text: /*
   * Copyright 1997-2000 Marcus Meissner
   * Copyright 1998-2000 Lionel Ulmer
   * Copyright 2000-2001 TransGaming Technologies Inc.
   * Copyright 2002-2005 Jason Edmeades
   * Copyright 2002-2003 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2006-2011, 2013-2014 Stefan Dösinger for CodeWeavers
   * Copyright 2007-2008 Henri Verbeet
   * Copyright 2006-2008 Roderick Colenbrander
   * Copyright 2009-2011 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  #include "wine/port.h"
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
  
  static const DWORD surface_simple_locations = WINED3D_LOCATION_SYSMEM
          | WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_BUFFER;
  
  /* Works correctly only for <= 4 bpp formats. */
  static void get_color_masks(const struct wined3d_format *format, DWORD *masks)
  {
      masks[0] = ((1u << format->red_size) - 1) << format->red_offset;
      masks[1] = ((1u << format->green_size) - 1) << format->green_offset;
      masks[2] = ((1u << format->blue_size) - 1) << format->blue_offset;
  }
  
  static BOOL texture2d_is_full_rect(const struct wined3d_texture *texture, unsigned int level, const RECT *r)
  {
      unsigned int t;
  
      t = wined3d_texture_get_level_width(texture, level);
      if ((r->left && r->right) || abs(r->right - r->left) != t)
          return FALSE;
      t = wined3d_texture_get_level_height(texture, level);
      if ((r->top && r->bottom) || abs(r->bottom - r->top) != t)
          return FALSE;
      return TRUE;
  }
  
  static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
          struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
          const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
          DWORD dst_location, const RECT *dst_rect)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      DWORD src_mask, dst_mask;
      GLbitfield gl_mask;
  
      TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
              "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device,
              src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect),
              dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
  
      src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
      dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
  
      if (src_mask != dst_mask)
      {
          ERR("Incompatible formats %s and %s.\n",
                  debug_d3dformat(src_texture->resource.format->id),
                  debug_d3dformat(dst_texture->resource.format->id));
          return;
      }
  
      if (!src_mask)
      {
          ERR("Not a depth / stencil format: %s.\n",
                  debug_d3dformat(src_texture->resource.format->id));
          return;
      }
  
      gl_mask = 0;
      if (src_mask & WINED3DFMT_FLAG_DEPTH)
          gl_mask |= GL_DEPTH_BUFFER_BIT;
      if (src_mask & WINED3DFMT_FLAG_STENCIL)
          gl_mask |= GL_STENCIL_BUFFER_BIT;
  
      /* Make sure the locations are up-to-date. Loading the destination
       * surface isn't required if the entire surface is overwritten. */
      wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
      if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
          wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
      else
          wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
  
      context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, 0,
              &src_texture->resource, src_sub_resource_idx, src_location);
      context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
  
      context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, 0,
              &dst_texture->resource, dst_sub_resource_idx, 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()");
  }
  
  static BOOL is_multisample_location(const struct wined3d_texture *texture, DWORD location)
  {
      if (location == WINED3D_LOCATION_RB_MULTISAMPLE)
          return TRUE;
      if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB)
          return FALSE;
      return texture->target == GL_TEXTURE_2D_MULTISAMPLE || texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
  }
  
  /* 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 texture2d_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
          enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture,
          unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect,
          struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location,
          const RECT *dst_rect)
  {
      struct wined3d_texture *required_texture, *restore_texture;
      unsigned int required_idx, restore_idx;
      const struct wined3d_gl_info *gl_info;
      GLenum gl_filter;
      GLenum buffer;
      RECT s, d;
  
      TRACE("device %p, context %p, filter %s, src_texture %p, src_sub_resource_idx %u, src_location %s, "
              "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n",
              device, context, debug_d3dtexturefiltertype(filter), src_texture, src_sub_resource_idx,
              wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture,
              dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
  
      switch (filter)
      {
          case WINED3D_TEXF_LINEAR:
              gl_filter = GL_LINEAR;
              break;
  
          default:
              FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
              /* fall through */
          case WINED3D_TEXF_NONE:
          case WINED3D_TEXF_POINT:
              gl_filter = GL_NEAREST;
              break;
      }
  
      /* Resolve the source surface first if needed. */
      if (is_multisample_location(src_texture, src_location)
              && (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.) */
      wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
      if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
          wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
      else
          wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
  
      if (src_location == WINED3D_LOCATION_DRAWABLE)
      {
          required_texture = src_texture;
          required_idx = src_sub_resource_idx;
      }
      else if (dst_location == WINED3D_LOCATION_DRAWABLE)
      {
          required_texture = dst_texture;
          required_idx = dst_sub_resource_idx;
      }
      else
      {
          required_texture = NULL;
          required_idx = 0;
      }
  
      restore_texture = context->current_rt.texture;
      restore_idx = context->current_rt.sub_resource_idx;
      if (restore_texture != required_texture || restore_idx != required_idx)
          context = context_acquire(device, required_texture, required_idx);
      else
          restore_texture = 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 texture %p is onscreen.\n", src_texture);
          buffer = wined3d_texture_get_gl_buffer(src_texture);
          s = *src_rect;
          wined3d_texture_translate_drawable_coords(src_texture, context->win_handle, &s);
          src_rect = &s;
      }
      else
      {
          TRACE("Source texture %p is offscreen.\n", src_texture);
          buffer = GL_COLOR_ATTACHMENT0;
      }
  
      context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
              &src_texture->resource, src_sub_resource_idx, NULL, 0, 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 texture %p is onscreen.\n", dst_texture);
          buffer = wined3d_texture_get_gl_buffer(dst_texture);
          d = *dst_rect;
          wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &d);
          dst_rect = &d;
      }
      else
      {
          TRACE("Destination texture %p is offscreen.\n", dst_texture);
          buffer = GL_COLOR_ATTACHMENT0;
      }
  
      context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
              &dst_texture->resource, dst_sub_resource_idx, NULL, 0, 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 (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture)
          gl_info->gl_ops.gl.p_glFlush();
  
      if (restore_texture)
          context_restore(context, restore_texture, restore_idx);
  }
  
  static BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
          const struct wined3d_resource *src_resource, DWORD src_location,
          const struct wined3d_resource *dst_resource, DWORD dst_location)
  {
      const struct wined3d_format *src_format = src_resource->format;
      const struct wined3d_format *dst_format = dst_resource->format;
  
      if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
          return FALSE;
  
      /* Source and/or destination need to be on the GL side */
      if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
          return FALSE;
  
      if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
          return FALSE;
  
      switch (blit_op)
      {
          case WINED3D_BLIT_OP_COLOR_BLIT:
              if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
                      || (src_resource->usage & WINED3DUSAGE_RENDERTARGET)))
                  return FALSE;
              if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
                      || (dst_resource->usage & WINED3DUSAGE_RENDERTARGET)))
                  return FALSE;
              if ((src_format->id != dst_format->id || dst_location == WINED3D_LOCATION_DRAWABLE)
                      && (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup)))
                  return FALSE;
              break;
  
          case WINED3D_BLIT_OP_DEPTH_BLIT:
              if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
                  return FALSE;
              if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
                  return FALSE;
              /* Accept pure swizzle fixups for depth formats. In general we
               * ignore the stencil component (if present) at the moment and the
               * swizzle is not relevant with just the depth component. */
              if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup)
                      || is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup))
                  return FALSE;
              break;
  
          default:
              return FALSE;
      }
  
      return TRUE;
  }
  
  /* This call just downloads data, the caller is responsible for binding the
   * correct texture. */
  /* Context activation is done by the caller. */
  static void texture2d_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
          const struct wined3d_context *context, DWORD dst_location)
  {
      const struct wined3d_format *format = texture->resource.format;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      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;
      unsigned int level;
      GLenum target;
      void *mem;
  
      /* Only support read back of converted P8 textures. */
      if (texture->flags & WINED3D_TEXTURE_CONVERTED && format->id != WINED3DFMT_P8_UINT && !format->download)
      {
          ERR("Trying to read back converted texture %p, %u with format %s.\n",
                  texture, sub_resource_idx, debug_d3dformat(format->id));
          return;
      }
  
      sub_resource = &texture->sub_resources[sub_resource_idx];
      target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
      level = sub_resource_idx % texture->level_count;
  
      if (target == GL_TEXTURE_2D_ARRAY)
      {
          if (format->download)
          {
              FIXME("Reading back converted array texture %p is not supported.\n", texture);
              return;
          }
  
          /* 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 data for a single sub-resource.\n");
  
          if (!(temporary_mem = heap_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)
      {
          if (format->download)
          {
              FIXME("Reading back converted texture %p with NP2 emulation is not supported.\n", texture);
              return;
          }
  
          wined3d_texture_get_pitch(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, level),
                  wined3d_texture_get_level_pow2_height(texture, level),
                  &src_row_pitch, &src_slice_pitch);
          if (!(temporary_mem = heap_alloc(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 (format->download)
      {
          struct wined3d_format f;
  
          if (data.buffer_object)
              ERR("Converted texture %p uses PBO unexpectedly.\n", texture);
  
          WARN_(d3d_perf)("Downloading converted texture %p, %u with format %s.\n",
                  texture, sub_resource_idx, debug_d3dformat(format->id));
  
          f = *format;
          f.byte_count = format->conv_byte_count;
          wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch);
          wined3d_format_calculate_pitch(&f, texture->resource.device->surface_alignment,
                  wined3d_texture_get_level_width(texture, level),
                  wined3d_texture_get_level_height(texture, level),
                  &src_row_pitch, &src_slice_pitch);
  
          if (!(temporary_mem = heap_alloc(src_slice_pitch)))
          {
              ERR("Failed to allocate memory.\n");
              return;
          }
      }
  
      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 texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
                  texture, sub_resource_idx, level, format->glFormat, format->glType, mem);
  
