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kc3-lang/angle/src/libGLESv2/renderer/Renderer9.cpp

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  • Author : shannon.woods%transgaming.com@gtempaccount.com
    Date : 2013-04-13 03:45:57
    Hash : a98a8111
    Message : Added GL_MAX_ARRAY_TEXTURE_LAYERS. TRAC #22705 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2177 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/Renderer9.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/Texture.h"
    #include "libGLESv2/Framebuffer.h"
    #include "libGLESv2/Renderbuffer.h"
    #include "libGLESv2/ProgramBinary.h"
    #include "libGLESv2/renderer/IndexDataManager.h"
    #include "libGLESv2/renderer/Renderer9.h"
    #include "libGLESv2/renderer/renderer9_utils.h"
    #include "libGLESv2/renderer/ShaderExecutable9.h"
    #include "libGLESv2/renderer/SwapChain9.h"
    #include "libGLESv2/renderer/TextureStorage9.h"
    #include "libGLESv2/renderer/Image9.h"
    #include "libGLESv2/renderer/Blit.h"
    #include "libGLESv2/renderer/RenderTarget9.h"
    #include "libGLESv2/renderer/VertexBuffer9.h"
    #include "libGLESv2/renderer/IndexBuffer9.h"
    #include "libGLESv2/renderer/BufferStorage9.h"
    #include "libGLESv2/renderer/Query9.h"
    #include "libGLESv2/renderer/Fence9.h"
    
    #include "libEGL/Display.h"
    
    // Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
    #define REF_RAST 0
    
    // The "Debug This Pixel..." feature in PIX often fails when using the
    // D3D9Ex interfaces.  In order to get debug pixel to work on a Vista/Win 7
    // machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
    #if !defined(ANGLE_ENABLE_D3D9EX)
    // Enables use of the IDirect3D9Ex interface, when available
    #define ANGLE_ENABLE_D3D9EX 1
    #endif // !defined(ANGLE_ENABLE_D3D9EX)
    
    #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
    #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
    #endif
    
    namespace rx
    {
    static const D3DFORMAT RenderTargetFormats[] =
        {
            D3DFMT_A1R5G5B5,
        //  D3DFMT_A2R10G10B10,   // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
            D3DFMT_A8R8G8B8,
            D3DFMT_R5G6B5,
        //  D3DFMT_X1R5G5B5,      // Has no compatible OpenGL ES renderbuffer format
            D3DFMT_X8R8G8B8
        };
    
    static const D3DFORMAT DepthStencilFormats[] =
        {
            D3DFMT_UNKNOWN,
        //  D3DFMT_D16_LOCKABLE,
            D3DFMT_D32,
        //  D3DFMT_D15S1,
            D3DFMT_D24S8,
            D3DFMT_D24X8,
        //  D3DFMT_D24X4S4,
            D3DFMT_D16,
        //  D3DFMT_D32F_LOCKABLE,
        //  D3DFMT_D24FS8
        };
    
    enum
    {
        MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
        MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
        MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
        MAX_VARYING_VECTORS_SM2 = 8,
        MAX_VARYING_VECTORS_SM3 = 10,
    
        MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
    };
    
    Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
    {
        mD3d9Module = NULL;
    
        mD3d9 = NULL;
        mD3d9Ex = NULL;
        mDevice = NULL;
        mDeviceEx = NULL;
        mDeviceWindow = NULL;
        mBlit = NULL;
    
        mAdapter = D3DADAPTER_DEFAULT;
    
        #if REF_RAST == 1 || defined(FORCE_REF_RAST)
            mDeviceType = D3DDEVTYPE_REF;
        #else
            mDeviceType = D3DDEVTYPE_HAL;
        #endif
    
        mDeviceLost = false;
    
        mMaxSupportedSamples = 0;
    
        mMaskedClearSavedState = NULL;
    
        mVertexDataManager = NULL;
        mIndexDataManager = NULL;
        mLineLoopIB = NULL;
    
        mMaxNullColorbufferLRU = 0;
        for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
        {
            mNullColorbufferCache[i].lruCount = 0;
            mNullColorbufferCache[i].width = 0;
            mNullColorbufferCache[i].height = 0;
            mNullColorbufferCache[i].buffer = NULL;
        }
    }
    
    Renderer9::~Renderer9()
    {
        releaseDeviceResources();
    
        if (mDevice)
        {
            // If the device is lost, reset it first to prevent leaving the driver in an unstable state
            if (testDeviceLost(false))
            {
                resetDevice();
            }
    
            mDevice->Release();
            mDevice = NULL;
        }
    
        if (mDeviceEx)
        {
            mDeviceEx->Release();
            mDeviceEx = NULL;
        }
    
        if (mD3d9)
        {
            mD3d9->Release();
            mD3d9 = NULL;
        }
    
        if (mDeviceWindow)
        {
            DestroyWindow(mDeviceWindow);
            mDeviceWindow = NULL;
        }
    
        if (mD3d9Ex)
        {
            mD3d9Ex->Release();
            mD3d9Ex = NULL;
        }
    
        if (mD3d9Module)
        {
            mD3d9Module = NULL;
        }
    
        while (!mMultiSampleSupport.empty())
        {
            delete [] mMultiSampleSupport.begin()->second;
            mMultiSampleSupport.erase(mMultiSampleSupport.begin());
        }
    }
    
    Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
    {
        ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
        return static_cast<rx::Renderer9*>(renderer);
    }
    
    EGLint Renderer9::initialize()
    {
        if (!initializeCompiler())
        {
            return EGL_NOT_INITIALIZED;
        }
    
        if (mSoftwareDevice)
        {
            mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
        }
        else
        {
            mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
        }
    
        if (mD3d9Module == NULL)
        {
            ERR("No D3D9 module found - aborting!\n");
            return EGL_NOT_INITIALIZED;
        }
    
        typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
        Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
    
        // Use Direct3D9Ex if available. Among other things, this version is less
        // inclined to report a lost context, for example when the user switches
        // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
        if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
        {
            ASSERT(mD3d9Ex);
            mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
            ASSERT(mD3d9);
        }
        else
        {
            mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
        }
    
        if (!mD3d9)
        {
            ERR("Could not create D3D9 device - aborting!\n");
            return EGL_NOT_INITIALIZED;
        }
    
        if (mDc != NULL)
        {
        //  UNIMPLEMENTED();   // FIXME: Determine which adapter index the device context corresponds to
        }
    
        HRESULT result;
    
        // Give up on getting device caps after about one second.
        for (int i = 0; i < 10; ++i)
        {
            result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
            if (SUCCEEDED(result))
            {
                break;
            }
            else if (result == D3DERR_NOTAVAILABLE)
            {
                Sleep(100);   // Give the driver some time to initialize/recover
            }
            else if (FAILED(result))   // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
            {
                ERR("failed to get device caps (0x%x)\n", result);
                return EGL_NOT_INITIALIZED;
            }
        }
    
        if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
        {
            ERR("Renderer does not support PS 2.0. aborting!\n");
            return EGL_NOT_INITIALIZED;
        }
    
        // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
        // This is required by Texture2D::convertToRenderTarget.
        if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
        {
            ERR("Renderer does not support stretctrect from textures!\n");
            return EGL_NOT_INITIALIZED;
        }
    
        mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
    
        // ATI cards on XP have problems with non-power-of-two textures.
        mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
            !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
            !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
            !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
    
        // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
        mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
    
        mMinSwapInterval = 4;
        mMaxSwapInterval = 0;
    
        if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
        {
            mMinSwapInterval = std::min(mMinSwapInterval, 0);
            mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
        }
        if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
        {
            mMinSwapInterval = std::min(mMinSwapInterval, 1);
            mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
        }
        if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
        {
            mMinSwapInterval = std::min(mMinSwapInterval, 2);
            mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
        }
        if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
        {
            mMinSwapInterval = std::min(mMinSwapInterval, 3);
            mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
        }
        if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
        {
            mMinSwapInterval = std::min(mMinSwapInterval, 4);
            mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
        }
    
        int max = 0;
        for (unsigned int i = 0; i < ArraySize(RenderTargetFormats); ++i)
        {
            bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
            getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
            mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
    
            for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
            {
                if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
                {
                    max = j;
                }
            }
        }
    
        for (unsigned int i = 0; i < ArraySize(DepthStencilFormats); ++i)
        {
            if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
                continue;
    
            bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
            getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
            mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
    
            for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
            {
                if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
                {
                    max = j;
                }
            }
        }
    
        mMaxSupportedSamples = max;
    
        static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
        static const TCHAR className[] = TEXT("STATIC");
    
        mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
    
        D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
        DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
    
        result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
        {
            return EGL_BAD_ALLOC;
        }
    
        if (FAILED(result))
        {
            result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
                return EGL_BAD_ALLOC;
            }
        }
    
        if (mD3d9Ex)
        {
            result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
            ASSERT(SUCCEEDED(result));
        }
    
        mVertexShaderCache.initialize(mDevice);
        mPixelShaderCache.initialize(mDevice);
    
