Moved d3ddevice and direct3d objects files to ddraw root dir.
Renamed all remaining files.

diff --git a/dlls/ddraw/device_opengl.c b/dlls/ddraw/device_opengl.c
new file mode 100644
index 0000000..c514ec8
--- /dev/null
+++ b/dlls/ddraw/device_opengl.c
@@ -0,0 +1,4331 @@
+/* Direct3D Device
+ * Copyright (c) 1998-2004 Lionel ULMER
+ * Copyright (c) 2002-2004 Christian Costa
+ *
+ * This file contains the MESA implementation of all the D3D devices that
+ * Wine supports.
+ *
+ * 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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+ */
+
+#include "config.h"
+#include "wine/port.h"
+
+#include <stdarg.h>
+#include <string.h>
+#include <math.h>
+
+#define NONAMELESSUNION
+#define NONAMELESSSTRUCT
+
+#define CONST_VTABLE
+
+#include "windef.h"
+#include "winbase.h"
+#include "winerror.h"
+#include "objbase.h"
+#include "wingdi.h"
+#include "ddraw.h"
+#include "d3d.h"
+#include "wine/debug.h"
+#include "wine/library.h"
+
+#include "d3d_private.h"
+#include "opengl_private.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
+WINE_DECLARE_DEBUG_CHANNEL(ddraw_geom);
+
+/* x11drv GDI escapes */
+#define X11DRV_ESCAPE 6789
+enum x11drv_escape_codes
+{
+    X11DRV_GET_DISPLAY,   /* get X11 display for a DC */
+    X11DRV_GET_DRAWABLE,  /* get current drawable for a DC */
+    X11DRV_GET_FONT,      /* get current X font for a DC */
+};
+
+/* They are non-static as they are used by Direct3D in the creation function */
+const GUID IID_D3DDEVICE_OpenGL = {
+  0x31416d44,
+  0x86ae,
+  0x11d2,
+  { 0x82,0x2d,0xa8,0xd5,0x31,0x87,0xca,0xfa }
+};
+
+const float id_mat[16] = {
+    1.0, 0.0, 0.0, 0.0,
+    0.0, 1.0, 0.0, 0.0,
+    0.0, 0.0, 1.0, 0.0,
+    0.0, 0.0, 0.0, 1.0
+};
+
+/* This is filled at DLL loading time */
+static D3DDEVICEDESC7 opengl_device_caps;
+GL_EXTENSIONS_LIST GL_extensions;
+
+static void draw_primitive_strided(IDirect3DDeviceImpl *This,
+				   D3DPRIMITIVETYPE d3dptPrimitiveType,
+				   DWORD d3dvtVertexType,
+				   LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
+				   DWORD dwVertexCount,
+				   LPWORD dwIndices,
+				   DWORD dwIndexCount,
+				   DWORD dwFlags) ;
+
+static DWORD draw_primitive_handle_textures(IDirect3DDeviceImpl *This);
+
+/* retrieve the X display to use on a given DC */
+inline static Display *get_display( HDC hdc )
+{
+    Display *display;
+    enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
+
+    if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
+                    sizeof(display), (LPSTR)&display )) display = NULL;
+
+    return display;
+}
+
+#define UNLOCK_TEX_SIZE 256
+
+#define DEPTH_RANGE_BIT (0x00000001 << 0)
+#define VIEWPORT_BIT    (0x00000001 << 1)
+
+static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, BOOLEAN use_alpha, BOOLEAN *initial) {
+    IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+    DWORD opt_bitmap = 0x00000000;
+    
+    if ((gl_d3d_dev->current_bound_texture[1] != NULL) &&
+	((d3d_dev->state_block.texture_stage_state[1][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE))) {
+	if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE1_WINE) {
+	    GL_extensions.glActiveTexture(GL_TEXTURE1_WINE);
+	    gl_d3d_dev->current_active_tex_unit = GL_TEXTURE1_WINE;
+	}
+	/* Disable multi-texturing for level 1 to disable all others */
+	glDisable(GL_TEXTURE_2D);
+    }
+    if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE0_WINE) {
+	GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
+	gl_d3d_dev->current_active_tex_unit = GL_TEXTURE0_WINE;
+    }
+    if ((gl_d3d_dev->current_bound_texture[0] == NULL) ||
+	(d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE))
+	glEnable(GL_TEXTURE_2D);
+    if (gl_d3d_dev->unlock_tex == 0) {
+        glGenTextures(1, &gl_d3d_dev->unlock_tex);
+	glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
+	*initial = TRUE;
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+    } else {
+        glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
+	*initial = FALSE;
+    }
+    if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
+	glMatrixMode(GL_TEXTURE);
+	glLoadIdentity();
+    }
+    
+    if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
+	gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
+	d3ddevice_set_ortho(d3d_dev);
+    }
+    
+    if (gl_d3d_dev->depth_test != FALSE) glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+    if ((d3d_dev->active_viewport.dvMinZ != 0.0) ||
+	(d3d_dev->active_viewport.dvMaxZ != 1.0)) {
+	glDepthRange(0.0, 1.0);
+	opt_bitmap |= DEPTH_RANGE_BIT;
+    }
+    if ((d3d_dev->active_viewport.dwX != 0) ||
+	(d3d_dev->active_viewport.dwY != 0) ||
+	(d3d_dev->active_viewport.dwWidth != d3d_dev->surface->surface_desc.dwWidth) ||
+	(d3d_dev->active_viewport.dwHeight != d3d_dev->surface->surface_desc.dwHeight)) {
+	glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
+	opt_bitmap |= VIEWPORT_BIT;
+    }
+    glScissor(pRect->left, d3d_dev->surface->surface_desc.dwHeight - pRect->bottom,
+	      pRect->right - pRect->left, pRect->bottom - pRect->top);
+    if (gl_d3d_dev->lighting != FALSE) glDisable(GL_LIGHTING);
+    if (gl_d3d_dev->cull_face != FALSE) glDisable(GL_CULL_FACE);
+    if (use_alpha) {
+	if (gl_d3d_dev->alpha_test == FALSE) glEnable(GL_ALPHA_TEST);
+	if ((gl_d3d_dev->current_alpha_test_func != GL_NOTEQUAL) || (gl_d3d_dev->current_alpha_test_ref != 0.0))
+	    glAlphaFunc(GL_NOTEQUAL, 0.0);
+    } else {
+	if (gl_d3d_dev->alpha_test != FALSE) glDisable(GL_ALPHA_TEST);
+    }
+    if (gl_d3d_dev->stencil_test != FALSE) glDisable(GL_STENCIL_TEST);
+    if (gl_d3d_dev->blending != FALSE) glDisable(GL_BLEND);
+    if (gl_d3d_dev->fogging != FALSE) glDisable(GL_FOG);
+    if (gl_d3d_dev->current_tex_env != GL_REPLACE)
+	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+    
+    return opt_bitmap;
+}
+
+static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DWORD opt_bitmap, BOOLEAN use_alpha) {
+    IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+
+    /* And restore all the various states modified by this code */
+    if (gl_d3d_dev->depth_test != 0) glEnable(GL_DEPTH_TEST);
+    if (gl_d3d_dev->lighting != 0) glEnable(GL_LIGHTING);
+    if ((gl_d3d_dev->alpha_test != 0) && (use_alpha == 0))
+	glEnable(GL_ALPHA_TEST);
+    else if ((gl_d3d_dev->alpha_test == 0) && (use_alpha != 0))
+	glDisable(GL_ALPHA_TEST);
+    if (use_alpha) {
+	if ((gl_d3d_dev->current_alpha_test_func != GL_NOTEQUAL) || (gl_d3d_dev->current_alpha_test_ref != 0.0))
+	    glAlphaFunc(gl_d3d_dev->current_alpha_test_func, gl_d3d_dev->current_alpha_test_ref);
+    }
+    if (gl_d3d_dev->stencil_test != 0) glEnable(GL_STENCIL_TEST);
+    if (gl_d3d_dev->cull_face != 0) glEnable(GL_CULL_FACE);
+    if (gl_d3d_dev->blending != 0) glEnable(GL_BLEND);
+    if (gl_d3d_dev->fogging != 0) glEnable(GL_FOG);
+    glDisable(GL_SCISSOR_TEST);
+    if (opt_bitmap & DEPTH_RANGE_BIT) {
+	glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
+    }
+    if (opt_bitmap & VIEWPORT_BIT) {
+	glViewport(d3d_dev->active_viewport.dwX,
+		   d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
+		   d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
+    }
+    if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
+	d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
+    }
+    
+    if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE0_WINE) {
+	GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
+	gl_d3d_dev->current_active_tex_unit = GL_TEXTURE0_WINE;
+    }
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, gl_d3d_dev->current_tex_env);
+    /* Note that here we could directly re-bind the previous texture... But it would in some case be a spurious
+       bind if ever the game changes the texture just after.
+
+       So choose 0x00000001 to postpone the binding to the next time we draw something on screen. */
+    gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001;
+    if (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE) glDisable(GL_TEXTURE_2D);
+
+    /* And re-enabled if needed texture level 1 */
+    if ((gl_d3d_dev->current_bound_texture[1] != NULL) &&
+	(d3d_dev->state_block.texture_stage_state[1][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) {
+	if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE1_WINE) {
+	    GL_extensions.glActiveTexture(GL_TEXTURE1_WINE);
+	    gl_d3d_dev->current_active_tex_unit = GL_TEXTURE1_WINE;
+	}
+	glEnable(GL_TEXTURE_2D);
+    }
+}
+
+/* retrieve the X drawable to use on a given DC */
+inline static Drawable get_drawable( HDC hdc )
+{
+    Drawable drawable;
+    enum x11drv_escape_codes escape = X11DRV_GET_DRAWABLE;
+
+    if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
+                    sizeof(drawable), (LPSTR)&drawable )) drawable = 0;
+
+    return drawable;
+}
+
+static BOOL opengl_flip( LPVOID dev, LPVOID drawable)
+{
+    IDirect3DDeviceImpl *d3d_dev = (IDirect3DDeviceImpl *) dev;
+    IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) dev;
+
+    TRACE("(%p, %ld)\n", gl_d3d_dev->display,(Drawable)drawable);
+    ENTER_GL();
+    if (gl_d3d_dev->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) {
+        d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[WINE_GL_BUFFER_BACK]), gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK]);
+    }
+    gl_d3d_dev->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
+    gl_d3d_dev->state[WINE_GL_BUFFER_FRONT] = SURFACE_GL;
+    glXSwapBuffers(gl_d3d_dev->display, (Drawable)drawable);
+    LEAVE_GL();
+    
+    return TRUE;
+}
+
+
+/*******************************************************************************
+ *				OpenGL static functions
+ */
+static void set_context(IDirect3DDeviceImpl* This)
+{
+    IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
+   
+    TRACE("glxMakeCurrent %p, %ld, %p\n",glThis->display,glThis->drawable, glThis->gl_context);
+    ENTER_GL();
+    if (glXMakeCurrent(glThis->display, glThis->drawable, glThis->gl_context) == False) {
+	ERR("Error in setting current context (context %p drawable %ld)!\n",
+	    glThis->gl_context, glThis->drawable);
+    }
+    LEAVE_GL();
+}
+
+static void fill_opengl_caps(D3DDEVICEDESC *d1)
+{
+    d1->dwSize  = sizeof(*d1);
+    d1->dwFlags = D3DDD_COLORMODEL | D3DDD_DEVCAPS | D3DDD_TRANSFORMCAPS | D3DDD_BCLIPPING | D3DDD_LIGHTINGCAPS |
+	D3DDD_LINECAPS | D3DDD_TRICAPS | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH |
+	D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT;
+    d1->dcmColorModel = D3DCOLOR_RGB;
+    d1->dwDevCaps = opengl_device_caps.dwDevCaps;
+    d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS);
+    d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP;
+    d1->bClipping = TRUE;
+    d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS);
+    d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT;
+    d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB;
+    d1->dlcLightingCaps.dwNumLights = opengl_device_caps.dwMaxActiveLights;
+    d1->dpcLineCaps = opengl_device_caps.dpcLineCaps;
+    d1->dpcTriCaps = opengl_device_caps.dpcTriCaps;
+    d1->dwDeviceRenderBitDepth  = opengl_device_caps.dwDeviceRenderBitDepth;
+    d1->dwDeviceZBufferBitDepth = opengl_device_caps.dwDeviceZBufferBitDepth;
+    d1->dwMaxBufferSize = 0;
+    d1->dwMaxVertexCount = 65536;
+    d1->dwMinTextureWidth  = opengl_device_caps.dwMinTextureWidth;
+    d1->dwMinTextureHeight = opengl_device_caps.dwMinTextureHeight;
+    d1->dwMaxTextureWidth  = opengl_device_caps.dwMaxTextureWidth;
+    d1->dwMaxTextureHeight = opengl_device_caps.dwMaxTextureHeight;
+    d1->dwMinStippleWidth  = 1;
+    d1->dwMinStippleHeight = 1;
+    d1->dwMaxStippleWidth  = 32;
+    d1->dwMaxStippleHeight = 32;
+    d1->dwMaxTextureRepeat = opengl_device_caps.dwMaxTextureRepeat;
+    d1->dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureAspectRatio;
+    d1->dwMaxAnisotropy = opengl_device_caps.dwMaxAnisotropy;
+    d1->dvGuardBandLeft = opengl_device_caps.dvGuardBandLeft;
+    d1->dvGuardBandRight = opengl_device_caps.dvGuardBandRight;
+    d1->dvGuardBandTop = opengl_device_caps.dvGuardBandTop;
+    d1->dvGuardBandBottom = opengl_device_caps.dvGuardBandBottom;
+    d1->dvExtentsAdjust = opengl_device_caps.dvExtentsAdjust;
+    d1->dwStencilCaps = opengl_device_caps.dwStencilCaps;
+    d1->dwFVFCaps = opengl_device_caps.dwFVFCaps;
+    d1->dwTextureOpCaps = opengl_device_caps.dwTextureOpCaps;
+    d1->wMaxTextureBlendStages = opengl_device_caps.wMaxTextureBlendStages;
+    d1->wMaxSimultaneousTextures = opengl_device_caps.wMaxSimultaneousTextures;
+}
+
+static void fill_opengl_caps_7(D3DDEVICEDESC7 *d)
+{
+    *d = opengl_device_caps;
+}
+
+HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context, DWORD version)
+{
+    D3DDEVICEDESC dref, d1, d2;
+    HRESULT ret_value;
+
+    /* Some games (Motoracer 2 demo) have the bad idea to modify the device name string.
+       Let's put the string in a sufficiently sized array in writable memory. */
+    char device_name[50];
+    strcpy(device_name,"direct3d");
+
+    fill_opengl_caps(&dref);
+
+    if (version > 1) {
+        /* It seems that enumerating the reference IID on Direct3D 1 games (AvP / Motoracer2) breaks them */
+	char interface_name[] = "WINE Reference Direct3DX using OpenGL";
+        TRACE(" enumerating OpenGL D3DDevice interface using reference IID (IID %s).\n", debugstr_guid(&IID_IDirect3DRefDevice));
+	d1 = dref;
+	d2 = dref;
+	ret_value = cb((LPIID) &IID_IDirect3DRefDevice, interface_name, device_name, &d1, &d2, context);
+	if (ret_value != D3DENUMRET_OK)
+	    return ret_value;
+    }
+
+    {
+	char interface_name[] = "WINE Direct3DX using OpenGL";
+	TRACE(" enumerating OpenGL D3DDevice interface (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL));
+	d1 = dref;
+	d2 = dref;
+	ret_value = cb((LPIID) &IID_D3DDEVICE_OpenGL, interface_name, device_name, &d1, &d2, context);
+	if (ret_value != D3DENUMRET_OK)
+	    return ret_value;
+    }
+
+    return D3DENUMRET_OK;
+}
+
+HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context)
+{
+    D3DDEVICEDESC7 ddesc;
+    char interface_name[] = "WINE Direct3D7 using OpenGL";
+    char device_name[] = "Wine D3D7 device";
+
+    fill_opengl_caps_7(&ddesc);
+    
+    TRACE(" enumerating OpenGL D3DDevice7 interface.\n");
+    
+    return cb(interface_name, device_name, &ddesc, context);
+}
+
+ULONG WINAPI
+GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+    ULONG ref = InterlockedDecrement(&This->ref);
+    
+    TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, ref + 1);
+
+    if (!ref) {
+        int i;
+	IDirectDrawSurfaceImpl *surface = This->surface, *surf;
+	
+	/* Release texture associated with the device */ 
+	for (i = 0; i < MAX_TEXTURES; i++) {
+	    if (This->current_texture[i] != NULL)
+	        IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[i], IDirectDrawSurface7));
+	    HeapFree(GetProcessHeap(), 0, This->tex_mat[i]);
+	}
+
+	/* Look for the front buffer and override its surface's Flip method (if in double buffering) */
+	for (surf = surface; surf != NULL; surf = surf->surface_owner) {
+	    if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) {
+	        surf->aux_ctx  = NULL;
+		surf->aux_data = NULL;
+		surf->aux_flip = NULL;
+		break;
+	    }
+	}
+	for (surf = surface; surf != NULL; surf = surf->surface_owner) {
+	    IDirectDrawSurfaceImpl *surf2;
+	    for (surf2 = surf; surf2->prev_attached != NULL; surf2 = surf2->prev_attached) ;
+	    for (; surf2 != NULL; surf2 = surf2->next_attached) {
+	        if (((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) &&
+		    ((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) {
+		    /* Override the Lock / Unlock function for all these surfaces */
+		    surf2->lock_update = surf2->lock_update_prev;
+		    surf2->unlock_update = surf2->unlock_update_prev;
+		    /* And install also the blt / bltfast overrides */
+		    surf2->aux_blt = NULL;
+		    surf2->aux_bltfast = NULL;
+		}
+		surf2->d3ddevice = NULL;
+	    }
+	}
+	
+	/* And warn the D3D object that this device is no longer active... */
+	This->d3d->d3d_removed_device(This->d3d, This);
+
+	HeapFree(GetProcessHeap(), 0, This->world_mat);
+	HeapFree(GetProcessHeap(), 0, This->view_mat);
+	HeapFree(GetProcessHeap(), 0, This->proj_mat);
+
+	if (glThis->surface_ptr)
+	    HeapFree(GetProcessHeap(), 0, glThis->surface_ptr);
+
+	DeleteCriticalSection(&(This->crit));
+	
+	ENTER_GL();
+	if (glThis->unlock_tex)
+	    glDeleteTextures(1, &(glThis->unlock_tex));
+	glXDestroyContext(glThis->display, glThis->gl_context);
+	LEAVE_GL();
+	HeapFree(GetProcessHeap(), 0, This->clipping_planes);
+
+	HeapFree(GetProcessHeap(), 0, This);
+	return 0;
+    }
+    return ref;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps(LPDIRECT3DDEVICE3 iface,
+				       LPD3DDEVICEDESC lpD3DHWDevDesc,
+				       LPD3DDEVICEDESC lpD3DHELDevDesc)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
+    D3DDEVICEDESC desc;
+    DWORD dwSize;
+
+    TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DHWDevDesc, lpD3DHELDevDesc);
+
+    fill_opengl_caps(&desc);
+    dwSize = lpD3DHWDevDesc->dwSize;
+    memset(lpD3DHWDevDesc, 0, dwSize);
+    memcpy(lpD3DHWDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize));
+
+    dwSize = lpD3DHELDevDesc->dwSize;
+    memset(lpD3DHELDevDesc, 0, dwSize);
+    memcpy(lpD3DHELDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize));
+
+    TRACE(" returning caps : (no dump function yet)\n");
+
+    return DD_OK;
+}
+
+static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1,
+					  LPD3DENUMPIXELFORMATSCALLBACK cb_2,
+					  LPVOID context, int version)
+{
+    DDSURFACEDESC sdesc;
+    LPDDPIXELFORMAT pformat;
+
+    /* Do the texture enumeration */
+    sdesc.dwSize = sizeof(DDSURFACEDESC);
+    sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS;
+    sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
+    pformat = &(sdesc.ddpfPixelFormat);
+    pformat->dwSize = sizeof(DDPIXELFORMAT);
+    pformat->dwFourCC = 0;
+
+    TRACE("Enumerating GL_RGBA unpacked (32)\n");
+    pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+    pformat->u1.dwRGBBitCount = 32;
+    pformat->u2.dwRBitMask =        0x00FF0000;
+    pformat->u3.dwGBitMask =        0x0000FF00;
+    pformat->u4.dwBBitMask =        0x000000FF;
+    pformat->u5.dwRGBAlphaBitMask = 0xFF000000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+    TRACE("Enumerating GL_RGB unpacked (32)\n");
+    pformat->dwFlags = DDPF_RGB;
+    pformat->u1.dwRGBBitCount = 32;
+    pformat->u2.dwRBitMask =        0x00FF0000;
+    pformat->u3.dwGBitMask =        0x0000FF00;
+    pformat->u4.dwBBitMask =        0x000000FF;
+    pformat->u5.dwRGBAlphaBitMask = 0x00000000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+    
+    TRACE("Enumerating GL_RGB unpacked (24)\n");
+    pformat->dwFlags = DDPF_RGB;
+    pformat->u1.dwRGBBitCount = 24;
+    pformat->u2.dwRBitMask = 0x00FF0000;
+    pformat->u3.dwGBitMask = 0x0000FF00;
+    pformat->u4.dwBBitMask = 0x000000FF;
+    pformat->u5.dwRGBAlphaBitMask = 0x00000000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+    /* Note : even if this is an 'emulated' texture format, it needs to be first
+              as some dumb applications seem to rely on that. */
+    TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_1_5_5_5 (ARGB) (16)\n");
+    pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+    pformat->u1.dwRGBBitCount = 16;
+    pformat->u2.dwRBitMask =        0x00007C00;
+    pformat->u3.dwGBitMask =        0x000003E0;
+    pformat->u4.dwBBitMask =        0x0000001F;
+    pformat->u5.dwRGBAlphaBitMask = 0x00008000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+    TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (ARGB) (16)\n");
+    pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+    pformat->u1.dwRGBBitCount = 16;
+    pformat->u2.dwRBitMask =        0x00000F00;
+    pformat->u3.dwGBitMask =        0x000000F0;
+    pformat->u4.dwBBitMask =        0x0000000F;
+    pformat->u5.dwRGBAlphaBitMask = 0x0000F000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+    TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n");
+    pformat->dwFlags = DDPF_RGB;
+    pformat->u1.dwRGBBitCount = 16;
+    pformat->u2.dwRBitMask = 0x0000F800;
+    pformat->u3.dwGBitMask = 0x000007E0;
+    pformat->u4.dwBBitMask = 0x0000001F;
+    pformat->u5.dwRGBAlphaBitMask = 0x00000000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+    TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_5_5 (16)\n");
+    pformat->dwFlags = DDPF_RGB;
+    pformat->u1.dwRGBBitCount = 16;
+    pformat->u2.dwRBitMask = 0x00007C00;
+    pformat->u3.dwGBitMask = 0x000003E0;
+    pformat->u4.dwBBitMask = 0x0000001F;
+    pformat->u5.dwRGBAlphaBitMask = 0x00000000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+    
+#if 0
+    /* This is a compromise : some games choose the first 16 bit texture format with alpha they
+       find enumerated, others the last one. And both want to have the ARGB one.