          GL_EXTCALL(glGetCompressedTexImage(target, level, mem));
          checkGLcall("glGetCompressedTexImage");
      }
      else
      {
          TRACE("Downloading texture %p, %u, level %u, format %#x, type %#x, data %p.\n",
                  texture, sub_resource_idx, level, format->glFormat, format->glType, mem);
  
          gl_info->gl_ops.gl.p_glGetTexImage(target, level, format->glFormat, format->glType, mem);
          checkGLcall("glGetTexImage");
      }
  
      if (format->download)
      {
          format->download(mem, data.addr, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch,
                  wined3d_texture_get_level_width(texture, level),
                  wined3d_texture_get_level_height(texture, level), 1);
      }
      else 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, 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)
      {
          unsigned int layer = sub_resource_idx / texture->level_count;
          void *src_data = temporary_mem + 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");
      }
  
      heap_free(temporary_mem);
  }
  
  /* See also float_16_to_32() in wined3d_private.h */
  static inline unsigned short float_32_to_16(const float *in)
  {
      int exp = 0;
      float tmp = fabsf(*in);
      unsigned int mantissa;
      unsigned short ret;
  
      /* Deal with special numbers */
      if (*in == 0.0f)
          return 0x0000;
      if (isnan(*in))
          return 0x7c01;
      if (isinf(*in))
          return (*in < 0.0f ? 0xfc00 : 0x7c00);
  
      if (tmp < (float)(1u << 10))
      {
          do
          {
              tmp = tmp * 2.0f;
              exp--;
          } while (tmp < (float)(1u << 10));
      }
      else if (tmp >= (float)(1u << 11))
      {
          do
          {
              tmp /= 2.0f;
              exp++;
          } while (tmp >= (float)(1u << 11));
      }
  
      mantissa = (unsigned int)tmp;
      if (tmp - mantissa >= 0.5f)
          ++mantissa; /* Round to nearest, away from zero. */
  
      exp += 10;  /* Normalize the mantissa. */
      exp += 15;  /* Exponent is encoded with excess 15. */
  
      if (exp > 30) /* too big */
      {
          ret = 0x7c00; /* INF */
      }
      else if (exp <= 0)
      {
          /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
          while (exp <= 0)
          {
              mantissa = mantissa >> 1;
              ++exp;
          }
          ret = mantissa & 0x3ff;
      }
      else
      {
          ret = (exp << 10) | (mantissa & 0x3ff);
      }
  
      ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
      return ret;
  }
  
  static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      unsigned short *dst_s;
      const float *src_f;
      unsigned int x, y;
  
      TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          src_f = (const float *)(src + y * pitch_in);
          dst_s = (unsigned short *) (dst + y * pitch_out);
          for (x = 0; x < w; ++x)
          {
              dst_s[x] = float_32_to_16(src_f + x);
          }
      }
  }
  
  static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      static const unsigned char convert_5to8[] =
      {
          0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
          0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
          0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
          0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
      };
      static const unsigned char convert_6to8[] =
      {
          0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
          0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
          0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
          0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
          0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
          0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
          0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
          0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
      };
      unsigned int x, y;
  
      TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          const WORD *src_line = (const WORD *)(src + y * pitch_in);
          DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
          for (x = 0; x < w; ++x)
          {
              WORD pixel = src_line[x];
              dst_line[x] = 0xff000000u
                      | convert_5to8[(pixel & 0xf800u) >> 11] << 16
                      | convert_6to8[(pixel & 0x07e0u) >> 5] << 8
                      | convert_5to8[(pixel & 0x001fu)];
          }
      }
  }
  
  /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
   * in both cases we're just setting the X / Alpha channel to 0xff. */
  static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      unsigned int x, y;
  
      TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
          DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
  
          for (x = 0; x < w; ++x)
          {
              dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
          }
      }
  }
  
  static inline BYTE cliptobyte(int x)
  {
      return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
  }
  
  static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
      unsigned int x, y;
  
      TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          const BYTE *src_line = src + y * pitch_in;
          DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
          for (x = 0; x < w; ++x)
          {
              /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
               *     C = Y - 16; D = U - 128; E = V - 128;
               *     R = cliptobyte((298 * C + 409 * E + 128) >> 8);
               *     G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
               *     B = cliptobyte((298 * C + 516 * D + 128) >> 8);
               * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
               * U and V are shared between the pixels. */
              if (!(x & 1)) /* For every even pixel, read new U and V. */
              {
                  d = (int) src_line[1] - 128;
                  e = (int) src_line[3] - 128;
                  r2 = 409 * e + 128;
                  g2 = - 100 * d - 208 * e + 128;
                  b2 = 516 * d + 128;
              }
              c2 = 298 * ((int) src_line[0] - 16);
              dst_line[x] = 0xff000000
                  | cliptobyte((c2 + r2) >> 8) << 16    /* red   */
                  | cliptobyte((c2 + g2) >> 8) << 8     /* green */
                  | cliptobyte((c2 + b2) >> 8);         /* blue  */
                  /* Scale RGB values to 0..255 range,
                   * then clip them if still not in range (may be negative),
                   * then shift them within DWORD if necessary. */
              src_line += 2;
          }
      }
  }
  
  static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
          DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
  {
      unsigned int x, y;
      int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
  
      TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
  
      for (y = 0; y < h; ++y)
      {
          const BYTE *src_line = src + y * pitch_in;
          WORD *dst_line = (WORD *)(dst + y * pitch_out);
          for (x = 0; x < w; ++x)
          {
              /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
               *     C = Y - 16; D = U - 128; E = V - 128;
               *     R = cliptobyte((298 * C + 409 * E + 128) >> 8);
               *     G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
               *     B = cliptobyte((298 * C + 516 * D + 128) >> 8);
               * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
               * U and V are shared between the pixels. */
              if (!(x & 1)) /* For every even pixel, read new U and V. */
              {
                  d = (int) src_line[1] - 128;
                  e = (int) src_line[3] - 128;
                  r2 = 409 * e + 128;
                  g2 = - 100 * d - 208 * e + 128;
                  b2 = 516 * d + 128;
              }
              c2 = 298 * ((int) src_line[0] - 16);
              dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11   /* red   */
                  | (cliptobyte((c2 + g2) >> 8) >> 2) << 5            /* green */
                  | (cliptobyte((c2 + b2) >> 8) >> 3);                /* blue  */
                  /* Scale RGB values to 0..255 range,
                   * then clip them if still not in range (may be negative),
                   * then shift them within DWORD if necessary. */
              src_line += 2;
          }
      }
  }
  
  struct d3dfmt_converter_desc
  {
      enum wined3d_format_id from, to;
      void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
  };
  
  static const struct d3dfmt_converter_desc converters[] =
  {
      {WINED3DFMT_R32_FLOAT,      WINED3DFMT_R16_FLOAT,       convert_r32_float_r16_float},
      {WINED3DFMT_B5G6R5_UNORM,   WINED3DFMT_B8G8R8X8_UNORM,  convert_r5g6b5_x8r8g8b8},
      {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM,  convert_a8r8g8b8_x8r8g8b8},
      {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM,  convert_a8r8g8b8_x8r8g8b8},
      {WINED3DFMT_YUY2,           WINED3DFMT_B8G8R8X8_UNORM,  convert_yuy2_x8r8g8b8},
      {WINED3DFMT_YUY2,           WINED3DFMT_B5G6R5_UNORM,    convert_yuy2_r5g6b5},
  };
  
  static inline const struct d3dfmt_converter_desc *find_converter(enum wined3d_format_id from,
          enum wined3d_format_id to)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(converters); ++i)
      {
          if (converters[i].from == from && converters[i].to == to)
              return &converters[i];
      }
  
      return NULL;
  }
  
  static struct wined3d_texture *surface_convert_format(struct wined3d_texture *src_texture,
          unsigned int sub_resource_idx, const struct wined3d_format *dst_format)
  {
      unsigned int texture_level = sub_resource_idx % src_texture->level_count;
      const struct wined3d_format *src_format = src_texture->resource.format;
      struct wined3d_device *device = src_texture->resource.device;
      const struct d3dfmt_converter_desc *conv = NULL;
      unsigned int src_row_pitch, src_slice_pitch;
      struct wined3d_context *context = NULL;
      struct wined3d_texture *dst_texture;
      struct wined3d_bo_address src_data;
      struct wined3d_resource_desc desc;
      DWORD map_binding;
  
      if (!(conv = find_converter(src_format->id, dst_format->id)) && (!device->d3d_initialized
              || !is_identity_fixup(src_format->color_fixup) || src_format->conv_byte_count
              || !is_identity_fixup(dst_format->color_fixup) || dst_format->conv_byte_count
              || (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)))
      {
          FIXME("Cannot find a conversion function from format %s to %s.\n",
                  debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
          return NULL;
      }
  
      /* FIXME: Multisampled conversion? */
      desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
      desc.format = dst_format->id;
      desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
      desc.multisample_quality = 0;
      desc.usage = WINED3DUSAGE_SCRATCH | WINED3DUSAGE_PRIVATE;
      desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
      desc.width = wined3d_texture_get_level_width(src_texture, texture_level);
      desc.height = wined3d_texture_get_level_height(src_texture, texture_level);
      desc.depth = 1;
      desc.size = 0;
      if (FAILED(wined3d_texture_create(device, &desc, 1, 1,
              WINED3D_TEXTURE_CREATE_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;
      }
  
      if (device->d3d_initialized)
          context = context_acquire(device, NULL, 0);
  
      map_binding = src_texture->resource.map_binding;
      if (!wined3d_texture_load_location(src_texture, sub_resource_idx, context, map_binding))
          ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding));
      wined3d_texture_get_pitch(src_texture, texture_level, &src_row_pitch, &src_slice_pitch);
      wined3d_texture_get_memory(src_texture, sub_resource_idx, &src_data, map_binding);
  
      if (conv)
      {
          unsigned int dst_row_pitch, dst_slice_pitch;
          struct wined3d_bo_address dst_data;
          const BYTE *src;
          BYTE *dst;
  
          map_binding = dst_texture->resource.map_binding;
          if (!wined3d_texture_load_location(dst_texture, 0, context, map_binding))
              ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
          wined3d_texture_get_pitch(dst_texture, 0, &dst_row_pitch, &dst_slice_pitch);
          wined3d_texture_get_memory(dst_texture, 0, &dst_data, map_binding);
  
          src = context_map_bo_address(context, &src_data,
                  src_texture->sub_resources[sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
          dst = context_map_bo_address(context,
                  &dst_data, dst_texture->sub_resources[0].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_WRITE);
  
          conv->convert(src, dst, src_row_pitch, dst_row_pitch, desc.width, desc.height);
  
          wined3d_texture_invalidate_location(dst_texture, 0, ~map_binding);
          context_unmap_bo_address(context, &dst_data, GL_PIXEL_UNPACK_BUFFER);
          context_unmap_bo_address(context, &src_data, GL_PIXEL_UNPACK_BUFFER);
      }
      else
      {
          struct wined3d_box src_box = {0, 0, desc.width, desc.height, 0, 1};
  
