#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)

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);

                        (*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;
}

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_TEXTURE_SIZE);
    return maxTextureDimension;
}

int Renderer9::getMaxTextureWidth() const
{
    return (int)mDeviceCaps.MaxTextureWidth;
}

int Renderer9::getMaxTextureHeight() const
{
    return (int)mDeviceCaps.MaxTextureHeight;
}

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;
}

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::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);
}

bool Renderer9::getLUID(LUID *adapterLuid) const
{
    adapterLuid->HighPart = 0;
    adapterLuid->LowPart = 0;

    if (mD3d9Ex)
    {
        mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
        return true;
    }

    return false;
}

}
