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

Copyright (c) 2000-2006 Torus Knot Software Ltd
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.

You may alternatively use this source under the terms of a specific version of
the OGRE Unrestricted License provided you have obtained such a license from
Torus Knot Software Ltd.
-----------------------------------------------------------------------------
*/
#include "OgreD3D9RenderSystem.h"
#include "OgreD3D9Prerequisites.h"
#include "OgreD3D9DriverList.h"
#include "OgreD3D9Driver.h"
#include "OgreD3D9VideoModeList.h"
#include "OgreD3D9VideoMode.h"
#include "OgreD3D9RenderWindow.h"
#include "OgreD3D9TextureManager.h"
#include "OgreD3D9Texture.h"
#include "OgreLogManager.h"
#include "OgreLight.h"
#include "OgreMath.h"
#include "OgreD3D9HardwareBufferManager.h"
#include "OgreD3D9HardwareIndexBuffer.h"
#include "OgreD3D9HardwareVertexBuffer.h"
#include "OgreD3D9VertexDeclaration.h"
#include "OgreD3D9GpuProgram.h"
#include "OgreD3D9GpuProgramManager.h"
#include "OgreD3D9HLSLProgramFactory.h"
#include "OgreHighLevelGpuProgramManager.h"
#include "OgreD3D9HardwareOcclusionQuery.h"
#include "OgreFrustum.h"
#include "OgreD3D9MultiRenderTarget.h"
#include "OgreCompositorManager.h"

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

namespace Ogre 
{

	//---------------------------------------------------------------------
	D3D9RenderSystem::D3D9RenderSystem( HINSTANCE hInstance )
	{
		LogManager::getSingleton().logMessage( "D3D9 : " + getName() + " created." );

		// set the instance being passed 
		mhInstance = hInstance;

		// set pointers to NULL
		mpD3D = NULL;
		mpD3DDevice = NULL;
		mDriverList = NULL;
		mActiveD3DDriver = NULL;
		mTextureManager = NULL;
		mHardwareBufferManager = NULL;
		mGpuProgramManager = NULL;
		mPrimaryWindow = NULL;
		mDeviceLost = false;
		mBasicStatesInitialised = false;
		mUseNVPerfHUD = false;
		mHLSLProgramFactory = NULL;

		// init lights
		for(int i = 0; i < MAX_LIGHTS; i++ )
			mLights[i] = 0;

		// Create our Direct3D object
		if( NULL == (mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) )
			OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, "Failed to create Direct3D9 object", "D3D9RenderSystem::D3D9RenderSystem" );

		// set config options defaults
		initConfigOptions();

		// fsaa options
		mFSAAType = D3DMULTISAMPLE_NONE;
		mFSAAQuality = 0;

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

		mLastVertexSourceCount = 0;

		mCurrentLights = 0;

		// Enumerate events
		mEventNames.push_back("DeviceLost");
		mEventNames.push_back("DeviceRestored");


	}
	//---------------------------------------------------------------------
	D3D9RenderSystem::~D3D9RenderSystem()
	{
		shutdown();

		// Deleting the HLSL program factory
		if (mHLSLProgramFactory)
		{
			// Remove from manager safely
			if (HighLevelGpuProgramManager::getSingletonPtr())
				HighLevelGpuProgramManager::getSingleton().removeFactory(mHLSLProgramFactory);
			delete mHLSLProgramFactory;
			mHLSLProgramFactory = 0;
		}

		SAFE_RELEASE( mpD3D );

		LogManager::getSingleton().logMessage( "D3D9 : " + getName() + " destroyed." );
	}
	//---------------------------------------------------------------------
	const String& D3D9RenderSystem::getName() const
	{
		static String strName( "Direct3D9 Rendering Subsystem");
		return strName;
	}
	//---------------------------------------------------------------------
	D3D9DriverList* D3D9RenderSystem::getDirect3DDrivers()
	{
		if( !mDriverList )
			mDriverList = new D3D9DriverList( mpD3D );

		return mDriverList;
	}
	//---------------------------------------------------------------------
	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;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::initConfigOptions()
	{
		D3D9DriverList* driverList;
		D3D9Driver* driver;

		ConfigOption optDevice;
		ConfigOption optVideoMode;
		ConfigOption optFullScreen;
		ConfigOption optVSync;
		ConfigOption optAA;
		ConfigOption optFPUMode;
		ConfigOption optNVPerfHUD;
		ConfigOption optSRGB;

		driverList = this->getDirect3DDrivers();

		optDevice.name = "Rendering Device";
		optDevice.currentValue.clear();
		optDevice.possibleValues.clear();
		optDevice.immutable = false;

		optVideoMode.name = "Video Mode";
		optVideoMode.currentValue = "800 x 600 @ 32-bit colour";
		optVideoMode.immutable = false;

		optFullScreen.name = "Full Screen";
		optFullScreen.possibleValues.push_back( "Yes" );
		optFullScreen.possibleValues.push_back( "No" );
		optFullScreen.currentValue = "Yes";
		optFullScreen.immutable = false;

		for( unsigned j=0; j < driverList->count(); j++ )
		{
			driver = driverList->item(j);
			optDevice.possibleValues.push_back( driver->DriverDescription() );
			// Make first one default
			if( j==0 )
				optDevice.currentValue = driver->DriverDescription();
		}

		optVSync.name = "VSync";
		optVSync.immutable = false;
		optVSync.possibleValues.push_back( "Yes" );
		optVSync.possibleValues.push_back( "No" );
		optVSync.currentValue = "No";

		optAA.name = "Anti aliasing";
		optAA.immutable = false;
		optAA.possibleValues.push_back( "None" );
		optAA.currentValue = "None";

		optFPUMode.name = "Floating-point mode";
#if OGRE_DOUBLE_PRECISION
		optFPUMode.currentValue = "Consistent";
#else
		optFPUMode.currentValue = "Fastest";
#endif
		optFPUMode.possibleValues.clear();
		optFPUMode.possibleValues.push_back("Fastest");
		optFPUMode.possibleValues.push_back("Consistent");
		optFPUMode.immutable = false;

		optNVPerfHUD.currentValue = "No";
		optNVPerfHUD.immutable = false;
		optNVPerfHUD.name = "Allow NVPerfHUD";
		optNVPerfHUD.possibleValues.push_back( "Yes" );
		optNVPerfHUD.possibleValues.push_back( "No" );


		// SRGB on auto window
		optSRGB.name = "sRGB Gamma Conversion";
		optSRGB.possibleValues.push_back("Yes");
		optSRGB.possibleValues.push_back("No");
		optSRGB.currentValue = "No";
		optSRGB.immutable = false;

		mOptions[optDevice.name] = optDevice;
		mOptions[optVideoMode.name] = optVideoMode;
		mOptions[optFullScreen.name] = optFullScreen;
		mOptions[optVSync.name] = optVSync;
		mOptions[optAA.name] = optAA;
		mOptions[optFPUMode.name] = optFPUMode;
		mOptions[optNVPerfHUD.name] = optNVPerfHUD;
		mOptions[optSRGB.name] = optSRGB;

		refreshD3DSettings();

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::refreshD3DSettings()
	{
		ConfigOption* optVideoMode;
		D3D9Driver* driver = 0;
		D3D9VideoMode* videoMode;

		ConfigOptionMap::iterator opt = mOptions.find( "Rendering Device" );
		if( opt != mOptions.end() )
		{
			for( unsigned j=0; j < getDirect3DDrivers()->count(); j++ )
			{
				driver = getDirect3DDrivers()->item(j);
				if( driver->DriverDescription() == opt->second.currentValue )
					break;
			}

			if (driver)
			{
				opt = mOptions.find( "Video Mode" );
				optVideoMode = &opt->second;
				optVideoMode->possibleValues.clear();
				// get vide modes for this device
				for( unsigned k=0; k < driver->getVideoModeList()->count(); k++ )
				{
					videoMode = driver->getVideoModeList()->item( k );
					optVideoMode->possibleValues.push_back( videoMode->getDescription() );
				}

				// Reset video mode to default if previous doesn't avail in new possible values
				StringVector::const_iterator itValue =
					std::find(optVideoMode->possibleValues.begin(),
					optVideoMode->possibleValues.end(),
					optVideoMode->currentValue);
				if (itValue == optVideoMode->possibleValues.end())
				{
					optVideoMode->currentValue = "800 x 600 @ 32-bit colour";
				}

				// Also refresh FSAA options
				refreshFSAAOptions();
			}
		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setConfigOption( const String &name, const String &value )
	{

		LogManager::getSingleton().stream()
			<< "D3D9 : RenderSystem Option: " << name << " = " << value;

		bool viewModeChanged = false;

		// Find option
		ConfigOptionMap::iterator it = mOptions.find( name );

		// Update
		if( it != mOptions.end() )
			it->second.currentValue = value;
		else
		{
			StringUtil::StrStreamType str;
			str << "Option named '" << name << "' does not exist.";
			OGRE_EXCEPT( Exception::ERR_INVALIDPARAMS, str.str(), "D3D9RenderSystem::setConfigOption" );
		}

