/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org

Copyright (c) 2000-2011 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#include "CmD3D9RenderSystem.h"
#include "CmD3D9Prerequisites.h"
#include "CmD3D9DriverList.h"
#include "CmD3D9Driver.h"
#include "CmD3D9VideoModeList.h"
#include "CmD3D9VideoMode.h"
#include "CmD3D9RenderWindow.h"
#include "CmD3D9TextureManager.h"
#include "CmD3D9Texture.h"
#include "CmMath.h"
#include "CmCamera.h"
#include "CmD3D9HardwareBufferManager.h"
#include "CmD3D9IndexBuffer.h"
#include "CmD3D9VertexBuffer.h"
#include "CmD3D9VertexDeclaration.h"
#include "CmD3D9GpuProgram.h"
#include "CmD3D9GpuProgramManager.h"
#include "CmD3D9HLSLProgramFactory.h"
#include "CmD3D9OcclusionQuery.h"
#include "CmD3D9DeviceManager.h"
#include "CmD3D9ResourceManager.h"
#include "CmD3D9RenderWindowManager.h"
#include "CmD3D9BuiltinMaterialManager.h"
#include "CmHighLevelGpuProgramManager.h"
#include "CmRenderStateManager.h"
#include "CmAsyncOp.h"
#include "CmBlendState.h"
#include "CmRasterizerState.h"
#include "CmDepthStencilState.h"
#include "CmGpuParams.h"
#include "CmGpuParamDesc.h"
#include "CmGpuParamBlock.h"
#include "CmDebug.h"

#if CM_DEBUG_MODE
#define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
#define THROW_IF_NOT_RENDER_THREAD_STATIC msD3D9RenderSystem->throwIfNotRenderThread();
#else
#define THROW_IF_NOT_RENDER_THREAD 
#define THROW_IF_NOT_RENDER_THREAD_STATIC
#endif

#define FLOAT2DWORD(f) *((DWORD*)&f)

// Formats to try, in decreasing order of preference
D3DFORMAT ddDepthStencilFormats[]={
	D3DFMT_D24FS8,
	D3DFMT_D24S8,
	D3DFMT_D24X4S4,
	D3DFMT_D24X8,
	D3DFMT_D15S1,
	D3DFMT_D16,
	D3DFMT_D32
};
#define NDSFORMATS (sizeof(ddDepthStencilFormats)/sizeof(D3DFORMAT))

namespace CamelotEngine 
{
	D3D9RenderSystem* D3D9RenderSystem::msD3D9RenderSystem = NULL;

	/************************************************************************/
	/* 								PUBLIC INTERFACE                      	*/
	/************************************************************************/

	//---------------------------------------------------------------------
	D3D9RenderSystem::D3D9RenderSystem( HINSTANCE hInstance )
		: mTexStageDesc(nullptr)
		, mNumTexStages(0)
		, mCurrentDrawOperation(DOT_TRIANGLE_LIST)
	{
		// update singleton access pointer.
		msD3D9RenderSystem = this;

		// set the instance being passed 
		mhInstance = hInstance;

		// set pointers to NULL
		mpD3D = NULL;		
		mDriverList = NULL;
		mActiveD3DDriver = NULL;	
		mUseNVPerfHUD = false;
		mHLSLProgramFactory = NULL;		
		mCgProgramFactory = NULL;
		mDeviceManager = NULL;	
		mResourceManager = nullptr;	

		mScissorRect.left = 0;
		mScissorRect.right = 1280;
		mScissorRect.top = 0;
		mScissorRect.bottom = 720;
	}
	//---------------------------------------------------------------------
	D3D9RenderSystem::~D3D9RenderSystem()
	{
		// This needs to be called from the child class, since destroy_internal is virtual
		queueCommand(boost::bind(&D3D9RenderSystem::destroy_internal, this), true);
	}

	const String& D3D9RenderSystem::getName() const
	{
		static String strName( "D3D9RenderSystem");
		return strName;
	}

	const String& D3D9RenderSystem::getShadingLanguageName() const
	{
		static String strName("hlsl");
		return strName;
	}

	void D3D9RenderSystem::initialize_internal()
	{
		THROW_IF_NOT_RENDER_THREAD;

		// Create the resource manager.
		mResourceManager = CM_NEW(D3D9ResourceManager, GenAlloc) D3D9ResourceManager();

		// Create our Direct3D object
		if( NULL == (mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) )
			CM_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object");

		RenderWindow* autoWindow = NULL;

		// Init using current settings
		mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver

		if( !mActiveD3DDriver )
			CM_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" );

		// get driver version
		mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
		mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
		mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
		mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);

		// Create the device manager.
		mDeviceManager = CM_NEW(D3D9DeviceManager, GenAlloc) D3D9DeviceManager();

		// Create the texture manager for use by others		
		TextureManager::startUp(CM_NEW(D3D9TextureManager, GenAlloc) D3D9TextureManager());

		// Also create hardware buffer manager		
		HardwareBufferManager::startUp(CM_NEW(D3D9HardwareBufferManager, GenAlloc) D3D9HardwareBufferManager());

		// Create the GPU program manager		
		GpuProgramManager::startUp(CM_NEW(D3D9GpuProgramManager, GenAlloc) D3D9GpuProgramManager());

		// Create & register HLSL factory		
		mHLSLProgramFactory = CM_NEW(D3D9HLSLProgramFactory, GenAlloc) D3D9HLSLProgramFactory();

		// Create & register Cg factory		
		mCgProgramFactory = CM_NEW(CgProgramFactory, GenAlloc) CgProgramFactory();

		// Create render window manager
		RenderWindowManager::startUp(CM_NEW(D3D9RenderWindowManager, GenAlloc) D3D9RenderWindowManager(this));

		// Create render state manager
		RenderStateManager::startUp(CM_NEW(RenderStateManager, GenAlloc) RenderStateManager());

		BuiltinMaterialManager::startUp(CM_NEW(D3D9BuiltinMaterialManager, GenAlloc) D3D9BuiltinMaterialManager());

		// call superclass method
		RenderSystem::initialize_internal();
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::destroy_internal()
	{
		if(mTexStageDesc != nullptr)
		{
			CM_DELETE_ARRAY(mTexStageDesc, sD3DTextureStageDesc, mNumTexStages, GenAlloc);
			mTexStageDesc = nullptr;
		}

		RenderSystem::destroy_internal();

		if(mDeviceManager != nullptr)
		{
			CM_DELETE(mDeviceManager, D3D9DeviceManager, GenAlloc);
			mDeviceManager = nullptr;
		}

		if(mDriverList != nullptr)
		{
			CM_DELETE(mDriverList, D3D9DriverList, GenAlloc);
			mDriverList = nullptr;
		}
		mActiveD3DDriver = NULL;	

		BuiltinMaterialManager::shutDown();
		TextureManager::shutDown();
		HardwareBufferManager::shutDown();
		GpuProgramManager::shutDown();	
		RenderWindowManager::shutDown();
		RenderStateManager::shutDown();

		// Deleting the HLSL program factory
		if (mHLSLProgramFactory)
		{
			HighLevelGpuProgramManager::instance().removeFactory(mHLSLProgramFactory);
			CM_DELETE(mHLSLProgramFactory, D3D9HLSLProgramFactory, GenAlloc);
			mHLSLProgramFactory = 0;
		}

		if(mCgProgramFactory)
		{
			HighLevelGpuProgramManager::instance().removeFactory(mCgProgramFactory);
			CM_DELETE(mCgProgramFactory, CgProgramFactory, GenAlloc);
			mCgProgramFactory = 0;
		}

		SAFE_RELEASE( mpD3D );

		if(mResourceManager != nullptr)
		{
			CM_DELETE(mResourceManager, D3D9ResourceManager, GenAlloc);
			mResourceManager = nullptr;
		}

		msD3D9RenderSystem = NULL;
	}
	//--------------------------------------------------------------------
	void D3D9RenderSystem::_notifyWindowCreated(RenderWindow& renderWindow)
	{		
		THROW_IF_NOT_RENDER_THREAD;

		D3D9RenderWindow* d3d9renderWindow = static_cast<D3D9RenderWindow*>(&renderWindow);

		String msg;

		mResourceManager->lockDeviceAccess();

		try
		{
			mDeviceManager->linkRenderWindow(d3d9renderWindow);
		}
		catch (const CamelotEngine::RenderingAPIException&)
		{
			// after catching the exception, clean up
			mResourceManager->unlockDeviceAccess();