          TRACE("Using upload conversion.\n");
  
          wined3d_texture_prepare_texture(dst_texture, context, FALSE);
          wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
          wined3d_texture_upload_data(dst_texture, 0, context, src_format, &src_box,
                  wined3d_const_bo_address(&src_data), src_row_pitch, src_slice_pitch, 0, 0, 0, FALSE);
  
          wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB);
          wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB);
      }
  
      if (context)
          context_release(context);
  
      return dst_texture;
  }
  
  static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
          struct wined3d_context *context, DWORD src_location, DWORD dst_location)
  {
      struct wined3d_device *device = texture->resource.device;
      struct wined3d_texture *restore_texture;
      const struct wined3d_gl_info *gl_info;
      unsigned int row_pitch, slice_pitch;
      unsigned int width, height, level;
      struct wined3d_bo_address data;
      unsigned int restore_idx;
      BYTE *row, *top, *bottom;
      BOOL src_is_upside_down;
      unsigned int i;
      BYTE *mem;
  
      wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
  
      restore_texture = context->current_rt.texture;
      restore_idx = context->current_rt.sub_resource_idx;
      if (restore_texture != texture || restore_idx != sub_resource_idx)
          context = context_acquire(device, texture, sub_resource_idx);
      else
          restore_texture = NULL;
      gl_info = context->gl_info;
  
      if (src_location != texture->resource.draw_binding)
      {
          context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
                  &texture->resource, sub_resource_idx, NULL, 0, src_location);
          context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
          context_invalidate_state(context, STATE_FRAMEBUFFER);
      }
      else
      {
          context_apply_blit_state(context, device);
      }
  
      /* Select the correct read buffer, and give some debug output.
       * There is no need to keep track of the current read buffer or reset it,
       * every part of the code that reads sets the read buffer as desired.
       */
      if (src_location != WINED3D_LOCATION_DRAWABLE || wined3d_resource_is_offscreen(&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));
          src_is_upside_down = TRUE;
      }
      else
      {
          /* Onscreen surfaces are always part of a swapchain */
          GLenum buffer = wined3d_texture_get_gl_buffer(texture);
          TRACE("Mapping %#x buffer.\n", buffer);
          gl_info->gl_ops.gl.p_glReadBuffer(buffer);
          src_is_upside_down = FALSE;
      }
      checkGLcall("glReadBuffer");
  
      if (data.buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
          checkGLcall("glBindBuffer");
      }
  
      level = sub_resource_idx % texture->level_count;
      wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
  
      /* 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, level);
      height = wined3d_texture_get_level_height(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 (!src_is_upside_down)
      {
          /* glReadPixels returns the image upside down, and there is no way to
           * prevent this. Flip the lines in software. */
  
          if (!(row = heap_alloc(row_pitch)))
              goto error;
  
          if (data.buffer_object)
          {
              mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE));
              checkGLcall("glMapBuffer");
          }
          else
              mem = data.addr;
  
          top = mem;
          bottom = mem + row_pitch * (height - 1);
          for (i = 0; i < height / 2; i++)
          {
              memcpy(row, top, row_pitch);
              memcpy(top, bottom, row_pitch);
              memcpy(bottom, row, row_pitch);
              top += row_pitch;
              bottom -= row_pitch;
          }
          heap_free(row);
  
          if (data.buffer_object)
              GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
      }
  
  error:
      if (data.buffer_object)
      {
          GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
          checkGLcall("glBindBuffer");
      }
  
      if (restore_texture)
          context_restore(context, restore_texture, restore_idx);
  }
  
  /* Read the framebuffer contents into a texture. Note that this function
   * doesn't do any kind of flipping. Using this on an onscreen surface will
   * result in a flipped D3D texture.
   *
   * Context activation is done by the caller. This function may temporarily
   * switch to a different context and restore the original one before return. */
  void texture2d_load_fb_texture(struct wined3d_texture *texture,
          unsigned int sub_resource_idx, BOOL srgb, struct wined3d_context *context)
  {
      struct wined3d_device *device = texture->resource.device;
      struct wined3d_texture *restore_texture;
      const struct wined3d_gl_info *gl_info;
      unsigned int restore_idx, level;
      GLenum target;
  
      restore_texture = context->current_rt.texture;
      restore_idx = context->current_rt.sub_resource_idx;
      if (restore_texture != texture || restore_idx != sub_resource_idx)
          context = context_acquire(device, texture, sub_resource_idx);
      else
          restore_texture = NULL;
  
      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, %u.\n", texture, sub_resource_idx);
  
      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");
  
      level = sub_resource_idx % texture->level_count;
      target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
      gl_info->gl_ops.gl.p_glCopyTexSubImage2D(target, level, 0, 0, 0, 0,
              wined3d_texture_get_level_width(texture, level),
              wined3d_texture_get_level_height(texture, level));
      checkGLcall("glCopyTexSubImage2D");
  
      if (restore_texture)
          context_restore(context, restore_texture, restore_idx);
  }
  
  /* Does a direct frame buffer -> texture copy. Stretching is done with single
   * pixel copy calls. */
  static void fb_copy_to_texture_direct(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
          const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          const RECT *src_rect, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_device *device = dst_texture->resource.device;
      unsigned int src_height, src_level, dst_level;
      const struct wined3d_gl_info *gl_info;
      float xrel, yrel;
      struct wined3d_context *context;
      BOOL upsidedown = FALSE;
      RECT dst_rect = *dst_rect_in;
      GLenum dst_target;
  
      /* 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_texture, src_sub_resource_idx);
      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_level = src_sub_resource_idx % src_texture->level_count;
      dst_level = dst_sub_resource_idx % dst_texture->level_count;
  
      src_height = wined3d_texture_get_level_height(src_texture, src_level);
      dst_target = wined3d_texture_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
      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_target, dst_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_target, dst_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_target, dst_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_texture *dst_texture, unsigned int dst_sub_resource_idx,
          const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          const RECT *src_rect, enum wined3d_texture_filter_type filter)
  {
      unsigned int src_width, src_height, src_pow2_width, src_pow2_height, src_level;
      struct wined3d_device *device = dst_texture->resource.device;
      GLenum src_target, dst_target, texture_target;
      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;
      BOOL noBackBufferBackup;
      BOOL src_offscreen;
      BOOL upsidedown = FALSE;
      RECT dst_rect = *dst_rect_in;
  
      TRACE("Using hwstretch blit\n");
  
      src_target = wined3d_texture_get_sub_resource_target(src_texture, src_sub_resource_idx);
      dst_target = wined3d_texture_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
  
      /* Activate the Proper context for reading from the source surface, set it up for blitting */
      context = context_acquire(device, src_texture, src_sub_resource_idx);
      gl_info = context->gl_info;
      context_apply_ffp_blit_state(context, device);
      wined3d_texture_load(dst_texture, context, FALSE);
  
      offscreen_buffer = context_get_offscreen_gl_buffer(context);
      src_level = src_sub_resource_idx % src_texture->level_count;
      src_width = wined3d_texture_get_level_width(src_texture, src_level);
      src_height = wined3d_texture_get_level_height(src_texture, src_level);
      src_pow2_width = wined3d_texture_get_level_pow2_width(src_texture, src_level);
      src_pow2_height = wined3d_texture_get_level_pow2_height(src_texture, src_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_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 */
          src_texture->sub_resources[src_sub_resource_idx].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_target)
      {
          gl_info->gl_ops.gl.p_glDisable(texture_target);
          gl_info->gl_ops.gl.p_glEnable(dst_target);
          texture_target = dst_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_target)
              {
                  gl_info->gl_ops.gl.p_glDisable(texture_target);
                  gl_info->gl_ops.gl.p_glEnable(src_target);
                  texture_target = src_target;
              }
              context_bind_texture(context, src_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)");
      }
  
      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);
  }
  
  static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
          const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_swapchain *src_swapchain, *dst_swapchain;
      const struct wined3d_rendertarget_view *rtv;
  
      TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
              "src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
              dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture, src_sub_resource_idx,
              wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
  
      if (dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
      {
          FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_texture->resource.type));
          return WINED3DERR_INVALIDCALL;
      }
  
      /* Get the swapchain. One of the surfaces has to be a primary surface. */
      if (!(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          WARN("Destination resource is not GPU accessible, rejecting GL blit.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          WARN("Source resource is not GPU accessible, rejecting GL blit.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      src_swapchain = src_texture->swapchain;
      dst_swapchain = dst_texture->swapchain;
  
      /* Early sort out of cases where no render target is used */
      if (!(rtv = dst_texture->resource.device->fb.render_targets[0]) || (!src_swapchain && !dst_swapchain
              && (&src_texture->resource != rtv->resource || src_sub_resource_idx != rtv->sub_resource_idx)
              && (&dst_texture->resource != rtv->resource || dst_sub_resource_idx != rtv->sub_resource_idx)))
      {
          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_texture->resource == rtv->resource && src_sub_resource_idx == rtv->sub_resource_idx)
              TRACE("Blit from active render target to a swapchain\n");
      }
      else if (src_swapchain && &dst_texture->resource == rtv->resource
              && dst_sub_resource_idx == rtv->sub_resource_idx)
      {
          FIXME("Implement blit from a swapchain to the active render target\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      if (!dst_swapchain && (src_swapchain || (&src_texture->resource == rtv->resource
              && src_sub_resource_idx == rtv->sub_resource_idx)))
      {
          unsigned int src_level, 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_level = src_sub_resource_idx % src_texture->level_count;
          src_width = wined3d_texture_get_level_width(src_texture, src_level);
          src_height = wined3d_texture_get_level_height(src_texture, src_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_texture, dst_sub_resource_idx, dst_rect,
                      src_texture, src_sub_resource_idx, src_rect, filter);
          }
          else
          {
              TRACE("Using hardware stretching to flip / stretch the texture.\n");
              fb_copy_to_texture_hwstretch(dst_texture, dst_sub_resource_idx, dst_rect,
                      src_texture, src_sub_resource_idx, src_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. */
  BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx,
          struct wined3d_context *context, DWORD dst_location)
  {
      struct wined3d_texture_sub_resource *sub_resource;
  
      sub_resource = &texture->sub_resources[sub_resource_idx];
      wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
  
