/*
 * Utility functions for the WineD3D Library
 *
 * Copyright 2002-2004 Jason Edmeades
 * Copyright 2003-2004 Raphael Junqueira
 * Copyright 2004 Christian Costa
 * Copyright 2005 Oliver Stieber
 * Copyright 2006-2007 Henri Verbeet
 * Copyright 2007-2008 Stefan Dösinger 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 "wined3d_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d);

/*****************************************************************************
 * Pixel format array
 *
 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
 * high masks do not fit into the 32 bit values needed for ddraw. It is only
 * used for ddraw mostly, and to figure out if the format has alpha at all, so
 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
 * formats are not usable in 2D rendering because ddraw doesn't support them.
 */
static const StaticPixelFormatDesc formats[] = {
  /*{WINED3DFORMAT          ,alphamask  ,redmask    ,greenmask  ,bluemask   ,bpp    ,depth  ,stencil,    isFourcc*/
    {WINED3DFMT_UNKNOWN     ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
    /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
    {WINED3DFMT_UYVY        ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
    {WINED3DFMT_YUY2        ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
    {WINED3DFMT_YV12        ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
    {WINED3DFMT_DXT1        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
    {WINED3DFMT_DXT2        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
    {WINED3DFMT_DXT3        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
    {WINED3DFMT_DXT4        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
    {WINED3DFMT_DXT5        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
    {WINED3DFMT_MULTI2_ARGB8,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
    {WINED3DFMT_G8R8_G8B8   ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
    {WINED3DFMT_R8G8_B8G8   ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
    /* IEEE formats */
    {WINED3DFMT_R32F        ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_G32R32F     ,0x0        ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
    {WINED3DFMT_A32B32G32R32F,0x1       ,0x0        ,0x0        ,0x0        ,16     ,0      ,0          ,FALSE },
    /* Hmm? */
    {WINED3DFMT_CxV8U8      ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
    /* Float */
    {WINED3DFMT_R16F        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_G16R16F     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_A16B16G16R16F,0x1       ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
    /* Palettized formats */
    {WINED3DFMT_A8P8        ,0x0000ff00 ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_P8          ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
    /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
    {WINED3DFMT_R8G8B8      ,0x0        ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3      ,0      ,0          ,FALSE },
    {WINED3DFMT_A8R8G8B8    ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_X8R8G8B8    ,0x0        ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_R5G6B5      ,0x0        ,0x0000F800 ,0x000007e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_X1R5G5B5    ,0x0        ,0x00007c00 ,0x000003e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_A1R5G5B5    ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_A4R4G4B4    ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_R3G3B2      ,0x0        ,0x000000e0 ,0x0000001c ,0x00000003 ,1      ,0      ,0          ,FALSE },
    {WINED3DFMT_A8          ,0x000000ff ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
    {WINED3DFMT_A8R3G3B2    ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_X4R4G4B4    ,0x0        ,0x00000f00 ,0x000000f0 ,0x0000000f ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_A8B8G8R8    ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_X8B8G8R8    ,0x0        ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_G16R16      ,0x0        ,0x0000ffff ,0xffff0000 ,0x0        ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_A16B16G16R16,0x1        ,0x0000ffff ,0xffff0000 ,0x0        ,8      ,0      ,0          ,FALSE },
    /* Luminance */
    {WINED3DFMT_L8          ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
    {WINED3DFMT_A8L8        ,0x0000ff00 ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_A4L4        ,0x000000f0 ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
    /* Bump mapping stuff */
    {WINED3DFMT_V8U8        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_L6V5U5      ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_X8L8V8U8    ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_Q8W8V8U8    ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_V16U16      ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_W11V11U10   ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
    /* Depth stencil formats */
    {WINED3DFMT_D16_LOCKABLE,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16     ,0          ,FALSE },
    {WINED3DFMT_D32         ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,32     ,0          ,FALSE },
    {WINED3DFMT_D15S1       ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,15     ,1          ,FALSE },
    {WINED3DFMT_D24S8       ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,8          ,FALSE },
    {WINED3DFMT_D24X8       ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,0          ,FALSE },
    {WINED3DFMT_D24X4S4     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,4          ,FALSE },
    {WINED3DFMT_D16         ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16     ,0          ,FALSE },
    {WINED3DFMT_L16         ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16      ,0          ,FALSE },
    {WINED3DFMT_D32F_LOCKABLE,0x0       ,0x0        ,0x0        ,0x0        ,4      ,32     ,0          ,FALSE },
    {WINED3DFMT_D24FS8      ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,8          ,FALSE },
    /* Is this a vertex buffer? */
    {WINED3DFMT_VERTEXDATA  ,0x0        ,0x0        ,0x0        ,0x0        ,0      ,0      ,0          ,FALSE },
    {WINED3DFMT_INDEX16     ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
    {WINED3DFMT_INDEX32     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
    {WINED3DFMT_Q16W16V16U16,0x0        ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
    /* Vendor-specific formats */
    {WINED3DFMT_ATI2N       ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
};

typedef struct {
    WINED3DFORMAT           fmt;
    GLint                   glInternal, glGammaInternal, rtInternal, glFormat, glType;
    unsigned int            Flags;
} GlPixelFormatDescTemplate;