			// re-throw
			throw;
		}

		mResourceManager->unlockDeviceAccess();

		updateRenderSystemCapabilities(d3d9renderWindow);
	}	

	void D3D9RenderSystem::bindGpuProgram(HGpuProgram prg)
	{
		THROW_IF_NOT_RENDER_THREAD;

		if(!prg.isLoaded())
			return;

		GpuProgramPtr bindingPrg = prg->getBindingDelegate();

		HRESULT hr;
		switch (bindingPrg->getType())
		{
		case GPT_VERTEX_PROGRAM:
			hr = getActiveD3D9Device()->SetVertexShader(
				static_cast<D3D9GpuVertexProgram*>(bindingPrg.get())->getVertexShader());
			if (FAILED(hr))
			{
				CM_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
			}
			break;
		case GPT_FRAGMENT_PROGRAM:
			hr = getActiveD3D9Device()->SetPixelShader(
				static_cast<D3D9GpuFragmentProgram*>(bindingPrg.get())->getPixelShader());
			if (FAILED(hr))
			{
				CM_EXCEPT(RenderingAPIException, "Error calling SetPixelShader");
			}
			break;
		};

		// Make sure texcoord index is equal to stage value, As SDK Doc suggests:
		// "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value."
		// This solves such an errors when working with the Debug runtime -
		// "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used".
		for (unsigned int nStage=0; nStage < 8; ++nStage)
			__SetTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage);

		RenderSystem::bindGpuProgram(prg);

	}

	void D3D9RenderSystem::unbindGpuProgram(GpuProgramType gptype)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		switch(gptype)
		{
		case GPT_VERTEX_PROGRAM:
			hr = getActiveD3D9Device()->SetVertexShader(NULL);
			if (FAILED(hr))
			{
				CM_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL");
			}
			break;
		case GPT_FRAGMENT_PROGRAM:
			hr = getActiveD3D9Device()->SetPixelShader(NULL);
			if (FAILED(hr))
			{
				CM_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL");
			}
			break;
		};

		RenderSystem::unbindGpuProgram(gptype);
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
	{
		THROW_IF_NOT_RENDER_THREAD;

		const GpuParamDesc& paramDesc = params->getParamDesc();

		for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
		{
			HSamplerState& samplerState = params->getSamplerState(iter->second.slot);

			if(samplerState == nullptr)
				setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
			else
				setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
		}

		for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
		{
			HTexture texture = params->getTexture(iter->second.slot);

			if(!texture.isLoaded())
				setTexture(gptype, iter->second.slot, false, nullptr);
			else
				setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
		}

		HRESULT hr;

		switch(gptype)
		{
		case GPT_VERTEX_PROGRAM:
			{
				for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
				{
					const GpuParamDataDesc& paramDesc = iter->second;

					GpuParamBlockPtr paramBlock = params->getParamBlock(paramDesc.paramBlockSlot);
					const GpuParamBlockBuffer* currentBlockBuffer = paramBlock->getBindableBuffer();

					const UINT8* ptrData = currentBlockBuffer->getDataPtr(paramDesc.cpuMemOffset * sizeof(UINT32));

					switch(paramDesc.type)
					{
					case GPDT_FLOAT1:
					case GPDT_FLOAT2:
					case GPDT_FLOAT3:
					case GPDT_FLOAT4:
					case GPDT_MATRIX_2X2:
					case GPDT_MATRIX_2X3:
					case GPDT_MATRIX_2X4:
					case GPDT_MATRIX_3X2:
					case GPDT_MATRIX_3X3:
					case GPDT_MATRIX_3X4:
					case GPDT_MATRIX_4X2:
					case GPDT_MATRIX_4X3:
					case GPDT_MATRIX_4X4:
						{
							UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
							assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");

							if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount))) 
								CM_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters.");
							break;
						}
					case GPDT_INT1:
					case GPDT_INT2:
					case GPDT_INT3:
					case GPDT_INT4:
						{
							UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
							assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");

							if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount))) 
								CM_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters.");
							break;
						}
					case GPDT_BOOL:
						if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize))) 
							CM_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters.");
						break;
					}
				}
			}
			break;
		case GPT_FRAGMENT_PROGRAM:
			{
				for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
				{
					const GpuParamDataDesc& paramDesc = iter->second;

					GpuParamBlockPtr paramBlock = params->getParamBlock(paramDesc.paramBlockSlot);
					const GpuParamBlockBuffer* currentBlockBuffer = paramBlock->getBindableBuffer();

					const UINT8* ptrData = currentBlockBuffer->getDataPtr(paramDesc.cpuMemOffset * sizeof(UINT32));

					switch(paramDesc.type)
					{
					case GPDT_FLOAT1:
					case GPDT_FLOAT2:
					case GPDT_FLOAT3:
					case GPDT_FLOAT4:
					case GPDT_MATRIX_2X2:
					case GPDT_MATRIX_2X3:
					case GPDT_MATRIX_2X4:
					case GPDT_MATRIX_3X2:
					case GPDT_MATRIX_3X3:
					case GPDT_MATRIX_3X4:
					case GPDT_MATRIX_4X2:
					case GPDT_MATRIX_4X3:
					case GPDT_MATRIX_4X4:
						{
							UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
							assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");

							if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount))) 
								CM_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters.");
							break;
						}
					case GPDT_INT1:
					case GPDT_INT2:
					case GPDT_INT3:
					case GPDT_INT4:
						{
							UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
							assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");

							if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount))) 
								CM_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters.");
							break;
						}
					case GPDT_BOOL:
						if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize))) 
							CM_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters.");
						break;
					}
				}
			}
			break;
		};
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& tex)
	{
		THROW_IF_NOT_RENDER_THREAD;

		if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
		{
			LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype));
			return;
		}

		if(gptype == GPT_VERTEX_PROGRAM)
		{
			unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
		}

		HRESULT hr;
		D3D9TexturePtr dt = std::static_pointer_cast<D3D9Texture>(tex);
		if (enabled && (dt != nullptr))
		{
			IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
			if (mTexStageDesc[unit].pTex != pTex)
			{
				hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), pTex);
				if( hr != S_OK )
				{
					String str = "Unable to set texture in D3D9";
					CM_EXCEPT(RenderingAPIException, str);
				}

				// set stage desc.
				mTexStageDesc[unit].pTex = pTex;
				mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getTextureType());

				// Set gamma now too
				if (dt->isHardwareGammaReadToBeUsed())
				{
					__SetSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
				}
				else
				{
					__SetSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, FALSE);
				}
			}
		}
		else
		{
			if (mTexStageDesc[unit].pTex != 0)
			{
				hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), 0);
				if( hr != S_OK )
				{
					String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
					CM_EXCEPT(RenderingAPIException, str);
				}
			}

			hr = __SetTextureStageState(static_cast<DWORD>(unit), D3DTSS_COLOROP, D3DTOP_DISABLE);
			if( hr != S_OK )
			{
				String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
				CM_EXCEPT(RenderingAPIException, str);
			}

			// set stage desc. to defaults
			mTexStageDesc[unit].pTex = 0;
			mTexStageDesc[unit].coordIndex = 0;
			mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
		}
	}
	//-----------------------------------------------------------------------
	void D3D9RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
	{
		THROW_IF_NOT_RENDER_THREAD;

		if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
		{
			LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype));
			return;
		}

		if(gptype == GPT_VERTEX_PROGRAM)
		{
			unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
		}

		// Set texture layer filtering
		setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
		setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
		setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));

		// Set texture layer filtering
		setTextureAnisotropy(unit, state->getTextureAnisotropy());

		// Set mipmap biasing
		setTextureMipmapBias(unit, state->getTextureMipmapBias());

		// Texture addressing mode
		const UVWAddressingMode& uvw = state->getTextureAddressingMode();
		setTextureAddressingMode(unit, uvw);

		// Set border color
		setTextureBorderColor(unit, state->getBorderColor());
	}
	//-----------------------------------------------------------------------
	void D3D9RenderSystem::setBlendState(const BlendStatePtr& blendState)
	{
		THROW_IF_NOT_RENDER_THREAD;

		// Alpha to coverage
		setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());

		// Blend states
		// DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
		if(blendState->getBlendEnabled(0))
		{
			setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0), blendState->getAlphaDstBlend(0)
				, blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
		}
		else
		{
			setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
		}

		// Color write mask
		UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
		setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
	}
	//----------------------------------------------------------------------
	void D3D9RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
	{
		THROW_IF_NOT_RENDER_THREAD;

		setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());

		setCullingMode(rasterizerState->getCullMode());

		setPolygonMode(rasterizerState->getPolygonMode());

		setScissorTestEnable(rasterizerState->getScissorEnable());

		setMultisampleAntialiasEnable(rasterizerState->getMultisampleEnable());

		setAntialiasedLineEnable(rasterizerState->getAntialiasedLineEnable());
	}
	//----------------------------------------------------------------------
	void D3D9RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
	{
		THROW_IF_NOT_RENDER_THREAD;