+       
+       So basically, forget our OpenGL roots and do not even enumerate our RGBA ones.
+    */
+    /* See argument about the RGBA format for 'packed' texture formats */
+    TRACE("Enumerating GL_RGBA unpacked (32)\n");
+    pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+    pformat->u1.dwRGBBitCount = 32;
+    pformat->u2.dwRBitMask =        0xFF000000;
+    pformat->u3.dwGBitMask =        0x00FF0000;
+    pformat->u4.dwBBitMask =        0x0000FF00;
+    pformat->u5.dwRGBAlphaBitMask = 0x000000FF;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+    
+    TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n");
+    pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+    pformat->u1.dwRGBBitCount = 16;
+    pformat->u2.dwRBitMask =        0x0000F000;
+    pformat->u3.dwGBitMask =        0x00000F00;
+    pformat->u4.dwBBitMask =        0x000000F0;
+    pformat->u5.dwRGBAlphaBitMask = 0x0000000F;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+    TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n");
+    pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+    pformat->u1.dwRGBBitCount = 16;
+    pformat->u2.dwRBitMask =        0x0000F800;
+    pformat->u3.dwGBitMask =        0x000007C0;
+    pformat->u4.dwBBitMask =        0x0000003E;
+    pformat->u5.dwRGBAlphaBitMask = 0x00000001;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+#endif
+
+    TRACE("Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n");
+    pformat->dwFlags = DDPF_RGB;
+    pformat->u1.dwRGBBitCount = 8;
+    pformat->u2.dwRBitMask =        0x000000E0;
+    pformat->u3.dwGBitMask =        0x0000001C;
+    pformat->u4.dwBBitMask =        0x00000003;
+    pformat->u5.dwRGBAlphaBitMask = 0x00000000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+    TRACE("Enumerating Paletted (8)\n");
+    pformat->dwFlags = DDPF_PALETTEINDEXED8;
+    pformat->u1.dwRGBBitCount = 8;
+    pformat->u2.dwRBitMask =        0x00000000;
+    pformat->u3.dwGBitMask =        0x00000000;
+    pformat->u4.dwBBitMask =        0x00000000;
+    pformat->u5.dwRGBAlphaBitMask = 0x00000000;
+    if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+    if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+    /* DXT textures only exist for devices created from IDirect3D3 and above */
+    if ((version >= 3) && GL_extensions.s3tc_compressed_texture) {
+	TRACE("Enumerating DXT1\n");
+	pformat->dwFlags = DDPF_FOURCC;
+        pformat->dwFourCC = MAKE_FOURCC('D','X','T','1');
+	if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+	if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+	TRACE("Enumerating DXT3\n");
+	pformat->dwFlags = DDPF_FOURCC;
+        pformat->dwFourCC = MAKE_FOURCC('D','X','T','3');
+	if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+	if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+
+	TRACE("Enumerating DXT5\n");
+	pformat->dwFlags = DDPF_FOURCC;
+        pformat->dwFourCC = MAKE_FOURCC('D','X','T','5');
+	if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
+	if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
+    }
+
+    TRACE("End of enumeration\n");
+    return DD_OK;
+}
+
+
+HRESULT
+d3ddevice_find(IDirectDrawImpl *d3d,
+	       LPD3DFINDDEVICESEARCH lpD3DDFS,
+	       LPD3DFINDDEVICERESULT lplpD3DDevice)
+{
+    D3DDEVICEDESC desc;
+  
+    if ((lpD3DDFS->dwFlags & D3DFDS_COLORMODEL) &&
+	(lpD3DDFS->dcmColorModel != D3DCOLOR_RGB)) {
+        TRACE(" trying to request a non-RGB D3D color model. Not supported.\n");
+	return DDERR_INVALIDPARAMS; /* No real idea what to return here :-) */
+    }
+    if (lpD3DDFS->dwFlags & D3DFDS_GUID) {
+        TRACE(" trying to match guid %s.\n", debugstr_guid(&(lpD3DDFS->guid)));
+	if ((IsEqualGUID(&IID_D3DDEVICE_OpenGL, &(lpD3DDFS->guid)) == 0) &&
+	    (IsEqualGUID(&IID_IDirect3DHALDevice, &(lpD3DDFS->guid)) == 0) &&
+	    (IsEqualGUID(&IID_IDirect3DRefDevice, &(lpD3DDFS->guid)) == 0)) {
+	    TRACE(" no match for this GUID.\n");
+	    return DDERR_INVALIDPARAMS;
+	}
+    }
+
+    /* Now return our own GUID */
+    lplpD3DDevice->guid = IID_D3DDEVICE_OpenGL;
+    fill_opengl_caps(&desc);
+    lplpD3DDevice->ddHwDesc = desc;
+    lplpD3DDevice->ddSwDesc = desc;
+
+    TRACE(" returning Wine's OpenGL device with (undumped) capabilities\n");
+    
+    return D3D_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats(LPDIRECT3DDEVICE2 iface,
+					       LPD3DENUMTEXTUREFORMATSCALLBACK lpD3DEnumTextureProc,
+					       LPVOID lpArg)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
+    TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumTextureProc, lpArg);
+    return enum_texture_format_OpenGL(lpD3DEnumTextureProc, NULL, lpArg, This->version);
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats(LPDIRECT3DDEVICE7 iface,
+					       LPD3DENUMPIXELFORMATSCALLBACK lpD3DEnumPixelProc,
+					       LPVOID lpArg)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumPixelProc, lpArg);
+    return enum_texture_format_OpenGL(NULL, lpD3DEnumPixelProc, lpArg, This->version);
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState(LPDIRECT3DDEVICE7 iface,
+					      D3DRENDERSTATETYPE dwRenderStateType,
+					      DWORD dwRenderState)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwRenderStateType, dwRenderState);
+
+    /* Call the render state functions */
+    store_render_state(This, dwRenderStateType, dwRenderState, &This->state_block);
+    set_render_state(This, dwRenderStateType, &This->state_block);
+
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState(LPDIRECT3DDEVICE7 iface,
+					      D3DRENDERSTATETYPE dwRenderStateType,
+					      LPDWORD lpdwRenderState)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwRenderStateType, lpdwRenderState);
+
+    /* Call the render state functions */
+    get_render_state(This, dwRenderStateType, lpdwRenderState, &This->state_block);
+
+    TRACE(" - asked for rendering state : %s, returning value %08lx.\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
+
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_3_2T_GetLightState(LPDIRECT3DDEVICE3 iface,
+					  D3DLIGHTSTATETYPE dwLightStateType,
+					  LPDWORD lpdwLightState)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
+    
+    TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwLightStateType, lpdwLightState);
+
+    if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX)) {
+	TRACE("Unexpected Light State Type\n");
+	return DDERR_INVALIDPARAMS;
+    }
+	
+    if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
+	*lpdwLightState = This->material;
+    } else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
+	*lpdwLightState = D3DCOLOR_RGB;
+    } else {
+        D3DRENDERSTATETYPE rs;
+	switch (dwLightStateType) {
+	    case D3DLIGHTSTATE_AMBIENT:       /* 2 */
+		rs = D3DRENDERSTATE_AMBIENT;
+		break;		
+	    case D3DLIGHTSTATE_FOGMODE:       /* 4 */
+		rs = D3DRENDERSTATE_FOGVERTEXMODE;
+		break;
+	    case D3DLIGHTSTATE_FOGSTART:      /* 5 */
+		rs = D3DRENDERSTATE_FOGSTART;
+		break;
+	    case D3DLIGHTSTATE_FOGEND:        /* 6 */
+		rs = D3DRENDERSTATE_FOGEND;
+		break;
+	    case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
+		rs = D3DRENDERSTATE_FOGDENSITY;
+		break;
+	    case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
+		rs = D3DRENDERSTATE_COLORVERTEX;
+		break;
+	    default:
+		ERR("Unknown D3DLIGHTSTATETYPE %d.\n", dwLightStateType);
+		return DDERR_INVALIDPARAMS;
+	}
+
+	IDirect3DDevice7_GetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7),
+	                   		rs,lpdwLightState);
+    }
+
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
+					  D3DLIGHTSTATETYPE dwLightStateType,
+					  DWORD dwLightState)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
+    
+    TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState);
+
+    if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX)) {
+	TRACE("Unexpected Light State Type\n");
+	return DDERR_INVALIDPARAMS;
+    }
+	
+    if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
+	IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) dwLightState;
+
+	if (mat != NULL) {
+	    TRACE(" activating material %p.\n", mat);
+	    mat->activate(mat);
+	} else {
+	    FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
+	}
+	This->material = dwLightState;
+    } else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
+	switch (dwLightState) {
+	    case D3DCOLOR_MONO:
+	       ERR("DDCOLOR_MONO should not happen!\n");
+	       break;
+	    case D3DCOLOR_RGB:
+	       /* We are already in this mode */
+	       TRACE("Setting color model to RGB (no-op).\n");
+	       break;
+	    default:
+	       ERR("Unknown color model!\n");
+	       return DDERR_INVALIDPARAMS;
+	}
+    } else {
+        D3DRENDERSTATETYPE rs;
+	switch (dwLightStateType) {
+	    case D3DLIGHTSTATE_AMBIENT:       /* 2 */
+		rs = D3DRENDERSTATE_AMBIENT;
+		break;		
+	    case D3DLIGHTSTATE_FOGMODE:       /* 4 */
+		rs = D3DRENDERSTATE_FOGVERTEXMODE;
+		break;
+	    case D3DLIGHTSTATE_FOGSTART:      /* 5 */
+		rs = D3DRENDERSTATE_FOGSTART;
+		break;
+	    case D3DLIGHTSTATE_FOGEND:        /* 6 */
+		rs = D3DRENDERSTATE_FOGEND;
+		break;
+	    case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
+		rs = D3DRENDERSTATE_FOGDENSITY;
+		break;
+	    case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
+		rs = D3DRENDERSTATE_COLORVERTEX;
+		break;
+	    default:
+		ERR("Unknown D3DLIGHTSTATETYPE %d.\n", dwLightStateType);
+		return DDERR_INVALIDPARAMS;
+	}
+
+	IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7),
+	                   		rs,dwLightState);
+    }
+
+    return DD_OK;
+}
+
+static GLenum convert_D3D_ptype_to_GL(D3DPRIMITIVETYPE d3dpt)
+{
+    switch (d3dpt) {
+        case D3DPT_POINTLIST:
+            TRACE(" primitive type is POINTS\n");
+	    return GL_POINTS;
+
+	case D3DPT_LINELIST:
+	    TRACE(" primitive type is LINES\n");
+	    return GL_LINES;
+		
+	case D3DPT_LINESTRIP:
+	    TRACE(" primitive type is LINE_STRIP\n");
+	    return GL_LINE_STRIP;
+	    
+	case D3DPT_TRIANGLELIST:
+	    TRACE(" primitive type is TRIANGLES\n");
+	    return GL_TRIANGLES;
+	    
+	case D3DPT_TRIANGLESTRIP:
+	    TRACE(" primitive type is TRIANGLE_STRIP\n");
+	    return GL_TRIANGLE_STRIP;
+	    
+	case D3DPT_TRIANGLEFAN:
+	    TRACE(" primitive type is TRIANGLE_FAN\n");
+	    return GL_TRIANGLE_FAN;
+	    
+	default:
+	    FIXME("Unhandled primitive %08x\n", d3dpt);
+	    return GL_POINTS;
+    }
+}
+
+/* This function calculate the Z coordinate from Zproj */ 
+static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj)
+{
+    float a,b,c,d;
+    /* Assume that X = Y = 0 and W = 1 */
+    a = This->proj_mat->_33;
+    b = This->proj_mat->_34;
+    c = This->proj_mat->_43;
+    d = This->proj_mat->_44;
+    /* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d
+     * So in non homogenous coordinates we have Zproj = (a * Z + c) / (b * Z + d)
+     * And finally Z = (d * Zproj - c) / (a - b * Zproj)
+     */
+    return (d*Zproj - c) / (a - b*Zproj);
+}
+
+static void build_fog_table(BYTE *fog_table, DWORD fog_color) {
+    int i;
+    
+    TRACE(" rebuilding fog table (%06lx)...\n", fog_color & 0x00FFFFFF);
+    
+    for (i = 0; i < 3; i++) {
+        BYTE fog_color_component = (fog_color >> (8 * i)) & 0xFF;
+	DWORD elt;
+	for (elt = 0; elt < 0x10000; elt++) {
+	    /* We apply the fog transformation and cache the result */
+	    DWORD fog_intensity = elt & 0xFF;
+	    DWORD vertex_color = (elt >> 8) & 0xFF;
+	    fog_table[(i * 0x10000) + elt] = ((fog_intensity * vertex_color) + ((0xFF - fog_intensity) * fog_color_component)) / 0xFF;
+	}
+    }
+}
+
+static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
+					   BOOLEAN vertex_transformed,
+					   BOOLEAN vertex_lit) {
+    IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
+  
+    /* Puts GL in the correct lighting / transformation mode */
+    if ((vertex_transformed == FALSE) && 
+	(glThis->transform_state != GL_TRANSFORM_NORMAL)) {
+        /* Need to put the correct transformation again if we go from Transformed
+	   vertices to non-transformed ones.
+	*/
+        This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
+			   This->world_mat, This->view_mat, This->proj_mat);
+	glThis->transform_state = GL_TRANSFORM_NORMAL;
+
+    } else if (vertex_transformed &&
+	       (glThis->transform_state != GL_TRANSFORM_ORTHO)) {
+        /* Set our orthographic projection */
+	if (glThis->transform_state != GL_TRANSFORM_ORTHO) {
+	    glThis->transform_state = GL_TRANSFORM_ORTHO;
+	    d3ddevice_set_ortho(This);
+	}
+    }
+
+    /* TODO: optimize this to not always reset all the fog stuff on all DrawPrimitive call
+             if no fogging state change occurred */
+    if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1]) {
+        if (vertex_transformed) {
+	    if (glThis->fogging != 0) {
+		glDisable(GL_FOG);
+		glThis->fogging = 0;
+	    }
+	    /* Now check if our fog_table still corresponds to the current vertex color.
+	       Element '0x..00' is always the fog color as it corresponds to maximum fog intensity */
+	    if ((glThis->fog_table[0 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >>  0) & 0xFF)) ||
+		(glThis->fog_table[1 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >>  8) & 0xFF)) ||
+		(glThis->fog_table[2 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 16) & 0xFF))) {
+	        /* We need to rebuild our fog table.... */
+		build_fog_table(glThis->fog_table, This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]);
+	    }
+	} else {
+	    if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) {
+	        switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) {
+                    case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); break; 
+		    case D3DFOG_EXP:    glFogi(GL_FOG_MODE, GL_EXP); break; 
+		    case D3DFOG_EXP2:   glFogi(GL_FOG_MODE, GL_EXP2); break;
+		}
+		if (vertex_lit == FALSE) {
+		    glFogf(GL_FOG_START, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]);
+		    glFogf(GL_FOG_END, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]);
+		} else {
+		    /* Special case of 'pixel fog' */
+		    glFogf(GL_FOG_START, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]));
+		    glFogf(GL_FOG_END, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]));
+		}
+		if (glThis->fogging == 0) {
+		    glEnable(GL_FOG);
+		    glThis->fogging = 1;
+		}
+	    } else {
+		if (glThis->fogging != 0) {
+		    glDisable(GL_FOG);
+		    glThis->fogging = 0;
+		}
+	    }
+        }
+    } else {
+	if (glThis->fogging != 0) {
+	    glDisable(GL_FOG);
+	    glThis->fogging = 0;
+	}
+    }
+    
+    /* Handle the 'no-normal' case */
+    if ((vertex_lit == FALSE) && This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1]) {
+	if (glThis->lighting == 0) {
+	    glEnable(GL_LIGHTING);
+	    glThis->lighting = 1;
+	}
+    } else {
+	if (glThis->lighting != 0) {
+	    glDisable(GL_LIGHTING);
+	    glThis->lighting = 0;
+	}
+    }
+
+    /* Handle the code for pre-vertex material properties */
+    if (vertex_transformed == FALSE) {
+        if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] &&
+	    This->state_block.render_state[D3DRENDERSTATE_COLORVERTEX - 1]) {
+	    if ((This->state_block.render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
+		(This->state_block.render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
+		(This->state_block.render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
+		(This->state_block.render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] != D3DMCS_MATERIAL)) {
+	        glEnable(GL_COLOR_MATERIAL);
+	    }
+	}
+    }
+}
+
+
+inline static void draw_primitive(IDirect3DDeviceImpl *This, DWORD maxvert, WORD *index,
+				  D3DVERTEXTYPE d3dvt, D3DPRIMITIVETYPE d3dpt, void *lpvertex)
+{
+    D3DDRAWPRIMITIVESTRIDEDDATA strided;
+
+    switch (d3dvt) {
+        case D3DVT_VERTEX: {
+	    strided.position.lpvData = &((D3DVERTEX *) lpvertex)->u1.x;
+	    strided.position.dwStride = sizeof(D3DVERTEX);
+	    strided.normal.lpvData = &((D3DVERTEX *) lpvertex)->u4.nx;
+	    strided.normal.dwStride = sizeof(D3DVERTEX);
+	    strided.textureCoords[0].lpvData = &((D3DVERTEX *) lpvertex)->u7.tu;
+	    strided.textureCoords[0].dwStride = sizeof(D3DVERTEX);
+	    draw_primitive_strided(This, d3dpt, D3DFVF_VERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */);
+	} break;
+
+        case D3DVT_LVERTEX: {
+	    strided.position.lpvData = &((D3DLVERTEX *) lpvertex)->u1.x;
+	    strided.position.dwStride = sizeof(D3DLVERTEX);
+	    strided.diffuse.lpvData = &((D3DLVERTEX *) lpvertex)->u4.color;
+	    strided.diffuse.dwStride = sizeof(D3DLVERTEX);
+	    strided.specular.lpvData = &((D3DLVERTEX *) lpvertex)->u5.specular;
+	    strided.specular.dwStride = sizeof(D3DLVERTEX);
+	    strided.textureCoords[0].lpvData = &((D3DLVERTEX *) lpvertex)->u6.tu;
+	    strided.textureCoords[0].dwStride = sizeof(D3DLVERTEX);
+	    draw_primitive_strided(This, d3dpt, D3DFVF_LVERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */);
+	} break;
+
+        case D3DVT_TLVERTEX: {
+	    strided.position.lpvData = &((D3DTLVERTEX *) lpvertex)->u1.sx;
+	    strided.position.dwStride = sizeof(D3DTLVERTEX);
+	    strided.diffuse.lpvData = &((D3DTLVERTEX *) lpvertex)->u5.color;
+	    strided.diffuse.dwStride = sizeof(D3DTLVERTEX);
+	    strided.specular.lpvData = &((D3DTLVERTEX *) lpvertex)->u6.specular;
+	    strided.specular.dwStride = sizeof(D3DTLVERTEX);
+	    strided.textureCoords[0].lpvData = &((D3DTLVERTEX *) lpvertex)->u7.tu;
+	    strided.textureCoords[0].dwStride = sizeof(D3DTLVERTEX);
+	    draw_primitive_strided(This, d3dpt, D3DFVF_TLVERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */);
+	} break;
+
+        default:
+	    FIXME("Unhandled vertex type %08x\n", d3dvt);
+	    break;
+    }
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_2_DrawPrimitive(LPDIRECT3DDEVICE2 iface,
+				       D3DPRIMITIVETYPE d3dptPrimitiveType,
+				       D3DVERTEXTYPE d3dvtVertexType,
+				       LPVOID lpvVertices,
+				       DWORD dwVertexCount,
+				       DWORD dwFlags)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
+
+    TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
+    if (TRACE_ON(ddraw)) {
+        TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
+    }
+
+    draw_primitive(This, dwVertexCount, NULL, d3dvtVertexType, d3dptPrimitiveType, lpvVertices);
+		   
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive(LPDIRECT3DDEVICE2 iface,
+					      D3DPRIMITIVETYPE d3dptPrimitiveType,
+					      D3DVERTEXTYPE d3dvtVertexType,
+					      LPVOID lpvVertices,
+					      DWORD dwVertexCount,
+					      LPWORD dwIndices,
+					      DWORD dwIndexCount,
+					      DWORD dwFlags)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
+    TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
+    if (TRACE_ON(ddraw)) {
+        TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
+    }
+
+    draw_primitive(This, dwIndexCount, dwIndices, d3dvtVertexType, d3dptPrimitiveType, lpvVertices);
+    
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer(LPDIRECT3DDEVICE iface,
+					     LPD3DEXECUTEBUFFERDESC lpDesc,
+					     LPDIRECT3DEXECUTEBUFFER* lplpDirect3DExecuteBuffer,
+					     IUnknown* pUnkOuter)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface);
+    IDirect3DExecuteBufferImpl *ret;
+    HRESULT ret_value;
+    
+    TRACE("(%p/%p)->(%p,%p,%p)\n", This, iface, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter);
+
+    ret_value = d3dexecutebuffer_create(&ret, This->d3d, This, lpDesc);
+    *lplpDirect3DExecuteBuffer = ICOM_INTERFACE(ret, IDirect3DExecuteBuffer);
+
+    TRACE(" returning %p.\n", *lplpDirect3DExecuteBuffer);
+    
+    return ret_value;
+}
+
+static void flush_zbuffer_to_GL(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
+    static BOOLEAN first = TRUE;
+    IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+    unsigned int row;
+    GLenum type;
+    
+    if (first) {
+	MESSAGE("Warning : application does direct locking of ZBuffer - expect slowdowns on many GL implementations :-)\n");
+	first = FALSE;
+    }
+    
+    TRACE("flushing ZBuffer back to GL\n");
+    
+    if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
+	gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
+	d3ddevice_set_ortho(d3d_dev);
+    }
+    
+    glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
+
+    if (gl_d3d_dev->depth_test == 0) glEnable(GL_DEPTH_TEST);
+    if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS) glDepthFunc(GL_ALWAYS);
+    glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); 
+
+    /* This loop here is to prevent using PixelZoom that may be unoptimized for the 1.0 / -1.0 case
+       in some drivers...