/*****************************************************************************
 * OpenGL format template. Contains unexciting formats which do not need
 * extension checks. The order in this table is independent of the order in
 * the table StaticPixelFormatDesc above. Not all formats have to be in this
 * table.
 */
static const GlPixelFormatDescTemplate gl_formats_template[] = {
  /*{                           internal                         ,srgbInternal                           , rtInternal,  format                    ,type \
        ,Flags }*/
    {WINED3DFMT_UNKNOWN        ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    /* FourCC formats */
    {WINED3DFMT_UYVY           ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_YUY2           ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_DXT1           ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_DXT2           ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_DXT3           ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_DXT4           ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_DXT5           ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_MULTI2_ARGB8   ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_G8R8_G8B8      ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_R8G8_B8G8      ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    /* IEEE formats */
    {WINED3DFMT_R32F           ,GL_RGB32F_ARB                    ,GL_RGB32F_ARB                          , 0,           GL_RED                    ,GL_FLOAT
        ,WINED3DFMT_FLAG_RENDERTARGET },
    {WINED3DFMT_G32R32F        ,0                                ,0                                      , 0,           0                         ,0
        ,WINED3DFMT_FLAG_RENDERTARGET },
    {WINED3DFMT_A32B32G32R32F  ,GL_RGBA32F_ARB                   ,GL_RGBA32F_ARB                         , 0,           GL_RGBA                   ,GL_FLOAT
        ,WINED3DFMT_FLAG_RENDERTARGET },
    /* Hmm? */
    {WINED3DFMT_CxV8U8         ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    /* Float */
    {WINED3DFMT_R16F           ,GL_RGB16F_ARB                    ,GL_RGB16F_ARB                          , 0,           GL_RED                    ,GL_HALF_FLOAT_ARB
        ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
    {WINED3DFMT_G16R16F        ,0                                ,0                                      , 0,           0                         ,0
        ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
    {WINED3DFMT_A16B16G16R16F  ,GL_RGBA16F_ARB                   ,GL_RGBA16F_ARB                         , 0,           GL_RGBA                   ,GL_HALF_FLOAT_ARB
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
    /* Palettized formats */
    {WINED3DFMT_A8P8,           0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_P8,             GL_COLOR_INDEX8_EXT              ,GL_COLOR_INDEX8_EXT                    , 0,           GL_COLOR_INDEX            ,GL_UNSIGNED_BYTE
        ,0 },
    /* Standard ARGB formats */
    {WINED3DFMT_R8G8B8         ,GL_RGB8                          ,GL_RGB8                                , 0,           GL_BGR                    ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
    {WINED3DFMT_A8R8G8B8       ,GL_RGBA8                         ,GL_SRGB8_ALPHA8_EXT                    , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
    {WINED3DFMT_X8R8G8B8       ,GL_RGB8                          ,GL_SRGB8_EXT                           , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
    {WINED3DFMT_R5G6B5         ,GL_RGB5                          ,GL_RGB5                                , GL_RGB8,     GL_RGB                    ,GL_UNSIGNED_SHORT_5_6_5
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
    {WINED3DFMT_X1R5G5B5       ,GL_RGB5                          ,GL_RGB5_A1                             , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_1_5_5_5_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_A1R5G5B5       ,GL_RGB5_A1                       ,GL_RGB5_A1                             , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_1_5_5_5_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_A4R4G4B4       ,GL_RGBA4                         ,GL_SRGB8_ALPHA8_EXT                    , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_4_4_4_4_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_R3G3B2         ,GL_R3_G3_B2                      ,GL_R3_G3_B2                            , 0,           GL_RGB                    ,GL_UNSIGNED_BYTE_3_3_2
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
    {WINED3DFMT_A8             ,GL_ALPHA8                        ,GL_ALPHA8                              , 0,           GL_ALPHA                  ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
    {WINED3DFMT_A8R3G3B2       ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_X4R4G4B4       ,GL_RGB4                          ,GL_RGB4                                , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_4_4_4_4_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
    {WINED3DFMT_A2B10G10R10    ,GL_RGBA                          ,GL_RGBA                                , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_2_10_10_10_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
    {WINED3DFMT_A8B8G8R8       ,GL_RGBA8                         ,GL_RGBA8                               , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
    {WINED3DFMT_X8B8G8R8       ,GL_RGB8                          ,GL_RGB8                                , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
    {WINED3DFMT_G16R16         ,GL_RGB16_EXT                     ,GL_RGB16_EXT                           , 0,           GL_RGB                    ,GL_UNSIGNED_SHORT
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_A2R10G10B10    ,GL_RGBA                          ,GL_RGBA                                , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_2_10_10_10_REV
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_A16B16G16R16   ,GL_RGBA16_EXT                    ,GL_RGBA16_EXT                          , 0,           GL_RGBA                   ,GL_UNSIGNED_SHORT
        ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
    /* Luminance */
    {WINED3DFMT_L8             ,GL_LUMINANCE8                    ,GL_SLUMINANCE8_EXT                     , 0,           GL_LUMINANCE              ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_A8L8           ,GL_LUMINANCE8_ALPHA8             ,GL_SLUMINANCE8_ALPHA8_EXT              , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_A4L4           ,GL_LUMINANCE4_ALPHA4             ,GL_LUMINANCE4_ALPHA4                   , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
        ,0 },
    /* Bump mapping stuff */
    {WINED3DFMT_V8U8           ,GL_DSDT8_NV                      ,GL_DSDT8_NV                            , 0,           GL_DSDT_NV                ,GL_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_L6V5U5         ,GL_DSDT8_MAG8_NV                 ,GL_DSDT8_MAG8_NV                       , 0,           GL_DSDT_MAG_NV            ,GL_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_X8L8V8U8       ,GL_DSDT8_MAG8_INTENSITY8_NV      ,GL_DSDT8_MAG8_INTENSITY8_NV            , 0,           GL_DSDT_MAG_VIB_NV        ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_Q8W8V8U8       ,GL_SIGNED_RGBA8_NV               ,GL_SIGNED_RGBA8_NV                     , 0,           GL_RGBA                   ,GL_BYTE
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_V16U16         ,GL_SIGNED_HILO16_NV              ,GL_SIGNED_HILO16_NV                    , 0,           GL_HILO_NV                ,GL_SHORT
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_W11V11U10      ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_A2W10V10U10    ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    /* Depth stencil formats */
    {WINED3DFMT_D16_LOCKABLE   ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
        ,WINED3DFMT_FLAG_DEPTH },
    {WINED3DFMT_D32            ,GL_DEPTH_COMPONENT32_ARB         ,GL_DEPTH_COMPONENT32_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
        ,WINED3DFMT_FLAG_DEPTH },
    {WINED3DFMT_D15S1          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
        ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
    {WINED3DFMT_D24S8          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
        ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
    {WINED3DFMT_D24X8          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
        ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
    {WINED3DFMT_D24X4S4        ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
        ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
    {WINED3DFMT_D16            ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
        ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
    {WINED3DFMT_L16            ,GL_LUMINANCE16_EXT               ,GL_LUMINANCE16_EXT                     , 0,           GL_LUMINANCE              ,GL_UNSIGNED_SHORT
        ,WINED3DFMT_FLAG_FILTERING },
    {WINED3DFMT_D32F_LOCKABLE  ,GL_DEPTH_COMPONENT32_ARB         ,GL_DEPTH_COMPONENT32_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_FLOAT
        ,WINED3DFMT_FLAG_DEPTH },
    {WINED3DFMT_D24FS8         ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_FLOAT
        ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
    /* Is this a vertex buffer? */
    {WINED3DFMT_VERTEXDATA     ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_INDEX16        ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_INDEX32        ,0                                ,0                                      , 0,           0                         ,0
        ,0 },
    {WINED3DFMT_Q16W16V16U16   ,GL_COLOR_INDEX                   ,GL_COLOR_INDEX                         , 0,           GL_COLOR_INDEX            ,GL_UNSIGNED_SHORT
        ,0 },
    /* Vendor-specific formats */
    {WINED3DFMT_ATI2N          ,0                                ,0                                      , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
        ,0 }
};

static inline int getFmtIdx(WINED3DFORMAT fmt) {
    /* First check if the format is at the position of its value.
     * This will catch the argb formats before the loop is entered
     */
    if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
        return fmt;
    } else {
        unsigned int i;
        for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
            if(formats[i].format == fmt) {
                return i;
            }
        }
    }
    return -1;
}

#define GLINFO_LOCATION (*gl_info)
BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
{
    unsigned int src;
    int dst;

    gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
                                    sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
    if(!gl_info->gl_formats) return FALSE;

    /* If a format depends on some extensions, remove them from the table above and initialize them
     * after this loop
     */
    for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
        dst = getFmtIdx(gl_formats_template[src].fmt);
        gl_info->gl_formats[dst].glInternal      = gl_formats_template[src].glInternal;
        gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
        gl_info->gl_formats[dst].glFormat        = gl_formats_template[src].glFormat;
        gl_info->gl_formats[dst].glType          = gl_formats_template[src].glType;
        gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
        gl_info->gl_formats[dst].Flags           = gl_formats_template[src].Flags;

        if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
           gl_formats_template[src].rtInternal != 0) {
            GLuint tex, fb;
            GLenum status;

            /* Check if the default internal format is supported as a frame buffer target, otherwise
             * fall back to the render target internal.
             *
             * Try to stick to the standard format if possible, this limits precision differences
             */
            while(glGetError());
            glGenTextures(1, &tex);
            glBindTexture(GL_TEXTURE_2D, tex);
            glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
                         GL_RGBA, GL_UNSIGNED_BYTE, NULL);

            GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
            GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
            GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
                                                 GL_TEXTURE_2D, tex, 0));

            status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
            GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
            glDeleteTextures(1, &tex);

            checkGLcall("Framebuffer format check");

            if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
                TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
                    debug_d3dformat(gl_formats_template[src].fmt));
                gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
            } else {
                TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
                gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
            }

        } else {
            gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
        }
    }