		// Set stencil buffer options
		setStencilCheckEnabled(depthStencilState->getStencilEnable());

		setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
		setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), true);

		setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
		setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), false);

		setStencilBufferReadMask(depthStencilState->getStencilReadMask());
		setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());

		// Set depth buffer options
		setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
		setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
		setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());		

		// Set stencil ref value
		setStencilRefValue(stencilRefValue);
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setTextureMipmapBias(UINT16 unit, float bias)
	{
		THROW_IF_NOT_RENDER_THREAD;

		if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
		{
			// ugh - have to pass float data through DWORD with no conversion
			HRESULT hr = __SetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS, 
				*(DWORD*)&bias);
			if(FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setTextureAddressingMode( UINT16 stage, 
		const UVWAddressingMode& uvw )
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		if( FAILED( hr = __SetSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
			CM_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
		if( FAILED( hr = __SetSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
			CM_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
		if( FAILED( hr = __SetSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
			CM_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
	}
	//-----------------------------------------------------------------------------
	void D3D9RenderSystem::setTextureBorderColor(UINT16 stage,
		const Color& colour)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		if( FAILED( hr = __SetSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsARGB()) ) )
			CM_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
				CM_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
		}
		else
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
				CM_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
			if (FAILED(hr = __SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
				CM_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
			if( FAILED( hr = __SetRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
				CM_EXCEPT(RenderingAPIException, "Failed to set source blend");
			if( FAILED( hr = __SetRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
				CM_EXCEPT(RenderingAPIException, "Failed to set destination blend");
		}

		if (FAILED(hr = __SetRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
			CM_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
		if (FAILED(hr = __SetRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
			CM_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha, 
		BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		if( sourceFactor == BF_ONE && destFactor == BF_ZERO && 
			sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
				CM_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
		}
		else
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
				CM_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
			if (FAILED(hr = __SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
				CM_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
			if( FAILED( hr = __SetRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
				CM_EXCEPT(RenderingAPIException, "Failed to set source blend");
			if( FAILED( hr = __SetRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
				CM_EXCEPT(RenderingAPIException, "Failed to set destination blend");
			if( FAILED( hr = __SetRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
				CM_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
			if( FAILED( hr = __SetRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
				CM_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
		}

		if (FAILED(hr = __SetRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
			CM_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
		if (FAILED(hr = __SetRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
			CM_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;

		if (func != CMPF_ALWAYS_PASS)
		{
			if( FAILED( hr = __SetRenderState( D3DRS_ALPHATESTENABLE,  TRUE ) ) )
				CM_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
		}
		else
		{
			if( FAILED( hr = __SetRenderState( D3DRS_ALPHATESTENABLE,  FALSE ) ) )
				CM_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
		}
		// Set always just be sure
		if( FAILED( hr = __SetRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
			CM_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
		if( FAILED( hr = __SetRenderState( D3DRS_ALPHAREF, value ) ) )
			CM_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setAlphaToCoverage(bool enable)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		static bool lasta2c = false;

		// Alpha to coverage
		if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
		{
			// Vendor-specific hacks on renderstate, gotta love 'em
			if (getCapabilities()->getVendor() == GPU_NVIDIA)
			{
				if (enable)
				{
					if( FAILED( hr = __SetRenderState( D3DRS_ADAPTIVETESS_Y,  (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
						CM_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
				}
				else
				{
					if( FAILED( hr = __SetRenderState( D3DRS_ADAPTIVETESS_Y,  D3DFMT_UNKNOWN ) ) )
						CM_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
				}

			}
			else if ((getCapabilities()->getVendor() == GPU_ATI))
			{
				if (enable)
				{
					if( FAILED( hr = __SetRenderState( D3DRS_POINTSIZE,  MAKEFOURCC('A','2','M','1') ) ) )
						CM_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
				}
				else
				{
					// discovered this through trial and error, seems to work
					if( FAILED( hr = __SetRenderState( D3DRS_POINTSIZE,  MAKEFOURCC('A','2','M','0') ) ) )
						CM_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
				}
			}

			lasta2c = enable;
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setCullingMode( CullingMode mode )
	{
		THROW_IF_NOT_RENDER_THREAD;

		mCullingMode = mode;
		HRESULT hr;
		bool flip = ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) ||
			(!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding));

		if( FAILED (hr = __SetRenderState(D3DRS_CULLMODE, 
			D3D9Mappings::get(mode, flip))) )
			CM_EXCEPT(RenderingAPIException, "Failed to set culling mode");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setDepthBufferParams( bool depthTest, bool depthWrite, CompareFunction depthFunction )
	{
		THROW_IF_NOT_RENDER_THREAD;

		setDepthBufferCheckEnabled( depthTest );
		setDepthBufferWriteEnabled( depthWrite );
		setDepthBufferFunction( depthFunction );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setDepthBufferCheckEnabled( bool enabled )
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;

		if( enabled )
			hr = __SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
		else
			hr = __SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );

		if( FAILED( hr ) )
			CM_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setDepthBufferWriteEnabled( bool enabled )
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;

		if( FAILED( hr = __SetRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
			CM_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setDepthBufferFunction( CompareFunction func )
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		if( FAILED( hr = __SetRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
			CM_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
	{
		THROW_IF_NOT_RENDER_THREAD;

		if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
		{
			// Negate bias since D3D is backward
			// D3D also expresses the constant bias as an absolute value, rather than 
			// relative to minimum depth unit, so scale to fit
			constantBias = -constantBias / 250000.0f;
			HRESULT hr = __SetRenderState(D3DRS_DEPTHBIAS, FLOAT2DWORD(constantBias));
			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
		}

		if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
		{
			// Negate bias since D3D is backward
			slopeScaleBias = -slopeScaleBias;
			HRESULT hr = __SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, FLOAT2DWORD(slopeScaleBias));
			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
		}


	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setColorBufferWriteEnabled(bool red, bool green, 
		bool blue, bool alpha)
	{
		THROW_IF_NOT_RENDER_THREAD;

		DWORD val = 0;
		if (red) 
			val |= D3DCOLORWRITEENABLE_RED;
		if (green)
			val |= D3DCOLORWRITEENABLE_GREEN;
		if (blue)
			val |= D3DCOLORWRITEENABLE_BLUE;
		if (alpha)
			val |= D3DCOLORWRITEENABLE_ALPHA;
		HRESULT hr = __SetRenderState(D3DRS_COLORWRITEENABLE, val); 
		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setPolygonMode(PolygonMode level)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr = __SetRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setStencilCheckEnabled(bool enabled)
	{
		THROW_IF_NOT_RENDER_THREAD;

		// Allow stencilling
		HRESULT hr = __SetRenderState(D3DRS_STENCILENABLE, enabled);
		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");

		if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
		{
			hr = __SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);

			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
		}
		else
		{
			hr = __SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);

			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;

		// 2-sided operation
		if (ccw)
		{
			// fail op
			hr = __SetRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp, mInvertVertexWinding));
			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");

			// depth fail op
			hr = __SetRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp, mInvertVertexWinding));
			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");

			// pass op
			hr = __SetRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp, mInvertVertexWinding));
			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
		}
		else
		{
			// fail op
			hr = __SetRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, !mInvertVertexWinding));
			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");

			// depth fail op
			hr = __SetRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, !mInvertVertexWinding));
			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");

			// pass op
			hr = __SetRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, !mInvertVertexWinding));
			if (FAILED(hr))
				CM_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setStencilBufferFunc(CompareFunction func, bool ccw)
	{
		HRESULT hr;
		
		if(ccw)
			hr = __SetRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
		else
			hr = __SetRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));

		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setStencilBufferReadMask(UINT32 mask)
	{
		HRESULT hr = __SetRenderState(D3DRS_STENCILMASK, mask);

		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
	}
	//--------------------------------------------------------------------
	void D3D9RenderSystem::setStencilBufferWriteMask(UINT32 mask)
	{
		HRESULT hr = __SetRenderState(D3DRS_STENCILWRITEMASK, mask);

		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
	}
	//----------------------------------------------------------------------
	void D3D9RenderSystem::setStencilRefValue(UINT32 refValue)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr = __SetRenderState(D3DRS_STENCILREF, refValue);
		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, 
		FilterOptions filter)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		D3D9Mappings::eD3DTexType texType = mTexStageDesc[unit].texType;
		hr = __SetSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype), 
			D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
	}