+    */
+    switch (surf->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth) {
+        case 16: type = GL_UNSIGNED_SHORT; break;
+	case 32: type = GL_UNSIGNED_INT; break;
+	default: FIXME("Unhandled ZBuffer format !\n"); goto restore_state;
+    }
+	
+    for (row = 0; row < surf->surface_desc.dwHeight; row++) {
+	/* glRasterPos3d(0.0, row + 1.0, 0.5); */
+	glRasterPos2i(0, row + 1);
+	glDrawPixels(surf->surface_desc.dwWidth, 1, GL_DEPTH_COMPONENT, type,
+		     ((unsigned char *) surf->surface_desc.lpSurface) + (row * surf->surface_desc.u1.lPitch));
+    }
+
+  restore_state:
+    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+    if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS)
+	glDepthFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1]));
+    if (gl_d3d_dev->depth_test == 0) glDisable(GL_DEPTH_TEST);
+}
+
+/* These are the various handler used in the generic path */
+inline static void handle_xyz(D3DVALUE *coords) {
+    glVertex3fv(coords);
+}
+inline static void handle_xyzrhw(D3DVALUE *coords) {
+    if ((coords[3] < 1e-8) && (coords[3] > -1e-8))
+        glVertex3fv(coords);
+    else {
+        GLfloat w = 1.0 / coords[3];
+	
+        glVertex4f(coords[0] * w,
+		   coords[1] * w,
+		   coords[2] * w,
+		   w);
+    }
+}
+inline static void handle_normal(D3DVALUE *coords) {
+    glNormal3fv(coords);
+}
+
+inline static void handle_diffuse_base(STATEBLOCK *sb, DWORD *color) {
+    if (sb->render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] ||
+	sb->render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1]) {
+        glColor4ub((*color >> 16) & 0xFF,
+		   (*color >>  8) & 0xFF,
+		   (*color >>  0) & 0xFF,
+		   (*color >> 24) & 0xFF);
+    } else {
+        glColor3ub((*color >> 16) & 0xFF,
+		   (*color >>  8) & 0xFF,
+		   (*color >>  0) & 0xFF);    
+    }
+}
+
+inline static void handle_specular_base(STATEBLOCK *sb, DWORD *color) {
+    glColor4ub((*color >> 16) & 0xFF,
+	       (*color >>  8) & 0xFF,
+	       (*color >>  0) & 0xFF,
+	       (*color >> 24) & 0xFF); /* No idea if the alpha field is really used.. */
+}
+
+inline static void handle_diffuse(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
+    if ((lighted == FALSE) &&
+	sb->render_state[D3DRENDERSTATE_LIGHTING - 1] &&
+	sb->render_state[D3DRENDERSTATE_COLORVERTEX - 1]) {
+        if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
+	    glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+	    handle_diffuse_base(sb, color);
+	}
+	if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
+	    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
+	    handle_diffuse_base(sb, color);
+	}
+	if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR1) &&
+	    sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) {
+	    glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
+	    handle_diffuse_base(sb, color);
+	}
+	if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
+	    glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
+	    handle_diffuse_base(sb, color);
+	}
+    } else {
+        handle_diffuse_base(sb, color);
+    }    
+}
+
+inline static void handle_specular(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
+    if ((lighted == FALSE) &&
+	sb->render_state[D3DRENDERSTATE_LIGHTING - 1] &&
+	sb->render_state[D3DRENDERSTATE_COLORVERTEX - 1]) {
+        if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
+	    glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+	    handle_specular_base(sb, color);
+	}
+	if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
+	    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
+	    handle_specular_base(sb, color);
+	}
+	if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR2) &&
+	    sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) {
+	    glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
+	    handle_specular_base(sb, color);
+	}
+	if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
+	    glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
+	    handle_specular_base(sb, color);
+	}
+    }
+    /* No else here as we do not know how to handle 'specular' on its own in any case.. */
+}
+
+inline static void handle_diffuse_and_specular(STATEBLOCK *sb, BYTE *fog_table, DWORD *color_d, DWORD *color_s, BOOLEAN lighted) {
+    if (lighted) {
+        DWORD color = *color_d;
+        if (sb->render_state[D3DRENDERSTATE_FOGENABLE - 1]) {
+	    /* Special case where the specular value is used to do fogging */
+	    BYTE fog_intensity = *color_s >> 24; /* The alpha value of the specular component is the fog 'intensity' for this vertex */
+	    color &= 0xFF000000; /* Only keep the alpha component */
+	    color |= fog_table[((*color_d >>  0) & 0xFF) << 8 | fog_intensity] <<  0;
+	    color |= fog_table[((*color_d >>  8) & 0xFF) << 8 | fog_intensity] <<  8;
+	    color |= fog_table[((*color_d >> 16) & 0xFF) << 8 | fog_intensity] << 16;
+	}
+	if (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) {
+	    /* Standard specular value in transformed mode. TODO */
+	}
+	handle_diffuse_base(sb, &color);
+    } else {
+        if (sb->render_state[D3DRENDERSTATE_LIGHTING - 1]) {
+	    handle_diffuse(sb, color_d, FALSE);
+	    handle_specular(sb, color_s, FALSE);
+	} else {
+	    /* In that case, only put the diffuse color... */
+	    handle_diffuse_base(sb, color_d);
+	}
+    }
+}
+
+inline static void handle_texture(D3DVALUE *coords) {
+    glTexCoord2fv(coords);
+}
+inline static void handle_textures(const D3DVALUE *coords, int tex_stage) {
+    if (GL_extensions.glMultiTexCoord2fv) {
+	GL_extensions.glMultiTexCoord2fv(GL_TEXTURE0_WINE + tex_stage, coords);
+    } else {
+	if (tex_stage == 0) glTexCoord2fv(coords);
+    }
+}
+
+static void draw_primitive_strided(IDirect3DDeviceImpl *This,
+				   D3DPRIMITIVETYPE d3dptPrimitiveType,
+				   DWORD d3dvtVertexType,
+				   LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
+				   DWORD dwVertexCount,
+				   LPWORD dwIndices,
+				   DWORD dwIndexCount,
+				   DWORD dwFlags)
+{
+    BOOLEAN vertex_lighted = FALSE;
+    IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
+    int num_active_stages = 0;
+    int num_tex_index = ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT);
+    
+    /* I put the trace before the various locks... So as to better understand where locks occur :-) */
+    if (TRACE_ON(ddraw)) {
+        TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
+    }
+
+    /* This is to prevent 'thread contention' between a thread locking the device and another
+       doing 3D display on it... */
+    EnterCriticalSection(&(This->crit));   
+    
+    ENTER_GL();
+    if (glThis->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) {
+        This->flush_to_framebuffer(This, &(glThis->lock_rect[WINE_GL_BUFFER_BACK]), glThis->lock_surf[WINE_GL_BUFFER_BACK]);
+    }
+    glThis->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
+
+    if (This->current_zbuffer == NULL) {
+	/* Search for an attached ZBuffer */
+	static const DDSCAPS2 zbuf_caps = { DDSCAPS_ZBUFFER, 0, 0, 0 };
+	LPDIRECTDRAWSURFACE7 zbuf;
+	HRESULT hr;
+	
+	hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(This->surface, IDirectDrawSurface7),
+						    (DDSCAPS2 *) &zbuf_caps, &zbuf);
+	if (!FAILED(hr)) {
+	    This->current_zbuffer = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, zbuf);
+	    IDirectDrawSurface7_Release(zbuf);
+	}
+    }
+    if (This->current_zbuffer != NULL) {
+	if (This->current_zbuffer->get_dirty_status(This->current_zbuffer, NULL)) {
+	    flush_zbuffer_to_GL(This, NULL, This->current_zbuffer);
+	}
+    }
+    
+    if ( ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) ||
+         ((d3dvtVertexType & D3DFVF_NORMAL) == 0) )
+        vertex_lighted = TRUE;
+    
+    /* Compute the number of active texture stages and set the various texture parameters */
+    num_active_stages = draw_primitive_handle_textures(This);
+
+    /* And restore to handle '0' in the case we use glTexCoord calls */
+    if (glThis->current_active_tex_unit != GL_TEXTURE0_WINE) {
+	GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
+	glThis->current_active_tex_unit = GL_TEXTURE0_WINE;
+    }
+
+    draw_primitive_handle_GL_state(This,
+				   (d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
+				   vertex_lighted);
+
+    /* First, see if we can use the OpenGL vertex arrays... This is very limited
+       for now to some 'special' cases where we can do a direct mapping between D3D
+       types and GL types.
+
+       Note: in the future all calls will go through vertex arrays but the arrays
+             will be generated by this function.
+
+       Note2: colours cannot be mapped directly because they are stored as BGRA in memory
+              (ie not as an array of R, G, B, A as OpenGL does it but as a LWORD 0xAARRGGBB
+	      which, as we are little indian, gives a B, G, R, A storage in memory.
+    */
+    if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) && /* Standard XYZ vertices */
+	((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == 0)) {
+	int tex_stage;
+	TRACE(" using GL vertex arrays for performance !\n");
+	/* First, the vertices (we are sure we have some :-) */
+	glEnableClientState(GL_VERTEX_ARRAY);
+	glVertexPointer(3, GL_FLOAT, lpD3DDrawPrimStrideData->position.dwStride, lpD3DDrawPrimStrideData->position.lpvData);
+	/* Then the normals */
+	if (d3dvtVertexType & D3DFVF_NORMAL) {
+	    glEnableClientState(GL_NORMAL_ARRAY);
+	    glNormalPointer(GL_FLOAT, lpD3DDrawPrimStrideData->normal.dwStride, lpD3DDrawPrimStrideData->normal.lpvData);
+	}
+	/* Then the diffuse colour */
+	if (d3dvtVertexType & D3DFVF_DIFFUSE) {
+	    glEnableClientState(GL_COLOR_ARRAY);
+	    glColorPointer(3, GL_UNSIGNED_BYTE, lpD3DDrawPrimStrideData->normal.dwStride,
+			   ((char *) lpD3DDrawPrimStrideData->diffuse.lpvData));
+	}
+	/* Then the various textures */
+	for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
+	    int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
+	    if (tex_index >= num_tex_index) {
+		WARN("Default texture coordinate not handled in the vertex array path !!!\n");
+		tex_index = num_tex_index - 1;
+	    }
+	    if (GL_extensions.glClientActiveTexture) {
+		GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
+	    }
+	    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+	    glTexCoordPointer(2, GL_FLOAT, lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride,
+			      lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData);
+	}
+	if (dwIndices != NULL) {
+	    glDrawElements(convert_D3D_ptype_to_GL(d3dptPrimitiveType), dwIndexCount, GL_UNSIGNED_SHORT, dwIndices);
+	} else {
+	    glDrawArrays(convert_D3D_ptype_to_GL(d3dptPrimitiveType), 0, dwIndexCount);
+	}
+	glDisableClientState(GL_VERTEX_ARRAY);
+	if (d3dvtVertexType & D3DFVF_NORMAL) {
+	    glDisableClientState(GL_NORMAL_ARRAY);
+	}
+	if (d3dvtVertexType & D3DFVF_DIFFUSE) {
+	    glDisableClientState(GL_COLOR_ARRAY);
+	}
+	for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
+	    if (GL_extensions.glClientActiveTexture) {
+		GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
+	    }
+	    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+	}
+    } else {
+	glBegin(convert_D3D_ptype_to_GL(d3dptPrimitiveType));
+	
+	/* Some fast paths first before the generic case.... */
+	if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) {
+	    unsigned int index;
+	    
+	    for (index = 0; index < dwIndexCount; index++) {
+		int i = (dwIndices == NULL) ? index : dwIndices[index];
+		D3DVALUE *normal = 
+		    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
+		D3DVALUE *tex_coord =
+		    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
+		D3DVALUE *position =
+		    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
+		
+		handle_normal(normal);
+		handle_texture(tex_coord);
+		handle_xyz(position);
+		
+		TRACE_(ddraw_geom)(" %f %f %f / %f %f %f (%f %f)\n",
+				   position[0], position[1], position[2],
+				   normal[0], normal[1], normal[2],
+				   tex_coord[0], tex_coord[1]);
+	    }
+	} else if ((d3dvtVertexType == D3DFVF_TLVERTEX) && (num_active_stages <= 1)) {
+	    unsigned int index;
+	    
+	    for (index = 0; index < dwIndexCount; index++) {
+		int i = (dwIndices == NULL) ? index : dwIndices[index];
+		DWORD *color_d = 
+		    (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
+		DWORD *color_s = 
+		    (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
+		D3DVALUE *tex_coord =
+		    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
+		D3DVALUE *position =
+		    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
+		
+		handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE);
+		handle_texture(tex_coord);
+		handle_xyzrhw(position);
+		
+		TRACE_(ddraw_geom)(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
+				   position[0], position[1], position[2], position[3], 
+				   (*color_d >> 16) & 0xFF,
+				   (*color_d >>  8) & 0xFF,
+				   (*color_d >>  0) & 0xFF,
+				   (*color_d >> 24) & 0xFF,
+				   (*color_s >> 16) & 0xFF,
+				   (*color_s >>  8) & 0xFF,
+				   (*color_s >>  0) & 0xFF,
+				   (*color_s >> 24) & 0xFF,
+				   tex_coord[0], tex_coord[1]);
+	    } 
+	} else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) ||
+		   ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) {
+	    /* This is the 'slow path' but that should support all possible vertex formats out there...
+	       Note that people should write a fast path for all vertex formats out there...
+	       */  
+	    unsigned int index;
+	    static const D3DVALUE no_index[] = { 0.0, 0.0, 0.0, 0.0 };
+	    
+	    for (index = 0; index < dwIndexCount; index++) {
+		int i = (dwIndices == NULL) ? index : dwIndices[index];
+		int tex_stage;
+		
+		if (d3dvtVertexType & D3DFVF_NORMAL) { 
+		    D3DVALUE *normal = 
+			(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);	    
+		    handle_normal(normal);
+		}
+		if ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) {
+		    DWORD *color_d = 
+			(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
+		    DWORD *color_s = 
+			(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
+		    handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, vertex_lighted);
+		} else {
+		    if (d3dvtVertexType & D3DFVF_SPECULAR) { 
+			DWORD *color_s = 
+			    (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
+			handle_specular(&(This->state_block), color_s, vertex_lighted);
+		    } else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
+			DWORD *color_d = 
+			    (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
+			handle_diffuse(&(This->state_block), color_d, vertex_lighted);
+		    }
+		}
+		
+		for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
+		    int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
+		    if (tex_index >= num_tex_index) {
+			handle_textures((const D3DVALUE *) no_index, tex_stage);
+		    } else {
+			D3DVALUE *tex_coord =
+			    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) + 
+					  i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
+			handle_textures(tex_coord, tex_stage);
+		    }
+		}
+		
+		if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
+		    D3DVALUE *position =
+			(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
+		    handle_xyz(position);
+		} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
+		    D3DVALUE *position =
+			(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
+		    handle_xyzrhw(position);
+		}
+		
+		if (TRACE_ON(ddraw_geom)) {
+		    unsigned int tex_index;
+		    
+		    if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
+			D3DVALUE *position =
+			    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
+			TRACE_(ddraw_geom)(" %f %f %f", position[0], position[1], position[2]);
+		    } else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
+			D3DVALUE *position =
+			    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
+			TRACE_(ddraw_geom)(" %f %f %f %f", position[0], position[1], position[2], position[3]);
+		    }
+		    if (d3dvtVertexType & D3DFVF_NORMAL) { 
+			D3DVALUE *normal = 
+			    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);	    
+			TRACE_(ddraw_geom)(" / %f %f %f", normal[0], normal[1], normal[2]);
+		    }
+		    if (d3dvtVertexType & D3DFVF_DIFFUSE) {
+			DWORD *color_d = 
+			    (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
+			TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
+					   (*color_d >> 16) & 0xFF,
+					   (*color_d >>  8) & 0xFF,
+					   (*color_d >>  0) & 0xFF,
+					   (*color_d >> 24) & 0xFF);
+		    }
+		    if (d3dvtVertexType & D3DFVF_SPECULAR) { 
+			DWORD *color_s = 
+			    (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
+			TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
+					   (*color_s >> 16) & 0xFF,
+					   (*color_s >>  8) & 0xFF,
+					   (*color_s >>  0) & 0xFF,
+					   (*color_s >> 24) & 0xFF);
+		    }
+		    for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
+			D3DVALUE *tex_coord =
+			    (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) + 
+					  i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
+			TRACE_(ddraw_geom)(" / %f %f", tex_coord[0], tex_coord[1]);
+		    }
+		    TRACE_(ddraw_geom)("\n");
+		}
+	    }
+	} else {
+	    ERR(" matrix weighting not handled yet....\n");
+	}
+	
+	glEnd();
+    }
+
+    /* Whatever the case, disable the color material stuff */
+    glDisable(GL_COLOR_MATERIAL);
+
+    LEAVE_GL();
+    TRACE("End\n");    
+
+    LeaveCriticalSection(&(This->crit));
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive(LPDIRECT3DDEVICE7 iface,
+					  D3DPRIMITIVETYPE d3dptPrimitiveType,
+					  DWORD d3dvtVertexType,
+					  LPVOID lpvVertices,
+					  DWORD dwVertexCount,
+					  DWORD dwFlags)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    D3DDRAWPRIMITIVESTRIDEDDATA strided;
+
+    TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
+    if (TRACE_ON(ddraw)) {
+        TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
+    }
+
+    convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided, 0);
+    draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, NULL, dwVertexCount, dwFlags);
+    
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive(LPDIRECT3DDEVICE7 iface,
+						 D3DPRIMITIVETYPE d3dptPrimitiveType,
+						 DWORD d3dvtVertexType,
+						 LPVOID lpvVertices,
+						 DWORD dwVertexCount,
+						 LPWORD dwIndices,
+						 DWORD dwIndexCount,
+						 DWORD dwFlags)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    D3DDRAWPRIMITIVESTRIDEDDATA strided;
+
+    TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
+    if (TRACE_ON(ddraw)) {
+        TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
+    }
+
+    convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided, 0);
+    draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
+    
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided(LPDIRECT3DDEVICE7 iface,
+                                                   D3DPRIMITIVETYPE d3dptPrimitiveType,
+                                                   DWORD dwVertexType,
+                                                   LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
+                                                   DWORD dwVertexCount,
+                                                   DWORD dwFlags)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+
+    TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, dwFlags);
+    if (TRACE_ON(ddraw)) {
+        TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
+    }
+    draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, NULL, dwVertexCount, dwFlags);
+
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided(LPDIRECT3DDEVICE7 iface,
+                                                          D3DPRIMITIVETYPE d3dptPrimitiveType,
+                                                          DWORD dwVertexType,
+                                                          LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
+                                                          DWORD dwVertexCount,
+                                                          LPWORD lpIndex,
+                                                          DWORD dwIndexCount,
+                                                          DWORD dwFlags)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+
+    TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags);
+    if (TRACE_ON(ddraw)) {
+        TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
+    }
+
+    draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags);
+
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB(LPDIRECT3DDEVICE7 iface,
+					    D3DPRIMITIVETYPE d3dptPrimitiveType,
+					    LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf,
+					    DWORD dwStartVertex,
+					    DWORD dwNumVertices,
+					    DWORD dwFlags)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf);
+    D3DDRAWPRIMITIVESTRIDEDDATA strided;
+
+    TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, dwFlags);