		// Refresh other options if D3DDriver changed
		if( name == "Rendering Device" )
			refreshD3DSettings();

		if( name == "Full Screen" )
		{
			// Video mode is applicable
			it = mOptions.find( "Video Mode" );
			if (it->second.currentValue.empty())
			{
				it->second.currentValue = "800 x 600 @ 32-bit colour";
				viewModeChanged = true;
			}
		}

		if( name == "Anti aliasing" )
		{
			if (value == "None")
				_setFSAA(D3DMULTISAMPLE_NONE, 0);
			else 
			{
				D3DMULTISAMPLE_TYPE fsaa = D3DMULTISAMPLE_NONE;
				DWORD level = 0;

				if (StringUtil::startsWith(value, "NonMaskable", false))
				{
					fsaa = D3DMULTISAMPLE_NONMASKABLE;
					size_t pos = value.find_last_of(" ");
					String sNum = value.substr(pos + 1);
					level = StringConverter::parseInt(sNum);
					level -= 1;
				}
				else if (StringUtil::startsWith(value, "Level", false))
				{
					size_t pos = value.find_last_of(" ");
					String sNum = value.substr(pos + 1);
					fsaa = (D3DMULTISAMPLE_TYPE)StringConverter::parseInt(sNum);
				}

				_setFSAA(fsaa, level);
			}
		}

		if( name == "VSync" )
		{
			if (value == "Yes")
				mVSync = true;
			else
				mVSync = false;
		}

		if( name == "Allow NVPerfHUD" )
		{
			if (value == "Yes")
				mUseNVPerfHUD = true;
			else
				mUseNVPerfHUD = false;
		}

		if (viewModeChanged || name == "Video Mode")
		{
			refreshFSAAOptions();
		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::refreshFSAAOptions(void)
	{

		ConfigOptionMap::iterator it = mOptions.find( "Anti aliasing" );
		ConfigOption* optFSAA = &it->second;
		optFSAA->possibleValues.clear();
		optFSAA->possibleValues.push_back("None");

		it = mOptions.find("Rendering Device");
		D3D9Driver *driver = getDirect3DDrivers()->item(it->second.currentValue);
		if (driver)
		{
			it = mOptions.find("Video Mode");
			D3D9VideoMode *videoMode = driver->getVideoModeList()->item(it->second.currentValue);
			if (videoMode)
			{
				// get non maskable FSAA for this VMODE
				DWORD numLevels = 0;
				bool bOK = this->_checkMultiSampleQuality(
					D3DMULTISAMPLE_NONMASKABLE, 
					&numLevels, 
					videoMode->getFormat(), 
					driver->getAdapterNumber(),
					D3DDEVTYPE_HAL,
					TRUE);
				if (bOK && numLevels > 0)
				{
					for (DWORD n = 0; n < numLevels; n++)
						optFSAA->possibleValues.push_back("NonMaskable " + StringConverter::toString(n + 1));
				}

				// set maskable levels supported
				for (unsigned int n = 2; n < 17; n++)
				{
					bOK = this->_checkMultiSampleQuality(
						(D3DMULTISAMPLE_TYPE)n, 
						&numLevels, 
						videoMode->getFormat(), 
						driver->getAdapterNumber(),
						D3DDEVTYPE_HAL,
						TRUE);
					if (bOK)
						optFSAA->possibleValues.push_back("Level " + StringConverter::toString(n));
				}
			}
		}

		// Reset FSAA to none if previous doesn't avail in new possible values
		StringVector::const_iterator itValue =
			std::find(optFSAA->possibleValues.begin(),
			optFSAA->possibleValues.end(),
			optFSAA->currentValue);
		if (itValue == optFSAA->possibleValues.end())
		{
			optFSAA->currentValue = "None";
		}

	}
	//---------------------------------------------------------------------
	String D3D9RenderSystem::validateConfigOptions()
	{
		ConfigOptionMap::iterator it;

		// check if video mode is selected
		it = mOptions.find( "Video Mode" );
		if (it->second.currentValue.empty())
			return "A video mode must be selected.";

		it = mOptions.find( "Rendering Device" );
		bool foundDriver = false;
		D3D9DriverList* driverList = getDirect3DDrivers();
		for( ushort j=0; j < driverList->count(); j++ )
		{
			if( driverList->item(j)->DriverDescription() == it->second.currentValue )
			{
				foundDriver = true;
				break;
			}
		}

		if (!foundDriver)
		{
			// Just pick the first driver
			setConfigOption("Rendering Device", driverList->item(0)->DriverDescription());
			return "Your DirectX driver name has changed since the last time you ran OGRE; "
				"the 'Rendering Device' has been changed.";
		}

		it = mOptions.find( "VSync" );
		if( it->second.currentValue == "Yes" )
			mVSync = true;
		else
			mVSync = false;

		return StringUtil::BLANK;
	}
	//---------------------------------------------------------------------
	ConfigOptionMap& D3D9RenderSystem::getConfigOptions()
	{
		// return a COPY of the current config options
		return mOptions;
	}
	//---------------------------------------------------------------------
	RenderWindow* D3D9RenderSystem::_initialise( bool autoCreateWindow, const String& windowTitle )
	{
		RenderWindow* autoWindow = NULL;
		LogManager::getSingleton().logMessage( "D3D9 : Subsystem Initialising" );

		// Init using current settings
		mActiveD3DDriver = NULL;
		ConfigOptionMap::iterator opt = mOptions.find( "Rendering Device" );
		for( unsigned j=0; j < getDirect3DDrivers()->count(); j++ )
		{
			if( getDirect3DDrivers()->item(j)->DriverDescription() == opt->second.currentValue )
			{
				mActiveD3DDriver = getDirect3DDrivers()->item(j);
				break;
			}
		}

		if( !mActiveD3DDriver )
			OGRE_EXCEPT( Exception::ERR_INVALIDPARAMS, "Problems finding requested Direct3D driver!", "D3D9RenderSystem::initialise" );

		// 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);

		if( autoCreateWindow )
		{
			bool fullScreen;
			opt = mOptions.find( "Full Screen" );
			if( opt == mOptions.end() )
				OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, "Can't find full screen option!", "D3D9RenderSystem::initialise" );
			fullScreen = opt->second.currentValue == "Yes";

			D3D9VideoMode* videoMode = NULL;
			unsigned int width, height;
			String temp;

			opt = mOptions.find( "Video Mode" );
			if( opt == mOptions.end() )
				OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, "Can't find Video Mode option!", "D3D9RenderSystem::initialise" );

			// The string we are manipulating looks like this :width x height @ colourDepth
			// Pull out the colour depth by getting what comes after the @ and a space
			String colourDepth = opt->second.currentValue.substr(opt->second.currentValue.rfind('@')+1);
			// Now we know that the width starts a 0, so if we can find the end we can parse that out
			String::size_type widthEnd = opt->second.currentValue.find(' ');
			// we know that the height starts 3 characters after the width and goes until the next space
			String::size_type heightEnd = opt->second.currentValue.find(' ', widthEnd+3);
			// Now we can parse out the values
			width = StringConverter::parseInt(opt->second.currentValue.substr(0, widthEnd));
			height = StringConverter::parseInt(opt->second.currentValue.substr(widthEnd+3, heightEnd));

			for( unsigned j=0; j < mActiveD3DDriver->getVideoModeList()->count(); j++ )
			{
				temp = mActiveD3DDriver->getVideoModeList()->item(j)->getDescription();

				// In full screen we only want to allow supported resolutions, so temp and opt->second.currentValue need to 
				// match exacly, but in windowed mode we can allow for arbitrary window sized, so we only need
				// to match the colour values
				if(fullScreen && (temp == opt->second.currentValue) ||
					!fullScreen && (temp.substr(temp.rfind('@')+1) == colourDepth))
				{
					videoMode = mActiveD3DDriver->getVideoModeList()->item(j);
					break;
				}
			}

			if( !videoMode )
				OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, "Can't find requested video mode.", "D3D9RenderSystem::initialise" );

			// sRGB window option
			bool hwGamma = false;
			opt = mOptions.find( "sRGB Gamma Conversion" );
			if( opt == mOptions.end() )
				OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, "Can't find sRGB option!", "D3D9RenderSystem::initialise" );
			hwGamma = opt->second.currentValue == "Yes";



			NameValuePairList miscParams;
			miscParams["colourDepth"] = StringConverter::toString(videoMode->getColourDepth());
			miscParams["FSAA"] = StringConverter::toString(mFSAAType);
			miscParams["FSAAQuality"] = StringConverter::toString(mFSAAQuality);
			miscParams["vsync"] = StringConverter::toString(mVSync);
			miscParams["useNVPerfHUD"] = StringConverter::toString(mUseNVPerfHUD);
			miscParams["gamma"] = StringConverter::toString(hwGamma);

			autoWindow = this->_createRenderWindow( windowTitle, width, height, 
				fullScreen, &miscParams );

			// If we have 16bit depth buffer enable w-buffering.
			assert( autoWindow );
			if ( autoWindow->getColourDepth() == 16 ) 
			{ 
				mWBuffer = true;
			} 
			else 
			{
				mWBuffer = false;
			}
		}