	//---------------------------------------------------------------------
	void D3D9RenderSystem::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
	{
		THROW_IF_NOT_RENDER_THREAD;

		if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
			maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;

		if (_getCurrentAnisotropy(unit) != maxAnisotropy)
			__SetSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setRenderTarget(RenderTargetPtr target)
	{
		THROW_IF_NOT_RENDER_THREAD;

		mActiveRenderTarget = target;

		HRESULT hr;

		// Possibly change device if the target is a window
		if (target->isWindow())
		{
			D3D9RenderWindow* window = static_cast<D3D9RenderWindow*>(target.get());
			mDeviceManager->setActiveRenderTargetDevice(window->getDevice());
			window->_validateDevice();
		}

		// Retrieve render surfaces
		UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
		IDirect3DSurface9** pBack = CM_NEW_ARRAY(IDirect3DSurface9*, maxRenderTargets, ScratchAlloc);
		memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
		target->getCustomAttribute( "DDBACKBUFFER", pBack );
		if (!pBack[0])
		{
			CM_DELETE_ARRAY(pBack, IDirect3DSurface9*, maxRenderTargets, ScratchAlloc);
			return;
		}

		IDirect3DSurface9* pDepth = NULL;

		if (!pDepth)
			target->getCustomAttribute( "D3DZBUFFER", &pDepth );
		
		// Bind render targets
		for(UINT32 x = 0; x < maxRenderTargets; ++x)
		{
			hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
			if (FAILED(hr))
			{
				String msg = DXGetErrorDescription(hr);
				CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
			}
		}

		CM_DELETE_ARRAY(pBack, IDirect3DSurface9*, maxRenderTargets, ScratchAlloc);

		hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
		if (FAILED(hr))
		{
			String msg = DXGetErrorDescription(hr);
			CM_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setViewport(ViewportPtr& vp)
	{
		THROW_IF_NOT_RENDER_THREAD;

		assert(vp != nullptr);

		// ok, it's different, time to set render target and viewport params
		D3DVIEWPORT9 d3dvp;
		HRESULT hr;

		// Set render target
		RenderTargetPtr target = vp->getTarget();
		setRenderTarget(target);

		setCullingMode( mCullingMode );

		// set viewport dimensions
		d3dvp.X = vp->getActualLeft();
		d3dvp.Y = vp->getActualTop();
		d3dvp.Width = vp->getActualWidth();
		d3dvp.Height = vp->getActualHeight();
		if (target->requiresTextureFlipping())
		{
			// Convert "top-left" to "bottom-left"
			d3dvp.Y = target->getHeight() - d3dvp.Height - d3dvp.Y;
		}

		// Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
		d3dvp.MinZ = 0.0f;
		d3dvp.MaxZ = 1.0f;

		if( FAILED( hr = getActiveD3D9Device()->SetViewport( &d3dvp ) ) )
			CM_EXCEPT(RenderingAPIException, "Failed to set viewport.");

		// Set sRGB write mode
		__SetRenderState(D3DRS_SRGBWRITEENABLE, target->isHardwareGammaEnabled());
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::beginFrame()
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;

		if( FAILED( hr = getActiveD3D9Device()->BeginScene() ) )
		{
			String msg = DXGetErrorDescription(hr);
			CM_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
		}

 		mDeviceManager->getActiveDevice()->clearDeviceStreams();
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::endFrame()
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		if( FAILED( hr = getActiveD3D9Device()->EndScene() ) )
			CM_EXCEPT(RenderingAPIException, "Error ending frame");

		mDeviceManager->destroyInactiveRenderDevices();
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setVertexDeclaration(VertexDeclarationPtr decl)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;

		std::shared_ptr<D3D9VertexDeclaration> d3ddecl = 
			std::static_pointer_cast<D3D9VertexDeclaration>(decl);

		if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
		{
			CM_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
	{
		THROW_IF_NOT_RENDER_THREAD;

		UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
		if(index < 0 || index >= maxBoundVertexBuffers)
			CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));

		HRESULT hr;
		if(buffer != nullptr)
		{
			D3D9VertexBuffer* d3d9buf = static_cast<D3D9VertexBuffer*>(buffer.get());

			hr = getActiveD3D9Device()->SetStreamSource(
				static_cast<UINT>(index),
				d3d9buf->getD3D9VertexBuffer(),
				0,
				static_cast<UINT>(d3d9buf->getVertexSize()) // stride
				);
		}
		else
		{
			hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index), nullptr, 0, 0);
		}

		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
	{
		THROW_IF_NOT_RENDER_THREAD;

		D3D9IndexBuffer* d3dIdxBuf = static_cast<D3D9IndexBuffer*>(buffer.get());

		HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
		if (FAILED(hr))
			CM_EXCEPT(RenderingAPIException, "Failed to set index buffer");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setDrawOperation(DrawOperationType op)
	{
		THROW_IF_NOT_RENDER_THREAD;

		mCurrentDrawOperation = op;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::draw(UINT32 vertexCount)
	{
		UINT32 primCount = pointCountToPrimCount(mCurrentDrawOperation, vertexCount);

		HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), 0, static_cast<UINT>(primCount)); 

		if( FAILED( hr ) )
		{
			String msg = DXGetErrorDescription(hr);
			CM_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
	{
		UINT32 primCount = pointCountToPrimCount(mCurrentDrawOperation, indexCount);

		// do indexed draw operation
		HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
			getD3D9PrimitiveType(), 
			0, 
			0, 
			static_cast<UINT>(vertexCount), 
			static_cast<UINT>(startIndex), 
			static_cast<UINT>(primCount)
			);

		if( FAILED( hr ) )
		{
			String msg = DXGetErrorDescription(hr);
			CM_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
	{
		THROW_IF_NOT_RENDER_THREAD;

		mScissorRect.left = static_cast<LONG>(left);
		mScissorRect.top = static_cast<LONG>(top);
		mScissorRect.bottom = static_cast<LONG>(bottom);
		mScissorRect.right = static_cast<LONG>(right);
	}
	//--------------------------------------------------------------------
	void D3D9RenderSystem::setScissorTestEnable(bool enable)
	{
		THROW_IF_NOT_RENDER_THREAD;

		HRESULT hr;
		if (enable)
		{
			if (FAILED(hr = __SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
			{
				CM_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
			}

			if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
			{
				CM_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
			}
		}
		else
		{
			if (FAILED(hr = __SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
			{
				CM_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
			}
		}
	}
	//--------------------------------------------------------------------
	void D3D9RenderSystem::setMultisampleAntialiasEnable(bool enable)
	{
		HRESULT hr;
		if(enable)
		{
			if (FAILED(hr = __SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
			{
				CM_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
			}
		}
		else
		{
			if (FAILED(hr = __SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
			{
				CM_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
			}
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setAntialiasedLineEnable(bool enable)
	{
		HRESULT hr;
		if(enable)
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
			{
				CM_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
			}
		}
		else
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
			{
				CM_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
			}
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, 
		const Color& colour, float depth, unsigned short stencil)
	{
		THROW_IF_NOT_RENDER_THREAD;

		RenderTargetPtr previousRenderTarget = mActiveRenderTarget;
		if(target != mActiveRenderTarget)
		{
			previousRenderTarget = mActiveRenderTarget;
			setRenderTarget(target);
		}

		DWORD flags = 0;
		if (buffers & FBT_COLOUR)
		{
			flags |= D3DCLEAR_TARGET;
		}
		if (buffers & FBT_DEPTH)
		{
			flags |= D3DCLEAR_ZBUFFER;
		}

		// Only try to clear the stencil buffer if supported
		if (buffers & FBT_STENCIL && mCurrentCapabilities->hasCapability(RSC_HWSTENCIL))
		{
			flags |= D3DCLEAR_STENCIL;
		}

		HRESULT hr;
		if( FAILED( hr = getActiveD3D9Device()->Clear( 
			0, 
			NULL, 
			flags,
			colour.getAsARGB(), 
			depth, 
			stencil ) ) )
		{
			String msg = DXGetErrorDescription(hr);
			CM_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
		}

		if(target != previousRenderTarget)
		{
			setRenderTarget(previousRenderTarget);
		}
	}
	//---------------------------------------------------------------------
	IDirect3D9*	D3D9RenderSystem::getDirect3D9()
	{
		THROW_IF_NOT_RENDER_THREAD_STATIC;