        // Check occlusion query support
        IDirect3DQuery9 *occlusionQuery = NULL;
        if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
        {
            occlusionQuery->Release();
            mOcclusionQuerySupport = true;
        }
        else
        {
            mOcclusionQuerySupport = false;
        }
    
        // Check event query support
        IDirect3DQuery9 *eventQuery = NULL;
        if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
        {
            eventQuery->Release();
            mEventQuerySupport = true;
        }
        else
        {
            mEventQuerySupport = false;
        }
    
        D3DDISPLAYMODE currentDisplayMode;
        mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
    
        // Check vertex texture support
        // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
        // We test this using D3D9 by checking support for the R16F format.
        mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
                                SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
                                                                   D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
    
        // Check depth texture support
        // we use INTZ for depth textures in Direct3D9
        // we also want NULL texture support to ensure the we can make depth-only FBOs
        // see http://aras-p.info/texts/D3D9GPUHacks.html
        mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
                                                                  D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
                               SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
                                                                  D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
    
        // Check 32 bit floating point texture support
        mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
                                                                   D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
                                SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
                                                                   D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
    
        mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
                                                                   D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
                                SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
                                                                   D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
    
        if (!mFloat32FilterSupport && !mFloat32RenderSupport)
        {
            mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
                                                                        D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
                                     SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
                                                                        D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
        }
        else
        {
            mFloat32TextureSupport = true;
        }
    
        // Check 16 bit floating point texture support
        mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
                                                                   D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
                                SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
                                                                   D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
    
        mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
                                                                   D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
                                SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
                                                                   D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
    
        if (!mFloat16FilterSupport && !mFloat16RenderSupport)
        {
            mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
                                                                        D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
                                     SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
                                                                        D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
        }
        else
        {
            mFloat16TextureSupport = true;
        }
    
        // Check DXT texture support
        mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
        mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
        mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
    
        // Check luminance[alpha] texture support
        mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
        mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
    
        initializeDevice();
    
        return EGL_SUCCESS;
    }
    
    // do any one-time device initialization
    // NOTE: this is also needed after a device lost/reset
    // to reset the scene status and ensure the default states are reset.
    void Renderer9::initializeDevice()
    {
        // Permanent non-default states
        mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
        mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
    
        if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
        {
            mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
        }
        else
        {
            mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000);   // 1.0f
        }
    
        markAllStateDirty();
    
        mSceneStarted = false;
    
        ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
        mBlit = new Blit(this);
        mVertexDataManager = new rx::VertexDataManager(this);
        mIndexDataManager = new rx::IndexDataManager(this);
    }
    
    D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
    {
        D3DPRESENT_PARAMETERS presentParameters = {0};
    
        // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
        presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
        presentParameters.BackBufferCount = 1;
        presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
        presentParameters.BackBufferWidth = 1;
        presentParameters.BackBufferHeight = 1;
        presentParameters.EnableAutoDepthStencil = FALSE;
        presentParameters.Flags = 0;
        presentParameters.hDeviceWindow = mDeviceWindow;
        presentParameters.MultiSampleQuality = 0;
        presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
        presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
        presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
        presentParameters.Windowed = TRUE;
    
        return presentParameters;
    }
    
    int Renderer9::generateConfigs(ConfigDesc **configDescList)
    {
        D3DDISPLAYMODE currentDisplayMode;
        mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
    
        unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
        unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
        (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
        int numConfigs = 0;
    
        for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
        {
            D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
    
            HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
    
            if (SUCCEEDED(result))
            {
                for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
                {
                    D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
                    HRESULT result = D3D_OK;
    
                    if(depthStencilFormat != D3DFMT_UNKNOWN)
                    {
                        result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
                    }
    
                    if (SUCCEEDED(result))
                    {
                        if(depthStencilFormat != D3DFMT_UNKNOWN)
                        {
                            result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
                        }
    
                        if (SUCCEEDED(result))
                        {
                            ConfigDesc newConfig;
                            newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
                            newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
                            newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
                            newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
                            newConfig.es3Capable = false;
    
                            (*configDescList)[numConfigs++] = newConfig;
                        }
                    }
                }
            }
        }
    
        return numConfigs;
    }
    
    void Renderer9::deleteConfigs(ConfigDesc *configDescList)
    {
        delete [] (configDescList);
    }
    
    void Renderer9::startScene()
    {
        if (!mSceneStarted)
        {
            long result = mDevice->BeginScene();
            if (SUCCEEDED(result)) {
                // This is defensive checking against the device being
                // lost at unexpected times.
                mSceneStarted = true;
            }
        }
    }
    
    void Renderer9::endScene()
    {
        if (mSceneStarted)
        {
            // EndScene can fail if the device was lost, for example due
            // to a TDR during a draw call.
            mDevice->EndScene();
            mSceneStarted = false;
        }
    }
    
    void Renderer9::sync(bool block)
    {
        HRESULT result;
    
        IDirect3DQuery9* query = allocateEventQuery();
        if (!query)
        {
            return;
        }
    
        result = query->Issue(D3DISSUE_END);
        ASSERT(SUCCEEDED(result));
    
        do
        {
            result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
    
            if(block && result == S_FALSE)
            {
                // Keep polling, but allow other threads to do something useful first
                Sleep(0);
                // explicitly check for device loss
                // some drivers seem to return S_FALSE even if the device is lost
                // instead of D3DERR_DEVICELOST like they should
                if (testDeviceLost(false))
                {
                    result = D3DERR_DEVICELOST;
                }
            }
        }
        while(block && result == S_FALSE);
    
        freeEventQuery(query);
    
        if (d3d9::isDeviceLostError(result))
        {
            notifyDeviceLost();
        }
    }
    
    SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
    {
        return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
    }
    
    IDirect3DQuery9* Renderer9::allocateEventQuery()
    {
        IDirect3DQuery9 *query = NULL;
    
        if (mEventQueryPool.empty())
        {
            HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
            ASSERT(SUCCEEDED(result));
        }
        else
        {
            query = mEventQueryPool.back();
            mEventQueryPool.pop_back();
        }
    
        return query;
    }
    
    void Renderer9::freeEventQuery(IDirect3DQuery9* query)
    {
        if (mEventQueryPool.size() > 1000)
        {
            query->Release();
        }
        else
        {
            mEventQueryPool.push_back(query);
        }
    }
    
    IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
    {
        return mVertexShaderCache.create(function, length);
    }
    
    IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
    {
        return mPixelShaderCache.create(function, length);
    }
    
    HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
    {
        D3DPOOL Pool = getBufferPool(Usage);
        return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
    }
    
    VertexBuffer *Renderer9::createVertexBuffer()
    {
        return new VertexBuffer9(this);
    }
    
    HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
    {
        D3DPOOL Pool = getBufferPool(Usage);
        return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
    }
    
    IndexBuffer *Renderer9::createIndexBuffer()
    {
        return new IndexBuffer9(this);
    }
    
    BufferStorage *Renderer9::createBufferStorage()
    {
        return new BufferStorage9();
    }
    
    QueryImpl *Renderer9::createQuery(GLenum type)
    {
        return new Query9(this, type);
    }
    
    FenceImpl *Renderer9::createFence()
    {
        return new Fence9(this);
    }
    
    void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
    {
        bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
        gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
    
        if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
        {
            int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
            int d3dSampler = index + d3dSamplerOffset;
    
            mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
            mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
    
            mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
            D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
            gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
            mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
            mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
            mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
            if (mSupportsTextureFilterAnisotropy)
            {
                mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
            }
        }
    
        forceSetSamplers[index] = false;
        appliedSamplers[index] = samplerState;
    }
    
    void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
    {
        int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
        int d3dSampler = index + d3dSamplerOffset;
        IDirect3DBaseTexture9 *d3dTexture = NULL;
        unsigned int serial = 0;
        bool forceSetTexture = false;
    
        unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
    
        if (texture)
        {
            TextureStorageInterface *texStorage = texture->getNativeTexture();
            if (texStorage)
            {
                TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
                d3dTexture = storage9->getBaseTexture();
            }
            // If we get NULL back from getBaseTexture here, something went wrong
            // in the texture class and we're unexpectedly missing the d3d texture
            ASSERT(d3dTexture != NULL);
    
            serial = texture->getTextureSerial();
            forceSetTexture = texture->hasDirtyImages();
        }
    
        if (forceSetTexture || appliedSerials[index] != serial)
        {
            mDevice->SetTexture(d3dSampler, d3dTexture);
        }
    
        appliedSerials[index] = serial;
    }
    
    void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
    {
        bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
    
        if (rasterStateChanged)
        {
            // Set the cull mode
            if (rasterState.cullFace)
            {
                mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
            }
            else
            {
                mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
            }
    
            if (rasterState.polygonOffsetFill)
            {
                if (mCurDepthSize > 0)
                {
                    mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
    
                    float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
                    mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
                }
            }
            else
            {
                mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
                mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
            }
    
            mCurRasterState = rasterState;
        }
    
        mForceSetRasterState = false;
    }
    
    void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
    {
        bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
        bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
        bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
    
        if (blendStateChanged || blendColorChanged)
        {
            if (blendState.blend)
            {
                mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    
                if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
                    blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
                {
                    mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
                }
                else
                {
                    mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
                                                                             gl::unorm<8>(blendColor.alpha),
                                                                             gl::unorm<8>(blendColor.alpha),
                                                                             gl::unorm<8>(blendColor.alpha)));
                }
    
                mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
                mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
                mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
    
                if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
                    blendState.destBlendRGB != blendState.destBlendAlpha ||
                    blendState.blendEquationRGB != blendState.blendEquationAlpha)
                {
                    mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
    
                    mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
                    mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
                    mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
                }
                else
                {
                    mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
                }
            }
            else
            {
                mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            }
    
            if (blendState.sampleAlphaToCoverage)
            {
                FIXME("Sample alpha to coverage is unimplemented.");
            }
    
