *
           * -> If the app asks for an unscaled, upside down copy, just perform one glCopyTexSubImage2D call
           * -> If the app wants an image width an unscaled width, copy it line per line
           * -> If the app wants an image that is scaled on the x axis, and the destination rectangle is smaller
           *    than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
           *    back buffer. This is slower than reading line per line, thus not used for flipping
           * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
           *    pixel by pixel. */
          src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level);
          src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
          if (!stretchx || dst_rect->right - dst_rect->left > src_width
                  || dst_rect->bottom - dst_rect->top > src_height)
          {
              TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
              fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter);
          }
          else
          {
              TRACE("Using hardware stretching to flip / stretch the texture.\n");
              fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, filter);
          }
  
          return WINED3D_OK;
      }
  
      /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
      TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
      return WINED3DERR_INVALIDCALL;
  }
  
  /* Context activation is done by the caller. */
  static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context,
          GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
  {
      struct wined3d_device *device = surface->container->resource.device;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      GLint compare_mode = GL_NONE;
      struct blt_info info;
      GLint old_binding = 0;
      RECT rect;
  
      gl_info->gl_ops.gl.p_glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
  
      gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
      gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
      gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
      gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
      gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
      gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
      gl_info->gl_ops.gl.p_glDepthFunc(GL_ALWAYS);
      gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
      gl_info->gl_ops.gl.p_glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
      gl_info->gl_ops.gl.p_glViewport(x, y, w, h);
      gl_info->gl_ops.gl.p_glDepthRange(0.0, 1.0);
  
      SetRect(&rect, 0, h, w, 0);
      surface_get_blt_info(target, &rect,
              wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level),
              wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level), &info);
      context_active_texture(context, context->gl_info, 0);
      gl_info->gl_ops.gl.p_glGetIntegerv(info.binding, &old_binding);
      gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, texture);
      if (gl_info->supported[ARB_SHADOW])
      {
          gl_info->gl_ops.gl.p_glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
          if (compare_mode != GL_NONE)
              gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
      }
  
      device->shader_backend->shader_select_depth_blt(device->shader_priv,
              gl_info, info.tex_type, &surface->ds_current_size);
  
      gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
      gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]);
      gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
      gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]);
      gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
      gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]);
      gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
      gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]);
      gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
      gl_info->gl_ops.gl.p_glEnd();
  
      if (compare_mode != GL_NONE)
          gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
      gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, old_binding);
  
      gl_info->gl_ops.gl.p_glPopAttrib();
  
      device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
  }
  
  void surface_modify_ds_location(struct wined3d_surface *surface,
          DWORD location, UINT w, UINT h)
  {
      struct wined3d_texture *texture = surface->container;
      unsigned int sub_resource_idx;
  
      TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
  
      sub_resource_idx = surface_get_sub_resource_idx(surface);
      surface->ds_current_size.cx = w;
      surface->ds_current_size.cy = h;
      wined3d_texture_validate_location(texture, sub_resource_idx, location);
      wined3d_texture_invalidate_location(texture, sub_resource_idx, ~location);
  }
  
  /* Context activation is done by the caller. */
  static void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      struct wined3d_texture *texture = surface->container;
      struct wined3d_device *device = texture->resource.device;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      GLsizei w, h;
  
      TRACE("surface %p, context %p, new location %#x.\n", surface, context, location);
  
      /* TODO: Make this work for modes other than FBO */
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
  
      if (!(texture->sub_resources[sub_resource_idx].locations & location))
      {
          w = surface->ds_current_size.cx;
          h = surface->ds_current_size.cy;
          surface->ds_current_size.cx = 0;
          surface->ds_current_size.cy = 0;
      }
      else
      {
          w = wined3d_texture_get_level_width(texture, surface->texture_level);
          h = wined3d_texture_get_level_height(texture, surface->texture_level);
      }
  
      if (surface->current_renderbuffer)
      {
          FIXME("Not supported with fixed up depth stencil.\n");
          return;
      }
  
      wined3d_texture_prepare_location(texture, sub_resource_idx, context, location);
  
      if (location == WINED3D_LOCATION_TEXTURE_RGB)
      {
          GLint old_binding = 0;
          GLenum bind_target;
  
          /* The render target is allowed to be smaller than the depth/stencil
           * buffer, so the onscreen depth/stencil buffer is potentially smaller
           * than the offscreen surface. Don't overwrite the offscreen surface
           * with undefined data. */
          w = min(w, context->swapchain->desc.backbuffer_width);
          h = min(h, context->swapchain->desc.backbuffer_height);
  
          TRACE("Copying onscreen depth buffer to depth texture.\n");
  
          if (!device->depth_blt_texture)
              gl_info->gl_ops.gl.p_glGenTextures(1, &device->depth_blt_texture);
  