		LogManager::getSingleton().logMessage("***************************************");
		LogManager::getSingleton().logMessage("*** D3D9 : Subsystem Initialised OK ***");
		LogManager::getSingleton().logMessage("***************************************");

		// call superclass method
		RenderSystem::_initialise( autoCreateWindow );


		return autoWindow;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setFSAA(D3DMULTISAMPLE_TYPE type, DWORD qualityLevel)
	{
		if (!mpD3DDevice)
		{
			mFSAAType = type;
			mFSAAQuality = qualityLevel;
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::reinitialise()
	{
		LogManager::getSingleton().logMessage( "D3D9 : Reinitialising" );
		this->shutdown();
		this->_initialise( true );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::shutdown()
	{
		RenderSystem::shutdown();
		mPrimaryWindow = NULL; // primary window deleted by base class.
		freeDevice();
		SAFE_DELETE( mDriverList );
		mActiveD3DDriver = NULL;
		mpD3DDevice = NULL;
		mBasicStatesInitialised = false;
		LogManager::getSingleton().logMessage("D3D9 : Shutting down cleanly.");
		SAFE_DELETE( mTextureManager );
		SAFE_DELETE( mHardwareBufferManager );
		SAFE_DELETE( mGpuProgramManager );
	}
	//---------------------------------------------------------------------
	RenderWindow* D3D9RenderSystem::_createRenderWindow(const String &name, 
		unsigned int width, unsigned int height, bool fullScreen,
		const NameValuePairList *miscParams)
	{

		// Check we're not creating a secondary window when the primary
		// was fullscreen
		if (mPrimaryWindow && mPrimaryWindow->isFullScreen())
		{
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, 
				"Cannot create secondary windows when the primary is full screen",
				"D3D9RenderSystem::_createRenderWindow");
		}
		if (mPrimaryWindow && fullScreen)
		{
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, 
				"Cannot create full screen secondary windows",
				"D3D9RenderSystem::_createRenderWindow");
		}

		// Log a message
		std::stringstream ss;
		ss << "D3D9RenderSystem::_createRenderWindow \"" << name << "\", " <<
			width << "x" << height << " ";
		if(fullScreen)
			ss << "fullscreen ";
		else
			ss << "windowed ";
		if(miscParams)
		{
			ss << " miscParams: ";
			NameValuePairList::const_iterator it;
			for(it=miscParams->begin(); it!=miscParams->end(); ++it)
			{
				ss << it->first << "=" << it->second << " ";
			}
			LogManager::getSingleton().logMessage(ss.str());
		}

		String msg;

		// Make sure we don't already have a render target of the 
		// sam name as the one supplied
		if( mRenderTargets.find( name ) != mRenderTargets.end() )
		{
			msg = "A render target of the same name '" + name + "' already "
				"exists.  You cannot create a new window with this name.";
			OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, msg, "D3D9RenderSystem::_createRenderWindow" );
		}

		RenderWindow* win = new D3D9RenderWindow(mhInstance, mActiveD3DDriver, 
			mPrimaryWindow ? mpD3DDevice : 0);

		win->create( name, width, height, fullScreen, miscParams);

		attachRenderTarget( *win );

		// If this is the first window, get the D3D device and create the texture manager
		if( !mPrimaryWindow )
		{
			mPrimaryWindow = (D3D9RenderWindow *)win;
			win->getCustomAttribute( "D3DDEVICE", &mpD3DDevice );

			// Create the texture manager for use by others
			mTextureManager = new D3D9TextureManager( mpD3DDevice );
			// Also create hardware buffer manager
			mHardwareBufferManager = new D3D9HardwareBufferManager(mpD3DDevice);

			// Create the GPU program manager
			mGpuProgramManager = new D3D9GpuProgramManager(mpD3DDevice);
			// create & register HLSL factory
			if (mHLSLProgramFactory == NULL)
				mHLSLProgramFactory = new D3D9HLSLProgramFactory();


			// Initialise the capabilities structures
			// get caps
			mpD3DDevice->GetDeviceCaps(&mCaps);

			mRealCapabilities = createRenderSystemCapabilities();							
			mRealCapabilities->addShaderProfile("hlsl");

			// if we are using custom capabilities, then 
			// mCurrentCapabilities has already been loaded
			if(!mUseCustomCapabilities)
				mCurrentCapabilities = mRealCapabilities;

			initialiseFromRenderSystemCapabilities(mCurrentCapabilities, mPrimaryWindow);

		}
		else
		{
			mSecondaryWindows.push_back(static_cast<D3D9RenderWindow *>(win));
		}

		return win;

	}
	//---------------------------------------------------------------------
	RenderSystemCapabilities* D3D9RenderSystem::createRenderSystemCapabilities(void) const
	{
		// Check for hardware stencil support
		LPDIRECT3DSURFACE9 pSurf;
		D3DSURFACE_DESC surfDesc;
		mpD3DDevice->GetDepthStencilSurface(&pSurf);
		pSurf->GetDesc(&surfDesc);
		pSurf->Release();

		RenderSystemCapabilities* rsc = new 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);

		if (surfDesc.Format == D3DFMT_D24S8 || surfDesc.Format == D3DFMT_D24X8)
		{
			rsc->setCapability(RSC_HWSTENCIL);
			// Actually, it's always 8-bit
			rsc->setStencilBufferBitDepth(8);
		}

		// Set number of texture units
		rsc->setNumTextureUnits(mCaps.MaxSimultaneousTextures);
		// Anisotropy?
		if (mCaps.MaxAnisotropy > 1)
			rsc->setCapability(RSC_ANISOTROPY);
		// Automatic mipmap generation?
		if (mCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP)
			rsc->setCapability(RSC_AUTOMIPMAP);
		// Blending between stages supported
		rsc->setCapability(RSC_BLENDING);
		// Dot 3
		if (mCaps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)
			rsc->setCapability(RSC_DOT3);
		// Cube map
		if (mCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
			rsc->setCapability(RSC_CUBEMAPPING);

		// 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);

		// Scissor test
		if (mCaps.RasterCaps & D3DPRASTERCAPS_SCISSORTEST)
			rsc->setCapability(RSC_SCISSOR_TEST);

		// Two-sided stencil
		if (mCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED)
			rsc->setCapability(RSC_TWO_SIDED_STENCIL);

		// stencil wrap
		if ((mCaps.StencilCaps & D3DSTENCILCAPS_INCR) && 
			(mCaps.StencilCaps & D3DSTENCILCAPS_DECR))
			rsc->setCapability(RSC_STENCIL_WRAP);

		// Check for hardware occlusion support
		if ( ( mpD3DDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION,  NULL ) ) == D3D_OK )	
		{
			rsc->setCapability(RSC_HWOCCLUSION);
		}

		convertVertexShaderCaps(rsc);
		convertPixelShaderCaps(rsc);

		// User clip planes
		if (mCaps.MaxUserClipPlanes > 0)
		{
			rsc->setCapability(RSC_USER_CLIP_PLANES);
		}

		// UBYTE4 type?
		if (mCaps.DeclTypes & D3DDTCAPS_UBYTE4)
		{
			rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
		}

		// 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);
			}

		}

		// 3D textures?
		if (mCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)
		{
			rsc->setCapability(RSC_TEXTURE_3D);
		}

		if ((mCaps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0)
		{
			// unrestricted non POW2
			rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
		}
		else if (mCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)
		{
			// Conditional support for non POW2
			rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
			rsc->setNonPOW2TexturesLimited(true);
		}

		// 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};
		LPDIRECT3DSURFACE9 bbSurf;
		mPrimaryWindow->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;
			}

		}

		// Number of render targets
		rsc->setNumMultiRenderTargets(std::min((ushort)mCaps.NumSimultaneousRTs, (ushort)OGRE_MAX_MULTIPLE_RENDER_TARGETS));

		if(mCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS)
		{
			rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
		}

		// Point sprites 
		if (mCaps.MaxPointSize > 1.0f)
		{
			rsc->setCapability(RSC_POINT_SPRITES);
			// sprites and extended parameters go together in D3D
			rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
			rsc->setMaxPointSize(mCaps.MaxPointSize);
		}

		// TODO: make convertVertex/Fragment fill in rsc
		// TODO: update the below line to use rsc
		// Vertex textures
		if (rsc->isShaderProfileSupported("vs_3_0"))
		{
			// Run through all the texture formats looking for any which support
			// vertex texture fetching. Must have at least one!
			// All ATI Radeon up to X1n00 say they support vs_3_0, 
			// but they support no texture formats for vertex texture fetch (cheaters!)
			if (checkVertexTextureFormats())
			{
				rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
				// always 4 vertex texture units in vs_3_0, and never shared
				rsc->setNumVertexTextureUnits(4);
				rsc->setVertexTextureUnitsShared(false);

			}
		}

		// Mipmap LOD biasing?
		if (mCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS)
		{
			rsc->setCapability(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((mCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) != 0)
			rsc->setCapability(RSC_PERSTAGECONSTANT);

		// 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
		}


		return rsc;