            // Set the color mask
            bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
            // Apparently some ATI cards have a bug where a draw with a zero color
            // write mask can cause later draws to have incorrect results. Instead,
            // set a nonzero color write mask but modify the blend state so that no
            // drawing is done.
            // http://code.google.com/p/angleproject/issues/detail?id=169
    
            DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
                                                        blendState.colorMaskBlue, blendState.colorMaskAlpha);
            if (colorMask == 0 && !zeroColorMaskAllowed)
            {
                // Enable green channel, but set blending so nothing will be drawn.
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
                mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    
                mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
                mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
                mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
            }
            else
            {
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
            }
    
            mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
    
            mCurBlendState = blendState;
            mCurBlendColor = blendColor;
        }
    
        if (sampleMaskChanged)
        {
            // Set the multisample mask
            mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
    
            mCurSampleMask = sampleMask;
        }
    
        mForceSetBlendState = false;
    }
    
    void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
                                         int stencilBackRef, bool frontFaceCCW)
    {
        bool depthStencilStateChanged = mForceSetDepthStencilState ||
                                        memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
        bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
                                 stencilBackRef != mCurStencilBackRef;
        bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
    
        if (depthStencilStateChanged)
        {
            if (depthStencilState.depthTest)
            {
                mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
                mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
            }
            else
            {
                mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
            }
    
            mCurDepthStencilState = depthStencilState;
        }
    
        if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
        {
            if (depthStencilState.stencilTest && mCurStencilSize > 0)
            {
                mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
                mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
    
                // FIXME: Unsupported by D3D9
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
                if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
                    stencilRef != stencilBackRef ||
                    depthStencilState.stencilMask != depthStencilState.stencilBackMask)
                {
                    ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
                    return gl::error(GL_INVALID_OPERATION);
                }
    
                // get the maximum size of the stencil ref
                unsigned int maxStencil = (1 << mCurStencilSize) - 1;
    
                mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
                                        depthStencilState.stencilWritemask);
                mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
                                        gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
    
                mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
                                        (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
                mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
                                        depthStencilState.stencilMask);
    
                mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
                                        gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
                mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
                                        gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
                mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
                                        gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
    
                mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
                                        depthStencilState.stencilBackWritemask);
                mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
                                        gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
    
                mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
                                        (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
                mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
                                        depthStencilState.stencilBackMask);
    
                mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
                                        gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
                mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
                                        gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
                mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
                                        gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
            }
            else
            {
                mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
            }
    
            mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
    
            mCurStencilRef = stencilRef;
            mCurStencilBackRef = stencilBackRef;
            mCurFrontFaceCCW = frontFaceCCW;
        }
    
        mForceSetDepthStencilState = false;
    }
    
    void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
    {
        bool scissorChanged = mForceSetScissor ||
                              memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
                              enabled != mScissorEnabled;
    
        if (scissorChanged)
        {
            if (enabled)
            {
                RECT rect;
                rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
                rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
                rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
                rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
                mDevice->SetScissorRect(&rect);
            }
    
            mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
    
            mScissorEnabled = enabled;
            mCurScissor = scissor;
        }
    
        mForceSetScissor = false;
    }
    
    bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
                                bool ignoreViewport)
    {
        gl::Rectangle actualViewport = viewport;
        float actualZNear = gl::clamp01(zNear);
        float actualZFar = gl::clamp01(zFar);
        if (ignoreViewport)
        {
            actualViewport.x = 0;
            actualViewport.y = 0;
            actualViewport.width = mRenderTargetDesc.width;
            actualViewport.height = mRenderTargetDesc.height;
            actualZNear = 0.0f;
            actualZFar = 1.0f;
        }
    
        D3DVIEWPORT9 dxViewport;
        dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
        dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
        dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
        dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
        dxViewport.MinZ = actualZNear;
        dxViewport.MaxZ = actualZFar;
    
        if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
        {
            return false;   // Nothing to render
        }
    
        bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
                               actualZNear != mCurNear || actualZFar != mCurFar;
        if (viewportChanged)
        {
            mDevice->SetViewport(&dxViewport);
    
            mCurViewport = actualViewport;
            mCurNear = actualZNear;
            mCurFar = actualZFar;
    
            dx_VertexConstants vc = {0};
            dx_PixelConstants pc = {0};
    
            vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
            vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
            vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
            vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
    
            pc.viewCoords[0] = actualViewport.width  * 0.5f;
            pc.viewCoords[1] = actualViewport.height * 0.5f;
            pc.viewCoords[2] = actualViewport.x + (actualViewport.width  * 0.5f);
            pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
    
            pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
            pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
            pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
    
            vc.depthRange[0] = actualZNear;
            vc.depthRange[1] = actualZFar;
            vc.depthRange[2] = actualZFar - actualZNear;
    
            pc.depthRange[0] = actualZNear;
            pc.depthRange[1] = actualZFar;
            pc.depthRange[2] = actualZFar - actualZNear;
    
            if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
            {
                mVertexConstants = vc;
                mDxUniformsDirty = true;
            }
    
            if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
            {
                mPixelConstants = pc;
                mDxUniformsDirty = true;
            }
        }
    
        mForceSetViewport = false;
        return true;
    }
    
    bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
    {
        switch (mode)
        {
          case GL_POINTS:
            mPrimitiveType = D3DPT_POINTLIST;
            mPrimitiveCount = count;
            break;
          case GL_LINES:
            mPrimitiveType = D3DPT_LINELIST;
            mPrimitiveCount = count / 2;
            break;
          case GL_LINE_LOOP:
            mPrimitiveType = D3DPT_LINESTRIP;
            mPrimitiveCount = count - 1;   // D3D doesn't support line loops, so we draw the last line separately
            break;
          case GL_LINE_STRIP:
            mPrimitiveType = D3DPT_LINESTRIP;
            mPrimitiveCount = count - 1;
            break;
          case GL_TRIANGLES:
            mPrimitiveType = D3DPT_TRIANGLELIST;
            mPrimitiveCount = count / 3;
            break;
          case GL_TRIANGLE_STRIP:
            mPrimitiveType = D3DPT_TRIANGLESTRIP;
            mPrimitiveCount = count - 2;
            break;
          case GL_TRIANGLE_FAN:
            mPrimitiveType = D3DPT_TRIANGLEFAN;
            mPrimitiveCount = count - 2;
            break;
          default:
            return gl::error(GL_INVALID_ENUM, false);
        }
    
        return mPrimitiveCount > 0;
    }
    
    
    gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
    {
        if (!depthbuffer)
        {
            ERR("Unexpected null depthbuffer for depth-only FBO.");
            return NULL;
        }
    
        GLsizei width  = depthbuffer->getWidth();
        GLsizei height = depthbuffer->getHeight();
    
        // search cached nullcolorbuffers
        for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
        {
            if (mNullColorbufferCache[i].buffer != NULL &&
                mNullColorbufferCache[i].width == width &&
                mNullColorbufferCache[i].height == height)
            {
                mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
                return mNullColorbufferCache[i].buffer;
            }
        }
    
        gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
    
        // add nullbuffer to the cache
        NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
        for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
        {
            if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
            {
                oldest = &mNullColorbufferCache[i];
            }
        }
    
        delete oldest->buffer;
        oldest->buffer = nullbuffer;
        oldest->lruCount = ++mMaxNullColorbufferLRU;
        oldest->width = width;
        oldest->height = height;
    
        return nullbuffer;
    }
    
    bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
    {
        // if there is no color attachment we must synthesize a NULL colorattachment
        // to keep the D3D runtime happy.  This should only be possible if depth texturing.
        gl::Renderbuffer *renderbufferObject = NULL;
        if (framebuffer->getColorbufferType(0) != GL_NONE)
        {
            renderbufferObject = framebuffer->getColorbuffer(0);
        }
        else
        {
            renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
        }
        if (!renderbufferObject)
        {
            ERR("unable to locate renderbuffer for FBO.");
            return false;
        }
    
        bool renderTargetChanged = false;
        unsigned int renderTargetSerial = renderbufferObject->getSerial();
        if (renderTargetSerial != mAppliedRenderTargetSerial)
        {
            // Apply the render target on the device
            IDirect3DSurface9 *renderTargetSurface = NULL;
    
            RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
            if (renderTarget)
            {
                renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
            }
    
            if (!renderTargetSurface)
            {
                ERR("render target pointer unexpectedly null.");
                return false;   // Context must be lost
            }
    
            mDevice->SetRenderTarget(0, renderTargetSurface);
            renderTargetSurface->Release();
    
            mAppliedRenderTargetSerial = renderTargetSerial;
            renderTargetChanged = true;
        }
    
        gl::Renderbuffer *depthStencil = NULL;
        unsigned int depthbufferSerial = 0;
        unsigned int stencilbufferSerial = 0;
        if (framebuffer->getDepthbufferType() != GL_NONE)
        {
            depthStencil = framebuffer->getDepthbuffer();
            if (!depthStencil)
            {
                ERR("Depth stencil pointer unexpectedly null.");
                return false;
            }
    
            depthbufferSerial = depthStencil->getSerial();
        }
        else if (framebuffer->getStencilbufferType() != GL_NONE)
        {
            depthStencil = framebuffer->getStencilbuffer();
            if (!depthStencil)
            {
                ERR("Depth stencil pointer unexpectedly null.");
                return false;
            }
    
            stencilbufferSerial = depthStencil->getSerial();
        }
    
        if (depthbufferSerial != mAppliedDepthbufferSerial ||
            stencilbufferSerial != mAppliedStencilbufferSerial ||
            !mDepthStencilInitialized)
        {
            unsigned int depthSize = 0;
            unsigned int stencilSize = 0;
    
            // Apply the depth stencil on the device
            if (depthStencil)
            {
                IDirect3DSurface9 *depthStencilSurface = NULL;
                RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
    
                if (depthStencilRenderTarget)
                {
                    depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
                }
    
                if (!depthStencilSurface)
                {
                    ERR("depth stencil pointer unexpectedly null.");
                    return false;   // Context must be lost
                }
    
                mDevice->SetDepthStencilSurface(depthStencilSurface);
                depthStencilSurface->Release();
    
                depthSize = depthStencil->getDepthSize();
                stencilSize = depthStencil->getStencilSize();
            }
            else
            {
                mDevice->SetDepthStencilSurface(NULL);
            }
    
            if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
            {
                mCurDepthSize = depthSize;
                mForceSetRasterState = true;
            }
    
            if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
            {
                mCurStencilSize = stencilSize;
                mForceSetDepthStencilState = true;
            }
    
            mAppliedDepthbufferSerial = depthbufferSerial;
            mAppliedStencilbufferSerial = stencilbufferSerial;
            mDepthStencilInitialized = true;
        }
    
        if (renderTargetChanged || !mRenderTargetDescInitialized)
        {
            mForceSetScissor = true;
            mForceSetViewport = true;
    
            mRenderTargetDesc.width = renderbufferObject->getWidth();
            mRenderTargetDesc.height = renderbufferObject->getHeight();
            mRenderTargetDesc.format = renderbufferObject->getActualFormat();
            mRenderTargetDescInitialized = true;
        }
    
        return true;
    }
    
    GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
    {
        TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
        GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
        if (err != GL_NO_ERROR)
        {
            return err;
        }
        
        return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
    }
    
    // Applies the indices and element array bindings to the Direct3D 9 device
    GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
    {
        GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
    
        if (err == GL_NO_ERROR)
        {
            // Directly binding the storage buffer is not supported for d3d9
            ASSERT(indexInfo->storage == NULL);
    
            if (indexInfo->serial != mAppliedIBSerial)
            {
                IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
    
                mDevice->SetIndices(indexBuffer->getBuffer());
                mAppliedIBSerial = indexInfo->serial;
            }
        }
    
        return err;
    }
    
    void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
    {
        startScene();
            
        if (mode == GL_LINE_LOOP)
        {
            drawLineLoop(count, GL_NONE, NULL, 0, NULL);
        }
        else if (instances > 0)
        {
            StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
            if (countingIB)
            {
                if (mAppliedIBSerial != countingIB->getSerial())
                {
                    IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
    
                    mDevice->SetIndices(indexBuffer->getBuffer());
                    mAppliedIBSerial = countingIB->getSerial();
                }
    
                for (int i = 0; i < mRepeatDraw; i++)
                {
                    mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
                }
            }
            else
            {
                ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
                return gl::error(GL_OUT_OF_MEMORY);
            }
        }
        else   // Regular case
        {
            mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
        }
    }
    
    void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
    {
        startScene();
    
        if (mode == GL_POINTS)
        {
            drawIndexedPoints(count, type, indices, elementArrayBuffer);
        }
        else if (mode == GL_LINE_LOOP)
        {
            drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
        }
        else
        {
            for (int i = 0; i < mRepeatDraw; i++)
            {
                GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
                mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
            }
        }
    }
    
    void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
    {
        // Get the raw indices for an indexed draw
        if (type != GL_NONE && elementArrayBuffer)
        {
            gl::Buffer *indexBuffer = elementArrayBuffer;
            BufferStorage *storage = indexBuffer->getStorage();
            intptr_t offset = reinterpret_cast<intptr_t>(indices);
            indices = static_cast<const GLubyte*>(storage->getData()) + offset;
        }
    
        UINT startIndex = 0;
    
        if (get32BitIndexSupport())
        {
            if (!mLineLoopIB)
            {
                mLineLoopIB = new StreamingIndexBufferInterface(this);
                if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
                {
                    delete mLineLoopIB;
                    mLineLoopIB = NULL;
    
                    ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
                    return gl::error(GL_OUT_OF_MEMORY);
                }
            }
    
            const int spaceNeeded = (count + 1) * sizeof(unsigned int);
            if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
            {
                ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
                return gl::error(GL_OUT_OF_MEMORY);
            }
    
            void* mappedMemory = NULL;
            int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
            if (offset == -1 || mappedMemory == NULL)
            {
                ERR("Could not map index buffer for GL_LINE_LOOP.");
                return gl::error(GL_OUT_OF_MEMORY);
            }
    
            startIndex = static_cast<UINT>(offset) / 4;
            unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
    
            switch (type)
            {
              case GL_NONE:   // Non-indexed draw
                for (int i = 0; i < count; i++)
                {
                    data[i] = i;
                }
                data[count] = 0;
                break;
              case GL_UNSIGNED_BYTE:
                for (int i = 0; i < count; i++)
                {
                    data[i] = static_cast<const GLubyte*>(indices)[i];
                }
                data[count] = static_cast<const GLubyte*>(indices)[0];
                break;
              case GL_UNSIGNED_SHORT:
                for (int i = 0; i < count; i++)
                {
                    data[i] = static_cast<const GLushort*>(indices)[i];
                }
                data[count] = static_cast<const GLushort*>(indices)[0];
                break;
              case GL_UNSIGNED_INT:
                for (int i = 0; i < count; i++)
                {
                    data[i] = static_cast<const GLuint*>(indices)[i];
                }
                data[count] = static_cast<const GLuint*>(indices)[0];
                break;
              default: UNREACHABLE();
            }
    
            if (!mLineLoopIB->unmapBuffer())
            {
                ERR("Could not unmap index buffer for GL_LINE_LOOP.");
                return gl::error(GL_OUT_OF_MEMORY);
            }
        }
        else
        {
            if (!mLineLoopIB)
            {
                mLineLoopIB = new StreamingIndexBufferInterface(this);
                if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
                {
                    delete mLineLoopIB;
                    mLineLoopIB = NULL;
    
                    ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
                    return gl::error(GL_OUT_OF_MEMORY);
                }
            }
    
            const int spaceNeeded = (count + 1) * sizeof(unsigned short);
            if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
            {
                ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
                return gl::error(GL_OUT_OF_MEMORY);
            }
    
            void* mappedMemory = NULL;
            int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
            if (offset == -1 || mappedMemory == NULL)
            {
                ERR("Could not map index buffer for GL_LINE_LOOP.");
                return gl::error(GL_OUT_OF_MEMORY);
            }
    
            startIndex = static_cast<UINT>(offset) / 2;
            unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
    
            switch (type)
            {
              case GL_NONE:   // Non-indexed draw
                for (int i = 0; i < count; i++)
                {
                    data[i] = i;
                }
                data[count] = 0;
                break;
              case GL_UNSIGNED_BYTE:
                for (int i = 0; i < count; i++)
                {
                    data[i] = static_cast<const GLubyte*>(indices)[i];
                }
                data[count] = static_cast<const GLubyte*>(indices)[0];
                break;
              case GL_UNSIGNED_SHORT:
                for (int i = 0; i < count; i++)
                {
                    data[i] = static_cast<const GLushort*>(indices)[i];
                }
                data[count] = static_cast<const GLushort*>(indices)[0];
                break;
              case GL_UNSIGNED_INT:
                for (int i = 0; i < count; i++)
                {
                    data[i] = static_cast<const GLuint*>(indices)[i];
                }
                data[count] = static_cast<const GLuint*>(indices)[0];
                break;
              default: UNREACHABLE();
            }
    
            if (!mLineLoopIB->unmapBuffer())
            {
                ERR("Could not unmap index buffer for GL_LINE_LOOP.");
                return gl::error(GL_OUT_OF_MEMORY);
            }
        }
    
        if (mAppliedIBSerial != mLineLoopIB->getSerial())
        {
            IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
    
            mDevice->SetIndices(indexBuffer->getBuffer());
            mAppliedIBSerial = mLineLoopIB->getSerial();
        }
    
        mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
    }
    
    template <typename T>
    static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
    {
        for (int i = 0; i < count; i++)
        {
            unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
            device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
        }
    }
    
    void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
    {
        // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
        // for each individual point. This call is not expected to happen often.
    