      /* We cannot download data from multisample textures directly. */
      if (is_multisample_location(texture, WINED3D_LOCATION_TEXTURE_RGB))
      {
          wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
          texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
                  WINED3D_LOCATION_RB_RESOLVED, dst_location);
          return TRUE;
      }
  
      if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
          wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
  
      /* Download the sub-resource 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));
          texture2d_download_data(texture, sub_resource_idx, context, dst_location);
          ++texture->download_count;
          return TRUE;
      }
  
      if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
              && (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
      {
          texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
                  texture->resource.draw_binding, dst_location);
          return TRUE;
      }
  
      FIXME("Can't load texture %p, %u with location flags %s into sysmem.\n",
              texture, sub_resource_idx, wined3d_debug_location(sub_resource->locations));
      return FALSE;
  }
  
  /* Context activation is done by the caller. */
  BOOL texture2d_load_drawable(struct wined3d_texture *texture,
          unsigned int sub_resource_idx, struct wined3d_context *context)
  {
      struct wined3d_texture *restore_texture;
      struct wined3d_device *device;
      unsigned int restore_idx;
      unsigned int level;
      RECT r;
  
      if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
      {
          DWORD current = texture->sub_resources[sub_resource_idx].locations;
          FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
                  wined3d_debug_location(current));
          return FALSE;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
              && wined3d_resource_is_offscreen(&texture->resource))
      {
          ERR("Trying to load offscreen texture into WINED3D_LOCATION_DRAWABLE.\n");
          return FALSE;
      }
  
      device = texture->resource.device;
      restore_texture = context->current_rt.texture;
      restore_idx = context->current_rt.sub_resource_idx;
      if (restore_texture != texture || restore_idx != sub_resource_idx)
          context = context_acquire(device, texture, sub_resource_idx);
      else
          restore_texture = NULL;
  
      level = sub_resource_idx % texture->level_count;
      SetRect(&r, 0, 0, wined3d_texture_get_level_width(texture, level),
              wined3d_texture_get_level_height(texture, level));
      wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
      device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context,
              texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &r,
              texture, sub_resource_idx, WINED3D_LOCATION_DRAWABLE, &r,
              NULL, WINED3D_TEXF_POINT);
  
      if (restore_texture)
          context_restore(context, restore_texture, restore_idx);
  
      return TRUE;
  }
  
  BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
          struct wined3d_context *context, BOOL srgb)
  {
      unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_device *device = texture->resource.device;
      const struct wined3d_color_key_conversion *conversion;
      struct wined3d_texture_sub_resource *sub_resource;
      const struct wined3d_format *format;
      struct wined3d_bo_address data;
      BYTE *src_mem, *dst_mem = NULL;
      struct wined3d_box src_box;
      BOOL depth;
  
      depth = texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL;
      sub_resource = &texture->sub_resources[sub_resource_idx];
  
      if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO
              && wined3d_resource_is_offscreen(&texture->resource)
              && (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
      {
          texture2d_load_fb_texture(texture, sub_resource_idx, srgb, context);
  
          return TRUE;
      }
  
      level = sub_resource_idx % texture->level_count;
      width = wined3d_texture_get_level_width(texture, level);
      height = wined3d_texture_get_level_height(texture, level);
      wined3d_box_set(&src_box, 0, 0, width, height, 0, 1);
  
      if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
              && (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
              && fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
                      &texture->resource, WINED3D_LOCATION_TEXTURE_RGB,
                      &texture->resource, WINED3D_LOCATION_TEXTURE_SRGB))
      {
          RECT src_rect;
  
          SetRect(&src_rect, 0, 0, width, height);
          if (srgb)
              texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
                      texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
                      texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
          else
              texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
                      texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect,
                      texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
  
          return TRUE;
      }
  
      if (!depth && sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
              && (!srgb || (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)))
      {
          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;
          RECT src_rect;
  
          SetRect(&src_rect, 0, 0, width, height);
          if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
                  &texture->resource, src_location, &texture->resource, dst_location))
              texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT, texture, sub_resource_idx,
                      src_location, &src_rect, texture, sub_resource_idx, dst_location, &src_rect);
  
          return TRUE;
      }
  
      /* 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 texture %p, %u to reload it as sRGB.\n", texture, sub_resource_idx);
              wined3d_texture_load_location(texture, sub_resource_idx, 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 texture %p, %u to reload it as RGB.\n", texture, sub_resource_idx);
              wined3d_texture_load_location(texture, sub_resource_idx, 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... */
          wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM);
      }
  
      wined3d_texture_prepare_texture(texture, context, srgb);
      wined3d_texture_bind_and_dirtify(texture, context, srgb);
      wined3d_texture_get_pitch(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(device->adapter, conversion->dst_format, texture->resource.usage);
  
      /* 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 (conversion && sub_resource->buffer_object)
      {
          TRACE("Removing the pbo attached to texture %p, %u.\n", texture, sub_resource_idx);
  
          wined3d_texture_load_location(texture, sub_resource_idx, 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 (conversion)
      {
          wined3d_format_calculate_pitch(format, device->surface_alignment,
                  width, height, &dst_row_pitch, &dst_slice_pitch);
  
          src_mem = context_map_bo_address(context, &data, src_slice_pitch,
                  GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
          if (!(dst_mem = heap_alloc(dst_slice_pitch)))
          {
              ERR("Out of memory (%u).\n", dst_slice_pitch);
              context_release(context);
              return FALSE;
          }
          conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
                  width, height, &texture->async.gl_color_key);
          src_row_pitch = dst_row_pitch;
          src_slice_pitch = dst_slice_pitch;
          context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
  
          data.buffer_object = 0;
          data.addr = dst_mem;
      }
  
      wined3d_texture_upload_data(texture, sub_resource_idx, context, format, &src_box,
              wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, 0, 0, 0, srgb);
  
      heap_free(dst_mem);
  
      return TRUE;
  }
  
  /* Context activation is done by the caller. */
  BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
          struct wined3d_context *context, DWORD dst_location)
  {
      unsigned int level = sub_resource_idx % texture->level_count;
      const RECT rect = {0, 0,
              wined3d_texture_get_level_width(texture, level),
              wined3d_texture_get_level_height(texture, level)};
      struct wined3d_texture_sub_resource *sub_resource;
      DWORD src_location, locations;
  
      sub_resource = &texture->sub_resources[sub_resource_idx];
      locations = sub_resource->locations;
      if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
      {
          FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
                  wined3d_debug_location(locations));
          return FALSE;
      }
  
      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 if (locations & WINED3D_LOCATION_TEXTURE_RGB)
          src_location = WINED3D_LOCATION_TEXTURE_RGB;
      else if (locations & WINED3D_LOCATION_DRAWABLE)
          src_location = WINED3D_LOCATION_DRAWABLE;
      else /* texture2d_blt_fbo() will load the source location if necessary. */
          src_location = WINED3D_LOCATION_TEXTURE_RGB;
  
      texture2d_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT, texture,
              sub_resource_idx, src_location, &rect, texture, sub_resource_idx, dst_location, &rect);
  
      return TRUE;
  }
  
  /* Context activation is done by the caller. */
  static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      heap_free(blitter);
  }
  
  static void fbo_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
                  clear_rects, draw_rect, flags, colour, depth, stencil);
  }
  
  static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_resource *src_resource, *dst_resource;
      enum wined3d_blit_op blit_op = op;
      struct wined3d_device *device;
      struct wined3d_blitter *next;
  
      TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
              "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
              blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
              wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
              wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
  
      src_resource = &src_texture->resource;
      dst_resource = &dst_texture->resource;
  
      device = dst_resource->device;
  
      if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_resource->format->id == src_resource->format->id)
      {
          if (dst_resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
              blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
          else
              blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
      }
  
      if (!fbo_blitter_supported(blit_op, context->gl_info,
              src_resource, src_location, dst_resource, dst_location))
      {
          if (!(next = blitter->next))
          {
              ERR("No blitter to handle blit op %#x.\n", op);
              return dst_location;
          }
  
          TRACE("Forwarding to blitter %p.\n", next);
          return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
      }
  
      if (blit_op == WINED3D_BLIT_OP_COLOR_BLIT)
      {
          TRACE("Colour blit.\n");
          texture2d_blt_fbo(device, context, filter, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
          return dst_location;
      }
  
      if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT)
      {
          TRACE("Depth/stencil blit.\n");
          texture2d_depth_blt_fbo(device, context, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
          return dst_location;
      }
  
      ERR("This blitter does not implement blit op %#x.\n", blit_op);
      return dst_location;
  }
  
  static const struct wined3d_blitter_ops fbo_blitter_ops =
  {
      fbo_blitter_destroy,
      fbo_blitter_clear,
      fbo_blitter_blit,
  };
  
  void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
  {
      struct wined3d_blitter *blitter;
  
      if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
          return;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
          return;
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->ops = &fbo_blitter_ops;
      blitter->next = *next;
      *next = blitter;
  }
  
  /* Context activation is done by the caller. */
  static void raw_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      heap_free(blitter);
  }
  
  /* Context activation is done by the caller. */
  static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
  {
      struct wined3d_blitter *next;
  
      if (!(next = blitter->next))
      {
          ERR("No blitter to handle clear.\n");
          return;
      }
  
      TRACE("Forwarding to blitter %p.\n", next);
      next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
              clear_rects, draw_rect, flags, colour, depth, stencil);
  }
  
  /* Context activation is done by the caller. */
  static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      unsigned int src_level, src_layer, dst_level, dst_layer;
      struct wined3d_blitter *next;
      GLuint src_name, dst_name;
      DWORD location;
  
      /* If we would need to copy from a renderbuffer or drawable, we'd probably
       * be better of using the FBO blitter directly, since we'd need to use it
       * to copy the resource contents to the texture anyway. */
      if (op != WINED3D_BLIT_OP_RAW_BLIT
              || (src_texture->resource.format->id == dst_texture->resource.format->id
              && (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
              || !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)))))
      {
          if (!(next = blitter->next))
          {
              ERR("No blitter to handle blit op %#x.\n", op);
              return dst_location;
          }
  
          TRACE("Forwarding to blitter %p.\n", next);
          return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
      }
  