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::convertVertexShaderCaps(RenderSystemCapabilities* rsc) const
	{
		ushort major, minor;
		major = static_cast<ushort>((mCaps.VertexShaderVersion & 0x0000FF00) >> 8);
		minor = static_cast<ushort>(mCaps.VertexShaderVersion & 0x000000FF);

		bool vs2x = false;
		bool vs2a = false;

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

			if ((mCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
				(mCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
				(mCaps.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(mCaps.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(mCaps.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(mCaps.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");
		case 2:
			if (vs2x)
				rsc->addShaderProfile("vs_2_x");
			if (vs2a)
				rsc->addShaderProfile("vs_2_a");

			rsc->addShaderProfile("vs_2_0");
		case 1:
			rsc->addShaderProfile("vs_1_1");
			rsc->setCapability(RSC_VERTEX_PROGRAM);
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::convertPixelShaderCaps(RenderSystemCapabilities* rsc) const
	{
		ushort major, minor;
		major = static_cast<ushort>((mCaps.PixelShaderVersion & 0x0000FF00) >> 8);
		minor = static_cast<ushort>(mCaps.PixelShaderVersion & 0x000000FF);

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

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

			if ((mCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
				(mCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
				(mCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
				(mCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
				(mCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
				(mCaps.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->addShaderProfile("ps_3_0");
		case 2:
			if (ps2x)
				rsc->addShaderProfile("ps_2_x");
			if (ps2a)
				rsc->addShaderProfile("ps_2_a");
			if (ps2b)
				rsc->addShaderProfile("ps_2_b");

			rsc->addShaderProfile("ps_2_0");
		case 1:
			if (major > 1 || minor >= 4)
				rsc->addShaderProfile("ps_1_4");
			if (major > 1 || minor >= 3)
				rsc->addShaderProfile("ps_1_3");
			if (major > 1 || minor >= 2)
				rsc->addShaderProfile("ps_1_2");

			rsc->addShaderProfile("ps_1_1");
			rsc->setCapability(RSC_FRAGMENT_PROGRAM);
		}
	}
	//-----------------------------------------------------------------------
	bool D3D9RenderSystem::checkVertexTextureFormats(void) const
	{
		bool anySupported = false;

		LPDIRECT3DSURFACE9 bbSurf;
		mPrimaryWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
		D3DSURFACE_DESC bbSurfDesc;
		bbSurf->GetDesc(&bbSurfDesc);

		for (uint ipf = (uint)PF_L8; ipf < (uint)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;
				LogManager::getSingleton().stream()
					<< "D3D9: Vertex texture format supported - "
					<< PixelUtil::getFormatName(pf);
			}
		}

		return anySupported;

	}
	//-----------------------------------------------------------------------
	void D3D9RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps, RenderTarget* primary)
	{
		if(caps->getRenderSystemName() != getName())
		{
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, 
				"Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support Direct3D9",
				"D3D9RenderSystem::initialiseFromRenderSystemCapabilities");
		}
		if(caps->isShaderProfileSupported("hlsl"))
			HighLevelGpuProgramManager::getSingleton().addFactory(mHLSLProgramFactory);

		Log* defaultLog = LogManager::getSingleton().getDefaultLog();
		if (defaultLog)
		{
			caps->log(defaultLog);
		}


	}

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

		LPDIRECT3DSURFACE9 pSurface = mPrimaryWindow->getRenderSurface();
		D3DSURFACE_DESC srfDesc;
		if (FAILED(pSurface->GetDesc(&srfDesc)))
			return false;

		// Calculate usage
		DWORD d3dusage = D3DUSAGE_QUERY_FILTER;
		if (usage & TU_RENDERTARGET) 
			d3dusage |= D3DUSAGE_RENDERTARGET;
		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(
			mActiveD3DDriver->getAdapterNumber(),
			D3DDEVTYPE_HAL,
			srfDesc.Format,
			d3dusage,
			rtype,
			d3dPF);

		return SUCCEEDED(hr);
	}
	//-----------------------------------------------------------------------
	MultiRenderTarget * D3D9RenderSystem::createMultiRenderTarget(const String & name)
	{
		MultiRenderTarget *retval;
		retval = new D3D9MultiRenderTarget(name);
		attachRenderTarget(*retval);

		return retval;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::destroyRenderTarget(const String& name)
	{
		// Check in specialised lists
		if (mPrimaryWindow->getName() == name)
		{
			// We're destroying the primary window, so reset device and window
			mPrimaryWindow = 0;
		}
		else
		{
			// Check secondary windows
			SecondaryWindowList::iterator sw;
			for (sw = mSecondaryWindows.begin(); sw != mSecondaryWindows.end(); ++sw)
			{
				if ((*sw)->getName() == name)
				{
					mSecondaryWindows.erase(sw);
					break;
				}
			}
		}
		// Do the real removal
		RenderSystem::destroyRenderTarget(name);

		// Did we destroy the primary?
		if (!mPrimaryWindow)
		{
			// device is no longer valid, so free it all up
			freeDevice();
		}

	}
	//-----------------------------------------------------------------------
	void D3D9RenderSystem::freeDevice(void)
	{
		if (mpD3DDevice)
		{
			// Set all texture units to nothing to release texture surfaces
			_disableTextureUnitsFrom(0);
			// Unbind any vertex streams to avoid memory leaks
			for (unsigned int i = 0; i < mLastVertexSourceCount; ++i)
			{
				HRESULT hr = mpD3DDevice->SetStreamSource(i, NULL, 0, 0);
			}
			// Clean up depth stencil surfaces
			_cleanupDepthStencils();
			SAFE_RELEASE(mpD3DDevice);
			mActiveD3DDriver->setD3DDevice(NULL);
			mpD3DDevice = 0;

		}


	}
	//---------------------------------------------------------------------
	String D3D9RenderSystem::getErrorDescription( long errorNumber ) const
	{
		const String errMsg = DXGetErrorDescription9( errorNumber );
		return errMsg;
	}
	//---------------------------------------------------------------------
	VertexElementType D3D9RenderSystem::getColourVertexElementType(void) const
	{
		return VET_COLOUR_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];
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_makeProjectionMatrix(const Radian& fovy, Real aspect, Real nearPlane, 
		Real farPlane, Matrix4& dest, bool forGpuProgram)
	{
		Radian theta ( fovy * 0.5 );
		Real h = 1 / Math::Tan(theta);
		Real w = h / aspect;
		Real q, qn;
		if (farPlane == 0)
		{
			q = 1 - Frustum::INFINITE_FAR_PLANE_ADJUST;
			qn = nearPlane * (Frustum::INFINITE_FAR_PLANE_ADJUST - 1);
		}
		else
		{
			q = farPlane / ( farPlane - nearPlane );
			qn = -q * nearPlane;
		}

		dest = Matrix4::ZERO;
		dest[0][0] = w;
		dest[1][1] = h;

		if (forGpuProgram)
		{
			dest[2][2] = -q;
			dest[3][2] = -1.0f;
		}
		else
		{
			dest[2][2] = q;
			dest[3][2] = 1.0f;
		}

		dest[2][3] = qn;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_makeOrthoMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, 
		Matrix4& dest, bool forGpuProgram )
	{
		Radian thetaY (fovy / 2.0f);
		Real tanThetaY = Math::Tan(thetaY);

		//Real thetaX = thetaY * aspect;
		Real tanThetaX = tanThetaY * aspect; //Math::Tan(thetaX);
		Real half_w = tanThetaX * nearPlane;
		Real half_h = tanThetaY * nearPlane;
		Real iw = 1.0 / half_w;
		Real ih = 1.0 / half_h;
		Real q;
		if (farPlane == 0)
		{
			q = 0;
		}
		else
		{
			q = 1.0 / (farPlane - nearPlane);
		}

		dest = Matrix4::ZERO;
		dest[0][0] = iw;
		dest[1][1] = ih;
		dest[2][2] = q;
		dest[2][3] = -nearPlane / (farPlane - nearPlane);
		dest[3][3] = 1;

		if (forGpuProgram)
		{
			dest[2][2] = -dest[2][2];
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setAmbientLight( float r, float g, float b )
	{
		HRESULT hr = __SetRenderState( D3DRS_AMBIENT, D3DCOLOR_COLORVALUE( r, g, b, 1.0f ) );
		if( FAILED( hr ) )
			OGRE_EXCEPT( Exception::ERR_RENDERINGAPI_ERROR, 
			"Failed to set render stat D3DRS_AMBIENT", "D3D9RenderSystem::setAmbientLight" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_useLights(const LightList& lights, unsigned short limit)
	{
		LightList::const_iterator i, iend;
		iend = lights.end();
		unsigned short num = 0;
		for (i = lights.begin(); i != iend && num < limit; ++i, ++num)
		{
			setD3D9Light(num, *i);
		}
		// Disable extra lights
		for (; num < mCurrentLights; ++num)
		{
			setD3D9Light(num, NULL);
		}
		mCurrentLights = std::min(limit, static_cast<unsigned short>(lights.size()));