        if (elementArrayBuffer)
        {
            BufferStorage *storage = elementArrayBuffer->getStorage();
            intptr_t offset = reinterpret_cast<intptr_t>(indices);
            indices = static_cast<const GLubyte*>(storage->getData()) + offset;
        }
    
        switch (type)
        {
            case GL_UNSIGNED_BYTE:  drawPoints<GLubyte>(mDevice, count, indices);  break;
            case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
            case GL_UNSIGNED_INT:   drawPoints<GLuint>(mDevice, count, indices);   break;
            default: UNREACHABLE();
        }
    }
    
    void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
    {
        unsigned int programBinarySerial = programBinary->getSerial();
        if (programBinarySerial != mAppliedProgramBinarySerial)
        {
            ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
            ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
    
            IDirect3DVertexShader9 *vertexShader = NULL;
            if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
    
            IDirect3DPixelShader9 *pixelShader = NULL;
            if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
    
            mDevice->SetPixelShader(pixelShader);
            mDevice->SetVertexShader(vertexShader);
            programBinary->dirtyAllUniforms();
            mDxUniformsDirty = true;
    
            mAppliedProgramBinarySerial = programBinarySerial;
        }
    }
    
    void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
    {
        for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
        {
            gl::Uniform *targetUniform = *ub;
    
            if (targetUniform->dirty)
            {
                GLfloat *f = (GLfloat*)targetUniform->data;
                GLint *i = (GLint*)targetUniform->data;
    
                switch (targetUniform->type)
                {
                  case GL_SAMPLER_2D:
                  case GL_SAMPLER_CUBE:
                    break;
                  case GL_BOOL:
                  case GL_BOOL_VEC2:
                  case GL_BOOL_VEC3:
                  case GL_BOOL_VEC4:
                    applyUniformnbv(targetUniform, i);
                    break;
                  case GL_FLOAT:
                  case GL_FLOAT_VEC2:
                  case GL_FLOAT_VEC3:
                  case GL_FLOAT_VEC4:
                  case GL_FLOAT_MAT2:
                  case GL_FLOAT_MAT3:
                  case GL_FLOAT_MAT4:
                    applyUniformnfv(targetUniform, f);
                    break;
                  case GL_INT:
                  case GL_INT_VEC2:
                  case GL_INT_VEC3:
                  case GL_INT_VEC4:
                    applyUniformniv(targetUniform, i);
                    break;
                  default:
                    UNREACHABLE();
                }
    
                targetUniform->dirty = false;
            }
        }
    
        // Driver uniforms
        if (mDxUniformsDirty)
        {
            mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
            mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
            mDxUniformsDirty = false;
        }
    }
    
    void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
    {
        if (targetUniform->psRegisterIndex >= 0)
        {
            mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
        }
    
        if (targetUniform->vsRegisterIndex >= 0)
        {
            mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
        }
    }
    
    void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
    {
        ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
        GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
    
        for (unsigned int i = 0; i < targetUniform->registerCount; i++)
        {
            vector[i][0] = (GLfloat)v[4 * i + 0];
            vector[i][1] = (GLfloat)v[4 * i + 1];
            vector[i][2] = (GLfloat)v[4 * i + 2];
            vector[i][3] = (GLfloat)v[4 * i + 3];
        }
    
        applyUniformnfv(targetUniform, (GLfloat*)vector);
    }
    
    void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
    {
        ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
        GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
    
        for (unsigned int i = 0; i < targetUniform->registerCount; i++)
        {
            vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
            vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
            vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
            vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
        }
    
        applyUniformnfv(targetUniform, (GLfloat*)vector);
    }
    
    void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
    {
        D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
                                       gl::unorm<8>(clearParams.colorClearValue.red),
                                       gl::unorm<8>(clearParams.colorClearValue.green),
                                       gl::unorm<8>(clearParams.colorClearValue.blue));
        float depth = gl::clamp01(clearParams.depthClearValue);
        int stencil = clearParams.stencilClearValue & 0x000000FF;
    
        unsigned int stencilUnmasked = 0x0;
        if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
        {
            unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
            stencilUnmasked = (0x1 << stencilSize) - 1;
        }
    
        bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
    
        const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
                                            (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
        const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
                                          !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
                                            clearParams.colorMaskBlue && alphaUnmasked);
    
        if (needMaskedColorClear || needMaskedStencilClear)
        {
            // State which is altered in all paths from this point to the clear call is saved.
            // State which is altered in only some paths will be flagged dirty in the case that
            //  that path is taken.
            HRESULT hr;
            if (mMaskedClearSavedState == NULL)
            {
                hr = mDevice->BeginStateBlock();
                ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
    
                mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
                mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
                mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
                mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
                mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
                mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
                mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
                mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
                mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
                mDevice->SetPixelShader(NULL);
                mDevice->SetVertexShader(NULL);
                mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
                mDevice->SetStreamSource(0, NULL, 0, 0);
                mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
                mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
                mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
                mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
                mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
                mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
                mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
    
                for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
                {
                    mDevice->SetStreamSourceFreq(i, 1);
                }
    
                hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
                ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
            }
    
            ASSERT(mMaskedClearSavedState != NULL);
    
            if (mMaskedClearSavedState != NULL)
            {
                hr = mMaskedClearSavedState->Capture();
                ASSERT(SUCCEEDED(hr));
            }
    
            mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
            mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
            mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
            mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
            mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
            mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    
            if (clearParams.mask & GL_COLOR_BUFFER_BIT)
            {
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
                                        gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
                                                                  clearParams.colorMaskGreen,
                                                                  clearParams.colorMaskBlue,
                                                                  clearParams.colorMaskAlpha));
            }
            else
            {
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
            }
    
            if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
            {
                mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
                mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
                mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
                mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
                mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
                mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
                mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
                mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
            }
            else
            {
                mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
            }
    
            mDevice->SetPixelShader(NULL);
            mDevice->SetVertexShader(NULL);
            mDevice->SetFVF(D3DFVF_XYZRHW);
            mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
            mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
            mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
            mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
            mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
            mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
    
            for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
            {
                mDevice->SetStreamSourceFreq(i, 1);
            }
    
            float quad[4][4];   // A quadrilateral covering the target, aligned to match the edges
            quad[0][0] = -0.5f;
            quad[0][1] = mRenderTargetDesc.height - 0.5f;
            quad[0][2] = 0.0f;
            quad[0][3] = 1.0f;
    
            quad[1][0] = mRenderTargetDesc.width - 0.5f;
            quad[1][1] = mRenderTargetDesc.height - 0.5f;
            quad[1][2] = 0.0f;
            quad[1][3] = 1.0f;
    
            quad[2][0] = -0.5f;
            quad[2][1] = -0.5f;
            quad[2][2] = 0.0f;
            quad[2][3] = 1.0f;
    
            quad[3][0] = mRenderTargetDesc.width - 0.5f;
            quad[3][1] = -0.5f;
            quad[3][2] = 0.0f;
            quad[3][3] = 1.0f;
    
            startScene();
            mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
    
            if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
            {
                mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
                mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
                mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
            }
    
            if (mMaskedClearSavedState != NULL)
            {
                mMaskedClearSavedState->Apply();
            }
        }
        else if (clearParams.mask)
        {
            DWORD dxClearFlags = 0;
            if (clearParams.mask & GL_COLOR_BUFFER_BIT)
            {
                dxClearFlags |= D3DCLEAR_TARGET;
            }
            if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
            {
                dxClearFlags |= D3DCLEAR_ZBUFFER;
            }
            if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
            {
                dxClearFlags |= D3DCLEAR_STENCIL;
            }
    
            mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
        }
    }
    
    void Renderer9::markAllStateDirty()
    {
        mAppliedRenderTargetSerial = 0;
        mAppliedDepthbufferSerial = 0;
        mAppliedStencilbufferSerial = 0;
        mDepthStencilInitialized = false;
        mRenderTargetDescInitialized = false;
    
        mForceSetDepthStencilState = true;
        mForceSetRasterState = true;
        mForceSetScissor = true;
        mForceSetViewport = true;
        mForceSetBlendState = true;
    
        for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
        {
            mForceSetVertexSamplerStates[i] = true;
            mCurVertexTextureSerials[i] = 0;
        }
        for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
        {
            mForceSetPixelSamplerStates[i] = true;
            mCurPixelTextureSerials[i] = 0;
        }
    
        mAppliedIBSerial = 0;
        mAppliedProgramBinarySerial = 0;
        mDxUniformsDirty = true;
    
        mVertexDeclarationCache.markStateDirty();
    }
    
    void Renderer9::releaseDeviceResources()
    {
        while (!mEventQueryPool.empty())
        {
            mEventQueryPool.back()->Release();
            mEventQueryPool.pop_back();
        }
    
        if (mMaskedClearSavedState)
        {
            mMaskedClearSavedState->Release();
            mMaskedClearSavedState = NULL;
        }
    
        mVertexShaderCache.clear();
        mPixelShaderCache.clear();
    
        delete mBlit;
        mBlit = NULL;
    
        delete mVertexDataManager;
        mVertexDataManager = NULL;
    
        delete mIndexDataManager;
        mIndexDataManager = NULL;
    
        delete mLineLoopIB;
        mLineLoopIB = NULL;
    
        for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
        {
            delete mNullColorbufferCache[i].buffer;
            mNullColorbufferCache[i].buffer = NULL;
        }
    