+    if (TRACE_ON(ddraw)) {
+        TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
+    }
+
+    if (vb_impl->processed) {
+        IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl;
+	IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+
+	glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER;
+	This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
+			   &(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat));
+
+	convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided, dwStartVertex);
+	draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwNumVertices, NULL, dwNumVertices, dwFlags);
+
+    } else {
+        convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided, dwStartVertex);
+	draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwNumVertices, NULL, dwNumVertices, dwFlags);
+    }
+
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB(LPDIRECT3DDEVICE7 iface,
+						   D3DPRIMITIVETYPE d3dptPrimitiveType,
+						   LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf,
+						   DWORD dwStartVertex,
+						   DWORD dwNumVertices,
+						   LPWORD lpwIndices,
+						   DWORD dwIndexCount,
+						   DWORD dwFlags)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf);
+    D3DDRAWPRIMITIVESTRIDEDDATA strided;
+    
+    TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
+    if (TRACE_ON(ddraw)) {
+        TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
+    }
+
+    if (vb_impl->processed) {
+        IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl;
+	IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+
+	glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER;
+	This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
+			   &(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat));
+
+	convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided, dwStartVertex);
+	draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
+
+    } else {
+        convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided, dwStartVertex);
+	draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
+    }
+
+    return DD_OK;
+}
+
+/* We need a static function for that to handle the 'special' case of 'SELECT_ARG2' */
+static BOOLEAN
+handle_color_alpha_args(IDirect3DDeviceImpl *This, DWORD dwStage, D3DTEXTURESTAGESTATETYPE d3dTexStageStateType, DWORD dwState, D3DTEXTUREOP tex_op)
+{
+    BOOLEAN is_complement = FALSE;
+    BOOLEAN is_alpha_replicate = FALSE;
+    BOOLEAN handled = TRUE;
+    GLenum src;
+    BOOLEAN is_color = ((d3dTexStageStateType == D3DTSS_COLORARG1) || (d3dTexStageStateType == D3DTSS_COLORARG2));
+    int num;
+    
+    if (is_color) {
+        if (d3dTexStageStateType == D3DTSS_COLORARG1) num = 0;
+	else if (d3dTexStageStateType == D3DTSS_COLORARG2) num = 1;
+	else {
+	    handled = FALSE;
+	    num = 0;
+	}
+	if (tex_op == D3DTOP_SELECTARG2) {
+	    num = 1 - num;
+	}
+    } else {
+        if (d3dTexStageStateType == D3DTSS_ALPHAARG1) num = 0;
+	else if (d3dTexStageStateType == D3DTSS_ALPHAARG2) num = 1;
+	else {
+	    handled = FALSE;
+	    num = 0;
+	}
+	if (tex_op == D3DTOP_SELECTARG2) {
+	    num = 1 - num;
+	}
+    }
+    
+    if (dwState & D3DTA_COMPLEMENT) {
+        is_complement = TRUE;
+    }
+    if (dwState & D3DTA_ALPHAREPLICATE) {
+	is_alpha_replicate = TRUE;
+    }
+    dwState &= D3DTA_SELECTMASK;
+    if ((dwStage == 0) && (dwState == D3DTA_CURRENT)) {
+        dwState = D3DTA_DIFFUSE;
+    }
+
+    switch (dwState) {
+        case D3DTA_CURRENT: src = GL_PREVIOUS_EXT; break;
+	case D3DTA_DIFFUSE: src = GL_PRIMARY_COLOR_EXT; break;
+	case D3DTA_TEXTURE: src = GL_TEXTURE; break;
+	case D3DTA_TFACTOR: {
+	    /* Get the constant value from the current rendering state */
+	    GLfloat color[4];
+	    DWORD col = This->state_block.render_state[D3DRENDERSTATE_TEXTUREFACTOR - 1];
+	    
+	    color[0] = ((col >> 16) & 0xFF) / 255.0f;
+	    color[1] = ((col >>  8) & 0xFF) / 255.0f;
+	    color[2] = ((col >>  0) & 0xFF) / 255.0f;
+	    color[3] = ((col >> 24) & 0xFF) / 255.0f;
+	    glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
+	    
+	    src = GL_CONSTANT_EXT;
+	} break;
+	default: src = GL_TEXTURE; handled = FALSE; break;
+    }
+
+    if (is_color) {
+        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT + num, src);
+	if (is_alpha_replicate) {
+	    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT + num, is_complement ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA);
+	} else {
+	    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT + num, is_complement ? GL_ONE_MINUS_SRC_COLOR : GL_SRC_COLOR);
+	}
+    } else {
+        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT + num, src);
+	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT + num, is_complement ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA);
+    }
+
+    return handled;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
+						 DWORD dwStage,
+						 D3DTEXTURESTAGESTATETYPE d3dTexStageStateType,
+						 DWORD dwState)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+    const char *type;
+    DWORD prev_state;
+    GLenum unit;
+    
+    TRACE("(%p/%p)->(%08lx,%08x,%08lx)\n", This, iface, dwStage, d3dTexStageStateType, dwState);
+
+    if (((GL_extensions.max_texture_units == 0) && (dwStage > 0)) ||
+	((GL_extensions.max_texture_units != 0) && (dwStage >= GL_extensions.max_texture_units))) {
+	return DD_OK;
+    }
+
+    unit = GL_TEXTURE0_WINE + dwStage;
+    if (unit != glThis->current_active_tex_unit) {
+	GL_extensions.glActiveTexture(unit);
+	glThis->current_active_tex_unit = unit;
+    }
+    
+    switch (d3dTexStageStateType) {
+#define GEN_CASE(a) case a: type = #a; break
+        GEN_CASE(D3DTSS_COLOROP);
+	GEN_CASE(D3DTSS_COLORARG1);
+	GEN_CASE(D3DTSS_COLORARG2);
+	GEN_CASE(D3DTSS_ALPHAOP);
+	GEN_CASE(D3DTSS_ALPHAARG1);
+	GEN_CASE(D3DTSS_ALPHAARG2);
+	GEN_CASE(D3DTSS_BUMPENVMAT00);
+	GEN_CASE(D3DTSS_BUMPENVMAT01);
+	GEN_CASE(D3DTSS_BUMPENVMAT10);
+	GEN_CASE(D3DTSS_BUMPENVMAT11);
+	GEN_CASE(D3DTSS_TEXCOORDINDEX);
+	GEN_CASE(D3DTSS_ADDRESS);
+	GEN_CASE(D3DTSS_ADDRESSU);
+	GEN_CASE(D3DTSS_ADDRESSV);
+	GEN_CASE(D3DTSS_BORDERCOLOR);
+	GEN_CASE(D3DTSS_MAGFILTER);
+	GEN_CASE(D3DTSS_MINFILTER);
+	GEN_CASE(D3DTSS_MIPFILTER);
+	GEN_CASE(D3DTSS_MIPMAPLODBIAS);
+	GEN_CASE(D3DTSS_MAXMIPLEVEL);
+	GEN_CASE(D3DTSS_MAXANISOTROPY);
+	GEN_CASE(D3DTSS_BUMPENVLSCALE);
+	GEN_CASE(D3DTSS_BUMPENVLOFFSET);
+	GEN_CASE(D3DTSS_TEXTURETRANSFORMFLAGS);
+#undef GEN_CASE
+        default: type = "UNKNOWN";
+    }
+
+    /* Store the values in the state array */
+    prev_state = This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1];
+    This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1] = dwState;
+    /* Some special cases when one state modifies more than one... */
+    if (d3dTexStageStateType == D3DTSS_ADDRESS) {
+        This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSU - 1] = dwState;
+	This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSV - 1] = dwState;
+    }
+
+    ENTER_GL();
+    
+    switch (d3dTexStageStateType) {
+        case D3DTSS_MINFILTER:
+        case D3DTSS_MIPFILTER:
+	    if (TRACE_ON(ddraw)) {
+	        if (d3dTexStageStateType == D3DTSS_MINFILTER) {
+		    switch ((D3DTEXTUREMINFILTER) dwState) {
+	                case D3DTFN_POINT:  TRACE(" Stage type is : D3DTSS_MINFILTER => D3DTFN_POINT\n"); break;
+			case D3DTFN_LINEAR: TRACE(" Stage type is : D3DTSS_MINFILTER => D3DTFN_LINEAR\n"); break;
+			default: FIXME(" Unhandled stage type : D3DTSS_MINFILTER => %08lx\n", dwState); break;
+		    }
+		} else {
+		    switch ((D3DTEXTUREMIPFILTER) dwState) {
+	                case D3DTFP_NONE:   TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_NONE\n"); break;
+			case D3DTFP_POINT:  TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_POINT\n"); break;
+			case D3DTFP_LINEAR: TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_LINEAR\n"); break;
+			default: FIXME(" Unhandled stage type : D3DTSS_MIPFILTER => %08lx\n", dwState); break;
+		    }
+		}
+	    }
+	    break;
+	    
+        case D3DTSS_MAGFILTER:
+	    if (TRACE_ON(ddraw)) {
+	        switch ((D3DTEXTUREMAGFILTER) dwState) {
+	            case D3DTFG_POINT:  TRACE(" Stage type is : D3DTSS_MAGFILTER => D3DTFG_POINT\n"); break;
+		    case D3DTFG_LINEAR: TRACE(" Stage type is : D3DTSS_MAGFILTER => D3DTFG_LINEAR\n"); break;
+		    default: FIXME(" Unhandled stage type : D3DTSS_MAGFILTER => %08lx\n", dwState); break;
+		}
+	    }
+            break;
+
+        case D3DTSS_ADDRESS:
+        case D3DTSS_ADDRESSU:
+        case D3DTSS_ADDRESSV: {
+	    switch ((D3DTEXTUREADDRESS) dwState) {
+	        case D3DTADDRESS_WRAP:   TRACE(" Stage type is : %s => D3DTADDRESS_WRAP\n", type); break;
+	        case D3DTADDRESS_CLAMP:  TRACE(" Stage type is : %s => D3DTADDRESS_CLAMP\n", type); break;
+	        case D3DTADDRESS_BORDER: TRACE(" Stage type is : %s => D3DTADDRESS_BORDER\n", type); break;
+		case D3DTADDRESS_MIRROR:
+		    if (GL_extensions.mirrored_repeat) {
+			TRACE(" Stage type is : %s => D3DTADDRESS_MIRROR\n", type);
+		    } else {
+			FIXME(" Stage type is : %s => D3DTADDRESS_MIRROR - not supported by GL !\n", type);
+		    }
+		    break;
+	        default: FIXME(" Unhandled stage type : %s => %08lx\n", type, dwState); break;
+	    }
+        } break;
+
+	case D3DTSS_ALPHAOP:
+	case D3DTSS_COLOROP: {
+            int scale = 1;
+            GLenum parm = (d3dTexStageStateType == D3DTSS_ALPHAOP) ? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT;
+	    const char *value;
+	    int handled = 1;
+	    
+	    switch (dwState) {
+#define GEN_CASE(a) case a: value = #a; break
+	        GEN_CASE(D3DTOP_DISABLE);
+		GEN_CASE(D3DTOP_SELECTARG1);
+		GEN_CASE(D3DTOP_SELECTARG2);
+		GEN_CASE(D3DTOP_MODULATE);
+		GEN_CASE(D3DTOP_MODULATE2X);
+		GEN_CASE(D3DTOP_MODULATE4X);
+		GEN_CASE(D3DTOP_ADD);
+		GEN_CASE(D3DTOP_ADDSIGNED);
+		GEN_CASE(D3DTOP_ADDSIGNED2X);
+		GEN_CASE(D3DTOP_SUBTRACT);
+		GEN_CASE(D3DTOP_ADDSMOOTH);
+		GEN_CASE(D3DTOP_BLENDDIFFUSEALPHA);
+		GEN_CASE(D3DTOP_BLENDTEXTUREALPHA);
+		GEN_CASE(D3DTOP_BLENDFACTORALPHA);
+		GEN_CASE(D3DTOP_BLENDTEXTUREALPHAPM);
+		GEN_CASE(D3DTOP_BLENDCURRENTALPHA);
+		GEN_CASE(D3DTOP_PREMODULATE);
+		GEN_CASE(D3DTOP_MODULATEALPHA_ADDCOLOR);
+		GEN_CASE(D3DTOP_MODULATECOLOR_ADDALPHA);
+		GEN_CASE(D3DTOP_MODULATEINVALPHA_ADDCOLOR);
+		GEN_CASE(D3DTOP_MODULATEINVCOLOR_ADDALPHA);
+		GEN_CASE(D3DTOP_BUMPENVMAP);
+		GEN_CASE(D3DTOP_BUMPENVMAPLUMINANCE);
+		GEN_CASE(D3DTOP_DOTPRODUCT3);
+		GEN_CASE(D3DTOP_FORCE_DWORD);
+#undef GEN_CASE
+	        default: value = "UNKNOWN";
+	    }
+
+            if ((d3dTexStageStateType == D3DTSS_COLOROP) && (dwState == D3DTOP_DISABLE)) {
+                glDisable(GL_TEXTURE_2D);
+		TRACE(" disabling 2D texturing.\n");
+            } else {
+	        /* Re-enable texturing only if COLOROP was not already disabled... */
+	        if ((glThis->current_bound_texture[dwStage] != NULL) &&
+		    (This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) {
+		    glEnable(GL_TEXTURE_2D);
+		    TRACE(" enabling 2D texturing.\n");
+		}
+		
+                /* Re-Enable GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT */
+                if ((dwState != D3DTOP_DISABLE) &&
+		    (This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) {
+		    if (glThis->current_tex_env != GL_COMBINE_EXT) {
+			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+			glThis->current_tex_env = GL_COMBINE_EXT;
+		    }
+                }
+
+                /* Now set up the operand correctly */
+                switch (dwState) {
+                    case D3DTOP_DISABLE:
+		        /* Contrary to the docs, alpha can be disabled when colorop is enabled
+			   and it works, so ignore this op */
+		        TRACE(" Note : disable ALPHAOP but COLOROP enabled!\n");
+			break;
+
+		    case D3DTOP_SELECTARG1:
+		    case D3DTOP_SELECTARG2:
+			glTexEnvi(GL_TEXTURE_ENV, parm, GL_REPLACE);
+			break;
+			
+		    case D3DTOP_MODULATE4X:
+			scale = scale * 2;  /* Drop through */
+		    case D3DTOP_MODULATE2X:
+			scale = scale * 2;  /* Drop through */
+		    case D3DTOP_MODULATE:
+			glTexEnvi(GL_TEXTURE_ENV, parm, GL_MODULATE);
+			break;
+
+		    case D3DTOP_ADD:
+			glTexEnvi(GL_TEXTURE_ENV, parm, GL_ADD);
+			break;
+
+		    case D3DTOP_ADDSIGNED2X:
+			scale = scale * 2;  /* Drop through */
+		    case D3DTOP_ADDSIGNED:
+			glTexEnvi(GL_TEXTURE_ENV, parm, GL_ADD_SIGNED_EXT);
+			break;
+
+			/* For the four blending modes, use the Arg2 parameter */
+		    case D3DTOP_BLENDDIFFUSEALPHA:
+		    case D3DTOP_BLENDTEXTUREALPHA:
+		    case D3DTOP_BLENDFACTORALPHA:
+		    case D3DTOP_BLENDCURRENTALPHA: {
+		        GLenum src = GL_PRIMARY_COLOR_EXT; /* Just to prevent a compiler warning.. */
+
+			switch (dwState) {
+			    case D3DTOP_BLENDDIFFUSEALPHA: src = GL_PRIMARY_COLOR_EXT;
+			    case D3DTOP_BLENDTEXTUREALPHA: src = GL_TEXTURE;
+			    case D3DTOP_BLENDFACTORALPHA:  src = GL_CONSTANT_EXT;
+			    case D3DTOP_BLENDCURRENTALPHA: src = GL_PREVIOUS_EXT;
+			}
+			
+			glTexEnvi(GL_TEXTURE_ENV, parm, GL_INTERPOLATE_EXT);
+			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, src);
+			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_ALPHA);
+			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, src);
+			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
+		    } break;
+			
+		    default:
+			handled = FALSE;
+			break;
+                }
+            }
+
+	    if (((prev_state == D3DTOP_SELECTARG2) && (dwState != D3DTOP_SELECTARG2)) ||
+		((dwState == D3DTOP_SELECTARG2) && (prev_state != D3DTOP_SELECTARG2))) {
+	        /* Switch the arguments if needed... */
+	        if (d3dTexStageStateType == D3DTSS_COLOROP) {
+		    handle_color_alpha_args(This, dwStage, D3DTSS_COLORARG1,
+					    This->state_block.texture_stage_state[dwStage][D3DTSS_COLORARG1 - 1],
+					    dwState);
+		    handle_color_alpha_args(This, dwStage, D3DTSS_COLORARG2,
+					    This->state_block.texture_stage_state[dwStage][D3DTSS_COLORARG2 - 1],
+					    dwState);
+		} else {
+		    handle_color_alpha_args(This, dwStage, D3DTSS_ALPHAARG1,
+					    This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAARG1 - 1],
+					    dwState);
+		    handle_color_alpha_args(This, dwStage, D3DTSS_ALPHAARG2,
+					    This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAARG2 - 1],
+					    dwState);
+		}
+	    }
+	    
+	    if (handled) {
+	        if (d3dTexStageStateType == D3DTSS_ALPHAOP) {
+		    glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale);
+		} else {
+		    glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, scale);
+		}			
+		TRACE(" Stage type is : %s => %s\n", type, value);
+	    } else {
+	        FIXME(" Unhandled stage type is : %s => %s\n", type, value);
+	    }
+        } break;
+
+	case D3DTSS_COLORARG1:
+	case D3DTSS_COLORARG2:
+	case D3DTSS_ALPHAARG1:
+	case D3DTSS_ALPHAARG2: {
+	    const char *value, *value_comp = "", *value_alpha = "";
+	    BOOLEAN handled;
+	    D3DTEXTUREOP tex_op;
+	    
+	    switch (dwState & D3DTA_SELECTMASK) {
+#define GEN_CASE(a) case a: value = #a; break
+	        GEN_CASE(D3DTA_DIFFUSE);
+		GEN_CASE(D3DTA_CURRENT);
+		GEN_CASE(D3DTA_TEXTURE);
+		GEN_CASE(D3DTA_TFACTOR);
+	        GEN_CASE(D3DTA_SPECULAR);
+#undef GEN_CASE
+	        default: value = "UNKNOWN";
+	    }
+	    if (dwState & D3DTA_COMPLEMENT) {
+	        value_comp = " | D3DTA_COMPLEMENT";
+	    }
+	    if (dwState & D3DTA_ALPHAREPLICATE) {
+	        value_alpha = " | D3DTA_ALPHAREPLICATE";
+	    }
+
+	    if ((d3dTexStageStateType == D3DTSS_COLORARG1) || (d3dTexStageStateType == D3DTSS_COLORARG2)) {
+	        tex_op = This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1];
+	    } else {
+	        tex_op = This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAOP - 1];
+	    }
+	    
+	    handled = handle_color_alpha_args(This, dwStage, d3dTexStageStateType, dwState, tex_op);
+	    
+	    if (handled) {
+	        TRACE(" Stage type : %s => %s%s%s\n", type, value, value_comp, value_alpha);
+	    } else {
+	        FIXME(" Unhandled stage type : %s => %s%s%s\n", type, value, value_comp, value_alpha);
+	    }
+	} break;
+
+	case D3DTSS_MIPMAPLODBIAS: {
+	    D3DVALUE value = *((D3DVALUE *) &dwState);
+	    BOOLEAN handled = TRUE;
+	    
+	    if ((value != 0.0) && (GL_extensions.mipmap_lodbias == FALSE))
+	        handled = FALSE;
+
+	    if (handled) {
+	        TRACE(" Stage type : D3DTSS_MIPMAPLODBIAS => %f\n", value);
+		glTexEnvf(GL_TEXTURE_FILTER_CONTROL_WINE, GL_TEXTURE_LOD_BIAS_WINE, value);
+	    } else {
+	        FIXME(" Unhandled stage type : D3DTSS_MIPMAPLODBIAS => %f\n", value);
+	    }
+	} break;
+
+	case D3DTSS_MAXMIPLEVEL: 
+	    TRACE(" Stage type : D3DTSS_MAXMIPLEVEL => %ld\n", dwState);
+	    break;
+
+	case D3DTSS_BORDERCOLOR:
+	    TRACE(" Stage type : D3DTSS_BORDERCOLOR => %02lx %02lx %02lx %02lx (RGBA)\n",
+		  ((dwState >> 16) & 0xFF),
+		  ((dwState >>  8) & 0xFF),
+		  ((dwState >>  0) & 0xFF),
+		  ((dwState >> 24) & 0xFF));
+	    break;
+	    
+	case D3DTSS_TEXCOORDINDEX: {
+	    BOOLEAN handled = TRUE;
+	    const char *value;
+	    
+	    switch (dwState & 0xFFFF0000) {
+#define GEN_CASE(a) case a: value = #a; break
+	        GEN_CASE(D3DTSS_TCI_PASSTHRU);
+		GEN_CASE(D3DTSS_TCI_CAMERASPACENORMAL);
+		GEN_CASE(D3DTSS_TCI_CAMERASPACEPOSITION);
+		GEN_CASE(D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
+#undef GEN_CASE
+		default: value = "UNKNOWN";
+	    }
+	    if ((dwState & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU)
+	        handled = FALSE;
+
+	    if (handled) {
+	        TRACE(" Stage type : D3DTSS_TEXCOORDINDEX => %ld | %s\n", dwState & 0x0000FFFF, value);
+	    } else {
+	        FIXME(" Unhandled stage type : D3DTSS_TEXCOORDINDEX => %ld | %s\n", dwState & 0x0000FFFF, value);
+	    }
+	} break;
+	    
+	case D3DTSS_TEXTURETRANSFORMFLAGS: {
+	    const char *projected = "", *value;
+	    BOOLEAN handled = TRUE;
+	    switch (dwState & 0xFF) {
+#define GEN_CASE(a) case a: value = #a; break
+	        GEN_CASE(D3DTTFF_DISABLE);
+		GEN_CASE(D3DTTFF_COUNT1);
+		GEN_CASE(D3DTTFF_COUNT2);
+		GEN_CASE(D3DTTFF_COUNT3);
+		GEN_CASE(D3DTTFF_COUNT4);
+#undef GEN_CASE
+		default: value = "UNKNOWN";
+	    }
+	    if (dwState & D3DTTFF_PROJECTED) {
+	        projected = " | D3DTTFF_PROJECTED";
+		handled = FALSE;
+	    }
+
+	    if ((dwState & 0xFF) != D3DTTFF_DISABLE) {
+	        This->matrices_updated(This, TEXMAT0_CHANGED << dwStage);
+	    }
+
+	    if (handled) {
+	        TRACE(" Stage type : D3DTSS_TEXTURETRANSFORMFLAGS => %s%s\n", value, projected);
+	    } else {
+	        FIXME(" Unhandled stage type : D3DTSS_TEXTURETRANSFORMFLAGS => %s%s\n", value, projected);
+	    }
+	} break;
+	    
+	default:
+	    FIXME(" Unhandled stage type : %s => %08lx\n", type, dwState);
+	    break;
+    }
+
+    LEAVE_GL();
+    
+    return DD_OK;
+}
+
+static DWORD
+draw_primitive_handle_textures(IDirect3DDeviceImpl *This)
+{
+    IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+    DWORD stage;
+    BOOLEAN enable_colorkey = FALSE;
+    
+    for (stage = 0; stage < MAX_TEXTURES; stage++) {
+	IDirectDrawSurfaceImpl *surf_ptr = This->current_texture[stage];
+	GLenum unit;
+
+	/* If this stage is disabled, no need to go further... */
+	if (This->state_block.texture_stage_state[stage][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE)
+	    break;
+	
+	/* First check if we need to bind any other texture for this stage */
+	if (This->current_texture[stage] != glThis->current_bound_texture[stage]) {
+	    if (This->current_texture[stage] == NULL) {
+		TRACE(" disabling 2D texturing for stage %ld.\n", stage);
+		
+		unit = GL_TEXTURE0_WINE + stage;
+		if (unit != glThis->current_active_tex_unit) {
+		    GL_extensions.glActiveTexture(unit);
+		    glThis->current_active_tex_unit = unit;
+		}
+		glBindTexture(GL_TEXTURE_2D, 0);
+		glDisable(GL_TEXTURE_2D);
+	    } else {
+		GLenum tex_name = gltex_get_tex_name(surf_ptr);
+		
+		unit = GL_TEXTURE0_WINE + stage;
+		if (unit != glThis->current_active_tex_unit) {
+		    GL_extensions.glActiveTexture(unit);
+		    glThis->current_active_tex_unit = unit;
+		}
+
+		if (glThis->current_bound_texture[stage] == NULL) {
+		    if (This->state_block.texture_stage_state[stage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE) {
+			TRACE(" enabling 2D texturing and");
+			glEnable(GL_TEXTURE_2D);
+		    }
+		}
+		TRACE(" activating OpenGL texture id %d for stage %ld.\n", tex_name, stage);
+		glBindTexture(GL_TEXTURE_2D, tex_name);
+	    }
+
+	    glThis->current_bound_texture[stage] = This->current_texture[stage];
+	} else {
+	    if (glThis->current_bound_texture[stage] == NULL) {
+		TRACE(" displaying without texturing activated for stage %ld.\n", stage);
+	    } else {
+		TRACE(" using already bound texture id %d for stage %ld.\n",
+		      ((IDirect3DTextureGLImpl *) (glThis->current_bound_texture[stage])->tex_private)->tex_name, stage);
+	    }
+	}
+
+	/* If no texure valid for this stage, go out of the loop */
+	if (This->current_texture[stage] == NULL) break;
+
+	/* Then check if we need to flush this texture to GL or not (ie did it change) ?.