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setShadingType( ShadeOptions so )
	{
		HRESULT hr = __SetRenderState( D3DRS_SHADEMODE, D3D9Mappings::get(so) );
		if( FAILED( hr ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
			"Failed to set render stat D3DRS_SHADEMODE", "D3D9RenderSystem::setShadingType" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setLightingEnabled( bool enabled )
	{
		HRESULT hr;
		if( FAILED( hr = __SetRenderState( D3DRS_LIGHTING, enabled ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
			"Failed to set render state D3DRS_LIGHTING", "D3D9RenderSystem::setLightingEnabled" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setD3D9Light( size_t index, Light* lt )
	{
		HRESULT hr;

		D3DLIGHT9 d3dLight;
		ZeroMemory( &d3dLight, sizeof(d3dLight) );

		if (!lt)
		{
			if( FAILED( hr = mpD3DDevice->LightEnable( index, FALSE) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
				"Unable to disable light", "D3D9RenderSystem::setD3D9Light" );
		}
		else
		{
			switch( lt->getType() )
			{
			case Light::LT_POINT:
				d3dLight.Type = D3DLIGHT_POINT;
				break;

			case Light::LT_DIRECTIONAL:
				d3dLight.Type = D3DLIGHT_DIRECTIONAL;
				break;

			case Light::LT_SPOTLIGHT:
				d3dLight.Type = D3DLIGHT_SPOT;
				d3dLight.Falloff = lt->getSpotlightFalloff();
				d3dLight.Theta = lt->getSpotlightInnerAngle().valueRadians();
				d3dLight.Phi = lt->getSpotlightOuterAngle().valueRadians();
				break;
			}

			ColourValue col;
			col = lt->getDiffuseColour();
			d3dLight.Diffuse = D3DXCOLOR( col.r, col.g, col.b, col.a );

			col = lt->getSpecularColour();
			d3dLight.Specular = D3DXCOLOR( col.r, col.g, col.b, col.a );

			Vector3 vec;
			if( lt->getType() != Light::LT_DIRECTIONAL )
			{
				vec = lt->getDerivedPosition(true);
				d3dLight.Position = D3DXVECTOR3( vec.x, vec.y, vec.z );
			}
			if( lt->getType() != Light::LT_POINT )
			{
				vec = lt->getDerivedDirection();
				d3dLight.Direction = D3DXVECTOR3( vec.x, vec.y, vec.z );
			}

			d3dLight.Range = lt->getAttenuationRange();
			d3dLight.Attenuation0 = lt->getAttenuationConstant();
			d3dLight.Attenuation1 = lt->getAttenuationLinear();
			d3dLight.Attenuation2 = lt->getAttenuationQuadric();

			if( FAILED( hr = mpD3DDevice->SetLight( index, &d3dLight ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set light details", "D3D9RenderSystem::setD3D9Light" );

			if( FAILED( hr = mpD3DDevice->LightEnable( index, TRUE ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to enable light", "D3D9RenderSystem::setD3D9Light" );
		}


	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setViewMatrix( const Matrix4 &m )
	{
		// save latest view matrix
		mViewMatrix = m;
		mViewMatrix[2][0] = -mViewMatrix[2][0];
		mViewMatrix[2][1] = -mViewMatrix[2][1];
		mViewMatrix[2][2] = -mViewMatrix[2][2];
		mViewMatrix[2][3] = -mViewMatrix[2][3];

		mDxViewMat = D3D9Mappings::makeD3DXMatrix( mViewMatrix );

		HRESULT hr;
		if( FAILED( hr = mpD3DDevice->SetTransform( D3DTS_VIEW, &mDxViewMat ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Cannot set D3D9 view matrix", "D3D9RenderSystem::_setViewMatrix" );

		// also mark clip planes dirty
		if (!mClipPlanes.empty())
			mClipPlanesDirty = true;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setProjectionMatrix( const Matrix4 &m )
	{
		// save latest matrix
		mDxProjMat = D3D9Mappings::makeD3DXMatrix( m );

		if( mActiveRenderTarget->requiresTextureFlipping() )
		{
			// Invert transformed y
			mDxProjMat._12 = - mDxProjMat._12;
			mDxProjMat._22 = - mDxProjMat._22;
			mDxProjMat._32 = - mDxProjMat._32;
			mDxProjMat._42 = - mDxProjMat._42;
		}

		HRESULT hr;
		if( FAILED( hr = mpD3DDevice->SetTransform( D3DTS_PROJECTION, &mDxProjMat ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Cannot set D3D9 projection matrix", "D3D9RenderSystem::_setProjectionMatrix" );

		// also mark clip planes dirty
		if (!mClipPlanes.empty())
			mClipPlanesDirty = true;

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setWorldMatrix( const Matrix4 &m )
	{
		// save latest matrix
		mDxWorldMat = D3D9Mappings::makeD3DXMatrix( m );

		HRESULT hr;
		if( FAILED( hr = mpD3DDevice->SetTransform( D3DTS_WORLD, &mDxWorldMat ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Cannot set D3D9 world matrix", "D3D9RenderSystem::_setWorldMatrix" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setSurfaceParams( const ColourValue &ambient, const ColourValue &diffuse,
		const ColourValue &specular, const ColourValue &emissive, Real shininess,
		TrackVertexColourType tracking )
	{

		D3DMATERIAL9 material;
		material.Diffuse = D3DXCOLOR( diffuse.r, diffuse.g, diffuse.b, diffuse.a );
		material.Ambient = D3DXCOLOR( ambient.r, ambient.g, ambient.b, ambient.a );
		material.Specular = D3DXCOLOR( specular.r, specular.g, specular.b, specular.a );
		material.Emissive = D3DXCOLOR( emissive.r, emissive.g, emissive.b, emissive.a );
		material.Power = shininess;

		HRESULT hr = mpD3DDevice->SetMaterial( &material );
		if( FAILED( hr ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting D3D material", "D3D9RenderSystem::_setSurfaceParams" );


		if(tracking != TVC_NONE) 
		{
			__SetRenderState(D3DRS_COLORVERTEX, TRUE);
			__SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, (tracking&TVC_AMBIENT)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
			__SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, (tracking&TVC_DIFFUSE)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
			__SetRenderState(D3DRS_SPECULARMATERIALSOURCE, (tracking&TVC_SPECULAR)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
			__SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, (tracking&TVC_EMISSIVE)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
		} 
		else 
		{
			__SetRenderState(D3DRS_COLORVERTEX, FALSE);               
		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setPointParameters(Real size, 
		bool attenuationEnabled, Real constant, Real linear, Real quadratic,
		Real minSize, Real maxSize)
	{
		if(attenuationEnabled)
		{
			// scaling required
			__SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
			__SetFloatRenderState(D3DRS_POINTSCALE_A, constant);
			__SetFloatRenderState(D3DRS_POINTSCALE_B, linear);
			__SetFloatRenderState(D3DRS_POINTSCALE_C, quadratic);
		}
		else
		{
			// no scaling required
			__SetRenderState(D3DRS_POINTSCALEENABLE, FALSE);
		}
		__SetFloatRenderState(D3DRS_POINTSIZE, size);
		__SetFloatRenderState(D3DRS_POINTSIZE_MIN, minSize);
		if (maxSize == 0.0f)
			maxSize = mCurrentCapabilities->getMaxPointSize();
		__SetFloatRenderState(D3DRS_POINTSIZE_MAX, maxSize);


	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setPointSpritesEnabled(bool enabled)
	{
		if (enabled)
		{
			__SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
		}
		else
		{
			__SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE);
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTexture( size_t stage, bool enabled, const TexturePtr& tex )
	{
		HRESULT hr;
		D3D9TexturePtr dt = tex;
		if (enabled && !dt.isNull())
		{
			// note used
			dt->touch();

			IDirect3DBaseTexture9 *pTex = dt->getTexture();
			if (mTexStageDesc[stage].pTex != pTex)
			{
				hr = mpD3DDevice->SetTexture(stage, pTex);
				if( hr != S_OK )
				{
					String str = "Unable to set texture '" + tex->getName() + "' in D3D9";
					OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, str, "D3D9RenderSystem::_setTexture" );
				}

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

				// Set gamma now too
				if (dt->isHardwareGammaReadToBeUsed())
				{
					__SetSamplerState(stage, D3DSAMP_SRGBTEXTURE, TRUE);
				}
				else
				{
					__SetSamplerState(stage, D3DSAMP_SRGBTEXTURE, FALSE);
				}
			}
		}
		else
		{
			if (mTexStageDesc[stage].pTex != 0)
			{
				hr = mpD3DDevice->SetTexture(stage, 0);
				if( hr != S_OK )
				{
					String str = "Unable to disable texture '" + StringConverter::toString(stage) + "' in D3D9";
					OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, str, "D3D9RenderSystem::_setTexture" );
				}
			}

			hr = this->__SetTextureStageState(stage, D3DTSS_COLOROP, D3DTOP_DISABLE);
			if( hr != S_OK )
			{
				String str = "Unable to disable texture '" + StringConverter::toString(stage) + "' in D3D9";
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, str, "D3D9RenderSystem::_setTexture" );
			}