          /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
           * directly on the FBO texture. That's because we need to flip. */
          context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
                  context->swapchain->front_buffer->sub_resources[0].u.surface,
                  NULL, WINED3D_LOCATION_DRAWABLE);
          if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
          {
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
              bind_target = GL_TEXTURE_RECTANGLE_ARB;
          }
          else
          {
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
              bind_target = GL_TEXTURE_2D;
          }
          gl_info->gl_ops.gl.p_glBindTexture(bind_target, device->depth_blt_texture);
          /* We use GL_DEPTH_COMPONENT instead of the surface's specific
           * internal format, because the internal format might include stencil
           * data. In principle we should copy stencil data as well, but unless
           * the driver supports stencil export it's hard to do, and doesn't
           * seem to be needed in practice. If the hardware doesn't support
           * writing stencil data, the glCopyTexImage2D() call might trigger
           * software fallbacks. */
          gl_info->gl_ops.gl.p_glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
          gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
          gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
          gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
          gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
          gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
          gl_info->gl_ops.gl.p_glBindTexture(bind_target, old_binding);
  
          context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
                  NULL, surface, WINED3D_LOCATION_TEXTURE_RGB);
          context_set_draw_buffer(context, GL_NONE);
  
          /* Do the actual blit */
          surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
          checkGLcall("depth_blt");
  
          context_invalidate_state(context, STATE_FRAMEBUFFER);
  
          if (wined3d_settings.strict_draw_ordering)
              gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
      }
      else if (location == WINED3D_LOCATION_DRAWABLE)
      {
          TRACE("Copying depth texture to onscreen depth buffer.\n");
  
          context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
                  context->swapchain->front_buffer->sub_resources[0].u.surface,
                  NULL, WINED3D_LOCATION_DRAWABLE);
          surface_depth_blt(surface, context, texture->texture_rgb.name, 0,
                  wined3d_texture_get_level_pow2_height(texture, surface->texture_level) - h,
                  w, h, surface->texture_target);
          checkGLcall("depth_blt");
  
          context_invalidate_state(context, STATE_FRAMEBUFFER);
  
          if (wined3d_settings.strict_draw_ordering)
              gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
      }
      else
      {
          ERR("Invalid location (%#x) specified.\n", location);
      }
  }
  
  static DWORD resource_access_from_location(DWORD location)
  {
      switch (location)
      {
          case WINED3D_LOCATION_SYSMEM:
          case WINED3D_LOCATION_USER_MEMORY:
          case WINED3D_LOCATION_BUFFER:
              return WINED3D_RESOURCE_ACCESS_CPU;
  
          case WINED3D_LOCATION_DRAWABLE:
          case WINED3D_LOCATION_TEXTURE_SRGB:
          case WINED3D_LOCATION_TEXTURE_RGB:
          case WINED3D_LOCATION_RB_MULTISAMPLE:
          case WINED3D_LOCATION_RB_RESOLVED:
              return WINED3D_RESOURCE_ACCESS_GPU;
  
          default:
              FIXME("Unhandled location %#x.\n", location);
              return 0;
      }
  }
  
  static void surface_copy_simple_location(struct wined3d_surface *surface, DWORD location)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      struct wined3d_texture *texture = surface->container;
      struct wined3d_device *device = texture->resource.device;
      struct wined3d_texture_sub_resource *sub_resource;
      struct wined3d_context *context;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_bo_address dst, src;
  
      sub_resource = &texture->sub_resources[sub_resource_idx];
      wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
      wined3d_texture_get_memory(texture, sub_resource_idx, &src, sub_resource->locations);
  
      if (dst.buffer_object)
      {
          context = context_acquire(device, NULL);
          gl_info = context->gl_info;
          GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
          GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, sub_resource->size, src.addr));
          GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
          checkGLcall("Upload PBO");
          context_release(context);
          return;
      }
      if (src.buffer_object)
      {
          context = context_acquire(device, NULL);
          gl_info = context->gl_info;
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
          GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, dst.addr));
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
          checkGLcall("Download PBO");
          context_release(context);
          return;
      }
      memcpy(dst.addr, src.addr, sub_resource->size);
  }
  
  /* Context activation is done by the caller. */
  static void surface_load_sysmem(struct wined3d_surface *surface,
          struct wined3d_context *context, DWORD dst_location)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_texture *texture = surface->container;
      struct wined3d_texture_sub_resource *sub_resource;
  
      wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
  
      sub_resource = &texture->sub_resources[sub_resource_idx];
      if (sub_resource->locations & surface_simple_locations)
      {
          surface_copy_simple_location(surface, dst_location);
          return;
      }
  
      if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
          surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB);
  
      /* Download the surface to system memory. */
      if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
      {
          wined3d_texture_bind_and_dirtify(texture, context,
                  !(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
          surface_download_data(surface, gl_info, dst_location);
          ++texture->download_count;
  
          return;
      }
  
      if (sub_resource->locations & WINED3D_LOCATION_DRAWABLE)
      {
          read_from_framebuffer(surface, context, dst_location);
          return;
      }
  