+	   This will also update the various texture parameters if needed.
+	*/
+	gltex_upload_texture(surf_ptr, This, stage);
+
+	/* And finally check for color-keying (only on first stage) */
+	if (This->current_texture[stage]->surface_desc.dwFlags & DDSD_CKSRCBLT) {
+	    if (stage == 0) {
+		enable_colorkey = TRUE;
+	    } else {
+		static BOOL warn = FALSE;
+		if (warn == FALSE) {
+		    warn = TRUE;
+		    WARN(" Surface has color keying on stage different from 0 (%ld) !", stage);
+		}
+	    }
+	} else {
+	    if (stage == 0) {
+		enable_colorkey = FALSE;
+	    }
+	}
+    }
+
+    /* Apparently, whatever the state of BLEND, color keying is always activated for 'old' D3D versions */
+    if (((This->state_block.render_state[D3DRENDERSTATE_COLORKEYENABLE - 1]) ||
+	 (glThis->parent.version == 1)) &&
+	(enable_colorkey)) {
+	TRACE(" colorkey activated.\n");
+	
+	if (glThis->alpha_test == FALSE) {
+	    glEnable(GL_ALPHA_TEST);
+	    glThis->alpha_test = TRUE;
+	}
+	if ((glThis->current_alpha_test_func != GL_NOTEQUAL) || (glThis->current_alpha_test_ref != 0.0)) {
+	    if (This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1]) {
+		static BOOL warn = FALSE;
+		if (warn == FALSE) {
+		    warn = TRUE;
+		    WARN(" Overriding application-given alpha test values - some graphical glitches may appear !\n");
+		}
+	    }
+	    glThis->current_alpha_test_func = GL_NOTEQUAL;
+	    glThis->current_alpha_test_ref = 0.0;
+	    glAlphaFunc(GL_NOTEQUAL, 0.0);
+	}
+	/* Some sanity checks should be added here if a game mixes alphatest + color keying...
+	   Only one has been found for now, and the ALPHAFUNC is 'Always' so it works :-) */
+    } else {
+	if (This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == FALSE) {
+	    glDisable(GL_ALPHA_TEST);
+	    glThis->alpha_test = FALSE;
+	}
+	/* Maybe we should restore here the application-given alpha test states ? */
+    }
+    
+    return stage;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_3T_SetTexture(LPDIRECT3DDEVICE7 iface,
+				       DWORD dwStage,
+				       LPDIRECTDRAWSURFACE7 lpTexture2)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    
+    TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2);
+
+    if (((GL_extensions.max_texture_units == 0) && (dwStage > 0)) ||
+	((GL_extensions.max_texture_units != 0) && (dwStage >= GL_extensions.max_texture_units))) {
+	if (lpTexture2 != NULL) {
+	    WARN(" setting a texture to a non-supported texture stage !\n");
+	}
+	return DD_OK;
+    }
+
+    if (This->current_texture[dwStage] != NULL) {
+	IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[dwStage], IDirectDrawSurface7));
+    }
+    
+    if (lpTexture2 == NULL) {
+	This->current_texture[dwStage] = NULL;
+    } else {
+        IDirectDrawSurfaceImpl *tex_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, lpTexture2);
+	IDirectDrawSurface7_AddRef(ICOM_INTERFACE(tex_impl, IDirectDrawSurface7));
+	This->current_texture[dwStage] = tex_impl;
+    }
+    
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_GetCaps(LPDIRECT3DDEVICE7 iface,
+				 LPD3DDEVICEDESC7 lpD3DHELDevDesc)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    TRACE("(%p/%p)->(%p)\n", This, iface, lpD3DHELDevDesc);
+
+    fill_opengl_caps_7(lpD3DHELDevDesc);
+
+    TRACE(" returning caps : no dump function yet.\n");
+
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_SetMaterial(LPDIRECT3DDEVICE7 iface,
+				     LPD3DMATERIAL7 lpMat)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    TRACE("(%p/%p)->(%p)\n", This, iface, lpMat);
+    
+    if (TRACE_ON(ddraw)) {
+        TRACE(" material is : \n");
+	dump_D3DMATERIAL7(lpMat);
+    }
+    
+    This->current_material = *lpMat;
+
+    ENTER_GL();
+    glMaterialfv(GL_FRONT_AND_BACK,
+		 GL_DIFFUSE,
+		 (float *) &(This->current_material.u.diffuse));
+    glMaterialfv(GL_FRONT_AND_BACK,
+		 GL_AMBIENT,
+		 (float *) &(This->current_material.u1.ambient));
+    glMaterialfv(GL_FRONT_AND_BACK,
+		 GL_SPECULAR,
+		 (float *) &(This->current_material.u2.specular));
+    glMaterialfv(GL_FRONT_AND_BACK,
+		 GL_EMISSION,
+		 (float *) &(This->current_material.u3.emissive));
+    glMaterialf(GL_FRONT_AND_BACK,
+		GL_SHININESS,
+		This->current_material.u4.power); /* Not sure about this... */
+    LEAVE_GL();
+
+    return DD_OK;
+}
+
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
+				  DWORD dwLightIndex,
+				  LPD3DLIGHT7 lpLight)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+    TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight);
+    
+    if (TRACE_ON(ddraw)) {
+        TRACE(" setting light : \n");
+	dump_D3DLIGHT7(lpLight);
+    }
+    
+    if (dwLightIndex >= MAX_LIGHTS) return DDERR_INVALIDPARAMS;
+    This->set_lights |= 0x00000001 << dwLightIndex;
+    This->light_parameters[dwLightIndex] = *lpLight;
+
+    /* Some checks to print out nice warnings :-) */
+    switch (lpLight->dltType) {
+        case D3DLIGHT_DIRECTIONAL:
+        case D3DLIGHT_POINT:
+            /* These are handled properly... */
+            break;
+	    
+        case D3DLIGHT_SPOT:
+            if ((lpLight->dvTheta != 0.0) ||
+		(lpLight->dvTheta != lpLight->dvPhi)) {
+	        ERR("dvTheta not fully supported yet !\n");
+	    }
+	    break;
+
+	default:
+	    ERR("Light type not handled yet : %08x !\n", lpLight->dltType);
+    }
+    
+    /* This will force the Light setting on next drawing of primitives */
+    glThis->transform_state = GL_TRANSFORM_NONE;
+    
+    return DD_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface,
+				     DWORD dwLightIndex,
+				     BOOL bEnable)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    TRACE("(%p/%p)->(%08lx,%d)\n", This, iface, dwLightIndex, bEnable);
+    
+    if (dwLightIndex >= MAX_LIGHTS) return DDERR_INVALIDPARAMS;
+
+    ENTER_GL();
+    if (bEnable) {
+        if (((0x00000001 << dwLightIndex) & This->set_lights) == 0) {
+	    /* Set the default parameters.. */
+	    TRACE(" setting default light parameters...\n");
+	    GL_IDirect3DDeviceImpl_7_SetLight(iface, dwLightIndex, &(This->light_parameters[dwLightIndex]));
+	}
+	glEnable(GL_LIGHT0 + dwLightIndex);
+	if ((This->active_lights & (0x00000001 << dwLightIndex)) == 0) {
+	    /* This light gets active... Need to update its parameters to GL before the next drawing */
+	    IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+	    
+	    This->active_lights |= 0x00000001 << dwLightIndex;
+	    glThis->transform_state = GL_TRANSFORM_NONE;
+	}
+    } else {
+        glDisable(GL_LIGHT0 + dwLightIndex);
+	This->active_lights &= ~(0x00000001 << dwLightIndex);
+    }
+    LEAVE_GL();
+
+    return DD_OK;
+}
+
+HRESULT  WINAPI  
+GL_IDirect3DDeviceImpl_7_SetClipPlane(LPDIRECT3DDEVICE7 iface, DWORD dwIndex, CONST D3DVALUE* pPlaneEquation) 
+{
+    IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
+    IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
+
+    TRACE("(%p)->(%ld,%p)\n", This, dwIndex, pPlaneEquation);
+
+    if (dwIndex >= This->max_clipping_planes) {
+	return DDERR_INVALIDPARAMS;
+    }
+
+    TRACE(" clip plane %ld : %f %f %f %f\n", dwIndex, pPlaneEquation[0], pPlaneEquation[1], pPlaneEquation[2], pPlaneEquation[3] );
+
+    memcpy(This->clipping_planes[dwIndex].plane, pPlaneEquation, sizeof(D3DVALUE[4]));
+    
+    /* This is to force the reset of the transformation matrices on the next drawing.
+     * This is needed to use the correct matrices for the various clipping planes.
+     */
+    glThis->transform_state = GL_TRANSFORM_NONE;
+    
+    return D3D_OK;
+}
+
+HRESULT WINAPI
+GL_IDirect3DDeviceImpl_7_SetViewport(LPDIRECT3DDEVICE7 iface,
+				     LPD3DVIEWPORT7 lpData)
+{
+    ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+    TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
+
+    if (TRACE_ON(ddraw)) {
+        TRACE(" viewport is : \n");
+	TRACE("    - dwX = %ld   dwY = %ld\n",
+	      lpData->dwX, lpData->dwY);
+	TRACE("    - dwWidth = %ld   dwHeight = %ld\n",
+	      lpData->dwWidth, lpData->dwHeight);
+	TRACE("    - dvMinZ = %f   dvMaxZ = %f\n",
+	      lpData->dvMinZ, lpData->dvMaxZ);
+    }
+    ENTER_GL();
+    
+    /* Set the viewport */
+    if ((lpData->dvMinZ != This->active_viewport.dvMinZ) ||
+	(lpData->dvMaxZ != This->active_viewport.dvMaxZ)) {
+	glDepthRange(lpData->dvMinZ, lpData->dvMaxZ);
+    }
+    if ((lpData->dwX != This->active_viewport.dwX) ||
+	(lpData->dwY != This->active_viewport.dwY) ||
+	(lpData->dwWidth != This->active_viewport.dwWidth) ||
+	(lpData->dwHeight != This->active_viewport.dwHeight)) {
+	glViewport(lpData->dwX,
+		   This->surface->surface_desc.dwHeight - (lpData->dwHeight + lpData->dwY),
+		   lpData->dwWidth, lpData->dwHeight);
+    }
+
+    LEAVE_GL();
+
+    This->active_viewport = *lpData;
+    
+    return DD_OK;
+}
+
+#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
+# define XCAST(fun)     (typeof(VTABLE_IDirect3DDevice7.fun))
+#else
+# define XCAST(fun)     (void*)
+#endif
+
+static const IDirect3DDevice7Vtbl VTABLE_IDirect3DDevice7 =
+{
+    XCAST(QueryInterface) Main_IDirect3DDeviceImpl_7_3T_2T_1T_QueryInterface,
+    XCAST(AddRef) Main_IDirect3DDeviceImpl_7_3T_2T_1T_AddRef,
+    XCAST(Release) GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release,
+    XCAST(GetCaps) GL_IDirect3DDeviceImpl_7_GetCaps,
+    XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats,
+    XCAST(BeginScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_BeginScene,
+    XCAST(EndScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_EndScene,
+    XCAST(GetDirect3D) Main_IDirect3DDeviceImpl_7_3T_2T_1T_GetDirect3D,
+    XCAST(SetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_SetRenderTarget,
+    XCAST(GetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_GetRenderTarget,
+    XCAST(Clear) Main_IDirect3DDeviceImpl_7_Clear,
+    XCAST(SetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_SetTransform,
+    XCAST(GetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_GetTransform,
+    XCAST(SetViewport) GL_IDirect3DDeviceImpl_7_SetViewport,
+    XCAST(MultiplyTransform) Main_IDirect3DDeviceImpl_7_3T_2T_MultiplyTransform,
+    XCAST(GetViewport) Main_IDirect3DDeviceImpl_7_GetViewport,
+    XCAST(SetMaterial) GL_IDirect3DDeviceImpl_7_SetMaterial,
+    XCAST(GetMaterial) Main_IDirect3DDeviceImpl_7_GetMaterial,
+    XCAST(SetLight) GL_IDirect3DDeviceImpl_7_SetLight,
+    XCAST(GetLight) Main_IDirect3DDeviceImpl_7_GetLight,
+    XCAST(SetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState,
+    XCAST(GetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState,
+    XCAST(BeginStateBlock) Main_IDirect3DDeviceImpl_7_BeginStateBlock,
+    XCAST(EndStateBlock) Main_IDirect3DDeviceImpl_7_EndStateBlock,
+    XCAST(PreLoad) Main_IDirect3DDeviceImpl_7_PreLoad,
+    XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive,
+    XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive,
+    XCAST(SetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_SetClipStatus,
+    XCAST(GetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_GetClipStatus,
+    XCAST(DrawPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided,
+    XCAST(DrawIndexedPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided,
+    XCAST(DrawPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB,
+    XCAST(DrawIndexedPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB,
+    XCAST(ComputeSphereVisibility) Main_IDirect3DDeviceImpl_7_3T_ComputeSphereVisibility,
+    XCAST(GetTexture) Main_IDirect3DDeviceImpl_7_3T_GetTexture,
+    XCAST(SetTexture) GL_IDirect3DDeviceImpl_7_3T_SetTexture,
+    XCAST(GetTextureStageState) Main_IDirect3DDeviceImpl_7_3T_GetTextureStageState,
+    XCAST(SetTextureStageState) GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState,
+    XCAST(ValidateDevice) Main_IDirect3DDeviceImpl_7_3T_ValidateDevice,
+    XCAST(ApplyStateBlock) Main_IDirect3DDeviceImpl_7_ApplyStateBlock,
+    XCAST(CaptureStateBlock) Main_IDirect3DDeviceImpl_7_CaptureStateBlock,
+    XCAST(DeleteStateBlock) Main_IDirect3DDeviceImpl_7_DeleteStateBlock,
+    XCAST(CreateStateBlock) Main_IDirect3DDeviceImpl_7_CreateStateBlock,
+    XCAST(Load) Main_IDirect3DDeviceImpl_7_Load,
+    XCAST(LightEnable) GL_IDirect3DDeviceImpl_7_LightEnable,
+    XCAST(GetLightEnable) Main_IDirect3DDeviceImpl_7_GetLightEnable,
+    XCAST(SetClipPlane) GL_IDirect3DDeviceImpl_7_SetClipPlane,
+    XCAST(GetClipPlane) Main_IDirect3DDeviceImpl_7_GetClipPlane,
+    XCAST(GetInfo) Main_IDirect3DDeviceImpl_7_GetInfo,
+};
+
+#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
+#undef XCAST
+#endif
+
+
+#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
+# define XCAST(fun)     (typeof(VTABLE_IDirect3DDevice3.fun))
+#else
+# define XCAST(fun)     (void*)
+#endif
+
+static const IDirect3DDevice3Vtbl VTABLE_IDirect3DDevice3 =
+{
+    XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_3_QueryInterface,
+    XCAST(AddRef) Thunk_IDirect3DDeviceImpl_3_AddRef,
+    XCAST(Release) Thunk_IDirect3DDeviceImpl_3_Release,
+    XCAST(GetCaps) GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps,
+    XCAST(GetStats) Main_IDirect3DDeviceImpl_3_2T_1T_GetStats,
+    XCAST(AddViewport) Main_IDirect3DDeviceImpl_3_2T_1T_AddViewport,
+    XCAST(DeleteViewport) Main_IDirect3DDeviceImpl_3_2T_1T_DeleteViewport,
+    XCAST(NextViewport) Main_IDirect3DDeviceImpl_3_2T_1T_NextViewport,
+    XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_3_EnumTextureFormats,
+    XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_3_BeginScene,
+    XCAST(EndScene) Thunk_IDirect3DDeviceImpl_3_EndScene,
+    XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_3_GetDirect3D,
+    XCAST(SetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_SetCurrentViewport,
+    XCAST(GetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_GetCurrentViewport,
+    XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_3_SetRenderTarget,
+    XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_3_GetRenderTarget,
+    XCAST(Begin) Main_IDirect3DDeviceImpl_3_Begin,
+    XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_3_BeginIndexed,
+    XCAST(Vertex) Main_IDirect3DDeviceImpl_3_2T_Vertex,
+    XCAST(Index) Main_IDirect3DDeviceImpl_3_2T_Index,
+    XCAST(End) Main_IDirect3DDeviceImpl_3_2T_End,
+    XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_3_GetRenderState,
+    XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_3_SetRenderState,
+    XCAST(GetLightState) GL_IDirect3DDeviceImpl_3_2T_GetLightState,
+    XCAST(SetLightState) GL_IDirect3DDeviceImpl_3_2T_SetLightState,
+    XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_3_SetTransform,
+    XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_3_GetTransform,
+    XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_3_MultiplyTransform,
+    XCAST(DrawPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawPrimitive,
+    XCAST(DrawIndexedPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitive,
+    XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_3_SetClipStatus,
+    XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_3_GetClipStatus,
+    XCAST(DrawPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveStrided,
+    XCAST(DrawIndexedPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided,
+    XCAST(DrawPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveVB,
+    XCAST(DrawIndexedPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB,
+    XCAST(ComputeSphereVisibility) Thunk_IDirect3DDeviceImpl_3_ComputeSphereVisibility,
+    XCAST(GetTexture) Thunk_IDirect3DDeviceImpl_3_GetTexture,
+    XCAST(SetTexture) Thunk_IDirect3DDeviceImpl_3_SetTexture,
+    XCAST(GetTextureStageState) Thunk_IDirect3DDeviceImpl_3_GetTextureStageState,
+    XCAST(SetTextureStageState) Thunk_IDirect3DDeviceImpl_3_SetTextureStageState,
+    XCAST(ValidateDevice) Thunk_IDirect3DDeviceImpl_3_ValidateDevice,
+};
+
+#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
+#undef XCAST
+#endif
+
+
+#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
+# define XCAST(fun)     (typeof(VTABLE_IDirect3DDevice2.fun))
+#else
+# define XCAST(fun)     (void*)
+#endif
+
+static const IDirect3DDevice2Vtbl VTABLE_IDirect3DDevice2 =
+{
+    XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_2_QueryInterface,
+    XCAST(AddRef) Thunk_IDirect3DDeviceImpl_2_AddRef,
+    XCAST(Release) Thunk_IDirect3DDeviceImpl_2_Release,
+    XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_2_GetCaps,
+    XCAST(SwapTextureHandles) Main_IDirect3DDeviceImpl_2_1T_SwapTextureHandles,
+    XCAST(GetStats) Thunk_IDirect3DDeviceImpl_2_GetStats,
+    XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_2_AddViewport,
+    XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_2_DeleteViewport,
+    XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_2_NextViewport,
+    XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats,
+    XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_2_BeginScene,
+    XCAST(EndScene) Thunk_IDirect3DDeviceImpl_2_EndScene,
+    XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_2_GetDirect3D,
+    XCAST(SetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_SetCurrentViewport,
+    XCAST(GetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_GetCurrentViewport,
+    XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_2_SetRenderTarget,
+    XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_2_GetRenderTarget,
+    XCAST(Begin) Main_IDirect3DDeviceImpl_2_Begin,
+    XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_2_BeginIndexed,
+    XCAST(Vertex) Thunk_IDirect3DDeviceImpl_2_Vertex,
+    XCAST(Index) Thunk_IDirect3DDeviceImpl_2_Index,
+    XCAST(End) Thunk_IDirect3DDeviceImpl_2_End,
+    XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_2_GetRenderState,
+    XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_2_SetRenderState,
+    XCAST(GetLightState) Thunk_IDirect3DDeviceImpl_2_GetLightState,
+    XCAST(SetLightState) Thunk_IDirect3DDeviceImpl_2_SetLightState,
+    XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_2_SetTransform,
+    XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_2_GetTransform,
+    XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_2_MultiplyTransform,
+    XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_2_DrawPrimitive,
+    XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive,
+    XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_2_SetClipStatus,
+    XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_2_GetClipStatus,
+};
+
+#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
+#undef XCAST
+#endif
+
+
+#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
+# define XCAST(fun)     (typeof(VTABLE_IDirect3DDevice.fun))
+#else
+# define XCAST(fun)     (void*)
+#endif
+
+static const IDirect3DDeviceVtbl VTABLE_IDirect3DDevice =
+{
+    XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_1_QueryInterface,
+    XCAST(AddRef) Thunk_IDirect3DDeviceImpl_1_AddRef,
+    XCAST(Release) Thunk_IDirect3DDeviceImpl_1_Release,
+    XCAST(Initialize) Main_IDirect3DDeviceImpl_1_Initialize,
+    XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_1_GetCaps,
+    XCAST(SwapTextureHandles) Thunk_IDirect3DDeviceImpl_1_SwapTextureHandles,
+    XCAST(CreateExecuteBuffer) GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer,
+    XCAST(GetStats) Thunk_IDirect3DDeviceImpl_1_GetStats,
+    XCAST(Execute) Main_IDirect3DDeviceImpl_1_Execute,
+    XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_1_AddViewport,
+    XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_1_DeleteViewport,
+    XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_1_NextViewport,
+    XCAST(Pick) Main_IDirect3DDeviceImpl_1_Pick,
+    XCAST(GetPickRecords) Main_IDirect3DDeviceImpl_1_GetPickRecords,
+    XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_1_EnumTextureFormats,
+    XCAST(CreateMatrix) Main_IDirect3DDeviceImpl_1_CreateMatrix,
+    XCAST(SetMatrix) Main_IDirect3DDeviceImpl_1_SetMatrix,
+    XCAST(GetMatrix) Main_IDirect3DDeviceImpl_1_GetMatrix,
+    XCAST(DeleteMatrix) Main_IDirect3DDeviceImpl_1_DeleteMatrix,
+    XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_1_BeginScene,
+    XCAST(EndScene) Thunk_IDirect3DDeviceImpl_1_EndScene,
+    XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_1_GetDirect3D,
+};
+
+#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
+#undef XCAST
+#endif
+
+static HRESULT d3ddevice_clear(IDirect3DDeviceImpl *This,
+			       WINE_GL_BUFFER_TYPE buffer_type,
+			       DWORD dwCount,
+			       LPD3DRECT lpRects,
+			       DWORD dwFlags,
+			       DWORD dwColor,
+			       D3DVALUE dvZ,
+			       DWORD dwStencil)
+{
+    IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+    GLbitfield bitfield = 0;
+    D3DRECT rect;
+    unsigned int i;
+    
+    TRACE("(%p)->(%08lx,%p,%08lx,%08lx,%f,%08lx)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
+    if (TRACE_ON(ddraw)) {
+	if (dwCount > 0) {
+	    unsigned int i;
+	    TRACE(" rectangles : \n");
+	    for (i = 0; i < dwCount; i++) {
+	        TRACE("  - %ld x %ld     %ld x %ld\n", lpRects[i].u1.x1, lpRects[i].u2.y1, lpRects[i].u3.x2, lpRects[i].u4.y2);
+	    }
+	}
+    }
+
+    if (dwCount == 0) {
+        dwCount = 1;
+	rect.u1.x1 = 0;
+	rect.u2.y1 = 0;
+	rect.u3.x2 = This->surface->surface_desc.dwWidth;
+	rect.u4.y2 = This->surface->surface_desc.dwHeight;
+	lpRects = &rect;
+    }
+    
+    /* Clears the screen */
+    ENTER_GL();
+
+    if (dwFlags & D3DCLEAR_TARGET) {
+	if (glThis->state[buffer_type] == SURFACE_MEMORY_DIRTY) {
+	    /* TODO: optimize here the case where Clear changes all the screen... */
+	    This->flush_to_framebuffer(This, &(glThis->lock_rect[buffer_type]), glThis->lock_surf[buffer_type]);
+	}
+	glThis->state[buffer_type] = SURFACE_GL;
+    }
+
+    if (dwFlags & D3DCLEAR_ZBUFFER) {
+	bitfield |= GL_DEPTH_BUFFER_BIT;
+	if (glThis->depth_mask == FALSE) {
+	    glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
+	}
+	if (dvZ != glThis->prev_clear_Z) {
+	    glClearDepth(dvZ);
+	    glThis->prev_clear_Z = dvZ;
+	}
+	TRACE(" depth value : %f\n", dvZ);
+    }
+    if (dwFlags & D3DCLEAR_STENCIL) {
+        bitfield |= GL_STENCIL_BUFFER_BIT;
+	if (dwStencil != glThis->prev_clear_stencil) {
+	    glClearStencil(dwStencil);
+	    glThis->prev_clear_stencil = dwStencil;
+	}
+	TRACE(" stencil value : %ld\n", dwStencil);
+    }    
+    if (dwFlags & D3DCLEAR_TARGET) {
+        bitfield |= GL_COLOR_BUFFER_BIT;
+	if (dwColor != glThis->prev_clear_color) {
+	    glClearColor(((dwColor >> 16) & 0xFF) / 255.0,
+			 ((dwColor >>  8) & 0xFF) / 255.0,
+			 ((dwColor >>  0) & 0xFF) / 255.0,
+			 ((dwColor >> 24) & 0xFF) / 255.0);
+	    glThis->prev_clear_color = dwColor;
+	}
+	TRACE(" color value (ARGB) : %08lx\n", dwColor);
+    }
+
+    glEnable(GL_SCISSOR_TEST); 
+    for (i = 0; i < dwCount; i++) {
+        glScissor(lpRects[i].u1.x1, This->surface->surface_desc.dwHeight - lpRects[i].u4.y2,
+		  lpRects[i].u3.x2 - lpRects[i].u1.x1, lpRects[i].u4.y2 - lpRects[i].u2.y1);
+        glClear(bitfield);
+    }
+    glDisable(GL_SCISSOR_TEST); 
+    
+    if (dwFlags & D3DCLEAR_ZBUFFER) {
+	if (glThis->depth_mask == FALSE) glDepthMask(GL_FALSE);
+    }
+    
+    LEAVE_GL();
+    
+    return DD_OK;
+}
+
+static HRESULT d3ddevice_clear_back(IDirect3DDeviceImpl *This,
+				    DWORD dwCount,
+				    LPD3DRECT lpRects,
+				    DWORD dwFlags,
+				    DWORD dwColor,
+				    D3DVALUE dvZ,
+				    DWORD dwStencil)
+{
+    return d3ddevice_clear(This, WINE_GL_BUFFER_BACK, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
+}
+
+static HRESULT
+setup_rect_and_surface_for_blt(IDirectDrawSurfaceImpl *This,
+			       WINE_GL_BUFFER_TYPE *buffer_type_p, D3DRECT *rect)
+{
+    IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
+    WINE_GL_BUFFER_TYPE buffer_type;
+    
+    /* First check if we BLT to the backbuffer... */
+    if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) != 0) {
+	buffer_type = WINE_GL_BUFFER_BACK;
+    } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
+	buffer_type = WINE_GL_BUFFER_FRONT;
+    } else {
+	ERR("Only BLT override to front or back-buffer is supported for now !\n");
+	return DDERR_INVALIDPARAMS;
+    }
+            
+    if ((gl_d3d_dev->state[buffer_type] == SURFACE_MEMORY_DIRTY) &&
+	(rect->u1.x1 >= gl_d3d_dev->lock_rect[buffer_type].left) &&
+	(rect->u2.y1 >= gl_d3d_dev->lock_rect[buffer_type].top) &&
+	(rect->u3.x2 <= gl_d3d_dev->lock_rect[buffer_type].right) &&
+	(rect->u4.y2 <= gl_d3d_dev->lock_rect[buffer_type].bottom)) {
+	/* If the memory zone is already dirty, use the standard 'in memory' blit operations and not
+	 * GL to do it.