			// set stage desc. to defaults
			mTexStageDesc[stage].pTex = 0;
			mTexStageDesc[stage].autoTexCoordType = TEXCALC_NONE;
			mTexStageDesc[stage].coordIndex = 0;
			mTexStageDesc[stage].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setVertexTexture(size_t stage, const TexturePtr& tex)
	{
		if (tex.isNull())
		{

			if (mTexStageDesc[stage].pVertexTex != 0)
			{
				HRESULT hr = mpD3DDevice->SetTexture(D3DVERTEXTEXTURESAMPLER0 + stage, 0);
				if( hr != S_OK )
				{
					String str = "Unable to disable vertex texture '" 
						+ StringConverter::toString(stage) + "' in D3D9";
					OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, str, "D3D9RenderSystem::_setVertexTexture" );
				}
			}

			// set stage desc. to defaults
			mTexStageDesc[stage].pVertexTex = 0;
		}
		else
		{
			D3D9TexturePtr dt = tex;
			// note used
			dt->touch();

			IDirect3DBaseTexture9 *pTex = dt->getTexture();
			if (mTexStageDesc[stage].pVertexTex != pTex)
			{
				HRESULT hr = mpD3DDevice->SetTexture(D3DVERTEXTEXTURESAMPLER0 + stage, pTex);
				if( hr != S_OK )
				{
					String str = "Unable to set vertex texture '" + tex->getName() + "' in D3D9";
					OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, str, "D3D9RenderSystem::_setVertexTexture" );
				}

				// set stage desc.
				mTexStageDesc[stage].pVertexTex = pTex;
			}

		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_disableTextureUnit(size_t texUnit)
	{
		RenderSystem::_disableTextureUnit(texUnit);
		// also disable vertex texture unit
		static TexturePtr nullPtr;
		_setVertexTexture(texUnit, nullPtr);
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureCoordSet( size_t stage, size_t index )
	{
		// if vertex shader is being used, stage and index must match
		if (mVertexProgramBound)
			index = stage;

		HRESULT hr;
		// Record settings
		mTexStageDesc[stage].coordIndex = index;

		hr = __SetTextureStageState( stage, D3DTSS_TEXCOORDINDEX, D3D9Mappings::get(mTexStageDesc[stage].autoTexCoordType, mCaps) | index );
		if( FAILED( hr ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set texture coord. set index", "D3D9RenderSystem::_setTextureCoordSet" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureCoordCalculation( size_t stage, TexCoordCalcMethod m,
		const Frustum* frustum)
	{
		HRESULT hr;
		// record the stage state
		mTexStageDesc[stage].autoTexCoordType = m;
		mTexStageDesc[stage].frustum = frustum;

		hr = __SetTextureStageState( stage, D3DTSS_TEXCOORDINDEX, D3D9Mappings::get(m, mCaps) | mTexStageDesc[stage].coordIndex );
		if(FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set texture auto tex.coord. generation mode", "D3D9RenderSystem::_setTextureCoordCalculation" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureMipmapBias(size_t unit, float bias)
	{
		if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
		{
			// ugh - have to pass float data through DWORD with no conversion
			HRESULT hr = __SetSamplerState(unit, D3DSAMP_MIPMAPLODBIAS, 
				*(DWORD*)&bias);
			if(FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set texture mipmap bias", 
				"D3D9RenderSystem::_setTextureMipmapBias" );

		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureMatrix( size_t stage, const Matrix4& xForm )
	{
		HRESULT hr;
		D3DXMATRIX d3dMat; // the matrix we'll maybe apply
		Matrix4 newMat = xForm; // the matrix we'll apply after conv. to D3D format
		// Cache texcoord calc method to register
		TexCoordCalcMethod autoTexCoordType = mTexStageDesc[stage].autoTexCoordType;

		// if a vertex program is bound, we mustn't set texture transforms
		if (mVertexProgramBound)
		{
			hr = __SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
			if( FAILED( hr ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to disable texture coordinate transform", "D3D9RenderSystem::_setTextureMatrix" );
			return;
		}


		if (autoTexCoordType == TEXCALC_ENVIRONMENT_MAP)
		{
			if (mCaps.VertexProcessingCaps & D3DVTXPCAPS_TEXGEN_SPHEREMAP)
			{
				/** Invert the texture for the spheremap */
				Matrix4 ogreMatEnvMap = Matrix4::IDENTITY;
				// set env_map values
				ogreMatEnvMap[1][1] = -1.0f;
				// concatenate with the xForm
				newMat = newMat.concatenate(ogreMatEnvMap);
			}
			else
			{
				/* If envmap is applied, but device doesn't support spheremap,
				then we have to use texture transform to make the camera space normal
				reference the envmap properly. This isn't exactly the same as spheremap
				(it looks nasty on flat areas because the camera space normals are the same)
				but it's the best approximation we have in the absence of a proper spheremap */
				// concatenate with the xForm
				newMat = newMat.concatenate(Matrix4::CLIPSPACE2DTOIMAGESPACE);
			}
		}

		// If this is a cubic reflection, we need to modify using the view matrix
		if (autoTexCoordType == TEXCALC_ENVIRONMENT_MAP_REFLECTION)
		{
			// Get transposed 3x3
			// We want to transpose since that will invert an orthonormal matrix ie rotation
			Matrix4 ogreViewTransposed;
			ogreViewTransposed[0][0] = mViewMatrix[0][0];
			ogreViewTransposed[0][1] = mViewMatrix[1][0];
			ogreViewTransposed[0][2] = mViewMatrix[2][0];
			ogreViewTransposed[0][3] = 0.0f;

			ogreViewTransposed[1][0] = mViewMatrix[0][1];
			ogreViewTransposed[1][1] = mViewMatrix[1][1];
			ogreViewTransposed[1][2] = mViewMatrix[2][1];
			ogreViewTransposed[1][3] = 0.0f;

			ogreViewTransposed[2][0] = mViewMatrix[0][2];
			ogreViewTransposed[2][1] = mViewMatrix[1][2];
			ogreViewTransposed[2][2] = mViewMatrix[2][2];
			ogreViewTransposed[2][3] = 0.0f;

			ogreViewTransposed[3][0] = 0.0f;
			ogreViewTransposed[3][1] = 0.0f;
			ogreViewTransposed[3][2] = 0.0f;
			ogreViewTransposed[3][3] = 1.0f;

			newMat = newMat.concatenate(ogreViewTransposed);
		}

		if (autoTexCoordType == TEXCALC_PROJECTIVE_TEXTURE)
		{
			// Derive camera space to projector space transform
			// To do this, we need to undo the camera view matrix, then 
			// apply the projector view & projection matrices
			newMat = mViewMatrix.inverse();
			if(mTexProjRelative)
			{
				Matrix4 viewMatrix;
				mTexStageDesc[stage].frustum->calcViewMatrixRelative(mTexProjRelativeOrigin, viewMatrix);
				newMat = viewMatrix * newMat;
			}
			else
			{
				newMat = mTexStageDesc[stage].frustum->getViewMatrix() * newMat;
			}
			newMat = mTexStageDesc[stage].frustum->getProjectionMatrix() * newMat;
			newMat = Matrix4::CLIPSPACE2DTOIMAGESPACE * newMat;
			newMat = xForm * newMat;
		}

		// need this if texture is a cube map, to invert D3D's z coord
		if (autoTexCoordType != TEXCALC_NONE &&
			autoTexCoordType != TEXCALC_PROJECTIVE_TEXTURE)
		{
			newMat[2][0] = -newMat[2][0];
			newMat[2][1] = -newMat[2][1];
			newMat[2][2] = -newMat[2][2];
			newMat[2][3] = -newMat[2][3];
		}

		// convert our matrix to D3D format
		d3dMat = D3D9Mappings::makeD3DXMatrix(newMat);

		// set the matrix if it's not the identity
		if (!D3DXMatrixIsIdentity(&d3dMat))
		{
			/* It's seems D3D automatically add a texture coordinate with value 1,
			and fill up the remaining texture coordinates with 0 for the input
			texture coordinates before pass to texture coordinate transformation.

			NOTE: It's difference with D3DDECLTYPE enumerated type expand in
			DirectX SDK documentation!