      TRACE("Blit using ARB_copy_image.\n");
  
      src_level = src_sub_resource_idx % src_texture->level_count;
      src_layer = src_sub_resource_idx / src_texture->level_count;
  
      dst_level = dst_sub_resource_idx % dst_texture->level_count;
      dst_layer = dst_sub_resource_idx / dst_texture->level_count;
  
      location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
      if (!location)
          location = src_texture->flags & WINED3D_TEXTURE_IS_SRGB
                  ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
      if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
          ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
      src_name = wined3d_texture_get_texture_name(src_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
  
      location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
      if (!location)
          location = dst_texture->flags & WINED3D_TEXTURE_IS_SRGB
                  ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
      if (texture2d_is_full_rect(dst_texture, dst_level, dst_rect))
      {
          if (!wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, location))
              ERR("Failed to prepare the destination sub-resource into %s.\n", wined3d_debug_location(location));
      }
      else
      {
          if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location))
              ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
      }
      dst_name = wined3d_texture_get_texture_name(dst_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
  
      GL_EXTCALL(glCopyImageSubData(src_name, src_texture->target, src_level,
              src_rect->left, src_rect->top, src_layer, dst_name, dst_texture->target, dst_level,
              dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
              src_rect->bottom - src_rect->top, 1));
      checkGLcall("copy image data");
  
      wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, location);
      wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~location);
      if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location))
          ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location));
  
      return dst_location | location;
  }
  
  static const struct wined3d_blitter_ops raw_blitter_ops =
  {
      raw_blitter_destroy,
      raw_blitter_clear,
      raw_blitter_blit,
  };
  
  void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
  {
      struct wined3d_blitter *blitter;
  
      if (!gl_info->supported[ARB_COPY_IMAGE])
          return;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
          return;
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->ops = &raw_blitter_ops;
      blitter->next = *next;
      *next = blitter;
  }
  
  /* Context activation is done by the caller. */
  static void ffp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      heap_free(blitter);
  }
  
  static BOOL ffp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
          const struct wined3d_resource *src_resource, DWORD src_location,
          const struct wined3d_resource *dst_resource, DWORD dst_location)
  {
      const struct wined3d_format *src_format = src_resource->format;
      const struct wined3d_format *dst_format = dst_resource->format;
      BOOL decompress;
  
      if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
          return FALSE;
  
      decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
              && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
      if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          TRACE("Source or destination resource is not GPU accessible.\n");
          return FALSE;
      }
  
      if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
      {
          if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
              blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
          else
              blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
      }
  
      switch (blit_op)
      {
          case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
              if (context->d3d_info->shader_color_key)
              {
                  TRACE("Color keying requires converted textures.\n");
                  return FALSE;
              }
          case WINED3D_BLIT_OP_COLOR_BLIT:
          case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
              if (!context->gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
                  return FALSE;
  
              if (TRACE_ON(d3d))
              {
                  TRACE("Checking support for fixup:\n");
                  dump_color_fixup_desc(src_format->color_fixup);
              }
  
              /* We only support identity conversions. */
              if (!is_identity_fixup(src_format->color_fixup)
                      || !is_identity_fixup(dst_format->color_fixup))
              {
                  if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER
                          && dst_format->id == src_format->id && dst_location == WINED3D_LOCATION_DRAWABLE)
                  {
                      WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
                  }
                  else
                  {
                      TRACE("Fixups are not supported.\n");
                      return FALSE;
                  }
              }
  
              if (!(dst_resource->usage & WINED3DUSAGE_RENDERTARGET))
              {
                  TRACE("Can only blit to render targets.\n");
                  return FALSE;
              }
              return TRUE;
  
          default:
              TRACE("Unsupported blit operation %#x.\n", blit_op);
              return FALSE;
      }
  }
  
  static BOOL ffp_blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
  {
      struct wined3d_resource *resource;
      struct wined3d_texture *texture;
      DWORD locations;
  
      resource = view->resource;
      if (resource->type == WINED3D_RTYPE_BUFFER)
          return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU);
  
      texture = texture_from_resource(resource);
      locations = texture->sub_resources[view->sub_resource_idx].locations;
      if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
          return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
                  || (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
  
      return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
              && !(texture->flags & WINED3D_TEXTURE_CONVERTED);
  }
  
  static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
  {
      struct wined3d_rendertarget_view *view;
      struct wined3d_blitter *next;
      DWORD next_flags = 0;
      unsigned int i;
  
      if (flags & WINED3DCLEAR_TARGET)
      {
          for (i = 0; i < rt_count; ++i)
          {
              if (!(view = fb->render_targets[i]))
                  continue;
  
              if (ffp_blitter_use_cpu_clear(view)
                      || (!(view->resource->usage & WINED3DUSAGE_RENDERTARGET)
                      && (wined3d_settings.offscreen_rendering_mode != ORM_FBO
                      || !(view->format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE))))
              {
                  next_flags |= WINED3DCLEAR_TARGET;
                  flags &= ~WINED3DCLEAR_TARGET;
                  break;
              }
  
              /* FIXME: We should reject colour fills on formats with fixups,
               * but this would break P8 colour fills for example. */
          }
      }
  
      if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil)
              && (!view->format->depth_size || (flags & WINED3DCLEAR_ZBUFFER))
              && (!view->format->stencil_size || (flags & WINED3DCLEAR_STENCIL))
              && ffp_blitter_use_cpu_clear(view))
      {
          next_flags |= flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
          flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
      }
  
      if (flags)
          device_clear_render_targets(device, rt_count, fb, rect_count,
                  clear_rects, draw_rect, flags, colour, depth, stencil);
  
      if (next_flags && (next = blitter->next))
          next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
                  clear_rects, draw_rect, next_flags, colour, depth, stencil);
  }
  
  static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_resource *src_resource, *dst_resource;
      struct wined3d_texture *staging_texture = NULL;
      struct wined3d_color_key old_blt_key;
      struct wined3d_device *device;
      struct wined3d_blitter *next;
      DWORD old_color_key_flags;
      RECT r;
  
      src_resource = &src_texture->resource;
      dst_resource = &dst_texture->resource;
      device = dst_resource->device;
  
      if (!ffp_blit_supported(op, context, src_resource, src_location, dst_resource, dst_location))
      {
          if ((next = blitter->next))
              return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
                      src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter);
      }
  
      TRACE("Blt from texture %p, %u to rendertarget %p, %u.\n",
              src_texture, src_sub_resource_idx, dst_texture, dst_sub_resource_idx);
  
      old_blt_key = src_texture->async.src_blt_color_key;
      old_color_key_flags = src_texture->async.color_key_flags;
      wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, color_key);
  
      if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          struct wined3d_resource_desc desc;
          struct wined3d_box upload_box;
          unsigned int src_level;
          HRESULT hr;
  
          TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
  
          src_level = src_sub_resource_idx % src_texture->level_count;
          desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
          desc.format = src_texture->resource.format->id;
          desc.multisample_type = src_texture->resource.multisample_type;
          desc.multisample_quality = src_texture->resource.multisample_quality;
          desc.usage = WINED3DUSAGE_PRIVATE;
          desc.access = WINED3D_RESOURCE_ACCESS_GPU;
          desc.width = wined3d_texture_get_level_width(src_texture, src_level);
          desc.height = wined3d_texture_get_level_height(src_texture, src_level);
          desc.depth = 1;
          desc.size = 0;
  
          if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
                  NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
          {
              ERR("Failed to create staging texture, hr %#x.\n", hr);
              return dst_location;
          }
  
          wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
          wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
                  src_texture, src_sub_resource_idx, &upload_box);
  
          src_texture = staging_texture;
          src_sub_resource_idx = 0;
      }
      else
      {
          /* Make sure the surface is up-to-date. This should probably use
           * surface_load_location() and worry about the destination surface
           * too, unless we're overwriting it completely. */
          wined3d_texture_load(src_texture, context, FALSE);
      }
  
      context_apply_ffp_blit_state(context, device);
  
      if (dst_location == WINED3D_LOCATION_DRAWABLE)
      {
          r = *dst_rect;
          wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &r);
          dst_rect = &r;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          GLenum buffer;
  
          if (dst_location == WINED3D_LOCATION_DRAWABLE)
          {
              TRACE("Destination texture %p is onscreen.\n", dst_texture);
              buffer = wined3d_texture_get_gl_buffer(dst_texture);
          }
          else
          {
              TRACE("Destination texture %p is offscreen.\n", dst_texture);
              buffer = GL_COLOR_ATTACHMENT0;
          }
          context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
                  dst_resource, dst_sub_resource_idx, NULL, 0, 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_glEnable(src_texture->target);
      checkGLcall("glEnable(target)");
  
      if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
      {
          gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
          checkGLcall("glEnable(GL_ALPHA_TEST)");
      }
  
      if (color_key)
      {
          /* For P8 surfaces, the alpha component contains the palette index.
           * Which means that the colorkey is one of the palette entries. In
           * other cases pixels that should be masked away have alpha set to 0. */
          if (src_texture->resource.format->id == WINED3DFMT_P8_UINT)
              gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
                      (float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f);
          else
              gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
          checkGLcall("glAlphaFunc");
      }
  
      context_draw_textured_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
  
      if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
      {
          gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
          checkGLcall("glDisable(GL_ALPHA_TEST)");
      }
  
      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
      checkGLcall("glDisable(GL_TEXTURE_2D)");
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
          checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
      }
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
          checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
      }
  
      if (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
          gl_info->gl_ops.gl.p_glFlush();
  
      /* Restore the color key parameters */
      wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT,
              (old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL);
  
      if (staging_texture)
          wined3d_texture_decref(staging_texture);
  
      return dst_location;
  }
  
  static const struct wined3d_blitter_ops ffp_blitter_ops =
  {
      ffp_blitter_destroy,
      ffp_blitter_clear,
      ffp_blitter_blit,
  };
  
  void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
  {
      struct wined3d_blitter *blitter;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
          return;
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->ops = &ffp_blitter_ops;
      blitter->next = *next;
      *next = blitter;
  }
  