+	 */
+	return DDERR_INVALIDPARAMS;
+    }
+    *buffer_type_p = buffer_type;
+    
+    return DD_OK;
+}
+
+HRESULT
+d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
+	      LPDIRECTDRAWSURFACE7 src, LPRECT rsrc,
+	      DWORD dwFlags, LPDDBLTFX lpbltfx)
+{
+    WINE_GL_BUFFER_TYPE buffer_type;
+    D3DRECT rect;
+
+    if (rdst) {
+	rect.u1.x1 = rdst->left;
+	rect.u2.y1 = rdst->top;
+	rect.u3.x2 = rdst->right;
+	rect.u4.y2 = rdst->bottom;
+    } else {
+	rect.u1.x1 = 0;
+	rect.u2.y1 = 0;
+	rect.u3.x2 = This->surface_desc.dwWidth;
+	rect.u4.y2 = This->surface_desc.dwHeight;
+    }
+    
+    if (setup_rect_and_surface_for_blt(This, &buffer_type, &rect) != DD_OK) return DDERR_INVALIDPARAMS;
+
+    if (dwFlags & DDBLT_COLORFILL) {
+        /* This is easy to handle for the D3D Device... */
+        DWORD color;
+        GLenum prev_draw;
+        
+        /* The color as given in the Blt function is in the format of the frame-buffer...
+         * 'clear' expect it in ARGB format => we need to do some conversion :-)
+         */
+        if (This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
+            if (This->palette) {
+                color = ((0xFF000000) |
+                         (This->palette->palents[lpbltfx->u5.dwFillColor].peRed << 16) |
+                         (This->palette->palents[lpbltfx->u5.dwFillColor].peGreen << 8) |
+                         (This->palette->palents[lpbltfx->u5.dwFillColor].peBlue));
+            } else {
+                color = 0xFF000000;
+            }
+        } else if ((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_RGB) &&
+                   (((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_ALPHAPIXELS) == 0) ||
+                    (This->surface_desc.u4.ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000))) {
+            if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) &&
+                (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xF800) &&
+                (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x07E0) &&
+                (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x001F)) {
+                if (lpbltfx->u5.dwFillColor == 0xFFFF) {
+                    color = 0xFFFFFFFF;
+                } else {
+                    color = ((0xFF000000) |
+                             ((lpbltfx->u5.dwFillColor & 0xF800) << 8) |
+                             ((lpbltfx->u5.dwFillColor & 0x07E0) << 5) |
+                             ((lpbltfx->u5.dwFillColor & 0x001F) << 3));
+                }
+            } else if (((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 32) ||
+                        (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 24)) &&
+                       (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) &&
+                       (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) &&
+                       (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x000000FF)) {
+                color = 0xFF000000 | lpbltfx->u5.dwFillColor;
+            } else {
+                ERR("Wrong surface type for BLT override (unknown RGB format) !\n");
+                return DDERR_INVALIDPARAMS;
+            }
+        } else {
+            ERR("Wrong surface type for BLT override !\n");
+            return DDERR_INVALIDPARAMS;
+        }
+        
+        TRACE(" executing D3D Device override.\n");
+	
+        ENTER_GL();
+
+        glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
+        if (buffer_type == WINE_GL_BUFFER_FRONT)
+            glDrawBuffer(GL_FRONT);
+        else
+            glDrawBuffer(GL_BACK);
+        
+        d3ddevice_clear(This->d3ddevice, buffer_type, 1, &rect, D3DCLEAR_TARGET, color, 0.0, 0x00000000);
+	
+        if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
+            ((buffer_type == WINE_GL_BUFFER_BACK)  && (prev_draw == GL_FRONT)))
+            glDrawBuffer(prev_draw);
+	
+        LEAVE_GL();
+        
+        return DD_OK;
+    } else if ((dwFlags & (~(DDBLT_KEYSRC|DDBLT_WAIT|DDBLT_ASYNC))) == 0) {
+	/* Normal blit without any special case... */
+	if (src != NULL) {
+	    /* And which has a SRC surface */
+	    IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
+	    
+	    if ((src_impl->surface_desc.ddsCaps.dwCaps & DDSCAPS_3DDEVICE) &&
+		(src_impl->d3ddevice == This->d3ddevice) &&
+		((dwFlags & DDBLT_KEYSRC) == 0)) {
+		/* Both are 3D devices and using the same GL device and the Blt is without color-keying */
+		D3DRECT src_rect;
+		int width, height;
+		GLenum prev_draw;
+		WINE_GL_BUFFER_TYPE src_buffer_type;
+		IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
+		BOOLEAN initial;
+		DWORD opt_bitmap;
+		int x, y;
+	
+		if (rsrc) {
+		    src_rect.u1.x1 = rsrc->left;
+		    src_rect.u2.y1 = rsrc->top;
+		    src_rect.u3.x2 = rsrc->right;
+		    src_rect.u4.y2 = rsrc->bottom;
+		} else {
+		    src_rect.u1.x1 = 0;
+		    src_rect.u2.y1 = 0;
+		    src_rect.u3.x2 = src_impl->surface_desc.dwWidth;
+		    src_rect.u4.y2 = src_impl->surface_desc.dwHeight;
+		}
+
+		width = src_rect.u3.x2 - src_rect.u1.x1;
+		height = src_rect.u4.y2 - src_rect.u2.y1;
+
+		if ((width != (rect.u3.x2 - rect.u1.x1)) ||
+		    (height != (rect.u4.y2 - rect.u2.y1))) {
+		    FIXME(" buffer to buffer copy not supported with stretching yet !\n");
+		    return DDERR_INVALIDPARAMS;
+		}
+
+		/* First check if we BLT from the backbuffer... */
+		if ((src_impl->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) != 0) {
+		    src_buffer_type = WINE_GL_BUFFER_BACK;
+		} else if ((src_impl->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
+		    src_buffer_type = WINE_GL_BUFFER_FRONT;
+		} else {
+		    ERR("Unexpected case in direct buffer to buffer copy !\n");
+		    return DDERR_INVALIDPARAMS;
+		}
+		
+		TRACE(" using direct buffer to buffer copy.\n");
+
+		ENTER_GL();
+
+		opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, (LPCRECT) &rect, FALSE, &initial);
+		
+		if (upload_surface_to_tex_memory_init(This, 0, &gl_d3d_dev->current_internal_format,
+						      initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
+		    ERR(" unsupported pixel format at direct buffer to buffer copy.\n");
+		    LEAVE_GL();
+		    return DDERR_INVALIDPARAMS;
+		}
+		
+		glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
+		if (buffer_type == WINE_GL_BUFFER_FRONT)
+		    glDrawBuffer(GL_FRONT);
+		else
+		    glDrawBuffer(GL_BACK);
+
+		if (src_buffer_type == WINE_GL_BUFFER_FRONT)
+		    glReadBuffer(GL_FRONT);
+		else
+		    glReadBuffer(GL_BACK);
+
+		/* Now the serious stuff happens. Basically, we copy from the source buffer to the texture memory.
+		   And directly re-draws this on the destination buffer. */
+		for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
+		    int get_height;
+		    
+		    if ((src_rect.u2.y1 + y + UNLOCK_TEX_SIZE) > src_impl->surface_desc.dwHeight)
+			get_height = src_impl->surface_desc.dwHeight - (src_rect.u2.y1 + y);
+		    else
+			get_height = UNLOCK_TEX_SIZE;
+		    
+		    for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
+			int get_width;
+			
+			if ((src_rect.u1.x1 + x + UNLOCK_TEX_SIZE) > src_impl->surface_desc.dwWidth)
+			    get_width = src_impl->surface_desc.dwWidth - (src_rect.u1.x1 + x);
+			else
+			    get_width = UNLOCK_TEX_SIZE;
+			
+			glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
+					    0, UNLOCK_TEX_SIZE - get_height,
+					    src_rect.u1.x1 + x, src_impl->surface_desc.dwHeight - (src_rect.u2.y1 + y + get_height),
+					    get_width, get_height);
+			
+			glBegin(GL_QUADS);
+			glTexCoord2f(0.0, 0.0);
+			glVertex3d(rect.u1.x1 + x,
+				   rect.u2.y1 + y + UNLOCK_TEX_SIZE,
+				   0.5);
+			glTexCoord2f(1.0, 0.0);
+			glVertex3d(rect.u1.x1 + x + UNLOCK_TEX_SIZE,
+				   rect.u2.y1 + y + UNLOCK_TEX_SIZE,
+				   0.5);
+			glTexCoord2f(1.0, 1.0);
+			glVertex3d(rect.u1.x1 + x + UNLOCK_TEX_SIZE,
+				   rect.u2.y1 + y,
+				   0.5);
+			glTexCoord2f(0.0, 1.0);
+			glVertex3d(rect.u1.x1 + x,
+				   rect.u2.y1 + y,
+				   0.5);
+			glEnd();
+		    }
+		}
+		
+		upload_surface_to_tex_memory_release();
+		d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, FALSE);
+		
+		if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
+		    ((buffer_type == WINE_GL_BUFFER_BACK)  && (prev_draw == GL_FRONT)))
+		    glDrawBuffer(prev_draw);
+		
+		LEAVE_GL();
+
+		return DD_OK;
+	    } else {
+		/* This is the normal 'with source' Blit. Use the texture engine to do the Blt for us
+		   (this prevents calling glReadPixels) */
+		D3DRECT src_rect;
+		int width, height;
+		GLenum prev_draw;
+		IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
+		BOOLEAN initial;
+		DWORD opt_bitmap;
+		int x, y;
+		double x_stretch, y_stretch;
+		
+		if (rsrc) {
+		    src_rect.u1.x1 = rsrc->left;
+		    src_rect.u2.y1 = rsrc->top;
+		    src_rect.u3.x2 = rsrc->right;
+		    src_rect.u4.y2 = rsrc->bottom;
+		} else {
+		    src_rect.u1.x1 = 0;
+		    src_rect.u2.y1 = 0;
+		    src_rect.u3.x2 = src_impl->surface_desc.dwWidth;
+		    src_rect.u4.y2 = src_impl->surface_desc.dwHeight;
+		}
+
+		width = src_rect.u3.x2 - src_rect.u1.x1;
+		height = src_rect.u4.y2 - src_rect.u2.y1;
+
+		x_stretch = (double) (rect.u3.x2 - rect.u1.x1) / (double) width;
+		y_stretch = (double) (rect.u4.y2 - rect.u2.y1) / (double) height;
+
+		TRACE(" using memory to buffer Blt override.\n");
+
+		ENTER_GL();
+
+		opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, (LPCRECT) &rect, ((dwFlags & DDBLT_KEYSRC) != 0), &initial);
+		
+		if (upload_surface_to_tex_memory_init(src_impl, 0, &gl_d3d_dev->current_internal_format,
+						      initial, ((dwFlags & DDBLT_KEYSRC) != 0), UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
+		    ERR(" unsupported pixel format at memory to buffer Blt override.\n");
+		    LEAVE_GL();
+		    return DDERR_INVALIDPARAMS;
+		}
+		
+		glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
+		if (buffer_type == WINE_GL_BUFFER_FRONT)
+		    glDrawBuffer(GL_FRONT);
+		else
+		    glDrawBuffer(GL_BACK);
+
+		/* Now the serious stuff happens. This is basically the same code as for the memory
+		   flush to frame buffer ... with stretching and different rectangles added :-) */
+		for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
+		    RECT flush_rect;
+
+		    flush_rect.top    = src_rect.u2.y1 + y;
+		    flush_rect.bottom = ((src_rect.u2.y1 + y + UNLOCK_TEX_SIZE > src_rect.u4.y2) ?
+					 src_rect.u4.y2 :
+					 (src_rect.u2.y1 + y + UNLOCK_TEX_SIZE));
+		    
+		    for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
+			flush_rect.left  = src_rect.u1.x1 + x;
+			flush_rect.right = ((src_rect.u1.x1 + x + UNLOCK_TEX_SIZE > src_rect.u3.x2) ?
+					    src_rect.u3.x2 :
+					    (src_rect.u1.x1 + x + UNLOCK_TEX_SIZE));
+			
+			upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
+			
+			glBegin(GL_QUADS);
+			glTexCoord2f(0.0, 0.0);
+			glVertex3d(rect.u1.x1 + (x * x_stretch),
+				   rect.u2.y1 + (y * y_stretch),
+				   0.5);
+			glTexCoord2f(1.0, 0.0);
+			glVertex3d(rect.u1.x1 + ((x + UNLOCK_TEX_SIZE) * x_stretch),
+				   rect.u2.y1 + (y * y_stretch),
+				   0.5);
+			glTexCoord2f(1.0, 1.0);
+			glVertex3d(rect.u1.x1 + ((x + UNLOCK_TEX_SIZE) * x_stretch),
+				   rect.u2.y1 + ((y + UNLOCK_TEX_SIZE) * y_stretch),
+				   0.5);
+			glTexCoord2f(0.0, 1.0);
+			glVertex3d(rect.u1.x1 + (x * x_stretch),
+				   rect.u2.y1 + ((y + UNLOCK_TEX_SIZE) * y_stretch),
+				   0.5);
+			glEnd();
+		    }
+		}
+		
+		upload_surface_to_tex_memory_release();
+		d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, ((dwFlags & DDBLT_KEYSRC) != 0));
+		
+		if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
+		    ((buffer_type == WINE_GL_BUFFER_BACK)  && (prev_draw == GL_FRONT)))
+		    glDrawBuffer(prev_draw);
+		
+		LEAVE_GL();
+
+		return DD_OK;		
+	    }
+	}
+    }
+    return DDERR_INVALIDPARAMS;
+}
+
+HRESULT
+d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx,
+		  DWORD dsty, LPDIRECTDRAWSURFACE7 src,
+		  LPRECT rsrc, DWORD trans)
+{
+    RECT rsrc2;
+    RECT rdst;
+    IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
+    IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
+    WINE_GL_BUFFER_TYPE buffer_type;
+    GLenum prev_draw;
+    DWORD opt_bitmap;
+    BOOLEAN initial;
+    int width, height, x, y;
+    
+    /* Cannot support DSTCOLORKEY blitting... */
+    if ((trans & DDBLTFAST_DESTCOLORKEY) != 0) return DDERR_INVALIDPARAMS;
+
+    if (rsrc == NULL) {
+	WARN("rsrc is NULL - getting the whole surface !!\n");
+	rsrc = &rsrc2;
+	rsrc->left = rsrc->top = 0;
+	rsrc->right = src_impl->surface_desc.dwWidth;
+	rsrc->bottom = src_impl->surface_desc.dwHeight;
+    } else {
+	rsrc2 = *rsrc;
+	rsrc = &rsrc2;
+    }
+
+    rdst.left = dstx;
+    rdst.top = dsty;
+    rdst.right = dstx + (rsrc->right - rsrc->left);
+    if (rdst.right > This->surface_desc.dwWidth) {
+	rsrc->right -= (This->surface_desc.dwWidth - rdst.right);
+	rdst.right = This->surface_desc.dwWidth;
+    }
+    rdst.bottom = dsty + (rsrc->bottom - rsrc->top);
+    if (rdst.bottom > This->surface_desc.dwHeight) {
+	rsrc->bottom -= (This->surface_desc.dwHeight - rdst.bottom);
+	rdst.bottom = This->surface_desc.dwHeight;
+    }
+
+    width = rsrc->right - rsrc->left;
+    height = rsrc->bottom - rsrc->top;
+    
+    if (setup_rect_and_surface_for_blt(This, &buffer_type, (D3DRECT *) &rdst) != DD_OK) return DDERR_INVALIDPARAMS;
+
+    TRACE(" using BltFast memory to frame buffer override.\n");
+    
+    ENTER_GL();
+    
+    opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, &rdst, (trans & DDBLTFAST_SRCCOLORKEY) != 0, &initial);
+    
+    if (upload_surface_to_tex_memory_init(src_impl, 0, &gl_d3d_dev->current_internal_format,
+					  initial, (trans & DDBLTFAST_SRCCOLORKEY) != 0,
+					  UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
+	ERR(" unsupported pixel format at memory to buffer Blt override.\n");
+	LEAVE_GL();
+	return DDERR_INVALIDPARAMS;
+    }
+    
+    glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
+    if (buffer_type == WINE_GL_BUFFER_FRONT)
+	glDrawBuffer(GL_FRONT);
+    else
+	glDrawBuffer(GL_BACK);
+    
+    /* Now the serious stuff happens. This is basically the same code that for the memory
+       flush to frame buffer but with different rectangles for source and destination :-) */
+    for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
+	RECT flush_rect;
+	
+	flush_rect.top    = rsrc->top + y;
+	flush_rect.bottom = ((rsrc->top + y + UNLOCK_TEX_SIZE > rsrc->bottom) ?