		IDirect3D9* pDirect3D9 = msD3D9RenderSystem->mpD3D;

		if (pDirect3D9 == NULL)
		{
			CM_EXCEPT(InvalidParametersException, "Direct3D9 interface is NULL !!!");
		}

		return pDirect3D9;
	}

	//---------------------------------------------------------------------
	UINT D3D9RenderSystem::getResourceCreationDeviceCount()
	{
		THROW_IF_NOT_RENDER_THREAD_STATIC;

		D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();

		if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
		{
			return 1;
		}
		else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
		{
			return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
		}

		CM_EXCEPT(InvalidParametersException, "Invalid resource creation policy !!!" );

		return 0;
	}
	//---------------------------------------------------------------------
	IDirect3DDevice9* D3D9RenderSystem::getResourceCreationDevice(UINT index)
	{
		THROW_IF_NOT_RENDER_THREAD_STATIC;

		D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
		IDirect3DDevice9* d3d9Device = NULL;

		if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
		{
			d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
		}
		else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES) 
		{
			d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
		}
		else
		{
			CM_EXCEPT(InvalidParametersException, "Invalid resource creation policy !!!" );
		}

		return d3d9Device;
	}

	//---------------------------------------------------------------------
	IDirect3DDevice9* D3D9RenderSystem::getActiveD3D9Device()
	{	
		THROW_IF_NOT_RENDER_THREAD_STATIC;

		D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
		IDirect3DDevice9* d3d9Device;

		d3d9Device = activeDevice->getD3D9Device();

		if (d3d9Device == NULL)
		{
			CM_EXCEPT(InvalidParametersException, "Current d3d9 device is NULL !!!" );
		}

		return d3d9Device;
	}	
	//---------------------------------------------------------------------
	D3D9ResourceManager* D3D9RenderSystem::getResourceManager()
	{
		// No need to check if we're on render thread as this is synced up internally

		return msD3D9RenderSystem->mResourceManager;
	}

	//---------------------------------------------------------------------
	D3D9DeviceManager* D3D9RenderSystem::getDeviceManager()
	{
		THROW_IF_NOT_RENDER_THREAD_STATIC;

		return msD3D9RenderSystem->mDeviceManager;
	}

	/************************************************************************/
	/* 								UTILITY METHODS                    		*/
	/************************************************************************/

	//---------------------------------------------------------------------
	float D3D9RenderSystem::getHorizontalTexelOffset()
	{
		// D3D considers the origin to be in the center of a pixel
		return -0.5f;
	}
	//---------------------------------------------------------------------
	float D3D9RenderSystem::getVerticalTexelOffset()
	{
		// D3D considers the origin to be in the center of a pixel
		return -0.5f;
	}
	//---------------------------------------------------------------------
	float D3D9RenderSystem::getMinimumDepthInputValue()
	{
		// Range [0.0f, 1.0f]
		return 0.0f;
	}
	//---------------------------------------------------------------------
	float D3D9RenderSystem::getMaximumDepthInputValue()
	{
		// Range [0.0f, 1.0f]
		// D3D inverts even identity view matrices, so maximum INPUT is -1.0
		return -1.0f;
	}
	//---------------------------------------------------------------------
	VertexElementType D3D9RenderSystem::getColorVertexElementType() const
	{
		return VET_COLOR_ARGB;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::convertProjectionMatrix(const Matrix4& matrix,
		Matrix4& dest, bool forGpuProgram)
	{
		dest = matrix;

		// Convert depth range from [-1,+1] to [0,1]
		dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
		dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
		dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
		dest[2][3] = (dest[2][3] + dest[3][3]) / 2;

		if (!forGpuProgram)
		{
			// Convert right-handed to left-handed
			dest[0][2] = -dest[0][2];
			dest[1][2] = -dest[1][2];
			dest[2][2] = -dest[2][2];
			dest[3][2] = -dest[3][2];
		}
	}

	/************************************************************************/
	/* 								PRIVATE		                     		*/
	/************************************************************************/

	//---------------------------------------------------------------------
	D3D9DriverList* D3D9RenderSystem::getDirect3DDrivers()
	{
		if( !mDriverList )
			mDriverList = CM_NEW(D3D9DriverList, GenAlloc) D3D9DriverList();

		return mDriverList;
	}
	//---------------------------------------------------------------------
	D3DPRIMITIVETYPE D3D9RenderSystem::getD3D9PrimitiveType() const
	{
		switch(mCurrentDrawOperation)
		{
		case DOT_POINT_LIST:
			return D3DPT_POINTLIST;
		case DOT_LINE_LIST:
			return D3DPT_LINELIST;
		case DOT_LINE_STRIP:
			return D3DPT_LINESTRIP;
		case DOT_TRIANGLE_LIST:
			return D3DPT_TRIANGLELIST;
		case DOT_TRIANGLE_STRIP:
			return D3DPT_TRIANGLESTRIP;
		case DOT_TRIANGLE_FAN:
			return D3DPT_TRIANGLEFAN;
		}

		return D3DPT_TRIANGLELIST;
	}
	//---------------------------------------------------------------------
	UINT32 D3D9RenderSystem::pointCountToPrimCount(DrawOperationType type, UINT32 elementCount) const
	{
		DWORD primCount = 0;
		switch(type)
		{
		case DOT_POINT_LIST:
			primCount = elementCount;
			break;

		case DOT_LINE_LIST:
			primCount = elementCount / 2;
			break;

		case DOT_LINE_STRIP:
			primCount = elementCount - 1;
			break;

		case DOT_TRIANGLE_LIST:
			primCount = elementCount / 3;
			break;

		case DOT_TRIANGLE_STRIP:
			primCount = elementCount - 2;
			break;

		case DOT_TRIANGLE_FAN:
			primCount = elementCount - 2;
			break;
		}

		return primCount;
	}
	//---------------------------------------------------------------------
	bool D3D9RenderSystem::_checkMultiSampleQuality(D3DMULTISAMPLE_TYPE type, DWORD *outQuality, D3DFORMAT format, UINT adapterNum, D3DDEVTYPE deviceType, BOOL fullScreen)
	{
		HRESULT hr;
		hr = mpD3D->CheckDeviceMultiSampleType( 
			adapterNum, 
			deviceType, 
			format, 
			fullScreen, 
			type, 
			outQuality);

		if (SUCCEEDED(hr))
			return true;
		else
			return false;
	}
	//---------------------------------------------------------------------
	RenderSystemCapabilities* D3D9RenderSystem::updateRenderSystemCapabilities(D3D9RenderWindow* renderWindow)
	{			
		RenderSystemCapabilities* rsc = mCurrentCapabilities;
		if (rsc == NULL)
			rsc = CM_NEW(RenderSystemCapabilities, GenAlloc) RenderSystemCapabilities();

		rsc->setCategoryRelevant(CAPS_CATEGORY_D3D9, true);
		rsc->setDriverVersion(mDriverVersion);
		rsc->setDeviceName(mActiveD3DDriver->DriverDescription());
		rsc->setRenderSystemName(getName());

		// Supports fixed-function
		rsc->setCapability(RSC_FIXED_FUNCTION);


		// Init caps to maximum.		
		rsc->setCapability(RSC_ANISOTROPY);
		rsc->setCapability(RSC_AUTOMIPMAP);
		rsc->setCapability(RSC_DOT3);
		rsc->setCapability(RSC_CUBEMAPPING);		
		rsc->setCapability(RSC_SCISSOR_TEST);		
		rsc->setCapability(RSC_TWO_SIDED_STENCIL);		
		rsc->setCapability(RSC_STENCIL_WRAP);
		rsc->setCapability(RSC_HWOCCLUSION);		
		rsc->setCapability(RSC_USER_CLIP_PLANES);			
		rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);			
		rsc->setCapability(RSC_TEXTURE_3D);			
		rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
		rsc->setNonPOW2TexturesLimited(false);
		rsc->setNumMultiRenderTargets(CM_MAX_MULTIPLE_RENDER_TARGETS);
		rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);		
		rsc->setCapability(RSC_POINT_SPRITES);			
		rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);								
		rsc->setMaxPointSize(10.0);
		rsc->setCapability(RSC_MIPMAP_LOD_BIAS);				
		rsc->setCapability(RSC_PERSTAGECONSTANT);
		rsc->setCapability(RSC_HWSTENCIL);
		rsc->setStencilBufferBitDepth(8);
		rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);

		for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i)
		{
			D3D9Device* device			 = mDeviceManager->getDevice(i);
			IDirect3DDevice9* d3d9Device = device->getD3D9Device();

			IDirect3DSurface9* pSurf;