    /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
     * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
     * their extensions are not available.
     *
     * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
     * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
     * an application that needs this because it causes performance problems due to
     * shader recompiling in some games.
     */
    if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
        /* signed -> unsigned fixup */
        dst = getFmtIdx(WINED3DFMT_V8U8);
        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
        dst = getFmtIdx(WINED3DFMT_V16U16);
        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
    } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
        /* signed -> unsigned fixup */
        dst = getFmtIdx(WINED3DFMT_V16U16);
        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
    } else {
        /* Blue = 1.0 fixup, disabled for now */
#if 0
        dst = getFmtIdx(WINED3DFMT_V8U8);
        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
        dst = getFmtIdx(WINED3DFMT_V16U16);
        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
#endif
    }

    if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
        /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
         * with each other
         */
        dst = getFmtIdx(WINED3DFMT_L6V5U5);
        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
        dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
        dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
    } else {
        /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
         * are converted at surface loading time, but they do not need any modification in
         * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
         * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
         */
    }

    if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
        dst = getFmtIdx(WINED3DFMT_ATI2N);
        gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
        gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
        gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
    } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
        dst = getFmtIdx(WINED3DFMT_ATI2N);
        gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
        gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
        gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
    }

    return TRUE;
}

/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
                                  {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
                                  {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
                                  {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
                                  {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
                                  {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
                                  {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
                                  {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
                                  {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
                                  {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
                                  {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
                                  {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
                                  {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
                                  {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
                                  {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
                                  {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
                                  {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
                                  {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};

void init_type_lookup(WineD3D_GL_Info *gl_info) {
    memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
    if(!GL_SUPPORT(NV_HALF_FLOAT)) {
        /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
         * It is the job of the vertex buffer code to make sure that the vbos have the right format
         */
        gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
        gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
    }
}

#undef GLINFO_LOCATION

#define GLINFO_LOCATION This->adapter->gl_info

const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
{
    int idx = getFmtIdx(fmt);

    if(idx == -1) {
        FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
        /* Get the caller a valid pointer */
        idx = getFmtIdx(WINED3DFMT_UNKNOWN);
    }
    if(glDesc) {
        if(!gl_info->gl_formats) {
            /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
             * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
             * static variables to be initialized to 0.
             */
            static const GlPixelFormatDesc dummyFmt;
            *glDesc = &dummyFmt;
        } else {
            *glDesc = &gl_info->gl_formats[idx];
        }
    }
    return &formats[idx];
}

/*****************************************************************************
 * Trace formatting of useful values
 */
const char* debug_d3dformat(WINED3DFORMAT fmt) {
  switch (fmt) {
#define FMT_TO_STR(fmt) case fmt: return #fmt
    FMT_TO_STR(WINED3DFMT_UNKNOWN);
    FMT_TO_STR(WINED3DFMT_R8G8B8);
    FMT_TO_STR(WINED3DFMT_A8R8G8B8);
    FMT_TO_STR(WINED3DFMT_X8R8G8B8);
    FMT_TO_STR(WINED3DFMT_R5G6B5);
    FMT_TO_STR(WINED3DFMT_X1R5G5B5);
    FMT_TO_STR(WINED3DFMT_A1R5G5B5);
    FMT_TO_STR(WINED3DFMT_A4R4G4B4);
    FMT_TO_STR(WINED3DFMT_R3G3B2);
    FMT_TO_STR(WINED3DFMT_A8);
    FMT_TO_STR(WINED3DFMT_A8R3G3B2);
    FMT_TO_STR(WINED3DFMT_X4R4G4B4);
    FMT_TO_STR(WINED3DFMT_A2B10G10R10);
    FMT_TO_STR(WINED3DFMT_A8B8G8R8);
    FMT_TO_STR(WINED3DFMT_X8B8G8R8);
    FMT_TO_STR(WINED3DFMT_G16R16);
    FMT_TO_STR(WINED3DFMT_A2R10G10B10);
    FMT_TO_STR(WINED3DFMT_A16B16G16R16);
    FMT_TO_STR(WINED3DFMT_A8P8);
    FMT_TO_STR(WINED3DFMT_P8);
    FMT_TO_STR(WINED3DFMT_L8);
    FMT_TO_STR(WINED3DFMT_A8L8);
    FMT_TO_STR(WINED3DFMT_A4L4);
    FMT_TO_STR(WINED3DFMT_V8U8);
    FMT_TO_STR(WINED3DFMT_L6V5U5);
    FMT_TO_STR(WINED3DFMT_X8L8V8U8);
    FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
    FMT_TO_STR(WINED3DFMT_V16U16);
    FMT_TO_STR(WINED3DFMT_W11V11U10);
    FMT_TO_STR(WINED3DFMT_A2W10V10U10);
    FMT_TO_STR(WINED3DFMT_UYVY);
    FMT_TO_STR(WINED3DFMT_YUY2);
    FMT_TO_STR(WINED3DFMT_DXT1);
    FMT_TO_STR(WINED3DFMT_DXT2);
    FMT_TO_STR(WINED3DFMT_DXT3);
    FMT_TO_STR(WINED3DFMT_DXT4);
    FMT_TO_STR(WINED3DFMT_DXT5);
    FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
    FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
    FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
    FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
    FMT_TO_STR(WINED3DFMT_D32);
    FMT_TO_STR(WINED3DFMT_D15S1);
    FMT_TO_STR(WINED3DFMT_D24S8);
    FMT_TO_STR(WINED3DFMT_D24X8);
    FMT_TO_STR(WINED3DFMT_D24X4S4);
    FMT_TO_STR(WINED3DFMT_D16);
    FMT_TO_STR(WINED3DFMT_L16);
    FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
    FMT_TO_STR(WINED3DFMT_D24FS8);
    FMT_TO_STR(WINED3DFMT_VERTEXDATA);
    FMT_TO_STR(WINED3DFMT_INDEX16);
    FMT_TO_STR(WINED3DFMT_INDEX32);
    FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
    FMT_TO_STR(WINED3DFMT_R16F);
    FMT_TO_STR(WINED3DFMT_G16R16F);
    FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
    FMT_TO_STR(WINED3DFMT_R32F);
    FMT_TO_STR(WINED3DFMT_G32R32F);
    FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
    FMT_TO_STR(WINED3DFMT_CxV8U8);
    FMT_TO_STR(WINED3DFMT_ATI2N);
#undef FMT_TO_STR
  default:
    {
      char fourcc[5];
      fourcc[0] = (char)(fmt);
      fourcc[1] = (char)(fmt >> 8);
      fourcc[2] = (char)(fmt >> 16);
      fourcc[3] = (char)(fmt >> 24);
      fourcc[4] = 0;
      if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
        FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
      else
        FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
    }
    return "unrecognized";
  }
}

const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
  switch (devtype) {
#define DEVTYPE_TO_STR(dev) case dev: return #dev
    DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
    DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
    DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
#undef DEVTYPE_TO_STR
  default:
    FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
    return "unrecognized";
  }
}

const char* debug_d3dusage(DWORD usage) {
  switch (usage & WINED3DUSAGE_MASK) {
#define WINED3DUSAGE_TO_STR(u) case u: return #u
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
    WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
#undef WINED3DUSAGE_TO_STR
  case 0: return "none";
  default:
    FIXME("Unrecognized %u Usage!\n", usage);
    return "unrecognized";
  }
}

const char* debug_d3dusagequery(DWORD usagequery) {
  switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
#define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
    WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
    WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
    WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
    WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
    WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
    WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
    WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
#undef WINED3DUSAGEQUERY_TO_STR
  case 0: return "none";
  default:
    FIXME("Unrecognized %u Usage Query!\n", usagequery);
    return "unrecognized";
  }
}

const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
    switch (method) {
#define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
        WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
        WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
        WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
        WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
        WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
        WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
        WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
#undef WINED3DDECLMETHOD_TO_STR
        default:
            FIXME("Unrecognized %u declaration method!\n", method);
            return "unrecognized";
    }
}

const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
    switch (type) {
#define WINED3DDECLTYPE_TO_STR(u) case u: return #u
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
        WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
#undef WINED3DDECLTYPE_TO_STR
        default:
            FIXME("Unrecognized %u declaration type!\n", type);
            return "unrecognized";
    }
}