			So we should prepare the texcoord transform, make the transformation
			just like standardized vector expand, thus, fill w with value 1 and
			others with 0.
			*/
			if (autoTexCoordType == TEXCALC_NONE)
			{
				/* FIXME: The actually input texture coordinate dimensions should
				be determine by texture coordinate vertex element. Now, just trust
				user supplied texture type matchs texture coordinate vertex element.
				*/
				if (mTexStageDesc[stage].texType == D3D9Mappings::D3D_TEX_TYPE_NORMAL)
				{
					/* It's 2D input texture coordinate:

					texcoord in vertex buffer     D3D expanded to     We are adjusted to
					-->                 -->
					(u, v)               (u, v, 1, 0)          (u, v, 0, 1)
					*/
					std::swap(d3dMat._31, d3dMat._41);
					std::swap(d3dMat._32, d3dMat._42);
					std::swap(d3dMat._33, d3dMat._43);
					std::swap(d3dMat._34, d3dMat._44);
				}
			}
			else
			{
				// All texgen generate 3D input texture coordinates.
			}

			// tell D3D the dimension of tex. coord.
			int texCoordDim = D3DTTFF_COUNT2;
			if (mTexStageDesc[stage].autoTexCoordType == TEXCALC_PROJECTIVE_TEXTURE)
			{
				/* We want texcoords (u, v, w, q) always get divided by q, but D3D
				projected texcoords is divided by the last element (in the case of
				2D texcoord, is w). So we tweak the transform matrix, transform the
				texcoords with w and q swapped: (u, v, q, w), and then D3D will
				divide u, v by q. The w and q just ignored as it wasn't used by
				rasterizer.
				*/
				switch (mTexStageDesc[stage].texType)
				{
				case D3D9Mappings::D3D_TEX_TYPE_NORMAL:
					std::swap(d3dMat._13, d3dMat._14);
					std::swap(d3dMat._23, d3dMat._24);
					std::swap(d3dMat._33, d3dMat._34);
					std::swap(d3dMat._43, d3dMat._44);

					texCoordDim = D3DTTFF_PROJECTED | D3DTTFF_COUNT3;
					break;

				case D3D9Mappings::D3D_TEX_TYPE_CUBE:
				case D3D9Mappings::D3D_TEX_TYPE_VOLUME:
					// Yes, we support 3D projective texture.
					texCoordDim = D3DTTFF_PROJECTED | D3DTTFF_COUNT4;
					break;
				}
			}
			else
			{
				switch (mTexStageDesc[stage].texType)
				{
				case D3D9Mappings::D3D_TEX_TYPE_NORMAL:
					texCoordDim = D3DTTFF_COUNT2;
					break;
				case D3D9Mappings::D3D_TEX_TYPE_CUBE:
				case D3D9Mappings::D3D_TEX_TYPE_VOLUME:
					texCoordDim = D3DTTFF_COUNT3;
					break;
				}
			}

			hr = __SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, texCoordDim );
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set texture coord. dimension", "D3D9RenderSystem::_setTextureMatrix" );

			hr = mpD3DDevice->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0 + stage), &d3dMat );
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set texture matrix", "D3D9RenderSystem::_setTextureMatrix" );
		}
		else
		{
			// disable all of this
			hr = __SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
			if( FAILED( hr ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to disable texture coordinate transform", "D3D9RenderSystem::_setTextureMatrix" );

			// Needless to sets texture transform here, it's never used at all
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureAddressingMode( size_t stage, 
		const TextureUnitState::UVWAddressingMode& uvw )
	{
		HRESULT hr;
		if( FAILED( hr = __SetSamplerState( stage, D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mCaps) ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set texture addressing mode for U", "D3D9RenderSystem::_setTextureAddressingMode" );
		if( FAILED( hr = __SetSamplerState( stage, D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mCaps) ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set texture addressing mode for V", "D3D9RenderSystem::_setTextureAddressingMode" );
		if( FAILED( hr = __SetSamplerState( stage, D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mCaps) ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set texture addressing mode for W", "D3D9RenderSystem::_setTextureAddressingMode" );
	}
	//-----------------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureBorderColour(size_t stage,
		const ColourValue& colour)
	{
		HRESULT hr;
		if( FAILED( hr = __SetSamplerState( stage, D3DSAMP_BORDERCOLOR, colour.getAsARGB()) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set texture border colour", "D3D9RenderSystem::_setTextureBorderColour" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureBlendMode( size_t stage, const LayerBlendModeEx& bm )
	{
		HRESULT hr = S_OK;
		D3DTEXTURESTAGESTATETYPE tss;
		D3DCOLOR manualD3D;

		// choose type of blend.
		if( bm.blendType == LBT_COLOUR )
			tss = D3DTSS_COLOROP;
		else if( bm.blendType == LBT_ALPHA )
			tss = D3DTSS_ALPHAOP;
		else
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, 
			"Invalid blend type", "D3D9RenderSystem::_setTextureBlendMode");

		// set manual factor if required by operation
		if (bm.operation == LBX_BLEND_MANUAL)
		{
			hr = __SetRenderState( D3DRS_TEXTUREFACTOR, D3DXCOLOR(0.0, 0.0, 0.0,  bm.factor) );
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set manual factor", "D3D9RenderSystem::_setTextureBlendMode" );
		}
		// set operation
		hr = __SetTextureStageState( stage, tss, D3D9Mappings::get(bm.operation, mCaps) );
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set operation", "D3D9RenderSystem::_setTextureBlendMode" );

		// choose source 1
		if( bm.blendType == LBT_COLOUR )
		{
			tss = D3DTSS_COLORARG1;
			manualD3D = D3DXCOLOR( bm.colourArg1.r, bm.colourArg1.g, bm.colourArg1.b, bm.colourArg1.a );
			mManualBlendColours[stage][0] = bm.colourArg1;
		}
		else if( bm.blendType == LBT_ALPHA )
		{
			tss = D3DTSS_ALPHAARG1;
			manualD3D = D3DXCOLOR( mManualBlendColours[stage][0].r, 
				mManualBlendColours[stage][0].g, 
				mManualBlendColours[stage][0].b, bm.alphaArg1 );
		}
		else
		{
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, 
				"Invalid blend type", "D3D9RenderSystem::_setTextureBlendMode");
		}
		// Set manual factor if required
		if (bm.source1 == LBS_MANUAL)
		{
			if (mCurrentCapabilities->hasCapability(RSC_PERSTAGECONSTANT))
			{
				// Per-stage state
				hr = __SetTextureStageState(stage, D3DTSS_CONSTANT, manualD3D);
			}
			else
			{
				// Global state
				hr = __SetRenderState( D3DRS_TEXTUREFACTOR, manualD3D );
			}
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set manual factor", "D3D9RenderSystem::_setTextureBlendMode" );
		}
		// set source 1
		hr = __SetTextureStageState( stage, tss, D3D9Mappings::get(bm.source1, mCurrentCapabilities->hasCapability(RSC_PERSTAGECONSTANT)) );
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set source1", "D3D9RenderSystem::_setTextureBlendMode" );

		// choose source 2
		if( bm.blendType == LBT_COLOUR )
		{
			tss = D3DTSS_COLORARG2;
			manualD3D = D3DXCOLOR( bm.colourArg2.r, bm.colourArg2.g, bm.colourArg2.b, bm.colourArg2.a );
			mManualBlendColours[stage][1] = bm.colourArg2;
		}
		else if( bm.blendType == LBT_ALPHA )
		{
			tss = D3DTSS_ALPHAARG2;
			manualD3D = D3DXCOLOR( mManualBlendColours[stage][1].r, 
				mManualBlendColours[stage][1].g, 
				mManualBlendColours[stage][1].b, 
				bm.alphaArg2 );
		}
		// Set manual factor if required
		if (bm.source2 == LBS_MANUAL)
		{
			if (mCurrentCapabilities->hasCapability(RSC_PERSTAGECONSTANT))
			{
				// Per-stage state
				hr = __SetTextureStageState(stage, D3DTSS_CONSTANT, manualD3D);
			}
			else
			{
				hr = __SetRenderState( D3DRS_TEXTUREFACTOR, manualD3D );
			}
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set manual factor", "D3D9RenderSystem::_setTextureBlendMode" );
		}
		// Now set source 2
		hr = __SetTextureStageState( stage, tss, D3D9Mappings::get(bm.source2, mCurrentCapabilities->hasCapability(RSC_PERSTAGECONSTANT)) );
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set source 2", "D3D9RenderSystem::_setTextureBlendMode" );

		// Set interpolation factor if lerping
		if (bm.operation == LBX_BLEND_DIFFUSE_COLOUR && 
			mCaps.TextureOpCaps & D3DTEXOPCAPS_LERP)
		{
			// choose source 0 (lerp factor)
			if( bm.blendType == LBT_COLOUR )
			{
				tss = D3DTSS_COLORARG0;
			}
			else if( bm.blendType == LBT_ALPHA )
			{
				tss = D3DTSS_ALPHAARG0;
			}
			hr = __SetTextureStageState(stage, tss, D3DTA_DIFFUSE);

			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set lerp source 0", 
				"D3D9RenderSystem::_setTextureBlendMode" );