  /* Context activation is done by the caller. */
  static void cpu_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      heap_free(blitter);
  }
  
  static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
          UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
          const struct wined3d_format *format, DWORD flags, const struct wined3d_blt_fx *fx)
  {
      UINT row_block_count;
      const BYTE *src_row;
      BYTE *dst_row;
      UINT x, y;
  
      src_row = src_data;
      dst_row = dst_data;
  
      row_block_count = (update_w + format->block_width - 1) / format->block_width;
  
      if (!flags)
      {
          for (y = 0; y < update_h; y += format->block_height)
          {
              memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
              src_row += src_pitch;
              dst_row += dst_pitch;
          }
  
          return WINED3D_OK;
      }
  
      if (flags == WINED3D_BLT_FX && fx->fx == WINEDDBLTFX_MIRRORUPDOWN)
      {
          src_row += (((update_h / format->block_height) - 1) * src_pitch);
  
          switch (format->id)
          {
              case WINED3DFMT_DXT1:
                  for (y = 0; y < update_h; y += format->block_height)
                  {
                      struct block
                      {
                          WORD color[2];
                          BYTE control_row[4];
                      };
  
                      const struct block *s = (const struct block *)src_row;
                      struct block *d = (struct block *)dst_row;
  
                      for (x = 0; x < row_block_count; ++x)
                      {
                          d[x].color[0] = s[x].color[0];
                          d[x].color[1] = s[x].color[1];
                          d[x].control_row[0] = s[x].control_row[3];
                          d[x].control_row[1] = s[x].control_row[2];
                          d[x].control_row[2] = s[x].control_row[1];
                          d[x].control_row[3] = s[x].control_row[0];
                      }
                      src_row -= src_pitch;
                      dst_row += dst_pitch;
                  }
                  return WINED3D_OK;
  
              case WINED3DFMT_DXT2:
              case WINED3DFMT_DXT3:
                  for (y = 0; y < update_h; y += format->block_height)
                  {
                      struct block
                      {
                          WORD alpha_row[4];
                          WORD color[2];
                          BYTE control_row[4];
                      };
  
                      const struct block *s = (const struct block *)src_row;
                      struct block *d = (struct block *)dst_row;
  
                      for (x = 0; x < row_block_count; ++x)
                      {
                          d[x].alpha_row[0] = s[x].alpha_row[3];
                          d[x].alpha_row[1] = s[x].alpha_row[2];
                          d[x].alpha_row[2] = s[x].alpha_row[1];
                          d[x].alpha_row[3] = s[x].alpha_row[0];
                          d[x].color[0] = s[x].color[0];
                          d[x].color[1] = s[x].color[1];
                          d[x].control_row[0] = s[x].control_row[3];
                          d[x].control_row[1] = s[x].control_row[2];
                          d[x].control_row[2] = s[x].control_row[1];
                          d[x].control_row[3] = s[x].control_row[0];
                      }
                      src_row -= src_pitch;
                      dst_row += dst_pitch;
                  }
                  return WINED3D_OK;
  
              default:
                  FIXME("Compressed flip not implemented for format %s.\n",
                          debug_d3dformat(format->id));
                  return E_NOTIMPL;
          }
      }
  
      FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
              debug_d3dformat(format->id), flags, flags & WINED3D_BLT_FX ? fx->fx : 0);
  
      return E_NOTIMPL;
  }
  
  static HRESULT surface_cpu_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
          const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx,
          enum wined3d_texture_filter_type filter)
  {
      unsigned int bpp, src_height, src_width, dst_height, dst_width, row_byte_count;
      struct wined3d_device *device = dst_texture->resource.device;
      const struct wined3d_format *src_format, *dst_format;
      struct wined3d_texture *converted_texture = NULL;
      struct wined3d_bo_address src_data, dst_data;
      unsigned int src_fmt_flags, dst_fmt_flags;
      struct wined3d_map_desc dst_map, src_map;
      struct wined3d_context *context = NULL;
      unsigned int x, sx, xinc, y, sy, yinc;
      unsigned int texture_level;
      HRESULT hr = WINED3D_OK;
      BOOL same_sub_resource;
      DWORD map_binding;
      const BYTE *sbase;
      const BYTE *sbuf;
      BYTE *dbuf;
  
      TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, "
              "src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n",
              dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture,
              src_sub_resource_idx, debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter));
  
      if (device->d3d_initialized)
          context = context_acquire(device, NULL, 0);
  
      if (src_texture == dst_texture && src_sub_resource_idx == dst_sub_resource_idx)
      {
          same_sub_resource = TRUE;
  
          map_binding = dst_texture->resource.map_binding;
          texture_level = dst_sub_resource_idx % dst_texture->level_count;
          if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, map_binding))
              ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
          wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~map_binding);
          wined3d_texture_get_pitch(dst_texture, texture_level, &dst_map.row_pitch, &dst_map.slice_pitch);
          wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &dst_data, map_binding);
          dst_map.data = context_map_bo_address(context, &dst_data,
                  dst_texture->sub_resources[dst_sub_resource_idx].size,
                  GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
  
          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 (!(flags & WINED3D_BLT_RAW) && 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));
                  if (context)
                      context_release(context);
                  return WINED3DERR_NOTAVAILABLE;
              }
              src_texture = converted_texture;
              src_sub_resource_idx = 0;
          }
          src_format = src_texture->resource.format;
          src_fmt_flags = src_texture->resource.format_flags;
  
          map_binding = src_texture->resource.map_binding;
          texture_level = src_sub_resource_idx % src_texture->level_count;
          if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, map_binding))
              ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding));
          wined3d_texture_get_pitch(src_texture, texture_level, &src_map.row_pitch, &src_map.slice_pitch);
          wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &src_data, map_binding);
          src_map.data = context_map_bo_address(context, &src_data,
                  src_texture->sub_resources[src_sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
  
          map_binding = dst_texture->resource.map_binding;
          texture_level = dst_sub_resource_idx % dst_texture->level_count;
          if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, map_binding))
              ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
          wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~map_binding);
          wined3d_texture_get_pitch(dst_texture, texture_level, &dst_map.row_pitch, &dst_map.slice_pitch);
          wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &dst_data, map_binding);
          dst_map.data = context_map_bo_address(context, &dst_data,
                  dst_texture->sub_resources[dst_sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_WRITE);
      }
      flags &= ~WINED3D_BLT_RAW;
  
      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;
  
      sbase = (BYTE *)src_map.data
              + ((src_box->top / src_format->block_height) * src_map.row_pitch)
              + ((src_box->left / src_format->block_width) * src_format->block_byte_count);
      dbuf = (BYTE *)dst_map.data
              + ((dst_box->top / dst_format->block_height) * dst_map.row_pitch)
              + ((dst_box->left / dst_format->block_width) * dst_format->block_byte_count);
  
      if (src_fmt_flags & dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS)
      {
          TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
  
          if (same_sub_resource)
          {
              FIXME("Only plain blits supported on compressed surfaces.\n");
              hr = E_NOTIMPL;
              goto release;
          }
  
          if (src_height != dst_height || src_width != dst_width)
          {
              WARN("Stretching not supported on compressed surfaces.\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;
      }
  
      if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT
              && (src_width != dst_width || src_height != dst_height))
      {
          /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
          FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
      }
  
      xinc = (src_width << 16) / dst_width;
      yinc = (src_height << 16) / dst_height;
  
      if (!flags)
      {
          /* No effects, we can cheat here. */
          if (dst_width == src_width)
          {
              if (dst_height == src_height)
              {
                  /* No stretching in either direction. This needs to be as fast
                   * as possible. */
                  sbuf = sbase;
  
                  /* Check for overlapping surfaces. */
                  if (!same_sub_resource || dst_box->top < src_box->top
                          || dst_box->right <= src_box->left || src_box->right <= dst_box->left)
                  {
                      /* No overlap, or dst above src, so copy from top downwards. */
                      for (y = 0; y < dst_height; ++y)
                      {
                          memcpy(dbuf, sbuf, row_byte_count);
                          sbuf += src_map.row_pitch;
                          dbuf += dst_map.row_pitch;
                      }
                  }
                  else if (dst_box->top > src_box->top)
                  {
                      /* Copy from bottom upwards. */
                      sbuf += src_map.row_pitch * dst_height;
                      dbuf += dst_map.row_pitch * dst_height;
                      for (y = 0; y < dst_height; ++y)
                      {
                          sbuf -= src_map.row_pitch;
                          dbuf -= dst_map.row_pitch;
                          memcpy(dbuf, sbuf, row_byte_count);
                      }
                  }
                  else
                  {
                      /* Src and dst overlapping on the same line, use memmove. */
                      for (y = 0; y < dst_height; ++y)
                      {
                          memmove(dbuf, sbuf, row_byte_count);
                          sbuf += src_map.row_pitch;
                          dbuf += dst_map.row_pitch;
                      }
                  }
              }
              else
              {
                  /* Stretching in y direction only. */
                  for (y = sy = 0; y < dst_height; ++y, sy += yinc)
                  {
                      sbuf = sbase + (sy >> 16) * src_map.row_pitch;
                      memcpy(dbuf, sbuf, row_byte_count);
                      dbuf += dst_map.row_pitch;
                  }
              }
          }
          else
          {
              /* Stretching in X direction. */
              unsigned int last_sy = ~0u;
              for (y = sy = 0; y < dst_height; ++y, sy += yinc)
              {
                  sbuf = sbase + (sy >> 16) * src_map.row_pitch;
  
                  if ((sy >> 16) == (last_sy >> 16))
                  {
                      /* This source row is the same as last source row -
                       * Copy the already stretched row. */
                      memcpy(dbuf, dbuf - dst_map.row_pitch, row_byte_count);
                  }
                  else
                  {
  #define STRETCH_ROW(type) \
  do { \
      const type *s = (const type *)sbuf; \
      type *d = (type *)dbuf; \
      for (x = sx = 0; x < dst_width; ++x, sx += xinc) \
          d[x] = s[sx >> 16]; \
  } while(0)
  
                      switch(bpp)
                      {
                          case 1:
                              STRETCH_ROW(BYTE);
                              break;
                          case 2:
                              STRETCH_ROW(WORD);
                              break;
                          case 4:
                              STRETCH_ROW(DWORD);
                              break;
                          case 3:
                          {
                              const BYTE *s;
                              BYTE *d = dbuf;
                              for (x = sx = 0; x < dst_width; x++, sx+= xinc)
                              {
                                  DWORD pixel;
  