      FIXME("Can't load surface %p with location flags %s into sysmem.\n",
              surface, wined3d_debug_location(sub_resource->locations));
  }
  
  /* Context activation is done by the caller. */
  static HRESULT surface_load_drawable(struct wined3d_surface *surface,
          struct wined3d_context *context)
  {
      struct wined3d_texture *texture = surface->container;
      RECT r;
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
              && wined3d_resource_is_offscreen(&texture->resource))
      {
          ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      surface_get_rect(surface, NULL, &r);
      surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB);
      surface_blt_to_drawable(texture->resource.device, context,
              WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
  
      return WINED3D_OK;
  }
  
  static HRESULT surface_load_texture(struct wined3d_surface *surface,
          struct wined3d_context *context, BOOL srgb)
  {
      unsigned int width, height, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_texture *texture = surface->container;
      struct wined3d_device *device = texture->resource.device;
      const struct wined3d_color_key_conversion *conversion;
      struct wined3d_texture_sub_resource *sub_resource;
      struct wined3d_bo_address data;
      BYTE *src_mem, *dst_mem = NULL;
      struct wined3d_format format;
      POINT dst_point = {0, 0};
      RECT src_rect;
  
      sub_resource = surface_get_sub_resource(surface);
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
              && wined3d_resource_is_offscreen(&texture->resource)
              && (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
      {
          surface_load_fb_texture(surface, srgb, context);
  
          return WINED3D_OK;
      }
  
      width = wined3d_texture_get_level_width(texture, surface->texture_level);
      height = wined3d_texture_get_level_height(texture, surface->texture_level);
      SetRect(&src_rect, 0, 0, width, height);
  
      if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
              && (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
              && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
                  NULL, texture->resource.usage, texture->resource.pool, texture->resource.format,
                  NULL, texture->resource.usage, texture->resource.pool, texture->resource.format))
      {
          if (srgb)
              surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB,
                      &src_rect, surface, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
          else
              surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB,
                      &src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
  
          return WINED3D_OK;
      }
  
      if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
              && (!srgb || (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
              && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
                  NULL, texture->resource.usage, texture->resource.pool, texture->resource.format,
                  NULL, texture->resource.usage, texture->resource.pool, texture->resource.format))
      {
          DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ?
                  WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
          DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
  
          surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, src_location,
                  &src_rect, surface, dst_location, &src_rect);
  
          return WINED3D_OK;
      }
  
      /* Upload from system memory */
  
      if (srgb)
      {
          if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture->resource.map_binding))
                  == WINED3D_LOCATION_TEXTURE_RGB)
          {
              FIXME_(d3d_perf)("Downloading RGB surface %p to reload it as sRGB.\n", surface);
              surface_load_location(surface, context, texture->resource.map_binding);
          }
      }
      else
      {
          if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture->resource.map_binding))
                  == WINED3D_LOCATION_TEXTURE_SRGB)
          {
              FIXME_(d3d_perf)("Downloading sRGB surface %p to reload it as RGB.\n", surface);
              surface_load_location(surface, context, texture->resource.map_binding);
          }
      }
  
      if (!(sub_resource->locations & surface_simple_locations))
      {
          WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
          /* Lets hope we get it from somewhere... */
          surface_load_location(surface, context, WINED3D_LOCATION_SYSMEM);
      }
  
      wined3d_texture_prepare_texture(texture, context, srgb);
      wined3d_texture_bind_and_dirtify(texture, context, srgb);
      wined3d_texture_get_pitch(texture, surface->texture_level, &src_row_pitch, &src_slice_pitch);
  
      format = *texture->resource.format;
      if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
          format = *wined3d_get_format(gl_info, conversion->dst_format);
  
      /* Don't use PBOs for converted surfaces. During PBO conversion we look at
       * WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
       * getting called. */
      if ((format.convert || conversion) && texture->sub_resources[sub_resource_idx].buffer_object)
      {
          TRACE("Removing the pbo attached to surface %p.\n", surface);
  
          surface_load_location(surface, context, WINED3D_LOCATION_SYSMEM);
          wined3d_texture_set_map_binding(texture, WINED3D_LOCATION_SYSMEM);
      }
  
      wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->locations);
      if (format.convert)
      {
          /* This code is entered for texture formats which need a fixup. */
          format.byte_count = format.conv_byte_count;
          wined3d_format_calculate_pitch(&format, 1, width, height, &dst_row_pitch, &dst_slice_pitch);
  
          src_mem = wined3d_texture_map_bo_address(&data, src_slice_pitch,
                  gl_info, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READONLY);
          if (!(dst_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch)))
          {
              ERR("Out of memory (%u).\n", dst_slice_pitch);
              context_release(context);
              return E_OUTOFMEMORY;
          }
          format.convert(src_mem, dst_mem, src_row_pitch, src_slice_pitch,
                  dst_row_pitch, dst_slice_pitch, width, height, 1);
          src_row_pitch = dst_row_pitch;
          wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER);
  