    }
    
    
    void Renderer9::notifyDeviceLost()
    {
        mDeviceLost = true;
        mDisplay->notifyDeviceLost();
    }
    
    bool Renderer9::isDeviceLost()
    {
        return mDeviceLost;
    }
    
    // set notify to true to broadcast a message to all contexts of the device loss
    bool Renderer9::testDeviceLost(bool notify)
    {
        HRESULT status = S_OK;
    
        if (mDeviceEx)
        {
            status = mDeviceEx->CheckDeviceState(NULL);
        }
        else if (mDevice)
        {
            status = mDevice->TestCooperativeLevel();
        }
        else
        {
            // No device yet, so no reset required
        }
    
        bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
    
        if (isLost)
        {
            // ensure we note the device loss --
            // we'll probably get this done again by notifyDeviceLost
            // but best to remember it!
            // Note that we don't want to clear the device loss status here
            // -- this needs to be done by resetDevice
            mDeviceLost = true;
            if (notify)
            {
                notifyDeviceLost();
            }
        }
    
        return isLost;
    }
    
    bool Renderer9::testDeviceResettable()
    {
        HRESULT status = D3D_OK;
    
        if (mDeviceEx)
        {
            status = mDeviceEx->CheckDeviceState(NULL);
        }
        else if (mDevice)
        {
            status = mDevice->TestCooperativeLevel();
        }
    
        // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
        // DEVICEREMOVED indicates the device has been stopped and must be recreated
        switch (status)
        {
          case D3DERR_DEVICENOTRESET:
          case D3DERR_DEVICEHUNG:
            return true;
          case D3DERR_DEVICELOST:
            return (mDeviceEx != NULL);
          case D3DERR_DEVICEREMOVED:
            UNIMPLEMENTED();
            return false;
          default:
            return false;
        }
    }
    
    bool Renderer9::resetDevice()
    {
        releaseDeviceResources();
    
        D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
    
        HRESULT result = D3D_OK;
        bool lost = testDeviceLost(false);
        int attempts = 3;
    
        while (lost && attempts > 0)
        {
            if (mDeviceEx)
            {
                Sleep(500);   // Give the graphics driver some CPU time
                result = mDeviceEx->ResetEx(&presentParameters, NULL);
            }
            else
            {
                result = mDevice->TestCooperativeLevel();
                while (result == D3DERR_DEVICELOST)
                {
                    Sleep(100);   // Give the graphics driver some CPU time
                    result = mDevice->TestCooperativeLevel();
                }
    
                if (result == D3DERR_DEVICENOTRESET)
                {
                    result = mDevice->Reset(&presentParameters);
                }
            }
    
            lost = testDeviceLost(false);
            attempts --;
        }
    
        if (FAILED(result))
        {
            ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
            return false;
        }
    
        // reset device defaults
        initializeDevice();
        mDeviceLost = false;
    
        return true;
    }
    
    DWORD Renderer9::getAdapterVendor() const
    {
        return mAdapterIdentifier.VendorId;
    }
    
    std::string Renderer9::getRendererDescription() const
    {
        std::ostringstream rendererString;
    
        rendererString << mAdapterIdentifier.Description;
        if (getShareHandleSupport())
        {
            rendererString << " Direct3D9Ex";
        }
        else
        {
            rendererString << " Direct3D9";
        }
    
        rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
        rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
    
        return rendererString.str();
    }
    
    GUID Renderer9::getAdapterIdentifier() const
    {
        return mAdapterIdentifier.DeviceIdentifier;
    }
    
    void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
    {
        for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
        {
            HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
                                                               TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
    
            multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
        }
    }
    
    bool Renderer9::getBGRATextureSupport() const
    {
        // DirectX 9 always supports BGRA
        return true;
    }
    
    bool Renderer9::getDXT1TextureSupport()
    {
        return mDXT1TextureSupport;
    }
    
    bool Renderer9::getDXT3TextureSupport()
    {
        return mDXT3TextureSupport;
    }
    
    bool Renderer9::getDXT5TextureSupport()
    {
        return mDXT5TextureSupport;
    }
    
    bool Renderer9::getDepthTextureSupport() const
    {
        return mDepthTextureSupport;
    }
    
    bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
    {
        *filtering = mFloat32FilterSupport;
        *renderable = mFloat32RenderSupport;
        return mFloat32TextureSupport;
    }
    
    bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
    {
        *filtering = mFloat16FilterSupport;
        *renderable = mFloat16RenderSupport;
        return mFloat16TextureSupport;
    }
    
    bool Renderer9::getLuminanceTextureSupport()
    {
        return mLuminanceTextureSupport;
    }
    
    bool Renderer9::getLuminanceAlphaTextureSupport()
    {
        return mLuminanceAlphaTextureSupport;
    }
    
    bool Renderer9::getTextureFilterAnisotropySupport() const
    {
        return mSupportsTextureFilterAnisotropy;
    }
    
    float Renderer9::getTextureMaxAnisotropy() const
    {
        if (mSupportsTextureFilterAnisotropy)
        {
            return static_cast<float>(mDeviceCaps.MaxAnisotropy);
        }
        return 1.0f;
    }
    
    bool Renderer9::getEventQuerySupport()
    {
        return mEventQuerySupport;
    }
    
    unsigned int Renderer9::getMaxVertexTextureImageUnits() const
    {
        META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
        return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
    }
    
    unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
    {
        return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
    }
    
    unsigned int Renderer9::getReservedVertexUniformVectors() const
    {
        return 2;   // dx_ViewAdjust and dx_DepthRange.
    }
    
    unsigned int Renderer9::getReservedFragmentUniformVectors() const
    {
        return 3;   // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
    }
    
    unsigned int Renderer9::getMaxVertexUniformVectors() const
    {
        return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
    }
    
    unsigned int Renderer9::getMaxFragmentUniformVectors() const
    {
        const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
    
        return maxPixelConstantVectors - getReservedFragmentUniformVectors();
    }
    
    unsigned int Renderer9::getMaxVaryingVectors() const
    {
        return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
    }
    
    unsigned int Renderer9::getMaxVertexShaderUniformBuffers() const
    {
        return 0;
    }
    
    unsigned int Renderer9::getMaxFragmentShaderUniformBuffers() const
    {
        return 0;
    }
    
    unsigned int Renderer9::getMaxTransformFeedbackBuffers() const
    {
        return 0;
    }
    
    bool Renderer9::getNonPower2TextureSupport() const
    {
        return mSupportsNonPower2Textures;
    }
    
    bool Renderer9::getOcclusionQuerySupport() const
    {
        return mOcclusionQuerySupport;
    }
    
    bool Renderer9::getInstancingSupport() const
    {
        return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
    }
    
    bool Renderer9::getShareHandleSupport() const
    {
        // PIX doesn't seem to support using share handles, so disable them.
        return (mD3d9Ex != NULL) && !gl::perfActive();
    }
    
    bool Renderer9::getDerivativeInstructionSupport() const
    {
        return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
    }
    
    bool Renderer9::getPostSubBufferSupport() const
    {
        return true;
    }
    
    int Renderer9::getMajorShaderModel() const
    {
        return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
    }
    
    float Renderer9::getMaxPointSize() const
    {
        // Point size clamped at 1.0f for SM2
        return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
    }
    
    int Renderer9::getMaxViewportDimension() const
    {
        int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
                                           (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
        return maxTextureDimension;
    }
    
    int Renderer9::getMaxTextureWidth() const
    {
        return (int)mDeviceCaps.MaxTextureWidth;
    }
    
    int Renderer9::getMaxTextureHeight() const
    {
        return (int)mDeviceCaps.MaxTextureHeight;
    }
    
    int Renderer9::getMaxTextureDepth() const
    {
        // 3D textures are not available in the D3D9 backend.
        return 1;
    }
    
    int Renderer9::getMaxTextureArrayLayers() const
    {
        // 2D array textures are not available in the D3D9 backend.
        return 1;
    }
    
    bool Renderer9::get32BitIndexSupport() const
    {
        return mDeviceCaps.MaxVertexIndex >= (1 << 16);
    }
    
    DWORD Renderer9::getCapsDeclTypes() const
    {
        return mDeviceCaps.DeclTypes;
    }
    
    int Renderer9::getMinSwapInterval() const
    {
        return mMinSwapInterval;
    }
    
    int Renderer9::getMaxSwapInterval() const
    {
        return mMaxSwapInterval;
    }
    
    int Renderer9::getMaxSupportedSamples() const
    {
        return mMaxSupportedSamples;
    }
    
    int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
    {
        if (requested == 0)
        {
            return requested;
        }
    
        std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
        if (itr == mMultiSampleSupport.end())
        {
            if (format == D3DFMT_UNKNOWN)
                return 0;
            return -1;
        }
    
        for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
        {
            if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
            {
                return i;
            }
        }
    
        return -1;
    }
    
    unsigned int Renderer9::getMaxRenderTargets() const
    {
        // we do not support MRT in d3d9
        return 1;
    }
    