                                  s = sbuf + 3 * (sx >> 16);
                                  pixel = s[0] | (s[1] << 8) | (s[2] << 16);
                                  d[0] = (pixel      ) & 0xff;
                                  d[1] = (pixel >>  8) & 0xff;
                                  d[2] = (pixel >> 16) & 0xff;
                                  d += 3;
                              }
                              break;
                          }
                          default:
                              FIXME("Stretched blit not implemented for bpp %u.\n", bpp * 8);
                              hr = WINED3DERR_NOTAVAILABLE;
                              goto error;
                      }
  #undef STRETCH_ROW
                  }
                  dbuf += dst_map.row_pitch;
                  last_sy = sy;
              }
          }
      }
      else
      {
          LONG dstyinc = dst_map.row_pitch, dstxinc = bpp;
          DWORD keylow = 0xffffffff, keyhigh = 0, keymask = 0xffffffff;
          DWORD destkeylow = 0x0, destkeyhigh = 0xffffffff, destkeymask = 0xffffffff;
          if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY
                  | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE))
          {
              /* The color keying flags are checked for correctness in ddraw. */
              if (flags & WINED3D_BLT_SRC_CKEY)
              {
                  keylow  = src_texture->async.src_blt_color_key.color_space_low_value;
                  keyhigh = src_texture->async.src_blt_color_key.color_space_high_value;
              }
              else if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
              {
                  keylow = fx->src_color_key.color_space_low_value;
                  keyhigh = fx->src_color_key.color_space_high_value;
              }
  
              if (flags & WINED3D_BLT_DST_CKEY)
              {
                  /* Destination color keys are taken from the source surface! */
                  destkeylow = src_texture->async.dst_blt_color_key.color_space_low_value;
                  destkeyhigh = src_texture->async.dst_blt_color_key.color_space_high_value;
              }
              else if (flags & WINED3D_BLT_DST_CKEY_OVERRIDE)
              {
                  destkeylow = fx->dst_color_key.color_space_low_value;
                  destkeyhigh = fx->dst_color_key.color_space_high_value;
              }
  
              if (bpp == 1)
              {
                  keymask = 0xff;
              }
              else
              {
                  DWORD masks[3];
                  get_color_masks(src_format, masks);
                  keymask = masks[0] | masks[1] | masks[2];
              }
              flags &= ~(WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY
                      | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE);
          }
  
          if (flags & WINED3D_BLT_FX)
          {
              BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
              LONG tmpxy;
              dTopLeft     = dbuf;
              dTopRight    = dbuf + ((dst_width - 1) * bpp);
              dBottomLeft  = dTopLeft + ((dst_height - 1) * dst_map.row_pitch);
              dBottomRight = dBottomLeft + ((dst_width - 1) * bpp);
  
              if (fx->fx & WINEDDBLTFX_ARITHSTRETCHY)
              {
                  /* I don't think we need to do anything about this flag. */
                  WARN("Nothing done for WINEDDBLTFX_ARITHSTRETCHY.\n");
              }
              if (fx->fx & WINEDDBLTFX_MIRRORLEFTRIGHT)
              {
                  tmp          = dTopRight;
                  dTopRight    = dTopLeft;
                  dTopLeft     = tmp;
                  tmp          = dBottomRight;
                  dBottomRight = dBottomLeft;
                  dBottomLeft  = tmp;
                  dstxinc = dstxinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_MIRRORUPDOWN)
              {
                  tmp          = dTopLeft;
                  dTopLeft     = dBottomLeft;
                  dBottomLeft  = tmp;
                  tmp          = dTopRight;
                  dTopRight    = dBottomRight;
                  dBottomRight = tmp;
                  dstyinc = dstyinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_NOTEARING)
              {
                  /* I don't think we need to do anything about this flag. */
                  WARN("Nothing done for WINEDDBLTFX_NOTEARING.\n");
              }
              if (fx->fx & WINEDDBLTFX_ROTATE180)
              {
                  tmp          = dBottomRight;
                  dBottomRight = dTopLeft;
                  dTopLeft     = tmp;
                  tmp          = dBottomLeft;
                  dBottomLeft  = dTopRight;
                  dTopRight    = tmp;
                  dstxinc = dstxinc * -1;
                  dstyinc = dstyinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_ROTATE270)
              {
                  tmp          = dTopLeft;
                  dTopLeft     = dBottomLeft;
                  dBottomLeft  = dBottomRight;
                  dBottomRight = dTopRight;
                  dTopRight    = tmp;
                  tmpxy   = dstxinc;
                  dstxinc = dstyinc;
                  dstyinc = tmpxy;
                  dstxinc = dstxinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_ROTATE90)
              {
                  tmp          = dTopLeft;
                  dTopLeft     = dTopRight;
                  dTopRight    = dBottomRight;
                  dBottomRight = dBottomLeft;
                  dBottomLeft  = tmp;
                  tmpxy   = dstxinc;
                  dstxinc = dstyinc;
                  dstyinc = tmpxy;
                  dstyinc = dstyinc * -1;
              }
              if (fx->fx & WINEDDBLTFX_ZBUFFERBASEDEST)
              {
                  /* I don't think we need to do anything about this flag. */
                  WARN("Nothing done for WINEDDBLTFX_ZBUFFERBASEDEST.\n");
              }
              dbuf = dTopLeft;
              flags &= ~(WINED3D_BLT_FX);
          }
  
  #define COPY_COLORKEY_FX(type) \
  do { \
      const type *s; \
      type *d = (type *)dbuf, *dx, tmp; \
      for (y = sy = 0; y < dst_height; ++y, sy += yinc) \
      { \
          s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \
          dx = d; \
          for (x = sx = 0; x < dst_width; ++x, sx += xinc) \
          { \
              tmp = s[sx >> 16]; \
              if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
                      && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
              { \
                  dx[0] = tmp; \
              } \
              dx = (type *)(((BYTE *)dx) + dstxinc); \
          } \
          d = (type *)(((BYTE *)d) + dstyinc); \
      } \
  } while(0)
  
          switch (bpp)
          {
              case 1:
                  COPY_COLORKEY_FX(BYTE);
                  break;
              case 2:
                  COPY_COLORKEY_FX(WORD);
                  break;
              case 4:
                  COPY_COLORKEY_FX(DWORD);
                  break;
              case 3:
              {
                  const BYTE *s;
                  BYTE *d = dbuf, *dx;
                  for (y = sy = 0; y < dst_height; ++y, sy += yinc)
                  {
                      sbuf = sbase + (sy >> 16) * src_map.row_pitch;
                      dx = d;
                      for (x = sx = 0; x < dst_width; ++x, sx+= xinc)
                      {
                          DWORD pixel, dpixel = 0;
                          s = sbuf + 3 * (sx>>16);
                          pixel = s[0] | (s[1] << 8) | (s[2] << 16);
                          dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
                          if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
                                  && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
                          {
                              dx[0] = (pixel      ) & 0xff;
                              dx[1] = (pixel >>  8) & 0xff;
                              dx[2] = (pixel >> 16) & 0xff;
                          }
                          dx += dstxinc;
                      }
                      d += dstyinc;
                  }
                  break;
              }
              default:
                  FIXME("%s color-keyed blit not implemented for bpp %u.\n",
                        (flags & WINED3D_BLT_SRC_CKEY) ? "Source" : "Destination", bpp * 8);
                  hr = WINED3DERR_NOTAVAILABLE;
                  goto error;
  #undef COPY_COLORKEY_FX
          }
      }
  
  error:
      if (flags)
          FIXME("    Unsupported flags %#x.\n", flags);
  
  release:
      context_unmap_bo_address(context, &dst_data, GL_PIXEL_UNPACK_BUFFER);
      if (!same_sub_resource)
          context_unmap_bo_address(context, &src_data, GL_PIXEL_UNPACK_BUFFER);
      if (SUCCEEDED(hr) && dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
      {
          SetRect(&dst_texture->swapchain->front_buffer_update,
                  dst_box->left, dst_box->top, dst_box->right, dst_box->bottom);
          dst_texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(dst_texture->swapchain);
      }
      if (converted_texture)
          wined3d_texture_decref(converted_texture);
      if (context)
          context_release(context);
  
      return hr;
  }
  
  static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
          const struct wined3d_box *box, const struct wined3d_color *colour)
  {
      struct wined3d_device *device = view->resource->device;
      struct wined3d_context *context = NULL;
      struct wined3d_texture *texture;
      struct wined3d_bo_address data;
      unsigned int x, y, w, h, bpp;
      struct wined3d_map_desc map;
      DWORD map_binding;
      BYTE *row;
      DWORD c;
  
      TRACE("view %p, box %s, colour %s.\n", view, debug_box(box), debug_color(colour));
  
      if (view->format_flags & WINED3DFMT_FLAG_BLOCKS)
      {
          FIXME("Not implemented for format %s.\n", debug_d3dformat(view->format->id));
          return;
      }
  
      if (view->format->id != view->resource->format->id)
          FIXME("View format %s doesn't match resource format %s.\n",
                  debug_d3dformat(view->format->id), debug_d3dformat(view->resource->format->id));
  
      if (view->resource->type == WINED3D_RTYPE_BUFFER)
      {
          FIXME("Not implemented for buffers.\n");
          return;
      }
  
      if (device->d3d_initialized)
          context = context_acquire(device, NULL, 0);
  
      c = wined3d_format_convert_from_float(view->format, colour);
      bpp = view->format->byte_count;
      w = box->right - box->left;
      h = box->bottom - box->top;
  
      texture = texture_from_resource(view->resource);
      map_binding = texture->resource.map_binding;
      if (!wined3d_texture_load_location(texture, view->sub_resource_idx, context, map_binding))
          ERR("Failed to load the sub-resource into %s.\n", wined3d_debug_location(map_binding));
      wined3d_texture_invalidate_location(texture, view->sub_resource_idx, ~map_binding);
      wined3d_texture_get_pitch(texture, view->sub_resource_idx % texture->level_count,
              &map.row_pitch, &map.slice_pitch);
      wined3d_texture_get_memory(texture, view->sub_resource_idx, &data, map_binding);
      map.data = context_map_bo_address(context, &data,
              texture->sub_resources[view->sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_WRITE);
      map.data = (BYTE *)map.data
              + (box->front * map.slice_pitch)
              + ((box->top / view->format->block_height) * map.row_pitch)
              + ((box->left / view->format->block_width) * view->format->block_byte_count);
  
      switch (bpp)
      {
          case 1:
              for (x = 0; x < w; ++x)
              {
                  ((BYTE *)map.data)[x] = c;
              }
              break;
  