          data.buffer_object = 0;
          data.addr = dst_mem;
      }
      else if (conversion)
      {
          /* This code is only entered for color keying fixups */
          struct wined3d_palette *palette = NULL;
  
          wined3d_format_calculate_pitch(&format, device->surface_alignment,
                  width, height, &dst_row_pitch, &dst_slice_pitch);
  
          src_mem = wined3d_texture_map_bo_address(&data, src_slice_pitch,
                  gl_info, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READONLY);
          if (!(dst_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch)))
          {
              ERR("Out of memory (%u).\n", dst_slice_pitch);
              context_release(context);
              return E_OUTOFMEMORY;
          }
          if (texture->swapchain && texture->swapchain->palette)
              palette = texture->swapchain->palette;
          conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
                  width, height, palette, &texture->async.gl_color_key);
          src_row_pitch = dst_row_pitch;
          wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER);
  
          data.buffer_object = 0;
          data.addr = dst_mem;
      }
  
      wined3d_surface_upload_data(surface, gl_info, &format, &src_rect,
              src_row_pitch, &dst_point, srgb, wined3d_const_bo_address(&data));
  
      HeapFree(GetProcessHeap(), 0, dst_mem);
  
      return WINED3D_OK;
  }
  
  /* Context activation is done by the caller. */
  static void surface_load_renderbuffer(struct wined3d_surface *surface, struct wined3d_context *context,
          DWORD dst_location)
  {
      struct wined3d_texture *texture = surface->container;
      const RECT rect = {0, 0,
              wined3d_texture_get_level_width(texture, surface->texture_level),
              wined3d_texture_get_level_height(texture, surface->texture_level)};
      DWORD locations = surface_get_sub_resource(surface)->locations;
      DWORD src_location;
  
      if (locations & WINED3D_LOCATION_RB_MULTISAMPLE)
          src_location = WINED3D_LOCATION_RB_MULTISAMPLE;
      else if (locations & WINED3D_LOCATION_RB_RESOLVED)
          src_location = WINED3D_LOCATION_RB_RESOLVED;
      else if (locations & WINED3D_LOCATION_TEXTURE_SRGB)
          src_location = WINED3D_LOCATION_TEXTURE_SRGB;
      else /* surface_blt_fbo will load the source location if necessary. */
          src_location = WINED3D_LOCATION_TEXTURE_RGB;
  
      surface_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT,
              surface, src_location, &rect, surface, dst_location, &rect);
  }
  
  /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
  HRESULT surface_load_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
  {
      unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
      struct wined3d_texture *texture = surface->container;
      struct wined3d_texture_sub_resource *sub_resource;
      unsigned int surface_w, surface_h;
      HRESULT hr;
  
      TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
  
      surface_w = wined3d_texture_get_level_width(texture, surface->texture_level);
      surface_h = wined3d_texture_get_level_height(texture, surface->texture_level);
  
      sub_resource = &texture->sub_resources[sub_resource_idx];
      if (sub_resource->locations & location && (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
              || (surface->ds_current_size.cx == surface_w && surface->ds_current_size.cy == surface_h)))
      {
          TRACE("Location (%#x) is already up to date.\n", location);
          return WINED3D_OK;
      }
  
      if (WARN_ON(d3d))
      {
          DWORD required_access = resource_access_from_location(location);
          if ((texture->resource.access_flags & required_access) != required_access)
              WARN("Operation requires %#x access, but surface only has %#x.\n",
                      required_access, texture->resource.access_flags);
      }
  
      if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
      {
          TRACE("Surface previously discarded, nothing to do.\n");
          wined3d_texture_prepare_location(texture, sub_resource_idx, context, location);
          wined3d_texture_validate_location(texture, sub_resource_idx, location);
          wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
          goto done;
      }
  
      if (!sub_resource->locations)
      {
          ERR("Surface %p does not have any up to date location.\n", surface);
          wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
          return surface_load_location(surface, context, location);
      }
  
      if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
      {
          if ((location == WINED3D_LOCATION_TEXTURE_RGB && sub_resource->locations & WINED3D_LOCATION_DRAWABLE)
                  || (location == WINED3D_LOCATION_DRAWABLE && sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB))
          {
              surface_load_ds_location(surface, context, location);
              goto done;
          }
  