    D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
    {
        switch (internalformat)
        {
          case GL_DEPTH_COMPONENT16:
          case GL_DEPTH_COMPONENT32_OES:
          case GL_DEPTH24_STENCIL8_OES:
            return D3DFMT_INTZ;
          case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
          case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
            return D3DFMT_DXT1;
          case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
            return D3DFMT_DXT3;
          case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
            return D3DFMT_DXT5;
          case GL_RGBA32F_EXT:
          case GL_RGB32F_EXT:
          case GL_ALPHA32F_EXT:
          case GL_LUMINANCE32F_EXT:
          case GL_LUMINANCE_ALPHA32F_EXT:
            return D3DFMT_A32B32G32R32F;
          case GL_RGBA16F_EXT:
          case GL_RGB16F_EXT:
          case GL_ALPHA16F_EXT:
          case GL_LUMINANCE16F_EXT:
          case GL_LUMINANCE_ALPHA16F_EXT:
            return D3DFMT_A16B16G16R16F;
          case GL_LUMINANCE8_EXT:
            if (getLuminanceTextureSupport())
            {
                return D3DFMT_L8;
            }
            break;
          case GL_LUMINANCE8_ALPHA8_EXT:
            if (getLuminanceAlphaTextureSupport())
            {
                return D3DFMT_A8L8;
            }
            break;
          case GL_RGB8_OES:
          case GL_RGB565:
            return D3DFMT_X8R8G8B8;
        }
    
        return D3DFMT_A8R8G8B8;
    }
    
    bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
    {
        bool result = false;
    
        if (source && dest)
        {
            TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
            TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
    
            int levels = source9->levelCount();
            for (int i = 0; i < levels; ++i)
            {
                IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
                IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
                
                result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
    
                if (srcSurf) srcSurf->Release();
                if (dstSurf) dstSurf->Release();
    
                if (!result)
                    return false;
            }
        }
    
        return result;
    }
    
    bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
    {
        bool result = false;
    
        if (source && dest)
        {
            TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
            TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
            int levels = source9->levelCount();
            for (int f = 0; f < 6; f++)
            {
                for (int i = 0; i < levels; i++)
                {
                    IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
                    IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
    
                    result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
    
                    if (srcSurf) srcSurf->Release();
                    if (dstSurf) dstSurf->Release();
    
                    if (!result)
                        return false;
                }
            }
        }
    
        return result;
    }
    
    bool Renderer9::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
    {
        // 3D textures are not available in the D3D9 backend.
        UNREACHABLE();
        return false;
    }
    
    bool Renderer9::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
    {
        // 2D array textures are not supported by the D3D9 backend.
        UNREACHABLE();
        return false;
    }
    
    D3DPOOL Renderer9::getBufferPool(DWORD usage) const
    {
        if (mD3d9Ex != NULL)
        {
            return D3DPOOL_DEFAULT;
        }
        else
        {
            if (!(usage & D3DUSAGE_DYNAMIC))
            {
                return D3DPOOL_MANAGED;
            }
        }
    
        return D3DPOOL_DEFAULT;
    }
    
    bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                              GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
    {
        RECT rect;
        rect.left = sourceRect.x;
        rect.top = sourceRect.y;
        rect.right = sourceRect.x + sourceRect.width;
        rect.bottom = sourceRect.y + sourceRect.height;
    
        return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
    }
    
    bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                              GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
    {
        RECT rect;
        rect.left = sourceRect.x;
        rect.top = sourceRect.y;
        rect.right = sourceRect.x + sourceRect.width;
        rect.bottom = sourceRect.y + sourceRect.height;
    
        return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
    }
    
    bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                              GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
    {
        // 3D textures are not available in the D3D9 backend.
        UNREACHABLE();
        return false;
    }
    
    bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                              GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
    {
        // 2D array textures are not available in the D3D9 backend.
        UNREACHABLE();
        return false;
    }
    
    bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
                             bool blitRenderTarget, bool blitDepthStencil)
    {
        endScene();
    
        if (blitRenderTarget)
        {
            gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
            gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
            RenderTarget9 *readRenderTarget = NULL;
            RenderTarget9 *drawRenderTarget = NULL;
            IDirect3DSurface9* readSurface = NULL;
            IDirect3DSurface9* drawSurface = NULL;
    
            if (readBuffer)
            {
                readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
            }
            if (drawBuffer)
            {
                drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
            }
    
            if (readRenderTarget)
            {
                readSurface = readRenderTarget->getSurface();
            }
            if (drawRenderTarget)
            {
                drawSurface = drawRenderTarget->getSurface();
            }
    
            if (!readSurface || !drawSurface)
            {
                ERR("Failed to retrieve the render target.");
                return gl::error(GL_OUT_OF_MEMORY, false);
            }
    
            RECT srcRect;
            srcRect.left = readRect.x;
            srcRect.right = readRect.x + readRect.width;
            srcRect.top = readRect.y;
            srcRect.bottom = readRect.y + readRect.height;
    
            RECT dstRect;
            dstRect.left = drawRect.x;
            dstRect.right = drawRect.x + drawRect.width;
            dstRect.top = drawRect.y;
            dstRect.bottom = drawRect.y + drawRect.height;
    
            HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
    
            readSurface->Release();
            drawSurface->Release();
    
            if (FAILED(result))
            {
                ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
                return false;
            }
        }
    
        if (blitDepthStencil)
        {
            gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
            gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
            RenderTarget9 *readDepthStencil = NULL;
            RenderTarget9 *drawDepthStencil = NULL;
            IDirect3DSurface9* readSurface = NULL;
            IDirect3DSurface9* drawSurface = NULL;
    
            if (readBuffer)
            {
                readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
            }
            if (drawBuffer)
            {
                drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
            }
    
            if (readDepthStencil)
            {
                readSurface = readDepthStencil->getSurface();
            }
            if (drawDepthStencil)
            {
                drawSurface = drawDepthStencil->getSurface();
            }
    
            if (!readSurface || !drawSurface)
            {
                ERR("Failed to retrieve the render target.");
                return gl::error(GL_OUT_OF_MEMORY, false);
            }
    
            HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
    
            readSurface->Release();
            drawSurface->Release();
    
            if (FAILED(result))
            {
                ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
                return false;
            }
        }
    
        return true;
    }
    
    void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, 
                               GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
    {
        RenderTarget9 *renderTarget = NULL;
        IDirect3DSurface9 *surface = NULL;
        gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
    
        if (colorbuffer)
        {
            renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
        }
        
        if (renderTarget)
        {
            surface = renderTarget->getSurface();
        }
    
        if (!surface)
        {
            // context must be lost
            return;
        }
    
        D3DSURFACE_DESC desc;
        surface->GetDesc(&desc);
    
        if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
        {
            UNIMPLEMENTED();   // FIXME: Requires resolve using StretchRect into non-multisampled render target
            surface->Release();
            return gl::error(GL_OUT_OF_MEMORY);
        }
    
        HRESULT result;
        IDirect3DSurface9 *systemSurface = NULL;
        bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
                              x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
                              desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
        if (directToPixels)
        {
            // Use the pixels ptr as a shared handle to write directly into client's memory
            result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
                                                          D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
            if (FAILED(result))
            {
                // Try again without the shared handle
                directToPixels = false;
            }
        }
    
        if (!directToPixels)
        {
            result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
                                                          D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                surface->Release();
                return gl::error(GL_OUT_OF_MEMORY);
            }
        }
    
        result = mDevice->GetRenderTargetData(surface, systemSurface);
        surface->Release();
        surface = NULL;
    
        if (FAILED(result))
        {
            systemSurface->Release();
    
            // It turns out that D3D will sometimes produce more error
            // codes than those documented.
            if (d3d9::isDeviceLostError(result))
            {
                notifyDeviceLost();
                return gl::error(GL_OUT_OF_MEMORY);
            }
            else
            {
                UNREACHABLE();
                return;
            }
    
        }
    
        if (directToPixels)
        {
            systemSurface->Release();
            return;
        }
    
        RECT rect;
        rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
        rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
        rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
        rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
    