const char* debug_d3ddeclusage(BYTE usage) {
    switch (usage) {
#define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
        WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
#undef WINED3DDECLUSAGE_TO_STR
        default:
            FIXME("Unrecognized %u declaration usage!\n", usage);
            return "unrecognized";
    }
}

const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
  switch (res) {
#define RES_TO_STR(res) case res: return #res;
    RES_TO_STR(WINED3DRTYPE_SURFACE);
    RES_TO_STR(WINED3DRTYPE_VOLUME);
    RES_TO_STR(WINED3DRTYPE_TEXTURE);
    RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
    RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
    RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
    RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
#undef  RES_TO_STR
  default:
    FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
    return "unrecognized";
  }
}

const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
  switch (PrimitiveType) {
#define PRIM_TO_STR(prim) case prim: return #prim;
    PRIM_TO_STR(WINED3DPT_POINTLIST);
    PRIM_TO_STR(WINED3DPT_LINELIST);
    PRIM_TO_STR(WINED3DPT_LINESTRIP);
    PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
    PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
    PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
#undef  PRIM_TO_STR
  default:
    FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
    return "unrecognized";
  }
}

const char* debug_d3drenderstate(DWORD state) {
  switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE             );
    D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS                 );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS            );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE        );
    D3DSTATE_TO_STR(WINED3DRS_WRAPU                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAPV                     );
    D3DSTATE_TO_STR(WINED3DRS_ZENABLE                   );
    D3DSTATE_TO_STR(WINED3DRS_FILLMODE                  );
    D3DSTATE_TO_STR(WINED3DRS_SHADEMODE                 );
    D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN               );
    D3DSTATE_TO_STR(WINED3DRS_MONOENABLE                );
    D3DSTATE_TO_STR(WINED3DRS_ROP2                      );
    D3DSTATE_TO_STR(WINED3DRS_PLANEMASK                 );
    D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE              );
    D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE           );
    D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL                 );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG                );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN                );
    D3DSTATE_TO_STR(WINED3DRS_SRCBLEND                  );
    D3DSTATE_TO_STR(WINED3DRS_DESTBLEND                 );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND           );
    D3DSTATE_TO_STR(WINED3DRS_CULLMODE                  );
    D3DSTATE_TO_STR(WINED3DRS_ZFUNC                     );
    D3DSTATE_TO_STR(WINED3DRS_ALPHAREF                  );
    D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC                 );
    D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE              );
    D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE          );
    D3DSTATE_TO_STR(WINED3DRS_FOGENABLE                 );
    D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE            );
    D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE                  );
    D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL                  );
    D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX                 );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA             );
    D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR                  );
    D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE              );
    D3DSTATE_TO_STR(WINED3DRS_FOGSTART                  );
    D3DSTATE_TO_STR(WINED3DRS_FOGEND                    );
    D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY                );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE             );
    D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS             );
    D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE            );
    D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR               );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU           );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV           );
    D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS             );
    D3DSTATE_TO_STR(WINED3DRS_ZBIAS                     );
    D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE            );
    D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY                );
    D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH                );
    D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
    D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE             );
    D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL               );
    D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL              );
    D3DSTATE_TO_STR(WINED3DRS_STENCILPASS               );
    D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC               );
    D3DSTATE_TO_STR(WINED3DRS_STENCILREF                );
    D3DSTATE_TO_STR(WINED3DRS_STENCILMASK               );
    D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK          );
    D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR             );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30          );
    D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31          );
    D3DSTATE_TO_STR(WINED3DRS_WRAP0                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP1                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP2                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP3                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP4                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP5                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP6                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP7                     );
    D3DSTATE_TO_STR(WINED3DRS_CLIPPING                  );
    D3DSTATE_TO_STR(WINED3DRS_LIGHTING                  );
    D3DSTATE_TO_STR(WINED3DRS_EXTENTS                   );
    D3DSTATE_TO_STR(WINED3DRS_AMBIENT                   );
    D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE             );
    D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX               );
    D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER               );
    D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS          );
    D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE       );
    D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE     );
    D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE    );
    D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE     );
    D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE    );
    D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND               );
    D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE           );
    D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING  );
    D3DSTATE_TO_STR(WINED3DRS_POINTSIZE                 );
    D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN             );
    D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE         );
    D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE          );
    D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A              );
    D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B              );
    D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C              );
    D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS      );
    D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK           );
    D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE            );
    D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS             );
    D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN         );
    D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX             );
    D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE  );
    D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE          );
    D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR               );
    D3DSTATE_TO_STR(WINED3DRS_BLENDOP                   );
    D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE            );
    D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE              );
    D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE         );
    D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS       );
    D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE     );
    D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL      );
    D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL      );
    D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X            );
    D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y            );
    D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z            );
    D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W            );
    D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
    D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE       );
    D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL           );
    D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL          );
    D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS           );
    D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC           );
    D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1         );
    D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2         );
    D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3         );
    D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR               );
    D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE           );
    D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS                 );
    D3DSTATE_TO_STR(WINED3DRS_WRAP8                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP9                     );
    D3DSTATE_TO_STR(WINED3DRS_WRAP10                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP11                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP12                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP13                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP14                    );
    D3DSTATE_TO_STR(WINED3DRS_WRAP15                    );
    D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE  );
    D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA             );
    D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA            );
    D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA              );
#undef D3DSTATE_TO_STR
  default:
    FIXME("Unrecognized %u render state!\n", state);
    return "unrecognized";
  }
}

const char* debug_d3dsamplerstate(DWORD state) {
  switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
    D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR  );
    D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU     );
    D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV     );
    D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW     );
    D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER    );
    D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER    );
    D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER    );
    D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
    D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL  );
    D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
    D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE  );
    D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
    D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET   );
#undef D3DSTATE_TO_STR
  default:
    FIXME("Unrecognized %u sampler state!\n", state);
    return "unrecognized";
  }
}

const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
    switch (filter_type) {
#define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
        D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
#undef D3DTEXTUREFILTERTYPE_TO_STR
        default:
            FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
            return "unrecognized";
    }
}

const char* debug_d3dtexturestate(DWORD state) {
  switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
    D3DSTATE_TO_STR(WINED3DTSS_COLOROP               );
    D3DSTATE_TO_STR(WINED3DTSS_COLORARG1             );
    D3DSTATE_TO_STR(WINED3DTSS_COLORARG2             );
    D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP               );
    D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1             );
    D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2             );
    D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00          );
    D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01          );
    D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10          );
    D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11          );
    D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX         );
    D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE         );
    D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET        );
    D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
    D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW              );
    D3DSTATE_TO_STR(WINED3DTSS_COLORARG0             );
    D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0             );
    D3DSTATE_TO_STR(WINED3DTSS_RESULTARG             );
    D3DSTATE_TO_STR(WINED3DTSS_CONSTANT              );
#undef D3DSTATE_TO_STR
  case 12:
    /* Note WINED3DTSS are not consecutive, so skip these */
    return "unused";
  default:
    FIXME("Unrecognized %u texture state!\n", state);
    return "unrecognized";
  }
}

const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
    switch (d3dtop) {
#define D3DTOP_TO_STR(u) case u: return #u
        D3DTOP_TO_STR(WINED3DTOP_DISABLE);
        D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
        D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
        D3DTOP_TO_STR(WINED3DTOP_MODULATE);
        D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
        D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
        D3DTOP_TO_STR(WINED3DTOP_ADD);
        D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
        D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
        D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
        D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
        D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
        D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
        D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
        D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
        D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
        D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
        D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
        D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
        D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
        D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
        D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
        D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
        D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
        D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
        D3DTOP_TO_STR(WINED3DTOP_LERP);
#undef D3DTOP_TO_STR
        default:
            FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
            return "unrecognized";
    }
}