          FIXME("Unimplemented copy from %s to %s for depth/stencil buffers.\n",
                  wined3d_debug_location(sub_resource->locations), wined3d_debug_location(location));
          return WINED3DERR_INVALIDCALL;
      }
  
      switch (location)
      {
          case WINED3D_LOCATION_USER_MEMORY:
          case WINED3D_LOCATION_SYSMEM:
          case WINED3D_LOCATION_BUFFER:
              surface_load_sysmem(surface, context, location);
              break;
  
          case WINED3D_LOCATION_DRAWABLE:
              if (FAILED(hr = surface_load_drawable(surface, context)))
                  return hr;
              break;
  
          case WINED3D_LOCATION_RB_RESOLVED:
          case WINED3D_LOCATION_RB_MULTISAMPLE:
              surface_load_renderbuffer(surface, context, location);
              break;
  
          case WINED3D_LOCATION_TEXTURE_RGB:
          case WINED3D_LOCATION_TEXTURE_SRGB:
              if (FAILED(hr = surface_load_texture(surface, context,
                      location == WINED3D_LOCATION_TEXTURE_SRGB)))
                  return hr;
              break;
  
          default:
              ERR("Don't know how to handle location %#x.\n", location);
              break;
      }
  
  done:
      wined3d_texture_validate_location(texture, sub_resource_idx, location);
  
      if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
      {
          surface->ds_current_size.cx = surface_w;
          surface->ds_current_size.cy = surface_h;
      }
  
      return WINED3D_OK;
  }
  
  static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
  /* Context activation is done by the caller. */
  static void ffp_blit_free(struct wined3d_device *device) { }
  
  /* Context activation is done by the caller. */
  static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
          const struct wined3d_color_key *color_key)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      gl_info->gl_ops.gl.p_glEnable(surface->container->target);
      checkGLcall("glEnable(target)");
  
      return WINED3D_OK;
  }
  
  /* Context activation is done by the caller. */
  static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
  {
      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)");
      }
  }
  
  static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info,
          const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
          const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
          const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
  {
      if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
      {
          TRACE("Source or destination is in system memory.\n");
          return FALSE;
      }
  
      switch (blit_op)
      {
          case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
              if (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 (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))
              {
                  TRACE("Fixups are not supported.\n");
                  return FALSE;
              }
  
              if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
              {
                  TRACE("Can only blit to render targets.\n");
                  return FALSE;
              }
              return TRUE;
  
          case WINED3D_BLIT_OP_COLOR_FILL:
              if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
              {
                  if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
                          || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
                      return FALSE;
              }
              else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
              {
                  TRACE("Color fill not supported\n");
                  return FALSE;
              }
  
              /* FIXME: We should reject color fills on formats with fixups,
               * but this would break P8 color fills for example. */
  
              return TRUE;
  
          case WINED3D_BLIT_OP_DEPTH_FILL:
              return TRUE;
  
          default:
              TRACE("Unsupported blit_op=%d\n", blit_op);
              return FALSE;
      }
  }
  
  static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
          const RECT *rect, const struct wined3d_color *color)
  {
      const RECT draw_rect = {0, 0, view->width, view->height};
      struct wined3d_fb_state fb = {&view, NULL};
  
      device_clear_render_targets(device, 1, &fb, 1, rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
  
      return WINED3D_OK;
  }
  
  static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
          struct wined3d_rendertarget_view *view, const RECT *rect, DWORD clear_flags,
          float depth, DWORD stencil)
  {
      const RECT draw_rect = {0, 0, view->width, view->height};
      struct wined3d_fb_state fb = {NULL, view};
  
      device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, clear_flags, NULL, depth, stencil);
  
      return WINED3D_OK;
  }
  
  static void ffp_blit_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
          struct wined3d_surface *src_surface, const RECT *src_rect,
          struct wined3d_surface *dst_surface, const RECT *dst_rect,
          const struct wined3d_color_key *color_key)
  {
      unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
      struct wined3d_texture *dst_texture = dst_surface->container;
      struct wined3d_texture *src_texture = src_surface->container;
      struct wined3d_context *context;
  
      /* Blit from offscreen surface to render target */
      struct wined3d_color_key old_blt_key = src_texture->async.src_blt_color_key;
      DWORD old_color_key_flags = src_texture->async.color_key_flags;
  
      TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
  
      wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, color_key);
  
      context = context_acquire(device, dst_surface);
  
      if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
          glEnable(GL_ALPHA_TEST);
  
      surface_blt_to_drawable(device, context, filter,
              !!color_key, src_surface, src_rect, dst_surface, dst_rect);
  
      if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
          glDisable(GL_ALPHA_TEST);
  
      context_release(context);
  
      /* 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);
  
      wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_texture->resource.draw_binding);
      wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_texture->resource.draw_binding);
  }
  
  const struct blit_shader ffp_blit =  {
      ffp_blit_alloc,
      ffp_blit_free,
      ffp_blit_set,
      ffp_blit_unset,
      ffp_blit_supported,
      ffp_blit_color_fill,
      ffp_blit_depth_fill,
      ffp_blit_blit_surface,
  };
  
  static HRESULT cpu_blit_alloc(struct wined3d_device *device)
  {
      return WINED3D_OK;
  }
  
  /* Context activation is done by the caller. */
  static void cpu_blit_free(struct wined3d_device *device)
  {
  }
  