+			     rsrc->bottom :
+			     (rsrc->top + y + UNLOCK_TEX_SIZE));
+	
+	for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
+	    flush_rect.left  = rsrc->left + x;
+	    flush_rect.right = ((rsrc->left + x + UNLOCK_TEX_SIZE > rsrc->right) ?
+				rsrc->right :
+				(rsrc->left + x + UNLOCK_TEX_SIZE));
+	    
+	    upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
+	    
+	    glBegin(GL_QUADS);
+	    glTexCoord2f(0.0, 0.0);
+	    glVertex3d(rdst.left + x,
+		       rdst.top + y,
+		       0.5);
+	    glTexCoord2f(1.0, 0.0);
+	    glVertex3d(rdst.left + (x + UNLOCK_TEX_SIZE),
+		       rdst.top + y,
+		       0.5);
+	    glTexCoord2f(1.0, 1.0);
+	    glVertex3d(rdst.left + (x + UNLOCK_TEX_SIZE),
+		       rdst.top + (y + UNLOCK_TEX_SIZE),
+		       0.5);
+	    glTexCoord2f(0.0, 1.0);
+	    glVertex3d(rdst.left + x,
+		       rdst.top + (y + UNLOCK_TEX_SIZE),
+		       0.5);
+	    glEnd();
+	}
+    }
+    
+    upload_surface_to_tex_memory_release();
+    d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, (trans & DDBLTFAST_SRCCOLORKEY) != 0);
+    
+    if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
+	((buffer_type == WINE_GL_BUFFER_BACK)  && (prev_draw == GL_FRONT)))
+	glDrawBuffer(prev_draw);
+    
+    LEAVE_GL();
+    
+    return DD_OK;
+}
+
+void
+d3ddevice_set_ortho(IDirect3DDeviceImpl *This)
+{
+    GLfloat height, width;
+    GLfloat trans_mat[16];
+
+    TRACE("(%p)\n", This);
+    
+    width = This->surface->surface_desc.dwWidth;
+    height = This->surface->surface_desc.dwHeight;
+    
+    /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
+     * to OpenGL screen coordinates (ie the upper left corner is not the same).
+     */
+    trans_mat[ 0] = 2.0 / width;  trans_mat[ 4] = 0.0;           trans_mat[ 8] = 0.0;    trans_mat[12] = -1.0;
+    trans_mat[ 1] = 0.0;          trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0;    trans_mat[13] =  1.0;
+#if 0
+    /* It has been checked that in Messiah, which mixes XYZ and XYZRHZ vertex format in the same scene,
+     * that the Z coordinate needs to be given to GL unchanged.
+     */
+    trans_mat[ 2] = 0.0;          trans_mat[ 6] = 0.0;           trans_mat[10] = 2.0;    trans_mat[14] = -1.0;
+#endif
+    trans_mat[ 2] = 0.0;          trans_mat[ 6] = 0.0;           trans_mat[10] = 1.0;    trans_mat[14] =  0.0;
+    trans_mat[ 3] = 0.0;          trans_mat[ 7] = 0.0;           trans_mat[11] = 0.0;    trans_mat[15] =  1.0;
+    
+    ENTER_GL();
+    glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
+    /* See the OpenGL Red Book for an explanation of the following translation (in the OpenGL
+       Correctness Tips section).
+       
+       Basically, from what I understood, if the game does not filter the font texture,
+       as the 'real' pixel will lie at the middle of the two texels, OpenGL may choose the wrong
+       one and we will have strange artifacts (as the rounding and stuff may give different results
+       for different pixels, ie sometimes take the left pixel, sometimes the right).
+    */
+    glTranslatef(0.375, 0.375, 0);
+    glMatrixMode(GL_PROJECTION);
+    glLoadMatrixf(trans_mat);
+    LEAVE_GL();
+}
+
+void
+d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
+		       D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat)
+{
+    TRACE("(%p,%08lx,%p,%p,%p)\n", This, matrices, world_mat, view_mat, proj_mat);
+    
+    ENTER_GL();
+    if ((matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED)) != 0) {
+        glMatrixMode(GL_MODELVIEW);
+	glLoadMatrixf((float *) view_mat);
+
+	/* Now also re-loads all the Lights and Clipping Planes using the new matrices */
+	if (This->state_block.render_state[D3DRENDERSTATE_CLIPPING - 1] != FALSE) {
+	    GLint i;
+	    DWORD runner;
+	    for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner <<= 1) {
+	        if (runner & This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) {
+		    GLdouble plane[4];
+
+		    plane[0] = This->clipping_planes[i].plane[0];
+		    plane[1] = This->clipping_planes[i].plane[1];
+		    plane[2] = This->clipping_planes[i].plane[2];
+		    plane[3] = This->clipping_planes[i].plane[3];
+		    
+		    glClipPlane( GL_CLIP_PLANE0 + i, (const GLdouble*) (&plane) );
+		}
+	    }
+	}
+	if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] != FALSE) {
+	    GLint i;
+	    DWORD runner;
+
+	    for (i = 0, runner = 0x00000001; i < MAX_LIGHTS; i++, runner <<= 1) {
+	        if (runner & This->active_lights) {
+		    switch (This->light_parameters[i].dltType) {
+		        case D3DLIGHT_DIRECTIONAL: {
+			    float direction[4];
+			    float cut_off = 180.0;
+			    
+			    glLightfv(GL_LIGHT0 + i, GL_AMBIENT,  (float *) &(This->light_parameters[i].dcvAmbient));
+			    glLightfv(GL_LIGHT0 + i, GL_DIFFUSE,  (float *) &(This->light_parameters[i].dcvDiffuse));
+			    glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &(This->light_parameters[i].dcvSpecular));
+			    glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
+			    
+			    direction[0] = This->light_parameters[i].dvDirection.u1.x;
+			    direction[1] = This->light_parameters[i].dvDirection.u2.y;
+			    direction[2] = This->light_parameters[i].dvDirection.u3.z;
+			    direction[3] = 0.0;
+			    glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) direction);
+			} break;
+
+			case D3DLIGHT_POINT: {
+			    float position[4];
+			    float cut_off = 180.0;
+			    
+			    glLightfv(GL_LIGHT0 + i, GL_AMBIENT,  (float *) &(This->light_parameters[i].dcvAmbient));
+			    glLightfv(GL_LIGHT0 + i, GL_DIFFUSE,  (float *) &(This->light_parameters[i].dcvDiffuse));
+			    glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &(This->light_parameters[i].dcvSpecular));
+			    position[0] = This->light_parameters[i].dvPosition.u1.x;
+			    position[1] = This->light_parameters[i].dvPosition.u2.y;
+			    position[2] = This->light_parameters[i].dvPosition.u3.z;
+			    position[3] = 1.0;
+			    glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) position);
+			    glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &(This->light_parameters[i].dvAttenuation0));
+			    glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &(This->light_parameters[i].dvAttenuation1));
+			    glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &(This->light_parameters[i].dvAttenuation2));
+			    glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
+			} break;
+
+			case D3DLIGHT_SPOT: {
+			    float direction[4];
+			    float position[4];
+			    float cut_off = 90.0 * (This->light_parameters[i].dvPhi / M_PI);
+			    
+			    glLightfv(GL_LIGHT0 + i, GL_AMBIENT,  (float *) &(This->light_parameters[i].dcvAmbient));
+			    glLightfv(GL_LIGHT0 + i, GL_DIFFUSE,  (float *) &(This->light_parameters[i].dcvDiffuse));
+			    glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &(This->light_parameters[i].dcvSpecular));
+			    
+			    direction[0] = This->light_parameters[i].dvDirection.u1.x;
+			    direction[1] = This->light_parameters[i].dvDirection.u2.y;
+			    direction[2] = This->light_parameters[i].dvDirection.u3.z;
+			    direction[3] = 0.0;
+			    glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, (float *) direction);
+			    position[0] = This->light_parameters[i].dvPosition.u1.x;
+			    position[1] = This->light_parameters[i].dvPosition.u2.y;
+			    position[2] = This->light_parameters[i].dvPosition.u3.z;
+			    position[3] = 1.0;
+			    glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) position);
+			    glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &(This->light_parameters[i].dvAttenuation0));
+			    glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &(This->light_parameters[i].dvAttenuation1));
+			    glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &(This->light_parameters[i].dvAttenuation2));
+			    glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
+			    glLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &(This->light_parameters[i].dvFalloff));
+			} break;
+
+			default:
+			    /* No warning here as it's already done at light setting */
+			    break;
+		    }
+		}
+	    }
+	}
+	
+	glMultMatrixf((float *) world_mat);
+    }
+    if ((matrices & PROJMAT_CHANGED) != 0) {
+	glMatrixMode(GL_PROJECTION);
+	glLoadMatrixf((float *) proj_mat);
+    }
+    LEAVE_GL();
+}
+
+void
+d3ddevice_matrices_updated(IDirect3DDeviceImpl *This, DWORD matrices)
+{
+    IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+    DWORD tex_mat, tex_stage;
+
+    TRACE("(%p,%08lx)\n", This, matrices);
+    
+    if (matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED)) {
+        if (glThis->transform_state == GL_TRANSFORM_NORMAL) {
+	    /* This will force an update of the transform state at the next drawing. */
+	    glThis->transform_state = GL_TRANSFORM_NONE;
+	}
+    }
+    if (matrices & (TEXMAT0_CHANGED|TEXMAT1_CHANGED|TEXMAT2_CHANGED|TEXMAT3_CHANGED|
+		    TEXMAT4_CHANGED|TEXMAT5_CHANGED|TEXMAT6_CHANGED|TEXMAT7_CHANGED))
+    {
+        ENTER_GL();
+	for (tex_mat = TEXMAT0_CHANGED, tex_stage = 0; tex_mat <= TEXMAT7_CHANGED; tex_mat <<= 1, tex_stage++) {
+	    GLenum unit = GL_TEXTURE0_WINE + tex_stage;
+	    if (matrices & tex_mat) {
+	        if (This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXTURETRANSFORMFLAGS - 1] != D3DTTFF_DISABLE) {
+		    int is_identity = (memcmp(This->tex_mat[tex_stage], id_mat, 16 * sizeof(D3DVALUE)) != 0);
+
+		    if (This->tex_mat_is_identity[tex_stage] != is_identity) {
+			if (glThis->current_active_tex_unit != unit) {
+			    GL_extensions.glActiveTexture(unit);
+			    glThis->current_active_tex_unit = unit;
+			}
+			glMatrixMode(GL_TEXTURE);
+			glLoadMatrixf((float *) This->tex_mat[tex_stage]);
+		    }
+		    This->tex_mat_is_identity[tex_stage] = is_identity;
+		} else {
+		    if (This->tex_mat_is_identity[tex_stage] == FALSE) {
+			if (glThis->current_active_tex_unit != unit) {
+			    GL_extensions.glActiveTexture(unit);
+			    glThis->current_active_tex_unit = unit;
+			}
+			glMatrixMode(GL_TEXTURE);
+			glLoadIdentity();
+			This->tex_mat_is_identity[tex_stage] = TRUE;
+		    }
+		}
+	    }
+	}
+	LEAVE_GL();
+    }
+}
+
+/* TODO for both these functions :
+    - change / restore OpenGL parameters for pictures transfers in case they are ever modified
+      by other OpenGL code in D3D
+    - handle the case where no 'Begin / EndScene' was done between two locks
+    - handle the rectangles in the unlock too
+    - handle pitch correctly...
+*/
+static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
+{
+    IDirect3DDeviceImpl *d3d_dev = This->d3ddevice;
+    IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+    WINE_GL_BUFFER_TYPE buffer_type;
+    RECT loc_rect;
+    
+    if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
+        buffer_type = WINE_GL_BUFFER_FRONT;
+	if ((gl_d3d_dev->state[WINE_GL_BUFFER_FRONT] != SURFACE_GL) &&
+	    (gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT] != This)) {
+	    ERR("Change of front buffer.. Expect graphic corruptions !\n");
+	}
+	gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT] = This;
+    } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
+        buffer_type = WINE_GL_BUFFER_BACK;
+	if ((gl_d3d_dev->state[WINE_GL_BUFFER_BACK] != SURFACE_GL) &&
+	    (gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK] != This)) {
+	    ERR("Change of back buffer.. Expect graphic corruptions !\n");
+	}
+	gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK] = This;
+    } else {
+        ERR("Wrong surface type for locking !\n");
+	return;
+    }
+
+    if (pRect == NULL) {
+	loc_rect.top = 0;
+	loc_rect.left = 0;
+	loc_rect.bottom = This->surface_desc.dwHeight;
+	loc_rect.right = This->surface_desc.dwWidth;
+	pRect = &loc_rect;
+    }
+    
+    /* Try to acquire the device critical section */
+    EnterCriticalSection(&(d3d_dev->crit));
+    
+    if (gl_d3d_dev->lock_rect_valid[buffer_type]) {
+	ERR("Two consecutive locks on %s buffer... Expect problems !\n",
+	    (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"));
+    }
+    gl_d3d_dev->lock_rect_valid[buffer_type] = TRUE;
+    
+    if (gl_d3d_dev->state[buffer_type] != SURFACE_GL) {
+	/* Check if the new rectangle is in the previous one or not.
+	   If it is not, flush first the previous locks on screen.
+	*/
+	if ((pRect->top    < gl_d3d_dev->lock_rect[buffer_type].top) ||
+	    (pRect->left   < gl_d3d_dev->lock_rect[buffer_type].left) ||
+	    (pRect->right  > gl_d3d_dev->lock_rect[buffer_type].right) ||
+	    (pRect->bottom > gl_d3d_dev->lock_rect[buffer_type].bottom)) {
+	    if (gl_d3d_dev->state[buffer_type] == SURFACE_MEMORY_DIRTY) {
+		TRACE(" flushing back to %s buffer as new rect : (%ldx%ld) - (%ldx%ld) not included in old rect : (%ldx%ld) - (%ldx%ld)\n",
+		      (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"),
+		      pRect->left, pRect->top, pRect->right, pRect->bottom,
+		      gl_d3d_dev->lock_rect[buffer_type].left, gl_d3d_dev->lock_rect[buffer_type].top,
+		      gl_d3d_dev->lock_rect[buffer_type].right, gl_d3d_dev->lock_rect[buffer_type].bottom);
+		d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[buffer_type]), gl_d3d_dev->lock_surf[buffer_type]);
+	    }
+	    gl_d3d_dev->state[buffer_type] = SURFACE_GL;
+	    gl_d3d_dev->lock_rect[buffer_type] = *pRect;
+	}
+	/* In the other case, do not upgrade the locking rectangle as it's no need... */
+    } else {
+	gl_d3d_dev->lock_rect[buffer_type] = *pRect;
+    }
+    
+    if (gl_d3d_dev->state[buffer_type] == SURFACE_GL) {
+        /* If the surface is already in memory, no need to do anything here... */
+        GLenum buffer_format;
+	GLenum buffer_color;
+	int y;
+	char *dst;
+
+	TRACE(" copying %s buffer to main memory with rectangle (%ldx%ld) - (%ldx%ld).\n", (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"),
+	      pRect->left, pRect->top, pRect->right, pRect->bottom);
+	
+	/* Note that here we cannot do 'optmizations' about the WriteOnly flag... Indeed, a game
+	   may only write to the device... But when we will blit it back to the screen, we need
+	   also to blit correctly the parts the application did not overwrite... */
+
+	if (((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_RGB) != 0) &&
+	    (((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_ALPHAPIXELS) == 0) ||
+	     (This->surface_desc.u4.ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000))) {
+	    if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) &&
+		(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xF800) &&
+		(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x07E0) &&
+		(This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x001F)) {
+		buffer_format = GL_UNSIGNED_SHORT_5_6_5;
+		buffer_color = GL_RGB;
+	    } else if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 24) &&
+		       (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xFF0000) &&
+		       (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x00FF00) &&
+		       (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x0000FF)) {
+		buffer_format = GL_UNSIGNED_BYTE;
+		buffer_color = GL_RGB;
+	    } else if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 32) &&
+		       (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) &&
+		       (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) &&
+		       (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x000000FF)) {
+		buffer_format = GL_UNSIGNED_INT_8_8_8_8_REV;
+		buffer_color = GL_BGRA;
+	    } else {
+		ERR(" unsupported pixel format at device locking.\n");
+		return;
+	    }
+	} else {
+	    ERR(" unsupported pixel format at device locking - alpha on frame buffer.\n");
+	    return;
+	}
+
+	ENTER_GL();
+	
+	if (buffer_type == WINE_GL_BUFFER_FRONT)
+	    /* Application wants to lock the front buffer */
+	    glReadBuffer(GL_FRONT);
+	else 
+	    /* Application wants to lock the back buffer */
+	    glReadBuffer(GL_BACK);
+
+	dst = ((char *)This->surface_desc.lpSurface) +
+	  (pRect->top * This->surface_desc.u1.lPitch) + (pRect->left * GET_BPP(This->surface_desc));
+
+	if (This->surface_desc.u1.lPitch != (GET_BPP(This->surface_desc) * This->surface_desc.dwWidth)) {
+	    /* Slow-path in case of 'odd' surfaces. This could be fixed using some GL options, but I
+	     * could not be bothered considering the rare cases where it may be useful :-)
+	     */
+	    for (y = (This->surface_desc.dwHeight - pRect->top - 1);
+		 y >= ((int) This->surface_desc.dwHeight - (int) pRect->bottom);
+		 y--) {
+		glReadPixels(pRect->left, y,
+			     pRect->right - pRect->left, 1,
+			     buffer_color, buffer_format, dst);
+		dst += This->surface_desc.u1.lPitch;
+	    }
+	} else {
+	    /* Faster path for surface copy. Note that I can use static variables here as I am
+	     * protected by the OpenGL critical section so this function won't be called by
+	     * two threads at the same time.
+	     */
+	    static char *buffer = NULL;
+	    static int buffer_width = 0;
+	    char *dst2 = dst + ((pRect->bottom - pRect->top) - 1) * This->surface_desc.u1.lPitch;
+	    int current_width = (pRect->right - pRect->left) * GET_BPP(This->surface_desc);
+	    
+	    glReadPixels(pRect->left, ((int) This->surface_desc.dwHeight - (int) pRect->bottom),
+			 pRect->right - pRect->left, pRect->bottom - pRect->top,
+			 buffer_color, buffer_format, dst);
+
+	    if (current_width > buffer_width) {
+		if (buffer != NULL) HeapFree(GetProcessHeap(), 0, buffer);
+		buffer_width = current_width;
+		buffer = HeapAlloc(GetProcessHeap(), 0, buffer_width);
+	    }
+	    for (y = 0; y < ((pRect->bottom - pRect->top) / 2); y++) {
+		memcpy(buffer, dst, current_width);
+		memcpy(dst, dst2, current_width);
+		memcpy(dst2, buffer, current_width);
+		dst  += This->surface_desc.u1.lPitch;
+		dst2 -= This->surface_desc.u1.lPitch;
+	    }
+	}
+
+	gl_d3d_dev->state[buffer_type] = SURFACE_MEMORY;
+	
+#if 0
+	/* I keep this code here as it's very useful to debug :-) */
+	{
+	    static int flush_count = 0;
+	    char buf[128];
+	    FILE *f;
+	    
+	    if ((++flush_count % 50) == 0) {
+	        sprintf(buf, "lock_%06d.pnm", flush_count);
+		f = fopen(buf, "wb");
+		DDRAW_dump_surface_to_disk(This, f);
+	    }
+	}
+#endif
+	
+	LEAVE_GL();
+    }
+}
+
+static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
+    RECT loc_rect;
+    IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+    int x, y;
+    BOOLEAN initial;
+    DWORD opt_bitmap;
+    
+    /* Note : no need here to lock the 'device critical section' as we are already protected by
+       the GL critical section. */
+
+    if (pRect == NULL) {
+	loc_rect.top = 0;
+	loc_rect.left = 0;
+	loc_rect.bottom = d3d_dev->surface->surface_desc.dwHeight;
+	loc_rect.right = d3d_dev->surface->surface_desc.dwWidth;
+	pRect = &loc_rect;
+    }
+    
+    TRACE(" flushing memory back to screen memory (%ld,%ld) x (%ld,%ld).\n", pRect->top, pRect->left, pRect->right, pRect->bottom);
+
+    opt_bitmap = d3ddevice_set_state_for_flush(d3d_dev, pRect, FALSE, &initial);
+    
+    if (upload_surface_to_tex_memory_init(surf, 0, &gl_d3d_dev->current_internal_format,
+					  initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
+        ERR(" unsupported pixel format at frame buffer flush.\n");
+	return;
+    }
+	
+    for (y = pRect->top; y < pRect->bottom; y += UNLOCK_TEX_SIZE) {
+	RECT flush_rect;
+	
+	flush_rect.top = y;
+	flush_rect.bottom = (y + UNLOCK_TEX_SIZE > pRect->bottom) ? pRect->bottom : (y + UNLOCK_TEX_SIZE);
+
+	for (x = pRect->left; x < pRect->right; x += UNLOCK_TEX_SIZE) {
+	    /* First, upload the texture... */
+	    flush_rect.left = x;
+	    flush_rect.right = (x + UNLOCK_TEX_SIZE > pRect->right)  ? pRect->right  : (x + UNLOCK_TEX_SIZE);
+
+	    upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
+
+	    glBegin(GL_QUADS);
+	    glTexCoord2f(0.0, 0.0);
+	    glVertex3d(x, y, 0.5);
+	    glTexCoord2f(1.0, 0.0);
+	    glVertex3d(x + UNLOCK_TEX_SIZE, y, 0.5);
+	    glTexCoord2f(1.0, 1.0);
+	    glVertex3d(x + UNLOCK_TEX_SIZE, y + UNLOCK_TEX_SIZE, 0.5);
+	    glTexCoord2f(0.0, 1.0);
+	    glVertex3d(x, y + UNLOCK_TEX_SIZE, 0.5);
+	    glEnd();
+	}
+    }
+    
+    upload_surface_to_tex_memory_release();
+    d3ddevice_restore_state_after_flush(d3d_dev, opt_bitmap, FALSE);
+    
+#if 0
+    /* I keep this code here as it's very useful to debug :-) */
+    {
+        static int flush_count = 0;
+	char buf[128];
+	FILE *f;
+
+	if ((++flush_count % 50) == 0) {
+	    sprintf(buf, "flush_%06d.pnm", flush_count);
+	    f = fopen(buf, "wb");
+	    DDRAW_dump_surface_to_disk(surf, f);
+	}
+    }
+#endif
+}
+
+static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
+{
+    WINE_GL_BUFFER_TYPE buffer_type;
+    IDirect3DDeviceImpl *d3d_dev = This->d3ddevice;
+    IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+  
+    if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
+        buffer_type = WINE_GL_BUFFER_FRONT;
+    } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
+	buffer_type = WINE_GL_BUFFER_BACK;
+    } else {
+        ERR("Wrong surface type for locking !\n");
+	return;
+    }
+
+    if (gl_d3d_dev->lock_rect_valid[buffer_type] == FALSE) {
+	ERR("Unlock without prior lock on %s buffer... Expect problems !\n",
+	    (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"));
+    }
+    gl_d3d_dev->lock_rect_valid[buffer_type] = FALSE;
+    
+    /* First, check if we need to do anything. For the backbuffer, flushing is done at the next 3D activity. */
+    if ((This->lastlocktype & DDLOCK_READONLY) == 0) {
+        if (buffer_type == WINE_GL_BUFFER_FRONT) {
+	    GLenum prev_draw;
+
+	    TRACE(" flushing front buffer immediately on screen.\n");
+	    
+	    ENTER_GL();
+	    glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
+	    glDrawBuffer(GL_FRONT);
+	    /* Note: we do not use the application provided lock rectangle but our own stored at
+	             lock time. This is because in old D3D versions, the 'lock' parameter did not
+		     exist.