const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
    switch (tstype) {
#define TSTYPE_TO_STR(tstype) case tstype: return #tstype
    TSTYPE_TO_STR(WINED3DTS_VIEW);
    TSTYPE_TO_STR(WINED3DTS_PROJECTION);
    TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
    TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
    TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
    TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
    TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
    TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
    TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
    TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
    TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
#undef TSTYPE_TO_STR
    default:
        if (tstype > 256 && tstype < 512) {
            FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
            return ("WINED3DTS_WORLDMATRIX > 0");
        }
        FIXME("Unrecognized %u WINED3DTS\n", tstype);
        return "unrecognized";
    }
}

const char* debug_d3dpool(WINED3DPOOL Pool) {
  switch (Pool) {
#define POOL_TO_STR(p) case p: return #p;
    POOL_TO_STR(WINED3DPOOL_DEFAULT);
    POOL_TO_STR(WINED3DPOOL_MANAGED);
    POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
    POOL_TO_STR(WINED3DPOOL_SCRATCH);
#undef  POOL_TO_STR
  default:
    FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
    return "unrecognized";
  }
}

const char *debug_fbostatus(GLenum status) {
    switch(status) {
#define FBOSTATUS_TO_STR(u) case u: return #u
        FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
        FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
        FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
        FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
        FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
        FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
        FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
        FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
#undef FBOSTATUS_TO_STR
        default:
            FIXME("Unrecognied FBO status 0x%08x\n", status);
            return "unrecognized";
    }
}

const char *debug_glerror(GLenum error) {
    switch(error) {
#define GLERROR_TO_STR(u) case u: return #u
        GLERROR_TO_STR(GL_NO_ERROR);
        GLERROR_TO_STR(GL_INVALID_ENUM);
        GLERROR_TO_STR(GL_INVALID_VALUE);
        GLERROR_TO_STR(GL_INVALID_OPERATION);
        GLERROR_TO_STR(GL_STACK_OVERFLOW);
        GLERROR_TO_STR(GL_STACK_UNDERFLOW);
        GLERROR_TO_STR(GL_OUT_OF_MEMORY);
        GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
#undef GLERROR_TO_STR
        default:
            FIXME("Unrecognied GL error 0x%08x\n", error);
            return "unrecognized";
    }
}

const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
    switch(basis) {
        case WINED3DBASIS_BEZIER:       return "WINED3DBASIS_BEZIER";
        case WINED3DBASIS_BSPLINE:      return "WINED3DBASIS_BSPLINE";
        case WINED3DBASIS_INTERPOLATE:  return "WINED3DBASIS_INTERPOLATE";
        default:                        return "unrecognized";
    }
}

const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
    switch(degree) {
        case WINED3DDEGREE_LINEAR:      return "WINED3DDEGREE_LINEAR";
        case WINED3DDEGREE_QUADRATIC:   return "WINED3DDEGREE_QUADRATIC";
        case WINED3DDEGREE_CUBIC:       return "WINED3DDEGREE_CUBIC";
        case WINED3DDEGREE_QUINTIC:     return "WINED3DDEGREE_QUINTIC";
        default:                        return "unrecognized";
    }
}

/*****************************************************************************
 * Useful functions mapping GL <-> D3D values
 */
GLenum StencilOp(DWORD op) {
    switch(op) {
    case WINED3DSTENCILOP_KEEP    : return GL_KEEP;
    case WINED3DSTENCILOP_ZERO    : return GL_ZERO;
    case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
    case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
    case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
    case WINED3DSTENCILOP_INVERT  : return GL_INVERT;
    case WINED3DSTENCILOP_INCR    : return GL_INCR_WRAP_EXT;
    case WINED3DSTENCILOP_DECR    : return GL_DECR_WRAP_EXT;
    default:
        FIXME("Unrecognized stencil op %d\n", op);
        return GL_KEEP;
    }
}

GLenum CompareFunc(DWORD func) {
    switch ((WINED3DCMPFUNC)func) {
    case WINED3DCMP_NEVER        : return GL_NEVER;
    case WINED3DCMP_LESS         : return GL_LESS;
    case WINED3DCMP_EQUAL        : return GL_EQUAL;
    case WINED3DCMP_LESSEQUAL    : return GL_LEQUAL;
    case WINED3DCMP_GREATER      : return GL_GREATER;
    case WINED3DCMP_NOTEQUAL     : return GL_NOTEQUAL;
    case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
    case WINED3DCMP_ALWAYS       : return GL_ALWAYS;
    default:
        FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
        return 0;
    }
}

BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
    if (op == WINED3DTOP_DISABLE) return FALSE;
    if (This->stateBlock->textures[stage]) return FALSE;

    if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            && op != WINED3DTOP_SELECTARG2) return TRUE;
    if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            && op != WINED3DTOP_SELECTARG1) return TRUE;
    if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;

    return FALSE;
}

/* Setup this textures matrix according to the texture flags*/
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype)
{
    float mat[16];

    glMatrixMode(GL_TEXTURE);
    checkGLcall("glMatrixMode(GL_TEXTURE)");

    if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
        glLoadIdentity();
        checkGLcall("glLoadIdentity()");
        return;
    }

    if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
        ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
        return;
    }

    memcpy(mat, smat, 16 * sizeof(float));

    if (flags & WINED3DTTFF_PROJECTED) {
        switch (flags & ~WINED3DTTFF_PROJECTED) {
        case WINED3DTTFF_COUNT2:
            mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
            mat[1] = mat[5] = mat[9] = mat[13] = 0;
            break;
        case WINED3DTTFF_COUNT3:
            mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
            mat[2] = mat[6] = mat[10] = mat[14] = 0;
            break;
        }
    } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
        if(!calculatedCoords) {
            switch(coordtype) {
                case WINED3DDECLTYPE_FLOAT1:
                    /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
                     * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
                     * the input value to the transformation will be 0, so the matrix value is irrelevant
                     */
                    mat[12] = mat[4];
                    mat[13] = mat[5];
                    mat[14] = mat[6];
                    mat[15] = mat[7];
                    break;
                case WINED3DDECLTYPE_FLOAT2:
                    /* See above, just 3rd and 4th coord
                    */
                    mat[12] = mat[8];
                    mat[13] = mat[9];
                    mat[14] = mat[10];
                    mat[15] = mat[11];
                    break;
                case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
                case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */

                /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
                 * into a bad place. The division elimination below will apply to make sure the
                 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
                 */
                case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
                    break;
                default:
                    FIXME("Unexpected fixed function texture coord input\n");
            }
        }
        switch (flags & ~WINED3DTTFF_PROJECTED) {
            /* case WINED3DTTFF_COUNT1: Won't ever get here */
            case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
            /* OpenGL divides the first 3 vertex coord by the 4th by default,
             * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
             * the 4th coord evaluates to 1.0 to eliminate that.
             *
             * If the fixed function pipeline is used, the 4th value remains unused,
             * so there is no danger in doing this. With vertex shaders we have a
             * problem. Should an app hit that problem, the code here would have to
             * check for pixel shaders, and the shader has to undo the default gl divide.
             *
             * A more serious problem occurs if the app passes 4 coordinates in, and the
             * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
             * or a replacement shader
             */
            default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
        }
    }

    glLoadMatrixf(mat);
    checkGLcall("glLoadMatrixf(mat)");
}
#undef GLINFO_LOCATION

#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info

/* This small helper function is used to convert a bitmask into the number of masked bits */
unsigned int count_bits(unsigned int mask)
{
    unsigned int count;
    for (count = 0; mask; ++count)
    {
        mask &= mask - 1;
    }
    return count;
}

/* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
 * The later function requires individual color components. */
BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
{
    const StaticPixelFormatDesc *desc;