  /* Context activation is done by the caller. */
  static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
          const struct wined3d_color_key *color_key)
  {
      return WINED3D_OK;
  }
  
  /* Context activation is done by the caller. */
  static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
  {
  }
  
  static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info,
          const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
          const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
          const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
  {
      if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
      {
          return TRUE;
      }
  
      return FALSE;
  }
  
  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;
      const struct wined3d_format *src_format, *dst_format;
      struct wined3d_texture *converted_texture = NULL;
      unsigned int src_fmt_flags, dst_fmt_flags;
      struct wined3d_map_desc dst_map, src_map;
      const BYTE *sbase = NULL;
      HRESULT hr = WINED3D_OK;
      BOOL same_sub_resource;
      const BYTE *sbuf;
      BYTE *dbuf;
      int x, y;
  
      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));
  
      if (src_texture == dst_texture && src_sub_resource_idx == dst_sub_resource_idx)
      {
          same_sub_resource = TRUE;
          wined3d_resource_map(&dst_texture->resource, dst_sub_resource_idx, &dst_map, NULL, 0);
          src_map = dst_map;
          src_format = dst_texture->resource.format;
          dst_format = src_format;
          dst_fmt_flags = dst_texture->resource.format_flags;
          src_fmt_flags = dst_fmt_flags;
      }
      else
      {
          same_sub_resource = FALSE;
          dst_format = dst_texture->resource.format;
          dst_fmt_flags = dst_texture->resource.format_flags;
          if (src_texture)
          {
              if (dst_texture->resource.format->id != src_texture->resource.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_texture->resource.format->id),
                              debug_d3dformat(dst_texture->resource.format->id));
                      return WINED3DERR_NOTAVAILABLE;
                  }
                  src_texture = converted_texture;
                  src_sub_resource_idx = 0;
              }
              wined3d_resource_map(&src_texture->resource, src_sub_resource_idx, &src_map, NULL, WINED3D_MAP_READONLY);
              src_format = src_texture->resource.format;
              src_fmt_flags = src_texture->resource.format_flags;
          }
          else
          {
              src_format = dst_format;
              src_fmt_flags = dst_fmt_flags;
          }
  
          wined3d_resource_map(&dst_texture->resource, dst_sub_resource_idx, &dst_map, dst_box, 0);
      }
  
      bpp = dst_format->byte_count;
      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;
      row_byte_count = dst_width * bpp;
  
      if (src_texture)
          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);
      if (same_sub_resource)
          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);
      else
          dbuf = dst_map.data;
  
      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;
          }
  
          if (src_height != dst_height || src_width != dst_width)
          {
              WARN("Stretching not supported on compressed surfaces.\n");
              hr = WINED3DERR_INVALIDCALL;
              goto release;
          }
  
          if (!wined3d_texture_check_block_align(src_texture,
                  src_sub_resource_idx % src_texture->level_count, src_box))
          {
              WARN("Source rectangle not block-aligned.\n");
              hr = WINED3DERR_INVALIDCALL;
              goto release;
          }
  
          if (!wined3d_texture_check_block_align(dst_texture,
                  dst_sub_resource_idx % dst_texture->level_count, dst_box))
          {
              WARN("Destination rectangle not block-aligned.\n");
              hr = WINED3DERR_INVALIDCALL;
              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;
      }
  
      /* First, all the 'source-less' blits */
      if (flags & WINED3D_BLT_COLOR_FILL)
      {
          hr = _Blt_ColorFill(dbuf, dst_width, dst_height, bpp, dst_map.row_pitch, fx->fill_color);
          flags &= ~WINED3D_BLT_COLOR_FILL;
      }
  
      if (flags & WINED3D_BLT_DEPTH_FILL)
          FIXME("WINED3D_BLT_DEPTH_FILL needs to be implemented!\n");
  
      /* Now the 'with source' blits. */
      if (src_texture)
      {
          int sx, xinc, sy, yinc;
  
          if (!dst_width || !dst_height) /* Hmm... stupid program? */
              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. */
                  int last_sy = -1;
                  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:
      wined3d_resource_unmap(&dst_texture->resource, dst_sub_resource_idx);
      if (src_texture && !same_sub_resource)
          wined3d_resource_unmap(&src_texture->resource, src_sub_resource_idx);
      if (converted_texture)
          wined3d_texture_decref(converted_texture);
  
      return hr;
  }
  
  static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
          const RECT *rect, const struct wined3d_color *color)
  {
      const struct wined3d_box box = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
      static const struct wined3d_box src_box;
      struct wined3d_blt_fx fx;
  
      fx.fill_color = wined3d_format_convert_from_float(view->format, color);
      return surface_cpu_blt(texture_from_resource(view->resource), view->sub_resource_idx,
              &box, NULL, 0, &src_box, WINED3D_BLT_COLOR_FILL, &fx, WINED3D_TEXF_POINT);
  }
  