			// Check for hardware stencil support
			d3d9Device->GetDepthStencilSurface(&pSurf);

			if (pSurf != NULL)
			{
				D3DSURFACE_DESC surfDesc;

				pSurf->GetDesc(&surfDesc);
				pSurf->Release();

				if (surfDesc.Format != D3DFMT_D15S1 &&
					surfDesc.Format != D3DFMT_D24S8 && 				
					surfDesc.Format != D3DFMT_D24X4S4 && 
					surfDesc.Format != D3DFMT_D24FS8)			
					rsc->unsetCapability(RSC_HWSTENCIL);	
			}																	

			// Check for hardware occlusion support
			HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION,  NULL);

			if (FAILED(hr))
				rsc->unsetCapability(RSC_HWOCCLUSION);
		}

		// Update RS caps using the minimum value found in adapter list.
		for (unsigned int i=0; i < mDriverList->count(); ++i)
		{
			D3D9Driver* pCurDriver       = mDriverList->item(i);			
			const D3DCAPS9& rkCurCaps    = pCurDriver->getD3D9DeviceCaps();

			rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification

			rsc->setMaxBoundVertexBuffers(static_cast<UINT32>(rkCurCaps.MaxStreams));

			// Check for Anisotropy.
			if (rkCurCaps.MaxAnisotropy <= 1)
				rsc->unsetCapability(RSC_ANISOTROPY);

			// Check automatic mipmap generation.
			if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0)
				rsc->unsetCapability(RSC_AUTOMIPMAP);

			// Check Dot product 3.
			if ((rkCurCaps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3) == 0)
				rsc->unsetCapability(RSC_DOT3);

			// Scissor test
			if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_SCISSORTEST) == 0)
				rsc->unsetCapability(RSC_SCISSOR_TEST);


			// Two-sided stencil
			if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0)
				rsc->unsetCapability(RSC_TWO_SIDED_STENCIL);

			// stencil wrap
			if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 ||
				(rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0)
				rsc->unsetCapability(RSC_STENCIL_WRAP);

			// User clip planes
			if (rkCurCaps.MaxUserClipPlanes == 0)			
				rsc->unsetCapability(RSC_USER_CLIP_PLANES);			

			// UBYTE4 type?
			if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0)			
				rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4);	

			// Check cube map support.
			if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0)
				rsc->unsetCapability(RSC_CUBEMAPPING);

			// 3D textures?
			if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0)			
				rsc->unsetCapability(RSC_TEXTURE_3D);			

			if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2)
			{
				// Conditional support for non POW2
				if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)				
					rsc->setNonPOW2TexturesLimited(true);				

				// Only power of 2 supported.
				else					
					rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES);				
			}	

			// Number of render targets
			if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets())
			{
				rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)CM_MAX_MULTIPLE_RENDER_TARGETS));
			}	

			if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0)
			{
				rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
			}

			// Point sprites 
			if (rkCurCaps.MaxPointSize <= 1.0f)
			{
				rsc->unsetCapability(RSC_POINT_SPRITES);
				// sprites and extended parameters go together in D3D
				rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS);				
			}

			// Take the minimum point size.
			if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize())
				rsc->setMaxPointSize(rkCurCaps.MaxPointSize);	

			// Mipmap LOD biasing?
			if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0)			
				rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS);			


			// Do we support per-stage src_manual constants?
			// HACK - ATI drivers seem to be buggy and don't support per-stage constants properly?
			// TODO: move this to RSC
			if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0)
				rsc->unsetCapability(RSC_PERSTAGECONSTANT);

			// Advanced blend operations? min max subtract rev 
			if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0)
				rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS);
		}				

		// Blending between stages supported
		rsc->setCapability(RSC_BLENDING);


		// We always support compression, D3DX will decompress if device does not support
		rsc->setCapability(RSC_TEXTURE_COMPRESSION);
		rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);

		// We always support VBOs
		rsc->setCapability(RSC_VBO);


		convertVertexShaderCaps(rsc);
		convertPixelShaderCaps(rsc);

		// Adapter details
		const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier();

		// determine vendor
		// Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
		switch(adapterID.VendorId)
		{
		case 0x10DE:
			rsc->setVendor(GPU_NVIDIA);
			break;
		case 0x1002:
			rsc->setVendor(GPU_ATI);
			break;
		case 0x163C:
		case 0x8086:
			rsc->setVendor(GPU_INTEL);
			break;
		case 0x5333:
			rsc->setVendor(GPU_S3);
			break;
		case 0x3D3D:
			rsc->setVendor(GPU_3DLABS);
			break;
		case 0x102B:
			rsc->setVendor(GPU_MATROX);
			break;
		case 0x1039:
			rsc->setVendor(GPU_SIS);
			break;
		default:
			rsc->setVendor(GPU_UNKNOWN);
			break;
		};

		// Infinite projection?
		// We have no capability for this, so we have to base this on our
		// experience and reports from users
		// Non-vertex program capable hardware does not appear to support it
		if (rsc->hasCapability(RSC_VERTEX_PROGRAM))
		{
			// GeForce4 Ti (and presumably GeForce3) does not
			// render infinite projection properly, even though it does in GL
			// So exclude all cards prior to the FX range from doing infinite
			if (rsc->getVendor() != GPU_NVIDIA || // not nVidia
				!((adapterID.DeviceId >= 0x200 && adapterID.DeviceId <= 0x20F) || //gf3
				(adapterID.DeviceId >= 0x250 && adapterID.DeviceId <= 0x25F) || //gf4ti
				(adapterID.DeviceId >= 0x280 && adapterID.DeviceId <= 0x28F) || //gf4ti
				(adapterID.DeviceId >= 0x170 && adapterID.DeviceId <= 0x18F) || //gf4 go
				(adapterID.DeviceId >= 0x280 && adapterID.DeviceId <= 0x28F)))  //gf4ti go
			{
				rsc->setCapability(RSC_INFINITE_FAR_PLANE);
			}

		}

		// We always support rendertextures bigger than the frame buffer
		rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);

		// Determine if any floating point texture format is supported
		D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F, 
			D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F, 
			D3DFMT_A32B32G32R32F};
		IDirect3DSurface9* bbSurf;
		renderWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
		D3DSURFACE_DESC bbSurfDesc;
		bbSurf->GetDesc(&bbSurfDesc);

		for (int i = 0; i < 6; ++i)
		{
			if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(), 
				D3DDEVTYPE_HAL, bbSurfDesc.Format, 
				0, D3DRTYPE_TEXTURE, floatFormats[i])))
			{
				rsc->setCapability(RSC_TEXTURE_FLOAT);
				break;
			}

		}

		// Vertex textures
		if (rsc->isShaderProfileSupported("vs_3_0"))
		{
			rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
			rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4);
			rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) +
				rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
		}		
		else
		{
			rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM));
		}

		// Check alpha to coverage support
		// this varies per vendor! But at least SM3 is required
		if (rsc->isShaderProfileSupported("ps_3_0"))
		{
			// NVIDIA needs a separate check
			if (rsc->getVendor() == GPU_NVIDIA)
			{
				if (mpD3D->CheckDeviceFormat(
					D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE, 
					(D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK)
				{
					rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
				}

			}
			else if (rsc->getVendor() == GPU_ATI)
			{
				// There is no check on ATI, we have to assume SM3 == support
				rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
			}

			// no other cards have Dx9 hacks for alpha to coverage, as far as I know
		}


		if (mCurrentCapabilities == NULL)
		{		
			mCurrentCapabilities = rsc;
			mCurrentCapabilities->addShaderProfile("hlsl");
			mCurrentCapabilities->addShaderProfile("cg");

			initialiseFromRenderSystemCapabilities(mCurrentCapabilities);
		}

		return rsc;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::convertVertexShaderCaps(RenderSystemCapabilities* rsc) const
	{
		UINT16 major = 0xFF;
		UINT16 minor = 0xFF;
		D3DCAPS9 minVSCaps;

		// Find the device with the lowest vertex shader caps.
		for (unsigned int i=0; i < mDriverList->count(); ++i)
		{
			D3D9Driver* pCurDriver      = mDriverList->item(i);			
			const D3DCAPS9& rkCurCaps   = pCurDriver->getD3D9DeviceCaps();
			UINT16 currMajor			= static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
			UINT16 currMinor			= static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);

			if (currMajor < major)	
			{
				major = currMajor;
				minor = currMinor;
				minVSCaps = rkCurCaps;
			}
			else if (currMajor == major && currMinor < minor)
			{
				minor = currMinor;
				minVSCaps = rkCurCaps;
			}			
		}