    TRACE("fmt: %s\n", debug_d3dformat(fmt));
    switch(fmt)
    {
        case WINED3DFMT_X8R8G8B8:
        case WINED3DFMT_R8G8B8:
        case WINED3DFMT_A8R8G8B8:
        case WINED3DFMT_A2R10G10B10:
        case WINED3DFMT_X1R5G5B5:
        case WINED3DFMT_A1R5G5B5:
        case WINED3DFMT_R5G6B5:
        case WINED3DFMT_X4R4G4B4:
        case WINED3DFMT_A4R4G4B4:
        case WINED3DFMT_R3G3B2:
        case WINED3DFMT_A8P8:
        case WINED3DFMT_P8:
            break;
        default:
            ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
            return FALSE;
    }

    desc = getFormatDescEntry(fmt, NULL, NULL);
    if(!desc)
    {
        ERR("Unable to look up format: 0x%x\n", fmt);
        return FALSE;
    }
    *redSize = count_bits(desc->redMask);
    *greenSize = count_bits(desc->greenMask);
    *blueSize = count_bits(desc->blueMask);
    *alphaSize = count_bits(desc->alphaMask);
    *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;

    TRACE("Returning red:  %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
    return TRUE;
}

/* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
{
    const StaticPixelFormatDesc *desc;

    TRACE("fmt: %s\n", debug_d3dformat(fmt));
    switch(fmt)
    {
        case WINED3DFMT_D16_LOCKABLE:
        case WINED3DFMT_D16:
        case WINED3DFMT_D15S1:
        case WINED3DFMT_D24X8:
        case WINED3DFMT_D24X4S4:
        case WINED3DFMT_D24S8:
        case WINED3DFMT_D24FS8:
        case WINED3DFMT_D32:
        case WINED3DFMT_D32F_LOCKABLE:
            break;
        default:
            FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
            return FALSE;
    }

    desc = getFormatDescEntry(fmt, NULL, NULL);
    if(!desc)
    {
        ERR("Unable to look up format: 0x%x\n", fmt);
        return FALSE;
    }
    *depthSize = desc->depthSize;
    *stencilSize = desc->stencilSize;

    TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
    return TRUE;
}

#undef GLINFO_LOCATION

/* DirectDraw stuff */
WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
    switch(depth) {
        case 8:  return WINED3DFMT_P8;
        case 15: return WINED3DFMT_X1R5G5B5;
        case 16: return WINED3DFMT_R5G6B5;
        case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
        case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
        default: return WINED3DFMT_UNKNOWN;
    }
}

void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
    WINED3DMATRIX temp;

    /* Now do the multiplication 'by hand'.
       I know that all this could be optimised, but this will be done later :-) */
    temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
    temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
    temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
    temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);

    temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
    temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
    temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
    temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);

    temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
    temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
    temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
    temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);

    temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
    temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
    temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
    temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);

    /* And copy the new matrix in the good storage.. */
    memcpy(dest, &temp, 16 * sizeof(float));
}

DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
    DWORD size = 0;
    int i;
    int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;

    if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
    if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
    if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
    if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
    switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
        case WINED3DFVF_XYZ:    size += 3 * sizeof(float); break;
        case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
        case WINED3DFVF_XYZB1:  size += 4 * sizeof(float); break;
        case WINED3DFVF_XYZB2:  size += 5 * sizeof(float); break;
        case WINED3DFVF_XYZB3:  size += 6 * sizeof(float); break;
        case WINED3DFVF_XYZB4:  size += 7 * sizeof(float); break;
        case WINED3DFVF_XYZB5:  size += 8 * sizeof(float); break;
        default: ERR("Unexpected position mask\n");
    }
    for (i = 0; i < numTextures; i++) {
        size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
    }

    return size;
}

/***********************************************************************
 * CalculateTexRect
 *
 * Calculates the dimensions of the opengl texture used for blits.
 * Handled oversized opengl textures and updates the source rectangle
 * accordingly
 *
 * Params:
 *  This: Surface to operate on
 *  Rect: Requested rectangle
 *
 * Returns:
 *  TRUE if the texture part can be loaded,
 *  FALSE otherwise
 *
 *********************************************************************/
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info

BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
    int x1 = Rect->left, x2 = Rect->right;
    int y1 = Rect->top, y2 = Rect->bottom;
    GLint maxSize = GL_LIMITS(texture_size);

    TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
          Rect->left, Rect->top, Rect->right, Rect->bottom);

    /* The sizes might be reversed */
    if(Rect->left > Rect->right) {
        x1 = Rect->right;
        x2 = Rect->left;
    }
    if(Rect->top > Rect->bottom) {
        y1 = Rect->bottom;
        y2 = Rect->top;
    }

    /* No oversized texture? This is easy */
    if(!(This->Flags & SFLAG_OVERSIZE)) {
        /* Which rect from the texture do I need? */
        if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
            glTexCoord[0] = (float) Rect->left;
            glTexCoord[2] = (float) Rect->top;
            glTexCoord[1] = (float) Rect->right;
            glTexCoord[3] = (float) Rect->bottom;
        } else {
            glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
            glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
            glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
            glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
        }

        return TRUE;
    } else {
        /* Check if we can succeed at all */
        if( (x2 - x1) > maxSize ||
            (y2 - y1) > maxSize ) {
            TRACE("Requested rectangle is too large for gl\n");
            return FALSE;
        }

        /* A part of the texture has to be picked. First, check if
         * some texture part is loaded already, if yes try to re-use it.
         * If the texture is dirty, or the part can't be used,
         * re-position the part to load
         */
        if(This->Flags & SFLAG_INTEXTURE) {
            if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
               This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
                /* Ok, the rectangle is ok, re-use it */
                TRACE("Using existing gl Texture\n");
            } else {
                /* Rectangle is not ok, dirtify the texture to reload it */
                TRACE("Dirtifying texture to force reload\n");
                This->Flags &= ~SFLAG_INTEXTURE;
            }
        }

        /* Now if we are dirty(no else if!) */
        if(!(This->Flags & SFLAG_INTEXTURE)) {
            /* Set the new rectangle. Use the following strategy:
             * 1) Use as big textures as possible.
             * 2) Place the texture part in the way that the requested
             *    part is in the middle of the texture(well, almost)
             * 3) If the texture is moved over the edges of the
             *    surface, replace it nicely
             * 4) If the coord is not limiting the texture size,
             *    use the whole size
             */
            if((This->pow2Width) > maxSize) {
                This->glRect.left = x1 - maxSize / 2;
                if(This->glRect.left < 0) {
                    This->glRect.left = 0;
                }
                This->glRect.right = This->glRect.left + maxSize;
                if(This->glRect.right > This->currentDesc.Width) {
                    This->glRect.right = This->currentDesc.Width;
                    This->glRect.left = This->glRect.right - maxSize;
                }
            } else {
                This->glRect.left = 0;
                This->glRect.right = This->pow2Width;
            }

            if(This->pow2Height > maxSize) {
                This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
                if(This->glRect.top < 0) This->glRect.top = 0;
                This->glRect.bottom = This->glRect.left + maxSize;
                if(This->glRect.bottom > This->currentDesc.Height) {
                    This->glRect.bottom = This->currentDesc.Height;
                    This->glRect.top = This->glRect.bottom - maxSize;
                }
            } else {
                This->glRect.top = 0;
                This->glRect.bottom = This->pow2Height;
            }
            TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
                   This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
        }

        /* Re-calculate the rect to draw */
        Rect->left -= This->glRect.left;
        Rect->right -= This->glRect.left;
        Rect->top -= This->glRect.top;
        Rect->bottom -= This->glRect.top;