  static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
          struct wined3d_rendertarget_view *view,  const RECT *rect, DWORD clear_flags,
          float depth, DWORD stencil)
  {
      FIXME("Depth/stencil filling not implemented by cpu_blit.\n");
      return WINED3DERR_INVALIDCALL;
  }
  
  static void cpu_blit_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
          struct wined3d_surface *src_surface, const RECT *src_rect,
          struct wined3d_surface *dst_surface, const RECT *dst_rect,
          const struct wined3d_color_key *color_key)
  {
      /* FIXME: Remove error returns from surface_blt_cpu. */
      ERR("Blit method not implemented by cpu_blit.\n");
  }
  
  const struct blit_shader cpu_blit =  {
      cpu_blit_alloc,
      cpu_blit_free,
      cpu_blit_set,
      cpu_blit_unset,
      cpu_blit_supported,
      cpu_blit_color_fill,
      cpu_blit_depth_fill,
      cpu_blit_blit_surface,
  };
  
  HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
          struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
          const struct wined3d_blt_fx *fx, 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};
      unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
      struct wined3d_texture *dst_texture = dst_surface->container;
      struct wined3d_device *device = dst_texture->resource.device;
      struct wined3d_swapchain *src_swapchain, *dst_swapchain;
      struct wined3d_texture *src_texture = NULL;
      unsigned int dst_w, dst_h, src_w, src_h;
      unsigned int src_sub_resource_idx = 0;
      DWORD src_ds_flags, dst_ds_flags;
      BOOL scale, convert;
  
      static const DWORD simple_blit = WINED3D_BLT_ASYNC
              | WINED3D_BLT_COLOR_FILL
              | WINED3D_BLT_SRC_CKEY
              | WINED3D_BLT_SRC_CKEY_OVERRIDE
              | WINED3D_BLT_WAIT
              | WINED3D_BLT_DEPTH_FILL
              | WINED3D_BLT_DO_NOT_WAIT
              | WINED3D_BLT_ALPHA_TEST;
  
      TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
              dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
              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("fill_color 0x%08x.\n", fx->fill_color);
          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);
      }
  
      if (src_surface)
      {
          src_texture = src_surface->container;
          src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
      }
  
      if (dst_texture->sub_resources[dst_sub_resource_idx].map_count
              || (src_texture && src_texture->sub_resources[src_sub_resource_idx].map_count))
      {
          WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
          return WINEDDERR_SURFACEBUSY;
      }
  
      dst_w = wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level);
      dst_h = wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level);
      if (IsRectEmpty(dst_rect) || dst_rect->left > dst_w || dst_rect->left < 0
              || dst_rect->top > dst_h || dst_rect->top < 0
              || dst_rect->right > dst_w || dst_rect->right < 0
              || dst_rect->bottom > dst_h || dst_rect->bottom < 0)
      {
          WARN("The application gave us a bad destination rectangle.\n");
          return WINEDDERR_INVALIDRECT;
      }
  
      if (src_texture)
      {
          src_w = wined3d_texture_get_level_width(src_texture, src_surface->texture_level);
          src_h = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
          if (IsRectEmpty(src_rect) || src_rect->left > src_w || src_rect->left < 0
                  || src_rect->top > src_h || src_rect->top < 0
                  || src_rect->right > src_w || src_rect->right < 0
                  || src_rect->bottom > src_h || src_rect->bottom < 0)
          {
              WARN("The application gave us a bad source rectangle.\n");
              return WINEDDERR_INVALIDRECT;
          }
      }
  
      if (!fx || !(fx->fx))
          flags &= ~WINED3D_BLT_FX;
  
      if (flags & WINED3D_BLT_WAIT)
          flags &= ~WINED3D_BLT_WAIT;
  
      if (flags & WINED3D_BLT_ASYNC)
      {
          static unsigned int once;
  
          if (!once++)
              FIXME("Can't handle WINED3D_BLT_ASYNC flag.\n");
          flags &= ~WINED3D_BLT_ASYNC;
      }
  
      /* 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_DO_NOT_WAIT;
      }
  
      if (!device->d3d_initialized)
      {
          WARN("D3D not initialized, using fallback.\n");
          goto cpu;
      }
  
      /* We want to avoid invalidating the sysmem location for converted
       * surfaces, since otherwise we'd have to convert the data back when
       * locking them. */
      if (dst_texture->flags & WINED3D_TEXTURE_CONVERTED || dst_texture->resource.format->convert
              || wined3d_format_get_color_key_conversion(dst_texture, TRUE))
      {
          WARN_(d3d_perf)("Converted surface, using CPU blit.\n");
          goto cpu;
      }
  
      if (flags & ~simple_blit)
      {
          WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags);
          goto fallback;
      }
  
      if (src_texture)
          src_swapchain = src_texture->swapchain;
      else
          src_swapchain = NULL;
  
      dst_swapchain = dst_texture->swapchain;
  