		// In case we didn't found any vertex shader support
		// try the IDirect3DDevice9 caps instead of the IDirect3D9
		// software vertex processing is reported there
		if (major == 0 && minor == 0)
		{
			IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
			D3DCAPS9 d3dDeviceCaps9;
			lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
			major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
			minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
		}

		bool vs2x = false;
		bool vs2a = false;

		// Special case detection for vs_2_x/a support
		if (major >= 2)
		{
			if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
				(minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
				(minVSCaps.VS20Caps.NumTemps >= 12))
			{
				vs2x = true;
			}

			if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
				(minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
				(minVSCaps.VS20Caps.NumTemps >= 13))
			{
				vs2a = true;
			}
		}

		// Populate max param count
		switch (major)
		{
		case 1:
			// No boolean params allowed
			rsc->setVertexProgramConstantBoolCount(0);
			// No integer params allowed
			rsc->setVertexProgramConstantIntCount(0);
			// float params, always 4D
			rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));

			break;
		case 2:
			// 16 boolean params allowed
			rsc->setVertexProgramConstantBoolCount(16);
			// 16 integer params allowed, 4D
			rsc->setVertexProgramConstantIntCount(16);
			// float params, always 4D
			rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
			break;
		case 3:
			// 16 boolean params allowed
			rsc->setVertexProgramConstantBoolCount(16);
			// 16 integer params allowed, 4D
			rsc->setVertexProgramConstantIntCount(16);
			// float params, always 4D
			rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
			break;
		}

		// populate syntax codes in program manager (no breaks in this one so it falls through)
		switch(major)
		{
		case 3:
			rsc->addShaderProfile("vs_3_0");
			rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
		case 2:
			if (vs2x)
			{
				rsc->addShaderProfile("vs_2_x");
				rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
			}
			if (vs2a)
			{
				rsc->addShaderProfile("vs_2_a");
				rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
			}

			rsc->addShaderProfile("vs_2_0");
			rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
		case 1:
			rsc->addShaderProfile("vs_1_1");
			rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
			rsc->setCapability(RSC_VERTEX_PROGRAM);
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::convertPixelShaderCaps(RenderSystemCapabilities* rsc) const
	{
		UINT16 major = 0xFF;
		UINT16 minor = 0xFF;
		D3DCAPS9 minPSCaps;

		// Find the device with the lowest pixel shader caps.
		for (unsigned int i=0; i < mDriverList->count(); ++i)
		{
			D3D9Driver* pCurDriver      = mDriverList->item(i);			
			const D3DCAPS9& currCaps    = pCurDriver->getD3D9DeviceCaps();
			UINT16 currMajor			= static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
			UINT16 currMinor			= static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);

			if (currMajor < major)	
			{
				major = currMajor;
				minor = currMinor;
				minPSCaps = currCaps;
			}
			else if (currMajor == major && currMinor < minor)
			{
				minor = currMinor;
				minPSCaps = currCaps;
			}			
		}

		bool ps2a = false;
		bool ps2b = false;
		bool ps2x = false;

		// Special case detection for ps_2_x/a/b support
		if (major >= 2)
		{
			if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
				(minPSCaps.PS20Caps.NumTemps >= 32))
			{
				ps2b = true;
			}

			if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
				(minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
				(minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
				(minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
				(minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
				(minPSCaps.PS20Caps.NumTemps >= 22))
			{
				ps2a = true;
			}

			// Does this enough?
			if (ps2a || ps2b)
			{
				ps2x = true;
			}
		}

		switch (major)
		{
		case 1:
			// no boolean params allowed
			rsc->setFragmentProgramConstantBoolCount(0);
			// no integer params allowed
			rsc->setFragmentProgramConstantIntCount(0);
			// float params, always 4D
			// NB in ps_1_x these are actually stored as fixed point values,
			// but they are entered as floats
			rsc->setFragmentProgramConstantFloatCount(8);
			break;
		case 2:
			// 16 boolean params allowed
			rsc->setFragmentProgramConstantBoolCount(16);
			// 16 integer params allowed, 4D
			rsc->setFragmentProgramConstantIntCount(16);
			// float params, always 4D
			rsc->setFragmentProgramConstantFloatCount(32);
			break;
		case 3:
			// 16 boolean params allowed
			rsc->setFragmentProgramConstantBoolCount(16);
			// 16 integer params allowed, 4D
			rsc->setFragmentProgramConstantIntCount(16);
			// float params, always 4D
			rsc->setFragmentProgramConstantFloatCount(224);
			break;
		}

		// populate syntax codes in program manager (no breaks in this one so it falls through)
		switch(major)
		{
		case 3:
			if (minor > 0)
			{
				rsc->addShaderProfile("ps_3_x");
				rsc->addGpuProgramProfile(GPP_PS_3_x, "ps_3_x");
			}

			rsc->addShaderProfile("ps_3_0");
			rsc->addGpuProgramProfile(GPP_PS_3_0, "ps_3_0");
		case 2:
			if (ps2x)
			{
				rsc->addShaderProfile("ps_2_x");
				rsc->addGpuProgramProfile(GPP_PS_2_x, "ps_2_x");
			}
			if (ps2a)
			{
				rsc->addShaderProfile("ps_2_a");
				rsc->addGpuProgramProfile(GPP_PS_2_a, "ps_2_a");
			}
			if (ps2b)
			{
				rsc->addShaderProfile("ps_2_b");
				rsc->addGpuProgramProfile(GPP_PS_2_b, "ps_2_b");
			}

			rsc->addShaderProfile("ps_2_0");
			rsc->addGpuProgramProfile(GPP_PS_2_0, "ps_2_0");
		case 1:
			if (major > 1 || minor >= 4)
			{
				rsc->addShaderProfile("ps_1_4");
				rsc->addGpuProgramProfile(GPP_PS_1_4, "ps_1_4");
			}
			if (major > 1 || minor >= 3)
			{
				rsc->addShaderProfile("ps_1_3");
				rsc->addGpuProgramProfile(GPP_PS_1_3, "ps_1_3");
			}
			if (major > 1 || minor >= 2)
			{
				rsc->addShaderProfile("ps_1_2");
				rsc->addGpuProgramProfile(GPP_PS_1_2, "ps_1_2");
			}

			rsc->addShaderProfile("ps_1_1");
			rsc->addGpuProgramProfile(GPP_PS_1_1, "ps_1_1");
			rsc->setCapability(RSC_FRAGMENT_PROGRAM);
		}
	}
	//-----------------------------------------------------------------------
	bool D3D9RenderSystem::checkVertexTextureFormats(D3D9RenderWindow* renderWindow) const
	{
		bool anySupported = false;

		IDirect3DSurface9* bbSurf;
		renderWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
		D3DSURFACE_DESC bbSurfDesc;
		bbSurf->GetDesc(&bbSurfDesc);

		for (UINT32 ipf = static_cast<UINT32>(PF_L8); ipf < static_cast<UINT32>(PF_COUNT); ++ipf)
		{
			PixelFormat pf = (PixelFormat)ipf;

			D3DFORMAT fmt = 
				D3D9Mappings::_getPF(D3D9Mappings::_getClosestSupportedPF(pf));

			if (SUCCEEDED(mpD3D->CheckDeviceFormat(
				mActiveD3DDriver->getAdapterNumber(), D3DDEVTYPE_HAL, bbSurfDesc.Format, 
				D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, fmt)))
			{
				// cool, at least one supported
				anySupported = true;
			}
		}

		return anySupported;

	}
	//-----------------------------------------------------------------------
	void D3D9RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
	{
		if (caps->getRenderSystemName() != getName())
		{
			CM_EXCEPT(InvalidParametersException, 
				"Trying to initialize D3D9RenderSystem from RenderSystemCapabilities that do not support Direct3D9");
		}

		if (caps->isShaderProfileSupported("hlsl"))
			HighLevelGpuProgramManager::instance().addFactory(mHLSLProgramFactory);

		if (caps->isShaderProfileSupported("cg"))
			HighLevelGpuProgramManager::instance().addFactory(mCgProgramFactory);

		mNumTexStages = caps->getNumCombinedTextureUnits();
		mTexStageDesc = CM_NEW_ARRAY(sD3DTextureStageDesc, mNumTexStages, GenAlloc);

		// set stages desc. to defaults
		for (UINT32 n = 0; n < mNumTexStages; n++)
		{
			mTexStageDesc[n].coordIndex = 0;
			mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
			mTexStageDesc[n].pTex = 0;
			mTexStageDesc[n].pVertexTex = 0;
		}
	}