        /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
         * or the pow2Width / pow2Height of the surface.
         *
         * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
         * as regular GL_TEXTURE_2D.
         */
        glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
        glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
        glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
        glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
    }
    return TRUE;
}
#undef GLINFO_LOCATION

/* Hash table functions */

hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
{
    hash_table_t *table;
    unsigned int initial_size = 8;

    table = HeapAlloc(GetProcessHeap(), 0, sizeof(hash_table_t) + (initial_size * sizeof(struct list)));
    if (!table)
    {
        ERR("Failed to allocate table, returning NULL.\n");
        return NULL;
    }

    table->hash_function = hash_function;
    table->compare_function = compare_function;

    table->grow_size = initial_size - (initial_size >> 2);
    table->shrink_size = 0;

    table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
    if (!table->buckets)
    {
        ERR("Failed to allocate table buckets, returning NULL.\n");
        HeapFree(GetProcessHeap(), 0, table);
        return NULL;
    }
    table->bucket_count = initial_size;

    table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(hash_table_entry_t));
    if (!table->entries)
    {
        ERR("Failed to allocate table entries, returning NULL.\n");
        HeapFree(GetProcessHeap(), 0, table->buckets);
        HeapFree(GetProcessHeap(), 0, table);
        return NULL;
    }
    table->entry_count = 0;

    list_init(&table->free_entries);
    table->count = 0;

    return table;
}

void hash_table_destroy(hash_table_t *table)
{
    unsigned int i = 0;

    for (i = 0; i < table->entry_count; ++i)
    {
        HeapFree(GetProcessHeap(), 0, table->entries[i].key);
    }

    HeapFree(GetProcessHeap(), 0, table->entries);
    HeapFree(GetProcessHeap(), 0, table->buckets);
    HeapFree(GetProcessHeap(), 0, table);
}

static inline hash_table_entry_t *hash_table_get_by_idx(hash_table_t *table, void *key, unsigned int idx)
{
    hash_table_entry_t *entry;

    if (table->buckets[idx].next)
        LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), hash_table_entry_t, entry)
            if (table->compare_function(entry->key, key)) return entry;

    return NULL;
}

static BOOL hash_table_resize(hash_table_t *table, unsigned int new_bucket_count)
{
    unsigned int new_entry_count = 0;
    hash_table_entry_t *new_entries;
    struct list *new_buckets;
    unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
    unsigned int i;

    new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
    if (!new_buckets)
    {
        ERR("Failed to allocate new buckets, returning FALSE.\n");
        return FALSE;
    }

    new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(hash_table_entry_t));
    if (!new_entries)
    {
        ERR("Failed to allocate new entries, returning FALSE.\n");
        HeapFree(GetProcessHeap(), 0, new_buckets);
        return FALSE;
    }

    for (i = 0; i < table->bucket_count; ++i)
    {
        if (table->buckets[i].next)
        {
            hash_table_entry_t *entry, *entry2;

            LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], hash_table_entry_t, entry)
            {
                int j;
                hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
                *new_entry = *entry;

                j = new_entry->hash & (new_bucket_count - 1);

                if (!new_buckets[j].next) list_init(&new_buckets[j]);
                list_add_head(&new_buckets[j], &new_entry->entry);
            }
        }
    }

    HeapFree(GetProcessHeap(), 0, table->buckets);
    table->buckets = new_buckets;

    HeapFree(GetProcessHeap(), 0, table->entries);
    table->entries = new_entries;

    table->entry_count = new_entry_count;
    list_init(&table->free_entries);

    table->bucket_count = new_bucket_count;
    table->grow_size = grow_size;
    table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;

    return TRUE;
}

void hash_table_put(hash_table_t *table, void *key, void *value)
{
    unsigned int idx;
    unsigned int hash;
    hash_table_entry_t *entry;

    hash = table->hash_function(key);
    idx = hash & (table->bucket_count - 1);
    entry = hash_table_get_by_idx(table, key, idx);

    if (entry)
    {
        HeapFree(GetProcessHeap(), 0, key);
        entry->value = value;

        if (!value)
        {
            HeapFree(GetProcessHeap(), 0, entry->key);
            entry->key = NULL;

            /* Remove the entry */
            list_remove(&entry->entry);
            list_add_head(&table->free_entries, &entry->entry);

            --table->count;

            /* Shrink if necessary */
            if (table->count < table->shrink_size) {
                if (!hash_table_resize(table, table->bucket_count >> 1))
                {
                    ERR("Failed to shrink the table...\n");
                }
            }
        }

        return;
    }

    if (!value) return;

    /* Grow if necessary */
    if (table->count >= table->grow_size)
    {
        if (!hash_table_resize(table, table->bucket_count << 1))
        {
            ERR("Failed to grow the table, returning.\n");
            return;
        }

        idx = hash & (table->bucket_count - 1);
    }

    /* Find an entry to insert */
    if (!list_empty(&table->free_entries))
    {
        struct list *elem = list_head(&table->free_entries);

        list_remove(elem);
        entry = LIST_ENTRY(elem, hash_table_entry_t, entry);
    } else {
        entry = table->entries + (table->entry_count++);
    }

    /* Insert the entry */
    entry->key = key;
    entry->value = value;
    entry->hash = hash;
    if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
    list_add_head(&table->buckets[idx], &entry->entry);

    ++table->count;
}

void hash_table_remove(hash_table_t *table, void *key)
{
    hash_table_put(table, key, NULL);
}

void *hash_table_get(hash_table_t *table, void *key)
{
    unsigned int idx;
    hash_table_entry_t *entry;

    idx = table->hash_function(key) & (table->bucket_count - 1);
    entry = hash_table_get_by_idx(table, key, idx);

    return entry ? entry->value : NULL;
}

#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct texture_stage_op op[MAX_TEXTURES]) {
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
    static const unsigned char args[WINED3DTOP_LERP + 1] = {
        /* undefined                        */  0,
        /* D3DTOP_DISABLE                   */  0,
        /* D3DTOP_SELECTARG1                */  ARG1,
        /* D3DTOP_SELECTARG2                */  ARG2,
        /* D3DTOP_MODULATE                  */  ARG1 | ARG2,
        /* D3DTOP_MODULATE2X                */  ARG1 | ARG2,
        /* D3DTOP_MODULATE4X                */  ARG1 | ARG2,
        /* D3DTOP_ADD                       */  ARG1 | ARG2,
        /* D3DTOP_ADDSIGNED                 */  ARG1 | ARG2,
        /* D3DTOP_ADDSIGNED2X               */  ARG1 | ARG2,
        /* D3DTOP_SUBTRACT                  */  ARG1 | ARG2,
        /* D3DTOP_ADDSMOOTH                 */  ARG1 | ARG2,
        /* D3DTOP_BLENDDIFFUSEALPHA         */  ARG1 | ARG2,
        /* D3DTOP_BLENDTEXTUREALPHA         */  ARG1 | ARG2,
        /* D3DTOP_BLENDFACTORALPHA          */  ARG1 | ARG2,
        /* D3DTOP_BLENDTEXTUREALPHAPM       */  ARG1 | ARG2,
        /* D3DTOP_BLENDCURRENTALPHA         */  ARG1 | ARG2,
        /* D3DTOP_PREMODULATE               */  ARG1 | ARG2,
        /* D3DTOP_MODULATEALPHA_ADDCOLOR    */  ARG1 | ARG2,
        /* D3DTOP_MODULATECOLOR_ADDALPHA    */  ARG1 | ARG2,
        /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */  ARG1 | ARG2,
        /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */  ARG1 | ARG2,
        /* D3DTOP_BUMPENVMAP                */  ARG1 | ARG2,
        /* D3DTOP_BUMPENVMAPLUMINANCE       */  ARG1 | ARG2,
        /* D3DTOP_DOTPRODUCT3               */  ARG1 | ARG2,
        /* D3DTOP_MULTIPLYADD               */  ARG1 | ARG2 | ARG0,
        /* D3DTOP_LERP                      */  ARG1 | ARG2 | ARG0
    };
    unsigned int i;
    DWORD ttff;