      /* This isn't strictly needed. FBO blits for example could deal with
       * cross-swapchain blits by first downloading the source to a texture
       * before switching to the destination context. We just have this here to
       * not have to deal with the issue, since cross-swapchain blits should be
       * rare. */
      if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
      {
          FIXME("Using fallback for cross-swapchain blit.\n");
          goto fallback;
      }
  
      scale = src_texture
              && (src_rect->right - src_rect->left != dst_rect->right - dst_rect->left
              || src_rect->bottom - src_rect->top != dst_rect->bottom - dst_rect->top);
      convert = src_texture && src_texture->resource.format->id != dst_texture->resource.format->id;
  
      dst_ds_flags = dst_texture->resource.format_flags
              & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
      if (src_texture)
          src_ds_flags = src_texture->resource.format_flags
                  & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
      else
          src_ds_flags = 0;
  
      if (src_ds_flags || dst_ds_flags)
      {
          if (flags & WINED3D_BLT_DEPTH_FILL)
          {
              float depth;
  
              TRACE("Depth fill.\n");
  
              if (!surface_convert_depth_to_float(dst_surface, fx->fill_color, &depth))
                  return WINED3DERR_INVALIDCALL;
  
              if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, dst_rect, depth)))
                  return WINED3D_OK;
          }
          else
          {
              if (src_ds_flags != dst_ds_flags)
              {
                  WARN("Rejecting depth / stencil blit between incompatible formats.\n");
                  return WINED3DERR_INVALIDCALL;
              }
  
              if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_texture->resource.draw_binding,
                      src_rect, dst_surface, dst_texture->resource.draw_binding, dst_rect)))
                  return WINED3D_OK;
          }
      }
      else
      {
          struct wined3d_texture_sub_resource *src_sub_resource, *dst_sub_resource;
          const struct blit_shader *blitter;
  
          dst_sub_resource = surface_get_sub_resource(dst_surface);
          src_sub_resource = src_texture ? &src_texture->sub_resources[src_sub_resource_idx] : NULL;
  
          /* 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_texture || (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;
          }
  
          if (flags & WINED3D_BLT_COLOR_FILL)
          {
              struct wined3d_color color;
              const struct wined3d_palette *palette = dst_swapchain ? dst_swapchain->palette : NULL;
  
              TRACE("Color fill.\n");
  
              if (!wined3d_format_convert_color_to_float(dst_texture->resource.format,
                      palette, fx->fill_color, &color))
                  goto fallback;
  
              if (SUCCEEDED(surface_color_fill(dst_surface, dst_rect, &color)))
                  return WINED3D_OK;
          }
          else
          {
              enum wined3d_blit_op blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
              const struct wined3d_color_key *color_key = NULL;
  
              TRACE("Color blit.\n");
              if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
              {
                  color_key = &fx->src_color_key;
                  blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
              }
              else if (flags & WINED3D_BLT_SRC_CKEY)
              {
                  color_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 & WINED3D_LOCATION_SYSMEM)
                      && !(dst_sub_resource->locations & WINED3D_LOCATION_SYSMEM))
              {
                  /* Upload */
                  if (scale)
                      TRACE("Not doing upload because of scaling.\n");
                  else if (convert)
                      TRACE("Not doing upload because of format conversion.\n");
                  else
                  {
                      POINT dst_point = {dst_rect->left, dst_rect->top};
  
                      if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, src_rect)))
                      {
                          if (!wined3d_resource_is_offscreen(&dst_texture->resource))
                          {
                              struct wined3d_context *context = context_acquire(device, dst_surface);
                              surface_load_location(dst_surface, context, dst_texture->resource.draw_binding);
                              context_release(context);
                          }
                          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->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->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
                  wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, 0);
                  dst_swapchain->desc.swap_effect = swap_effect;
  
                  return WINED3D_OK;
              }
  
              if (fbo_blit_supported(&device->adapter->gl_info, blit_op,
                      src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
                      dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format))
              {
                  struct wined3d_context *context;
                  TRACE("Using FBO blit.\n");
  
                  context = context_acquire(device, NULL);
                  surface_blt_fbo(device, context, filter,
                          src_surface, src_texture->resource.draw_binding, src_rect,
                          dst_surface, dst_texture->resource.draw_binding, dst_rect);
                  context_release(context);
  
                  wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx,
                          dst_texture->resource.draw_binding);
                  wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx,
                          ~dst_texture->resource.draw_binding);
  
                  return WINED3D_OK;
              }
  
              blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, blit_op,
                      src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
                      dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format);
              if (blitter)
              {
                  blitter->blit_surface(device, blit_op, filter, src_surface,
                          src_rect, dst_surface, dst_rect, color_key);
                  return WINED3D_OK;
              }
          }
      }
  
  fallback:
      /* Special cases for render targets. */
      if (SUCCEEDED(surface_blt_special(dst_surface, dst_rect, src_surface, src_rect, flags, fx, filter)))
          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);
  }
  