+	    */
+	    d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[WINE_GL_BUFFER_FRONT]), gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT]);
+	    glDrawBuffer(prev_draw);
+	    LEAVE_GL();
+	} else {
+	    gl_d3d_dev->state[WINE_GL_BUFFER_BACK] = SURFACE_MEMORY_DIRTY;
+	}
+    }
+
+    /* And 'frees' the device critical section */
+    LeaveCriticalSection(&(d3d_dev->crit));
+}
+
+static void
+apply_texture_state(IDirect3DDeviceImpl *This)
+{
+    int stage, state;
+    
+    /* Initialize texture stages states */
+    for (stage = 0; stage < MAX_TEXTURES; stage++) {
+       for (state = 0; state < HIGHEST_TEXTURE_STAGE_STATE; state += 1) {
+	   if (This->state_block.set_flags.texture_stage_state[stage][state]) {
+	       IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
+						     stage, state + 1, This->state_block.texture_stage_state[stage][state]);
+	   }
+       }
+    }
+}     
+
+HRESULT
+d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface, int version)
+{
+    IDirect3DDeviceImpl *object;
+    IDirect3DDeviceGLImpl *gl_object;
+    IDirectDrawSurfaceImpl *surf;
+    HDC device_context;
+    XVisualInfo *vis;
+    int num;
+    int tex_num;
+    XVisualInfo template;
+    GLenum buffer = GL_FRONT;
+    int light;
+    
+    object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDeviceGLImpl));
+    if (object == NULL) return DDERR_OUTOFMEMORY;
+
+    gl_object = (IDirect3DDeviceGLImpl *) object;
+    
+    object->ref = 1;
+    object->d3d = d3d;
+    object->surface = surface;
+    object->set_context = set_context;
+    object->clear = d3ddevice_clear_back;
+    object->set_matrices = d3ddevice_set_matrices;
+    object->matrices_updated = d3ddevice_matrices_updated;
+    object->flush_to_framebuffer = d3ddevice_flush_to_frame_buffer;
+    object->version = version;
+    
+    TRACE(" creating OpenGL device for surface = %p, d3d = %p\n", surface, d3d);
+
+    InitializeCriticalSection(&(object->crit));
+
+    TRACE(" device critical section : %p\n", &(object->crit));
+
+    device_context = GetDC(surface->ddraw_owner->window);
+    gl_object->display = get_display(device_context);
+    gl_object->drawable = get_drawable(device_context);
+    ReleaseDC(surface->ddraw_owner->window,device_context);
+
+    ENTER_GL();
+    template.visualid = (VisualID)GetPropA( GetDesktopWindow(), "__wine_x11_visual_id" );
+    vis = XGetVisualInfo(gl_object->display, VisualIDMask, &template, &num);
+    if (vis == NULL) {
+        HeapFree(GetProcessHeap(), 0, object);
+        ERR("No visual found !\n");
+	LEAVE_GL();
+	return DDERR_INVALIDPARAMS;
+    } else {
+        TRACE(" visual found\n");
+    }
+
+    gl_object->gl_context = glXCreateContext(gl_object->display, vis,
+					     NULL, GL_TRUE);
+
+    if (gl_object->gl_context == NULL) {
+        HeapFree(GetProcessHeap(), 0, object);
+        ERR("Error in context creation !\n");
+	LEAVE_GL();
+	return DDERR_INVALIDPARAMS;
+    } else {
+        TRACE(" context created (%p)\n", gl_object->gl_context);
+    }
+    
+    /* Look for the front buffer and override its surface's Flip method (if in double buffering) */
+    for (surf = surface; surf != NULL; surf = surf->surface_owner) {
+        if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) {
+            surf->aux_ctx  = (LPVOID) object;
+            surf->aux_data = (LPVOID) gl_object->drawable;
+            surf->aux_flip = opengl_flip;
+	    buffer =  GL_BACK;
+            break;
+        }
+    }
+    /* We are not doing any double buffering.. Then force OpenGL to draw on the front buffer */
+    if (surf == NULL) {
+        TRACE(" no double buffering : drawing on the front buffer\n");
+        buffer = GL_FRONT;
+    }
+    
+    for (surf = surface; surf != NULL; surf = surf->surface_owner) {
+        IDirectDrawSurfaceImpl *surf2;
+	for (surf2 = surf; surf2->prev_attached != NULL; surf2 = surf2->prev_attached) ;
+	for (; surf2 != NULL; surf2 = surf2->next_attached) {
+	    TRACE(" checking surface %p :", surf2);
+	    if (((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) &&
+		((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) {
+	        /* Override the Lock / Unlock function for all these surfaces */
+	        surf2->lock_update_prev = surf2->lock_update;
+	        surf2->lock_update = d3ddevice_lock_update;
+		surf2->unlock_update_prev = surf2->unlock_update;
+		surf2->unlock_update = d3ddevice_unlock_update;
+		/* And install also the blt / bltfast overrides */
+		surf2->aux_blt = d3ddevice_blt;
+		surf2->aux_bltfast = d3ddevice_bltfast;
+		
+		TRACE(" overriding direct surface access.\n");
+	    } else {
+	        TRACE(" no override.\n");
+	    }
+	    surf2->d3ddevice = object;
+	}
+    }
+
+    /* Set the various light parameters */
+    for (light = 0; light < MAX_LIGHTS; light++) {
+        /* Only set the fields that are not zero-created */
+        object->light_parameters[light].dltType = D3DLIGHT_DIRECTIONAL;
+	object->light_parameters[light].dcvDiffuse.u1.r = 1.0;
+	object->light_parameters[light].dcvDiffuse.u2.g = 1.0;
+	object->light_parameters[light].dcvDiffuse.u3.b = 1.0;
+	object->light_parameters[light].dvDirection.u3.z = 1.0;
+    }
+    
+    /* Allocate memory for the matrices */
+    object->world_mat = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
+    object->view_mat  = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
+    object->proj_mat  = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
+    memcpy(object->world_mat, id_mat, 16 * sizeof(float));
+    memcpy(object->view_mat , id_mat, 16 * sizeof(float));
+    memcpy(object->proj_mat , id_mat, 16 * sizeof(float));
+    for (tex_num = 0; tex_num < MAX_TEXTURES; tex_num++) {
+        object->tex_mat[tex_num] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
+	memcpy(object->tex_mat[tex_num], id_mat, 16 * sizeof(float));
+	object->tex_mat_is_identity[tex_num] = TRUE;
+    }
+    
+    /* Initialisation */
+    TRACE(" setting current context\n");
+    object->set_context(object);
+    TRACE(" current context set\n");
+
+    /* allocate the clipping planes */
+    object->max_clipping_planes = opengl_device_caps.wMaxUserClipPlanes;
+    object->clipping_planes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane));
+
+    glHint(GL_FOG_HINT,GL_NICEST);
+
+    /* Initialize the various GL contexts to be in sync with what we store locally */
+    glClearDepth(0.0);
+    glClearStencil(0);
+    glClearColor(0.0, 0.0, 0.0, 0.0);
+    glDepthMask(GL_TRUE);
+    gl_object->depth_mask = TRUE;
+    glEnable(GL_DEPTH_TEST);
+    gl_object->depth_test = TRUE;
+    glDisable(GL_ALPHA_TEST);
+    glDisable(GL_STENCIL_TEST);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_LIGHTING);
+    glDisable(GL_BLEND);
+    glDisable(GL_FOG);
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+    gl_object->current_tex_env = GL_REPLACE;
+    gl_object->current_active_tex_unit = GL_TEXTURE0_WINE;
+    if (GL_extensions.glActiveTexture != NULL) {
+	GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
+    }
+    gl_object->current_alpha_test_ref = 0.0;
+    gl_object->current_alpha_test_func = GL_ALWAYS;
+    glAlphaFunc(GL_ALWAYS, 0.0);
+    
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+    glDrawBuffer(buffer);
+    glReadBuffer(buffer);
+    /* glDisable(GL_DEPTH_TEST); Need here to check for the presence of a ZBuffer and to reenable it when the ZBuffer is attached */
+    LEAVE_GL();
+
+    gl_object->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
+    gl_object->state[WINE_GL_BUFFER_FRONT] = SURFACE_GL;
+    
+    /* fill_device_capabilities(d3d->ddraw); */    
+    
+    ICOM_INIT_INTERFACE(object, IDirect3DDevice,  VTABLE_IDirect3DDevice);
+    ICOM_INIT_INTERFACE(object, IDirect3DDevice2, VTABLE_IDirect3DDevice2);
+    ICOM_INIT_INTERFACE(object, IDirect3DDevice3, VTABLE_IDirect3DDevice3);
+    ICOM_INIT_INTERFACE(object, IDirect3DDevice7, VTABLE_IDirect3DDevice7);
+
+    *obj = object;
+
+    TRACE(" creating implementation at %p.\n", *obj);
+
+    /* And finally warn D3D that this device is now present */
+    object->d3d->d3d_added_device(object->d3d, object);
+
+    InitDefaultStateBlock(&object->state_block, object->version);
+    /* Apply default render state and texture stage state values */
+    apply_render_state(object, &object->state_block);
+    apply_texture_state(object);
+
+    /* And fill the fog table with the default fog value */
+    build_fog_table(gl_object->fog_table, object->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]);
+    
+    return DD_OK;
+}
+
+static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
+{
+    pc->dwSize = sizeof(*pc);
+    pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW |
+      D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKPLANES | D3DPMISCCAPS_MASKZ;
+    pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE |
+      D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL |
+	  D3DPRASTERCAPS_ZFOG;
+    if (GL_extensions.mipmap_lodbias) {
+	pc->dwRasterCaps |= D3DPRASTERCAPS_MIPMAPLODBIAS;
+    }
+    pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
+      D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
+    pc->dwSrcBlendCaps  = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR |
+      D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
+	D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
+    pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR |
+      D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
+	D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
+    pc->dwAlphaCmpCaps  = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
+      D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
+    pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB |
+      D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB;
+    pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE |
+      D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY;
+    pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST |
+      D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST | D3DPTFILTERCAPS_MAGFLINEAR |
+	  D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MIPFLINEAR |
+	      D3DPTFILTERCAPS_MIPFPOINT;
+    pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK |
+      D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK;
+    pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV;
+    if (GL_extensions.mirrored_repeat) {
+	pc->dwTextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
+    }
+    pc->dwStippleWidth = 32;
+    pc->dwStippleHeight = 32;
+}
+
+static void fill_caps(void)
+{
+    GLint max_clip_planes;
+    GLint depth_bits;
+    
+    /* Fill first all the fields with default values which will be overriden later on with
+       correct ones from the GL code
+    */
+    opengl_device_caps.dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY |
+      D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
+      D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY |
+      /* D3D 7 capabilities */
+      D3DDEVCAPS_DRAWPRIMITIVES2 /*| D3DDEVCAPS_HWTRANSFORMANDLIGHT*/ | D3DDEVCAPS_HWRASTERIZATION | D3DDEVCAPS_DRAWPRIMITIVES2EX;
+    fill_opengl_primcaps(&(opengl_device_caps.dpcLineCaps));
+    fill_opengl_primcaps(&(opengl_device_caps.dpcTriCaps));
+    opengl_device_caps.dwDeviceRenderBitDepth  = DDBD_16|DDBD_24|DDBD_32;
+    opengl_device_caps.dwMinTextureWidth  = 1;
+    opengl_device_caps.dwMinTextureHeight = 1;
+    opengl_device_caps.dwMaxTextureWidth  = 1024;
+    opengl_device_caps.dwMaxTextureHeight = 1024;
+    opengl_device_caps.dwMaxTextureRepeat = 16;
+    opengl_device_caps.dwMaxTextureAspectRatio = 1024;
+    opengl_device_caps.dwMaxAnisotropy = 0;
+    opengl_device_caps.dvGuardBandLeft = 0.0;
+    opengl_device_caps.dvGuardBandRight = 0.0;
+    opengl_device_caps.dvGuardBandTop = 0.0;
+    opengl_device_caps.dvGuardBandBottom = 0.0;
+    opengl_device_caps.dvExtentsAdjust = 0.0;
+    opengl_device_caps.dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP |
+      D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO;
+    opengl_device_caps.dwTextureOpCaps = D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SELECTARG2 | D3DTEXOPCAPS_MODULATE4X |
+	D3DTEXOPCAPS_MODULATE2X | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_ADD | D3DTEXOPCAPS_ADDSIGNED2X | D3DTEXOPCAPS_ADDSIGNED |
+	    D3DTEXOPCAPS_BLENDDIFFUSEALPHA | D3DTEXOPCAPS_BLENDTEXTUREALPHA | D3DTEXOPCAPS_BLENDFACTORALPHA | D3DTEXOPCAPS_BLENDCURRENTALPHA;
+    if (GL_extensions.max_texture_units != 0) {
+	opengl_device_caps.wMaxTextureBlendStages = GL_extensions.max_texture_units;
+	opengl_device_caps.wMaxSimultaneousTextures = GL_extensions.max_texture_units;
+	opengl_device_caps.dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | GL_extensions.max_texture_units;
+    } else {
+	opengl_device_caps.wMaxTextureBlendStages = 1;
+	opengl_device_caps.wMaxSimultaneousTextures = 1;
+	opengl_device_caps.dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1;
+    }
+    opengl_device_caps.dwMaxActiveLights = 16;
+    opengl_device_caps.dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */
+    opengl_device_caps.deviceGUID = IID_IDirect3DTnLHalDevice;
+    opengl_device_caps.wMaxUserClipPlanes = 1;
+    opengl_device_caps.wMaxVertexBlendMatrices = 0;
+    opengl_device_caps.dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG |
+	D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER;
+    opengl_device_caps.dwReserved1 = 0;
+    opengl_device_caps.dwReserved2 = 0;
+    opengl_device_caps.dwReserved3 = 0;
+    opengl_device_caps.dwReserved4 = 0;
+
+    /* And now some GL overrides :-) */
+    glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) &opengl_device_caps.dwMaxTextureWidth);
+    opengl_device_caps.dwMaxTextureHeight = opengl_device_caps.dwMaxTextureWidth;
+    opengl_device_caps.dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureWidth;
+    TRACE(": max texture size = %ld\n", opengl_device_caps.dwMaxTextureWidth);
+    
+    glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &opengl_device_caps.dwMaxActiveLights);
+    TRACE(": max active lights = %ld\n", opengl_device_caps.dwMaxActiveLights);
+
+    glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
+    opengl_device_caps.wMaxUserClipPlanes = max_clip_planes;
+    TRACE(": max clipping planes = %d\n", opengl_device_caps.wMaxUserClipPlanes);
+
+    glGetIntegerv(GL_DEPTH_BITS, &depth_bits);
+    TRACE(": Z bits = %d\n", depth_bits);
+    switch (depth_bits) {
+        case 16: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16; break;
+        case 24: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24; break;
+        case 32:
+        default: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; break;
+    }
+}
+
+BOOL
+d3ddevice_init_at_startup(void *gl_handle)
+{
+    XVisualInfo template;
+    XVisualInfo *vis;
+    HDC device_context;
+    Display *display;
+    Visual *visual;
+    Drawable drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
+    XWindowAttributes win_attr;
+    GLXContext gl_context;
+    int num;
+    const char *glExtensions;
+    const char *glVersion;
+    const char *glXExtensions = NULL;
+    const void *(*pglXGetProcAddressARB)(const GLubyte *) = NULL;
+    int major, minor, patch, num_parsed;
+    
+    TRACE("Initializing GL...\n");
+
+    if (!drawable)
+    {
+        WARN("x11drv not loaded - D3D support disabled!\n");
+        return FALSE;
+    }
+    
+    /* Get a default rendering context to have the 'caps' function query some info from GL */    
+    device_context = GetDC(0);
+    display = get_display(device_context);
+    ReleaseDC(0, device_context);
+
+    ENTER_GL();
+    if (XGetWindowAttributes(display, drawable, &win_attr)) {
+	visual = win_attr.visual;
+    } else {
+	visual = DefaultVisual(display, DefaultScreen(display));
+    }
+    template.visualid = XVisualIDFromVisual(visual);
+    vis = XGetVisualInfo(display, VisualIDMask, &template, &num);
+    if (vis == NULL) {
+	LEAVE_GL();
+	WARN("Error creating visual info for capabilities initialization - D3D support disabled !\n");
+	return FALSE;
+    }
+    gl_context = glXCreateContext(display, vis, NULL, GL_TRUE);
+
+    if (gl_context == NULL) {
+	LEAVE_GL();
+	WARN("Error creating default context for capabilities initialization - D3D support disabled !\n");
+	return FALSE;
+    }
+    if (glXMakeCurrent(display, drawable, gl_context) == False) {
+	glXDestroyContext(display, gl_context);
+	LEAVE_GL();
+	WARN("Error setting default context as current for capabilities initialization - D3D support disabled !\n");
+	return FALSE;	
+    }
+    
+    /* Then, query all extensions */
+    glXExtensions = glXQueryExtensionsString(display, DefaultScreen(display)); /* Note: not used right now but will for PBuffers */
+    glExtensions = (const char *) glGetString(GL_EXTENSIONS);
+    glVersion = (const char *) glGetString(GL_VERSION);
+    if (gl_handle != NULL) {
+	pglXGetProcAddressARB = wine_dlsym(gl_handle, "glXGetProcAddressARB", NULL, 0);
+    }
+    
+    /* Parse the GL version string */
+    num_parsed = sscanf(glVersion, "%d.%d.%d", &major, &minor, &patch);
+    if (num_parsed == 1) {
+	minor = 0;
+	patch = 0;
+    } else if (num_parsed == 2) {
+	patch = 0;
+    }
+    TRACE("GL version %d.%d.%d\n", major, minor, patch);
+
+    /* And starts to fill the extension context properly */
+    memset(&GL_extensions, 0, sizeof(GL_extensions));
+    TRACE("GL supports following extensions used by Wine :\n");
+    
+    /* Mirrored Repeat extension :
+        - GL_ARB_texture_mirrored_repeat
+	- GL_IBM_texture_mirrored_repeat
+	- GL >= 1.4
+    */
+    if ((strstr(glExtensions, "GL_ARB_texture_mirrored_repeat")) ||
+	(strstr(glExtensions, "GL_IBM_texture_mirrored_repeat")) ||
+	(major > 1) ||
+	((major == 1) && (minor >= 4))) {
+	TRACE(" - mirrored repeat\n");
+	GL_extensions.mirrored_repeat = TRUE;
+    }
+
+    /* Texture LOD Bias :
+        - GL_EXT_texture_lod_bias
+    */
+    if (strstr(glExtensions, "GL_EXT_texture_lod_bias")) {
+	TRACE(" - texture lod bias\n");
+	GL_extensions.mipmap_lodbias = TRUE;
+    }
+
+    /* For all subsequent extensions, we need glXGetProcAddress */
+    if (pglXGetProcAddressARB != NULL) {
+	/* Multi-texturing :
+	    - GL_ARB_multitexture
+	    - GL >= 1.2.1
+	*/
+	if ((strstr(glExtensions, "GL_ARB_multitexture")) ||
+	    (major > 1) ||
+	    ((major == 1) && (minor > 2)) ||
+	    ((major == 1) && (minor == 2) && (patch >= 1))) {
+	    glGetIntegerv(GL_MAX_TEXTURE_UNITS_WINE, &(GL_extensions.max_texture_units));
+	    TRACE(" - multi-texturing (%d stages)\n", GL_extensions.max_texture_units);
+	    /* We query the ARB version to be the most portable we can... */
+	    GL_extensions.glActiveTexture = pglXGetProcAddressARB("glActiveTextureARB");
+	    GL_extensions.glMultiTexCoord2fv = pglXGetProcAddressARB("glMultiTexCoord2fv");
+	    GL_extensions.glClientActiveTexture = pglXGetProcAddressARB("glClientActiveTextureARB");
+	}
+
+	if (strstr(glExtensions, "GL_EXT_texture_compression_s3tc")) {
+	    TRACE(" - S3TC compression supported\n");
+	    GL_extensions.s3tc_compressed_texture = TRUE;
+	    GL_extensions.glCompressedTexImage2D = pglXGetProcAddressARB("glCompressedTexImage2D");
+	    GL_extensions.glCompressedTexSubImage2D = pglXGetProcAddressARB("glCompressedTexSubImage2D");
+	}
+    }
+    
+    /* Fill the D3D capabilities according to what GL tells us... */
+    fill_caps();
+
+    /* And frees this now-useless context */
+    glXMakeCurrent(display, None, NULL);
+    glXDestroyContext(display, gl_context);
+    LEAVE_GL();
+    
+    return TRUE;
+}