    for(i = 0; i < GL_LIMITS(texture_stages); i++) {
        IWineD3DBaseTextureImpl *texture;
        if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
            op[i].cop = WINED3DTOP_DISABLE;
            op[i].aop = WINED3DTOP_DISABLE;
            op[i].carg0 = op[i].carg1 = op[i].carg2 = 0xffffffff;
            op[i].aarg0 = op[i].aarg1 = op[i].aarg2 = 0xffffffff;
            op[i].color_correction = WINED3DFMT_UNKNOWN;
            op[i].dst = 0xffffffff;
            i++;
            break;
        }

        texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
        op[i].color_correction = texture ? texture->baseTexture.shader_conversion_group : WINED3DFMT_UNKNOWN;

        op[i].cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
        op[i].aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];

        op[i].carg1 = (args[op[i].cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
        op[i].carg2 = (args[op[i].cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
        op[i].carg0 = (args[op[i].cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;

        if(is_invalid_op(stateblock->wineD3DDevice, i, op[i].cop, op[i].carg1, op[i].carg2, op[i].carg0)) {
            op[i].carg0 = 0xffffffff;
            op[i].carg2 = 0xffffffff;
            op[i].carg1 = WINED3DTA_CURRENT;
            op[i].cop = WINED3DTOP_SELECTARG1;
        }

        op[i].aarg1 = (args[op[i].aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
        op[i].aarg2 = (args[op[i].aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
        op[i].aarg0 = (args[op[i].aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;

        if(is_invalid_op(stateblock->wineD3DDevice, i, op[i].aop, op[i].aarg1, op[i].aarg2, op[i].aarg0)) {
            op[i].aarg0 = 0xffffffff;
            op[i].aarg2 = 0xffffffff;
            op[i].aarg1 = WINED3DTA_CURRENT;
            op[i].aop = WINED3DTOP_SELECTARG1;
        } else if(i == 0 && stateblock->textures[0] &&
                  stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
                 (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
                  stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
            IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];

            if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
               getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {

                if(op[0].aop == WINED3DTOP_DISABLE) {
                    op[0].aarg1 = WINED3DTA_TEXTURE;
                    op[0].aop = WINED3DTOP_SELECTARG1;
                }
                else if(op[0].aop == WINED3DTOP_SELECTARG1 && op[0].aarg1 != WINED3DTA_TEXTURE) {
                    if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
                        op[0].aarg2 = WINED3DTA_TEXTURE;
                        op[0].aop = WINED3DTOP_MODULATE;
                    }
                    else op[0].aarg1 = WINED3DTA_TEXTURE;
                }
                else if(op[0].aop == WINED3DTOP_SELECTARG2 && op[0].aarg2 != WINED3DTA_TEXTURE) {
                    if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
                        op[0].aarg1 = WINED3DTA_TEXTURE;
                        op[0].aop = WINED3DTOP_MODULATE;
                    }
                    else op[0].aarg2 = WINED3DTA_TEXTURE;
                }
            }
        }

        if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
           op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
            ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
            if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
                op[i].projected = proj_count3;
            } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
                op[i].projected = proj_count4;
            } else {
                op[i].projected = proj_none;
            }
        } else {
            op[i].projected = proj_none;
        }

        op[i].dst = stateblock->textureState[i][WINED3DTSS_RESULTARG];
    }

    /* Clear unsupported stages */
    for(; i < MAX_TEXTURES; i++) {
        memset(&op[i], 0xff, sizeof(op[i]));
    }
}
#undef GLINFO_LOCATION

struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES])
{
    struct ffp_desc *entry;

    /* TODO: Optimize this. Finding the shader can be optimized by e.g. sorting the list,
     * or maybe consider using hashtables
     */
    LIST_FOR_EACH_ENTRY(entry, shaders, struct ffp_desc, entry) {
        if(memcmp(op, entry->op, sizeof(struct texture_stage_op) * MAX_TEXTURES) == 0) {
            TRACE("Found shader entry %p\n", entry);
            return entry;
        }
    }

    TRACE("Shader not found\n");
    return NULL;
}

void add_ffp_shader(struct list *shaders, struct ffp_desc *desc) {
    list_add_head(shaders, &desc->entry);
}

/* Activates the texture dimension according to the bound D3D texture.
 * Does not care for the colorop or correct gl texture unit(when using nvrc)
 * Requires the caller to activate the correct unit before
 */
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    if(stateblock->textures[stage]) {
        switch(stateblock->textureDimensions[stage]) {
            case GL_TEXTURE_2D:
                glDisable(GL_TEXTURE_3D);
                checkGLcall("glDisable(GL_TEXTURE_3D)");
                if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
                    glDisable(GL_TEXTURE_CUBE_MAP_ARB);
                    checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
                }
                if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
                    glDisable(GL_TEXTURE_RECTANGLE_ARB);
                    checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
                }
                glEnable(GL_TEXTURE_2D);
                checkGLcall("glEnable(GL_TEXTURE_2D)");
                break;
            case GL_TEXTURE_RECTANGLE_ARB:
                glDisable(GL_TEXTURE_2D);
                checkGLcall("glDisable(GL_TEXTURE_2D)");
                glDisable(GL_TEXTURE_3D);
                checkGLcall("glDisable(GL_TEXTURE_3D)");
                if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
                    glDisable(GL_TEXTURE_CUBE_MAP_ARB);
                    checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
                }
                glEnable(GL_TEXTURE_RECTANGLE_ARB);
                checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
                break;
            case GL_TEXTURE_3D:
                if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
                    glDisable(GL_TEXTURE_CUBE_MAP_ARB);
                    checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
                }
                if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
                    glDisable(GL_TEXTURE_RECTANGLE_ARB);
                    checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
                }
                glDisable(GL_TEXTURE_2D);
                checkGLcall("glDisable(GL_TEXTURE_2D)");
                glEnable(GL_TEXTURE_3D);
                checkGLcall("glEnable(GL_TEXTURE_3D)");
                break;
            case GL_TEXTURE_CUBE_MAP_ARB:
                glDisable(GL_TEXTURE_2D);
                checkGLcall("glDisable(GL_TEXTURE_2D)");
                glDisable(GL_TEXTURE_3D);
                checkGLcall("glDisable(GL_TEXTURE_3D)");
                if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
                    glDisable(GL_TEXTURE_RECTANGLE_ARB);
                    checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
                }
                glEnable(GL_TEXTURE_CUBE_MAP_ARB);
                checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
              break;
        }
    } else {
        glEnable(GL_TEXTURE_2D);
        checkGLcall("glEnable(GL_TEXTURE_2D)");
        glDisable(GL_TEXTURE_3D);
        checkGLcall("glDisable(GL_TEXTURE_3D)");
        if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
            glDisable(GL_TEXTURE_CUBE_MAP_ARB);
            checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
        }
        if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
            glDisable(GL_TEXTURE_RECTANGLE_ARB);
            checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
        }
        /* Binding textures is done by samplers. A dummy texture will be bound */
    }
}

void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    DWORD sampler = state - STATE_SAMPLER(0);
    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];

    /* No need to enable / disable anything here for unused samplers. The tex_colorop
    * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
    * will take care of this business
    */
    if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
    if(sampler >= stateblock->lowest_disabled_stage) return;
    if(use_ps(stateblock->wineD3DDevice)) return;
    if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;

    texture_activate_dimensions(sampler, stateblock, context);
}
#undef GLINFO_LOCATION