	//-----------------------------------------------------------------------
	bool D3D9RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
	{
		// Gets D3D format
		D3DFORMAT d3dPF = D3D9Mappings::_getPF(format);
		if (d3dPF == D3DFMT_UNKNOWN)
			return false;

		for (UINT32 i = 0; i < mDeviceManager->getDeviceCount(); ++i)
		{
			D3D9Device* currDevice = mDeviceManager->getDevice(i);
			D3D9RenderWindow* currDevicePrimaryWindow = currDevice->getPrimaryWindow();
			IDirect3DSurface9* pSurface = currDevicePrimaryWindow->getRenderSurface();
			D3DSURFACE_DESC srfDesc;

			// Get surface desc
			if (FAILED(pSurface->GetDesc(&srfDesc)))
				return false;

			// Calculate usage
			DWORD d3dusage = D3DUSAGE_QUERY_FILTER;
			if (usage & TU_RENDERTARGET) 
				d3dusage |= D3DUSAGE_RENDERTARGET;
			if (usage & TU_DEPTHSTENCIL) 
				d3dusage |= D3DUSAGE_DEPTHSTENCIL;
			if (usage & TU_DYNAMIC)
				d3dusage |= D3DUSAGE_DYNAMIC;

			// Detect resource type
			D3DRESOURCETYPE rtype;
			switch(ttype)
			{
			case TEX_TYPE_1D:
			case TEX_TYPE_2D:
				rtype = D3DRTYPE_TEXTURE;
				break;
			case TEX_TYPE_3D:
				rtype = D3DRTYPE_VOLUMETEXTURE;
				break;
			case TEX_TYPE_CUBE_MAP:
				rtype = D3DRTYPE_CUBETEXTURE;
				break;
			default:
				return false;
			}

			HRESULT hr = mpD3D->CheckDeviceFormat(
				currDevice->getAdapterNumber(),
				currDevice->getDeviceType(),
				srfDesc.Format,
				d3dusage,
				rtype,
				d3dPF);

			if (FAILED(hr))
				return false;
		}

		return true;		
	}
	//---------------------------------------------------------------------
	String D3D9RenderSystem::getErrorDescription( long errorNumber ) const
	{
		const String errMsg = DXGetErrorDescription( errorNumber );
		return errMsg;
	}
	// ------------------------------------------------------------------
	void D3D9RenderSystem::setClipPlane (UINT16 index, float A, float B, float C, float D)
	{
		float plane[4] = { A, B, C, D };
		getActiveD3D9Device()->SetClipPlane (index, plane);
	}
	// ------------------------------------------------------------------
	void D3D9RenderSystem::enableClipPlane (UINT16 index, bool enable)
	{
		DWORD prev;
		getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
		__SetRenderState(D3DRS_CLIPPLANEENABLE, enable?
			(prev | (1 << index)) : (prev & ~(1 << index)));
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::notifyOnDeviceLost(D3D9Device* device)
	{	

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::notifyOnDeviceReset(D3D9Device* device)
	{		
		// Reset state attributes.	
		mVertexProgramBound = false;
		mFragmentProgramBound = false;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::determineFSAASettings(IDirect3DDevice9* d3d9Device,
		UINT32 fsaa, const String& fsaaHint, D3DFORMAT d3dPixelFormat, 
		bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality)
	{
		bool ok = false;
		bool qualityHint = fsaaHint.find("Quality") != String::npos;
		UINT32 origFSAA = fsaa;

		D3D9DriverList* driverList = getDirect3DDrivers();
		D3D9Driver* deviceDriver = mActiveD3DDriver;
		D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);

		for (UINT32 i = 0; i < driverList->count(); ++i)
		{
			D3D9Driver* currDriver = driverList->item(i);

			if (currDriver->getAdapterNumber() == device->getAdapterNumber())
			{
				deviceDriver = currDriver;
				break;
			}
		}

		bool tryCSAA = false;
		// NVIDIA, prefer CSAA if available for 8+
		// it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
		// if this is the first window, caps will not be initialised yet
		if (deviceDriver->getAdapterIdentifier().VendorId == 0x10DE && 
			fsaa >= 8)
		{
			tryCSAA	 = true;
		}

		while (!ok)
		{
			// Deal with special cases
			if (tryCSAA)
			{
				// see http://developer.nvidia.com/object/coverage-sampled-aa.html
				switch(fsaa)
				{
				case 8:
					if (qualityHint)
					{
						*outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
						*outMultisampleQuality = 0;
					}
					else
					{
						*outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
						*outMultisampleQuality = 2;
					}
					break;
				case 16:
					if (qualityHint)
					{
						*outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
						*outMultisampleQuality = 2;
					}
					else
					{
						*outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
						*outMultisampleQuality = 4;
					}
					break;
				}
			}
			else // !CSAA
			{
				*outMultisampleType = (D3DMULTISAMPLE_TYPE)fsaa;
				*outMultisampleQuality = 0;
			}


			HRESULT hr;
			DWORD outQuality;
			hr = mpD3D->CheckDeviceMultiSampleType( 
				deviceDriver->getAdapterNumber(), 
				D3DDEVTYPE_HAL, 
				d3dPixelFormat, 
				fullScreen, 
				*outMultisampleType, 
				&outQuality);

			if (SUCCEEDED(hr) && 
				(!tryCSAA || outQuality > *outMultisampleQuality))
			{
				ok = true;
			}
			else
			{
				// downgrade
				if (tryCSAA && fsaa == 8)
				{
					// for CSAA, we'll try downgrading with quality mode at all samples.
					// then try without quality, then drop CSAA
					if (qualityHint)
					{
						// drop quality first
						qualityHint = false;
					}
					else
					{
						// drop CSAA entirely 
						tryCSAA = false;
					}
					// return to original requested samples
					fsaa = origFSAA;
				}
				else
				{
					// drop samples
					--fsaa;

					if (fsaa == 1)
					{
						// ran out of options, no FSAA
						fsaa = 0;
						ok = true;
					}
				}
			}

		} // while !ok
	}
	//---------------------------------------------------------------------
	RenderSystemCapabilities* D3D9RenderSystem::createRenderSystemCapabilities() const
	{
		return mCurrentCapabilities;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
	{
		size_t i;
		size_t numClipPlanes;
		D3DXPLANE dx9ClipPlane;
		DWORD mask = 0;
		HRESULT hr;

		numClipPlanes = clipPlanes.size();
		for (i = 0; i < numClipPlanes; ++i)
		{
			const Plane& plane = clipPlanes[i];

			dx9ClipPlane.a = plane.normal.x;
			dx9ClipPlane.b = plane.normal.y;
			dx9ClipPlane.c = plane.normal.z;
			dx9ClipPlane.d = plane.d;

			// TODO Low priority - Transform planes to clip space?

			hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
			if (FAILED(hr))
			{
				CM_EXCEPT(RenderingAPIException, "Unable to set clip plane");
			}

			mask |= (1 << i);
		}

		hr = __SetRenderState(D3DRS_CLIPPLANEENABLE, mask);
		if (FAILED(hr))
		{
			CM_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
		}
	}
	//---------------------------------------------------------------------
	HRESULT D3D9RenderSystem::__SetRenderState(D3DRENDERSTATETYPE state, DWORD value)
	{
		HRESULT hr;
		DWORD oldVal;

		if ( FAILED( hr = getActiveD3D9Device()->GetRenderState(state, &oldVal) ) )
			return hr;
		if ( oldVal == value )
			return D3D_OK;
		else
			return getActiveD3D9Device()->SetRenderState(state, value);
	}
	//---------------------------------------------------------------------
	HRESULT D3D9RenderSystem::__SetSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
	{
		HRESULT hr;
		DWORD oldVal;

		if ( FAILED( hr = getActiveD3D9Device()->GetSamplerState(sampler, type, &oldVal) ) )
			return hr;
		if ( oldVal == value )
			return D3D_OK;
		else
			return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
	}
	//---------------------------------------------------------------------
	HRESULT D3D9RenderSystem::__SetTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
	{
		HRESULT hr;
		DWORD oldVal;

		// can only set fixed-function texture stage state
		if (stage < 8)
		{
			if ( FAILED( hr = getActiveD3D9Device()->GetTextureStageState(stage, type, &oldVal) ) )
				return hr;
			if ( oldVal == value )
				return D3D_OK;
			else
				return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
		}
		else
		{
			return D3D_OK;
		}
	}
	//---------------------------------------------------------------------
	DWORD D3D9RenderSystem::_getCurrentAnisotropy(UINT32 unit)
	{
		DWORD oldVal;
		getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
		return oldVal;
	}
}

#undef THROW_IF_NOT_RENDER_THREAD
#undef THROW_IF_NOT_RENDER_THREAD_STATIC