          case 2:
              for (x = 0; x < w; ++x)
              {
                  ((WORD *)map.data)[x] = c;
              }
              break;
  
          case 3:
          {
              row = map.data;
              for (x = 0; x < w; ++x, row += 3)
              {
                  row[0] = (c      ) & 0xff;
                  row[1] = (c >>  8) & 0xff;
                  row[2] = (c >> 16) & 0xff;
              }
              break;
          }
          case 4:
              for (x = 0; x < w; ++x)
              {
                  ((DWORD *)map.data)[x] = c;
              }
              break;
  
          default:
              FIXME("Not implemented for bpp %u.\n", bpp);
              wined3d_resource_unmap(view->resource, view->sub_resource_idx);
              return;
      }
  
      row = map.data;
      for (y = 1; y < h; ++y)
      {
          row += map.row_pitch;
          memcpy(row, map.data, w * bpp);
      }
  
      context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
      if (context)
          context_release(context);
  }
  
  static void cpu_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
  {
      struct wined3d_color c = {depth, 0.0f, 0.0f, 0.0f};
      struct wined3d_rendertarget_view *view;
      struct wined3d_box box;
      unsigned int i, j;
  
      if (!rect_count)
      {
          rect_count = 1;
          clear_rects = draw_rect;
      }
  
      for (i = 0; i < rect_count; ++i)
      {
          box.left = max(clear_rects[i].left, draw_rect->left);
          box.top = max(clear_rects[i].top, draw_rect->top);
          box.right = min(clear_rects[i].right, draw_rect->right);
          box.bottom = min(clear_rects[i].bottom, draw_rect->bottom);
          box.front = 0;
          box.back = 1;
  
          if (box.left >= box.right || box.top >= box.bottom)
              continue;
  
          if (flags & WINED3DCLEAR_TARGET)
          {
              for (j = 0; j < rt_count; ++j)
              {
                  if ((view = fb->render_targets[j]))
                      surface_cpu_blt_colour_fill(view, &box, colour);
              }
          }
  
          if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil))
          {
              if ((view->format->depth_size && !(flags & WINED3DCLEAR_ZBUFFER))
                      || (view->format->stencil_size && !(flags & WINED3DCLEAR_STENCIL)))
                  FIXME("Clearing %#x on %s.\n", flags, debug_d3dformat(view->format->id));
  
              surface_cpu_blt_colour_fill(view, &box, &c);
          }
      }
  }
  
  static DWORD cpu_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
      struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
      struct wined3d_blt_fx fx;
      DWORD flags = 0;
  
      memset(&fx, 0, sizeof(fx));
      switch (op)
      {
          case WINED3D_BLIT_OP_COLOR_BLIT:
          case WINED3D_BLIT_OP_DEPTH_BLIT:
          case WINED3D_BLIT_OP_RAW_BLIT:
              break;
          case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
              flags |= WINED3D_BLT_ALPHA_TEST;
              break;
          case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
              flags |= WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_FX;
              fx.src_color_key = *color_key;
              break;
          default:
              FIXME("Unhandled op %#x.\n", op);
              break;
      }
  
      if (FAILED(surface_cpu_blt(dst_texture, dst_sub_resource_idx, &dst_box,
              src_texture, src_sub_resource_idx, &src_box, flags, &fx, filter)))
          ERR("Failed to blit.\n");
      wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
  
      return dst_location | (dst_texture->sub_resources[dst_sub_resource_idx].locations
              & dst_texture->resource.map_binding);
  }
  
  static const struct wined3d_blitter_ops cpu_blitter_ops =
  {
      cpu_blitter_destroy,
      cpu_blitter_clear,
      cpu_blitter_blit,
  };
  
  struct wined3d_blitter *wined3d_cpu_blitter_create(void)
  {
      struct wined3d_blitter *blitter;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
          return NULL;
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->ops = &cpu_blitter_ops;
      blitter->next = NULL;
  
      return blitter;
  }
  
  HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
          const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx,
          enum wined3d_texture_filter_type filter)
  {
      struct wined3d_texture_sub_resource *src_sub_resource, *dst_sub_resource;
      struct wined3d_device *device = dst_texture->resource.device;
      struct wined3d_swapchain *src_swapchain, *dst_swapchain;
      const struct wined3d_color_key *colour_key = NULL;
      DWORD dst_location, valid_locations;
      DWORD src_ds_flags, dst_ds_flags;
      struct wined3d_context *context;
      enum wined3d_blit_op blit_op;
      BOOL scale, convert, resolve;
      RECT src_rect, dst_rect;
  
      static const DWORD simple_blit = WINED3D_BLT_SRC_CKEY
              | WINED3D_BLT_SRC_CKEY_OVERRIDE
              | WINED3D_BLT_ALPHA_TEST
              | WINED3D_BLT_RAW;
  
      TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, "
              "src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n",
              dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture, src_sub_resource_idx,
              debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter));
      TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage));
  
      if (fx)
      {
          TRACE("fx %#x.\n", fx->fx);
          TRACE("dst_color_key {0x%08x, 0x%08x}.\n",
                  fx->dst_color_key.color_space_low_value,
                  fx->dst_color_key.color_space_high_value);
          TRACE("src_color_key {0x%08x, 0x%08x}.\n",
                  fx->src_color_key.color_space_low_value,
                  fx->src_color_key.color_space_high_value);
      }
  
      SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom);
      SetRect(&dst_rect, dst_box->left, dst_box->top, dst_box->right, dst_box->bottom);
  
      if (!fx || !(fx->fx))
          flags &= ~WINED3D_BLT_FX;
  
      /* WINED3D_BLT_DO_NOT_WAIT appeared in DX7. */
      if (flags & WINED3D_BLT_DO_NOT_WAIT)
      {
          static unsigned int once;
  
          if (!once++)
              FIXME("Can't handle WINED3D_BLT_DO_NOT_WAIT flag.\n");
      }
  
      flags &= ~(WINED3D_BLT_SYNCHRONOUS | WINED3D_BLT_DO_NOT_WAIT | WINED3D_BLT_WAIT);
  
      if (!device->d3d_initialized)
      {
          WARN("D3D not initialized, using fallback.\n");
          goto cpu;
      }
  
      if (flags & ~simple_blit)
      {
          WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags);
          goto fallback;
      }
  
      src_swapchain = src_texture->swapchain;
      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_box->right - src_box->left != dst_box->right - dst_box->left
              || src_box->bottom - src_box->top != dst_box->bottom - dst_box->top;
      convert = src_texture->resource.format->id != dst_texture->resource.format->id;
      resolve = src_texture->resource.multisample_type != dst_texture->resource.multisample_type;
  
      dst_ds_flags = dst_texture->resource.format_flags
              & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
      src_ds_flags = src_texture->resource.format_flags
              & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
  
      if (src_ds_flags || dst_ds_flags)
      {
          TRACE("Depth/stencil blit.\n");
  
          if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
              dst_location = dst_texture->resource.draw_binding;
          else
              dst_location = dst_texture->resource.map_binding;
  
          if ((flags & WINED3D_BLT_RAW) || (!scale && !convert && !resolve))
              blit_op = WINED3D_BLIT_OP_RAW_BLIT;
          else
              blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
  
          context = context_acquire(device, dst_texture, dst_sub_resource_idx);
          valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
                  src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
                  dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, NULL, filter);
          context_release(context);
  
          wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations);
          wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~valid_locations);
  
          return WINED3D_OK;
      }
  
      TRACE("Colour blit.\n");
  
      dst_sub_resource = &dst_texture->sub_resources[dst_sub_resource_idx];
      src_sub_resource = &src_texture->sub_resources[src_sub_resource_idx];
  
      /* In principle this would apply to depth blits as well, but we don't
       * implement those in the CPU blitter at the moment. */
      if ((dst_sub_resource->locations & dst_texture->resource.map_binding)
              && (src_sub_resource->locations & src_texture->resource.map_binding))
      {
          if (scale)
              TRACE("Not doing sysmem blit because of scaling.\n");
          else if (convert)
              TRACE("Not doing sysmem blit because of format conversion.\n");
          else
              goto cpu;
      }
  
      blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
      if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
      {
          colour_key = &fx->src_color_key;
          blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
      }
      else if (flags & WINED3D_BLT_SRC_CKEY)
      {
          colour_key = &src_texture->async.src_blt_color_key;
          blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
      }
      else if (flags & WINED3D_BLT_ALPHA_TEST)
      {
          blit_op = WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST;
      }
      else if ((src_sub_resource->locations & surface_simple_locations)
              && !(dst_sub_resource->locations & surface_simple_locations))
      {
          /* Upload */
          if (scale)
              TRACE("Not doing upload because of scaling.\n");
          else if (convert)
              TRACE("Not doing upload because of format conversion.\n");
          else if (dst_texture->resource.format->conv_byte_count)
              TRACE("Not doing upload because the destination format needs conversion.\n");
          else
          {
              wined3d_texture_upload_from_texture(dst_texture, dst_sub_resource_idx, dst_box->left,
                      dst_box->top, dst_box->front, src_texture, src_sub_resource_idx, src_box);
              if (!wined3d_resource_is_offscreen(&dst_texture->resource))
              {
                  context = context_acquire(device, dst_texture, dst_sub_resource_idx);
                  wined3d_texture_load_location(dst_texture, dst_sub_resource_idx,
                          context, dst_texture->resource.draw_binding);
                  context_release(context);
              }
              return WINED3D_OK;
          }
      }
      else if (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, dst_swapchain->swap_interval, 0);
          dst_swapchain->desc.swap_effect = swap_effect;
  
          return WINED3D_OK;
      }
      else if ((flags & WINED3D_BLT_RAW) || (!scale && !convert && !resolve))
      {
          blit_op = WINED3D_BLIT_OP_RAW_BLIT;
      }
  
      if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
          dst_location = dst_texture->resource.draw_binding;
      else
          dst_location = dst_texture->resource.map_binding;
  
      context = context_acquire(device, dst_texture, dst_sub_resource_idx);
      valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
              src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
              dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, colour_key, filter);
      context_release(context);
  
      wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations);
      wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~valid_locations);
  
      return WINED3D_OK;
  
  fallback:
      /* Special cases for render targets. */
      if (SUCCEEDED(wined3d_texture_blt_special(dst_texture, dst_sub_resource_idx, &dst_rect,
              src_texture, src_sub_resource_idx, &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);
  }
  