        D3DLOCKED_RECT lock;
        result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
    
        if (FAILED(result))
        {
            UNREACHABLE();
            systemSurface->Release();
    
            return;   // No sensible error to generate
        }
    
        unsigned char *dest = (unsigned char*)pixels;
        unsigned short *dest16 = (unsigned short*)pixels;
    
        unsigned char *source;
        int inputPitch;
        if (packReverseRowOrder)
        {
            source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
            inputPitch = -lock.Pitch;
        }
        else
        {
            source = (unsigned char*)lock.pBits;
            inputPitch = lock.Pitch;
        }
    
        unsigned int fastPixelSize = 0;
    
        if (desc.Format == D3DFMT_A8R8G8B8 &&
            format == GL_BGRA_EXT &&
            type == GL_UNSIGNED_BYTE)
        {
            fastPixelSize = 4;
        }
        else if ((desc.Format == D3DFMT_A4R4G4B4 &&
                 format == GL_BGRA_EXT &&
                 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
                 (desc.Format == D3DFMT_A1R5G5B5 &&
                 format == GL_BGRA_EXT &&
                 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
        {
            fastPixelSize = 2;
        }
        else if (desc.Format == D3DFMT_A16B16G16R16F &&
                 format == GL_RGBA &&
                 type == GL_HALF_FLOAT_OES)
        {
            fastPixelSize = 8;
        }
        else if (desc.Format == D3DFMT_A32B32G32R32F &&
                 format == GL_RGBA &&
                 type == GL_FLOAT)
        {
            fastPixelSize = 16;
        }
    
        for (int j = 0; j < rect.bottom - rect.top; j++)
        {
            if (fastPixelSize != 0)
            {
                // Fast path for formats which require no translation:
                // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
                // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
                // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
                // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
                // D3DFMT_A32B32G32R32F to RGBA/FLOAT
                // 
                // Note that buffers with no alpha go through the slow path below.
                memcpy(dest + j * outputPitch,
                       source + j * inputPitch,
                       (rect.right - rect.left) * fastPixelSize);
                continue;
            }
            else if (desc.Format == D3DFMT_A8R8G8B8 &&
                     format == GL_RGBA &&
                     type == GL_UNSIGNED_BYTE)
            {
                // Fast path for swapping red with blue
                for (int i = 0; i < rect.right - rect.left; i++)
                {
                    unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
                    *(unsigned int*)(dest + 4 * i + j * outputPitch) =
                        (argb & 0xFF00FF00) |       // Keep alpha and green
                        (argb & 0x00FF0000) >> 16 | // Move red to blue
                        (argb & 0x000000FF) << 16;  // Move blue to red
                }
                continue;
            }
    
            for (int i = 0; i < rect.right - rect.left; i++)
            {
                float r;
                float g;
                float b;
                float a;
    
                switch (desc.Format)
                {
                  case D3DFMT_R5G6B5:
                    {
                        unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
    
                        a = 1.0f;
                        b = (rgb & 0x001F) * (1.0f / 0x001F);
                        g = (rgb & 0x07E0) * (1.0f / 0x07E0);
                        r = (rgb & 0xF800) * (1.0f / 0xF800);
                    }
                    break;
                  case D3DFMT_A1R5G5B5:
                    {
                        unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
    
                        a = (argb & 0x8000) ? 1.0f : 0.0f;
                        b = (argb & 0x001F) * (1.0f / 0x001F);
                        g = (argb & 0x03E0) * (1.0f / 0x03E0);
                        r = (argb & 0x7C00) * (1.0f / 0x7C00);
                    }
                    break;
                  case D3DFMT_A8R8G8B8:
                    {
                        unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
    
                        a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
                        b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
                        g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
                        r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
                    }
                    break;
                  case D3DFMT_X8R8G8B8:
                    {
                        unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
    
                        a = 1.0f;
                        b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
                        g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
                        r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
                    }
                    break;
                  case D3DFMT_A2R10G10B10:
                    {
                        unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
    
                        a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
                        b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
                        g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
                        r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
                    }
                    break;
                  case D3DFMT_A32B32G32R32F:
                    {
                        // float formats in D3D are stored rgba, rather than the other way round
                        r = *((float*)(source + 16 * i + j * inputPitch) + 0);
                        g = *((float*)(source + 16 * i + j * inputPitch) + 1);
                        b = *((float*)(source + 16 * i + j * inputPitch) + 2);
                        a = *((float*)(source + 16 * i + j * inputPitch) + 3);
                    }
                    break;
                  case D3DFMT_A16B16G16R16F:
                    {
                        // float formats in D3D are stored rgba, rather than the other way round
                        r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
                        g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
                        b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
                        a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
                    }
                    break;
                  default:
                    UNIMPLEMENTED();   // FIXME
                    UNREACHABLE();
                    return;
                }
    
                switch (format)
                {
                  case GL_RGBA:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
                        dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
                        dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
                        dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  case GL_BGRA_EXT:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
                        dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
                        dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
                        dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
                        break;
                      case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
                        // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
                        // this type is packed as follows:
                        //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
                        //  --------------------------------------------------------------------------------
                        // |       4th         |        3rd         |        2nd        |   1st component   |
                        //  --------------------------------------------------------------------------------
                        // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
                        dest16[i + j * outputPitch / sizeof(unsigned short)] =
                            ((unsigned short)(15 * a + 0.5f) << 12)|
                            ((unsigned short)(15 * r + 0.5f) << 8) |
                            ((unsigned short)(15 * g + 0.5f) << 4) |
                            ((unsigned short)(15 * b + 0.5f) << 0);
                        break;
                      case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
                        // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
                        // this type is packed as follows:
                        //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
                        //  --------------------------------------------------------------------------------
                        // | 4th |          3rd           |           2nd          |      1st component     |
                        //  --------------------------------------------------------------------------------
                        // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
                        dest16[i + j * outputPitch / sizeof(unsigned short)] =
                            ((unsigned short)(     a + 0.5f) << 15) |
                            ((unsigned short)(31 * r + 0.5f) << 10) |
                            ((unsigned short)(31 * g + 0.5f) << 5) |
                            ((unsigned short)(31 * b + 0.5f) << 0);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  case GL_RGB:
                    switch (type)
                    {
                      case GL_UNSIGNED_SHORT_5_6_5:
                        dest16[i + j * outputPitch / sizeof(unsigned short)] = 
                            ((unsigned short)(31 * b + 0.5f) << 0) |
                            ((unsigned short)(63 * g + 0.5f) << 5) |
                            ((unsigned short)(31 * r + 0.5f) << 11);
                        break;
                      case GL_UNSIGNED_BYTE:
                        dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
                        dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
                        dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  default: UNREACHABLE();
                }
            }
        }
    
        systemSurface->UnlockRect();
    
        systemSurface->Release();
    }
    
    RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
    {
        SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
        IDirect3DSurface9 *surface = NULL;
        if (depth)
        {
            surface = swapChain9->getDepthStencil();
        }
        else
        {
            surface = swapChain9->getRenderTarget();
        }
    
        RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
    
        return renderTarget;
    }
    
    RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
    {
        RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
        return renderTarget;
    }
    
    ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
    {
        ShaderExecutable9 *executable = NULL;
    
        switch (type)
        {
          case rx::SHADER_VERTEX:
            {
                IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
                if (vshader)
                {
                    executable = new ShaderExecutable9(function, length, vshader);
                }
            }
            break;
          case rx::SHADER_PIXEL:
            {
                IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
                if (pshader)
                {
                    executable = new ShaderExecutable9(function, length, pshader);
                }
            }
            break;
          default:
            UNREACHABLE();
            break;
        }
    
        return executable;
    }
    
    ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
    {
        const char *profile = NULL;
    
        switch (type)
        {
          case rx::SHADER_VERTEX:
            profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
            break;
          case rx::SHADER_PIXEL:
            profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
            break;
          default:
            UNREACHABLE();
            return NULL;
        }
    
        ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
        if (!binary)
            return NULL;
    
        ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
        binary->Release();
    
        return executable;
    }
    
    bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
    {
        return mBlit->boxFilter(source, dest);
    }
    
    D3DPOOL Renderer9::getTexturePool(DWORD usage) const
    {
        if (mD3d9Ex != NULL)
        {
            return D3DPOOL_DEFAULT;
        }
        else
        {
            if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
            {
                return D3DPOOL_MANAGED;
            }
        }
    
        return D3DPOOL_DEFAULT;
    }
    
    bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
    {
        if (source && dest)
        {
            HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
    
            if (fromManaged)
            {
                D3DSURFACE_DESC desc;
                source->GetDesc(&desc);
    
                IDirect3DSurface9 *surf = 0;
                result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
    
                if (SUCCEEDED(result))
                {
                    Image9::copyLockableSurfaces(surf, source);
                    result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
                    surf->Release();
                }
            }
            else
            {
                endScene();
                result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
            }
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return false;
            }
        }
    
        return true;
    }
    
    Image *Renderer9::createImage()
    {
        return new Image9();
    }
    
    void Renderer9::generateMipmap(Image *dest, Image *src)
    {
        Image9 *src9 = Image9::makeImage9(src);
        Image9 *dst9 = Image9::makeImage9(dest);
        Image9::generateMipmap(dst9, src9);
    }
    
    TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
    {
        SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
        return new TextureStorage9_2D(this, swapChain9);
    }
    
    TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
    {
        return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
    }
    
    TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
    {
        return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
    }
    
    TextureStorage *Renderer9::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
    {
        // 3D textures are not supported by the D3D9 backend.
        UNREACHABLE();
    
        return NULL;
    }
    
    TextureStorage *Renderer9::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
    {
        // 2D array textures are not supported by the D3D9 backend.
        UNREACHABLE();
    
        return NULL;
    }
    
    }