		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setSceneBlending( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor )
	{
		HRESULT hr;
		if( sourceFactor == SBF_ONE && destFactor == SBF_ZERO)
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha blending option", "D3D9RenderSystem::_setSceneBlending" );
		}
		else
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha blending option", "D3D9RenderSystem::_setSceneBlending" );
			if (FAILED(hr = __SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set separate alpha blending option", "D3D9RenderSystem::_setSceneBlending" );
			if( FAILED( hr = __SetRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set source blend", "D3D9RenderSystem::_setSceneBlending" );
			if( FAILED( hr = __SetRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set destination blend", "D3D9RenderSystem::_setSceneBlending" );
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setSeparateSceneBlending( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha )
	{
		HRESULT hr;
		if( sourceFactor == SBF_ONE && destFactor == SBF_ZERO && 
			sourceFactorAlpha == SBF_ONE && destFactorAlpha == SBF_ZERO)
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha blending option", "D3D9RenderSystem::_setSceneBlending" );
		}
		else
		{
			if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha blending option", "D3D9RenderSystem::_setSeperateSceneBlending" );
			if (FAILED(hr = __SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set separate alpha blending option", "D3D9RenderSystem::_setSeperateSceneBlending" );
			if( FAILED( hr = __SetRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set source blend", "D3D9RenderSystem::_setSeperateSceneBlending" );
			if( FAILED( hr = __SetRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set destination blend", "D3D9RenderSystem::_setSeperateSceneBlending" );
			if( FAILED( hr = __SetRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha source blend", "D3D9RenderSystem::_setSeperateSceneBlending" );
			if( FAILED( hr = __SetRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha destination blend", "D3D9RenderSystem::_setSeperateSceneBlending" );
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setAlphaRejectSettings( CompareFunction func, unsigned char value, bool alphaToCoverage )
	{
		HRESULT hr;
		bool a2c = false;
		static bool lasta2c = false;

		if (func != CMPF_ALWAYS_PASS)
		{
			if( FAILED( hr = __SetRenderState( D3DRS_ALPHATESTENABLE,  TRUE ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to enable alpha testing", 
				"D3D9RenderSystem::_setAlphaRejectSettings" );

			a2c = alphaToCoverage;
		}
		else
		{
			if( FAILED( hr = __SetRenderState( D3DRS_ALPHATESTENABLE,  FALSE ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to disable alpha testing", 
				"D3D9RenderSystem::_setAlphaRejectSettings" );
		}
		// Set always just be sure
		if( FAILED( hr = __SetRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha reject function", "D3D9RenderSystem::_setAlphaRejectSettings" );
		if( FAILED( hr = __SetRenderState( D3DRS_ALPHAREF, value ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set render state D3DRS_ALPHAREF", "D3D9RenderSystem::_setAlphaRejectSettings" );

		// Alpha to coverage
		if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
		{
			// Vendor-specific hacks on renderstate, gotta love 'em
			if (getCapabilities()->getVendor() == GPU_NVIDIA)
			{
				if (a2c)
				{
					if( FAILED( hr = __SetRenderState( D3DRS_ADAPTIVETESS_Y,  (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
						OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha to coverage option", "D3D9RenderSystem::_setAlphaRejectSettings" );
				}
				else
				{
					if( FAILED( hr = __SetRenderState( D3DRS_ADAPTIVETESS_Y,  D3DFMT_UNKNOWN ) ) )
						OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha to coverage option", "D3D9RenderSystem::_setAlphaRejectSettings" );
				}

			}
			else if ((getCapabilities()->getVendor() == GPU_ATI))
			{
				if (a2c)
				{
					if( FAILED( hr = __SetRenderState( D3DRS_POINTSIZE,  MAKEFOURCC('A','2','M','1') ) ) )
						OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha to coverage option", "D3D9RenderSystem::_setAlphaRejectSettings" );
				}
				else
				{
					// discovered this through trial and error, seems to work
					if( FAILED( hr = __SetRenderState( D3DRS_POINTSIZE,  MAKEFOURCC('A','2','M','0') ) ) )
						OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set alpha to coverage option", "D3D9RenderSystem::_setAlphaRejectSettings" );
				}
			}
			// no hacks available for any other vendors?
			lasta2c = a2c;
		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setCullingMode( CullingMode mode )
	{
		mCullingMode = mode;
		HRESULT hr;
		bool flip = ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) ||
			(!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding));

		if( FAILED (hr = __SetRenderState(D3DRS_CULLMODE, 
			D3D9Mappings::get(mode, flip))) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set culling mode", "D3D9RenderSystem::_setCullingMode" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setDepthBufferParams( bool depthTest, bool depthWrite, CompareFunction depthFunction )
	{
		_setDepthBufferCheckEnabled( depthTest );
		_setDepthBufferWriteEnabled( depthWrite );
		_setDepthBufferFunction( depthFunction );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setDepthBufferCheckEnabled( bool enabled )
	{
		HRESULT hr;

		if( enabled )
		{
			// Use w-buffer if available and enabled
			if( mWBuffer && mCaps.RasterCaps & D3DPRASTERCAPS_WBUFFER )
				hr = __SetRenderState( D3DRS_ZENABLE, D3DZB_USEW );
			else
				hr = __SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
		}
		else
			hr = __SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );

		if( FAILED( hr ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting depth buffer test state", "D3D9RenderSystem::_setDepthBufferCheckEnabled" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setDepthBufferWriteEnabled( bool enabled )
	{
		HRESULT hr;

		if( FAILED( hr = __SetRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting depth buffer write state", "D3D9RenderSystem::_setDepthBufferWriteEnabled" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setDepthBufferFunction( CompareFunction func )
	{
		HRESULT hr;
		if( FAILED( hr = __SetRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting depth buffer test function", "D3D9RenderSystem::_setDepthBufferFunction" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setDepthBias(float constantBias, float slopeScaleBias)
	{

		if ((mCaps.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))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting constant depth bias", 
				"D3D9RenderSystem::_setDepthBias");
		}

		if ((mCaps.RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
		{
			// Negate bias since D3D is backward
			slopeScaleBias = -slopeScaleBias;
			HRESULT hr = __SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, FLOAT2DWORD(slopeScaleBias));
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting slope scale depth bias", 
				"D3D9RenderSystem::_setDepthBias");
		}


	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setColourBufferWriteEnabled(bool red, bool green, 
		bool blue, bool alpha)
	{
		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))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting colour write enable flags", 
			"D3D9RenderSystem::_setColourBufferWriteEnabled");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setFog( FogMode mode, const ColourValue& colour, Real densitiy, Real start, Real end )
	{
		HRESULT hr;

		D3DRENDERSTATETYPE fogType, fogTypeNot;

		if (mCaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
		{
			fogType = D3DRS_FOGTABLEMODE;
			fogTypeNot = D3DRS_FOGVERTEXMODE;
		}
		else
		{
			fogType = D3DRS_FOGVERTEXMODE;
			fogTypeNot = D3DRS_FOGTABLEMODE;
		}

		if( mode == FOG_NONE)
		{
			// just disable
			hr = __SetRenderState(fogType, D3DFOG_NONE );
			hr = __SetRenderState(D3DRS_FOGENABLE, FALSE);
		}
		else
		{
			// Allow fog
			hr = __SetRenderState( D3DRS_FOGENABLE, TRUE );
			hr = __SetRenderState( fogTypeNot, D3DFOG_NONE );
			hr = __SetRenderState( fogType, D3D9Mappings::get(mode) );

			hr = __SetRenderState( D3DRS_FOGCOLOR, colour.getAsARGB() );
			hr = __SetFloatRenderState( D3DRS_FOGSTART, start );
			hr = __SetFloatRenderState( D3DRS_FOGEND, end );
			hr = __SetFloatRenderState( D3DRS_FOGDENSITY, densitiy );
		}

		if( FAILED( hr ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting render state", "D3D9RenderSystem::_setFog" );
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setPolygonMode(PolygonMode level)
	{
		HRESULT hr = __SetRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting polygon mode.", "D3D9RenderSystem::setPolygonMode");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setStencilCheckEnabled(bool enabled)
	{
		// Allow stencilling
		HRESULT hr = __SetRenderState(D3DRS_STENCILENABLE, enabled);
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error enabling / disabling stencilling.",
			"D3D9RenderSystem::setStencilCheckEnabled");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setStencilBufferParams(CompareFunction func, 
		uint32 refValue, uint32 mask, StencilOperation stencilFailOp, 
		StencilOperation depthFailOp, StencilOperation passOp, 
		bool twoSidedOperation)
	{
		HRESULT hr;
		bool flip;

		// 2-sided operation
		if (twoSidedOperation)
		{
			if (!mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
				OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "2-sided stencils are not supported",
				"D3D9RenderSystem::setStencilBufferParams");
			hr = __SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting 2-sided stencil mode.",
				"D3D9RenderSystem::setStencilBufferParams");
			// NB: We should always treat CCW as front face for consistent with default
			// culling mode. Therefore, we must take care with two-sided stencil settings.
			flip = (mInvertVertexWinding && mActiveRenderTarget->requiresTextureFlipping()) ||
				(!mInvertVertexWinding && !mActiveRenderTarget->requiresTextureFlipping());

			// Set alternative versions of ops
			// fail op
			hr = __SetRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp, !flip));
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil fail operation (2-sided).",
				"D3D9RenderSystem::setStencilBufferParams");

			// depth fail op
			hr = __SetRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp, !flip));
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil depth fail operation (2-sided).",
				"D3D9RenderSystem::setStencilBufferParams");

			// pass op
			hr = __SetRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp, !flip));
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil pass operation (2-sided).",
				"D3D9RenderSystem::setStencilBufferParams");
		}
		else
		{
			hr = __SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
			if (FAILED(hr))
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting 1-sided stencil mode.",
				"D3D9RenderSystem::setStencilBufferParams");
			flip = false;
		}

		// func
		hr = __SetRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil buffer test function.",
			"D3D9RenderSystem::setStencilBufferParams");

		// reference value
		hr = __SetRenderState(D3DRS_STENCILREF, refValue);
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil buffer reference value.",
			"D3D9RenderSystem::setStencilBufferParams");

		// mask
		hr = __SetRenderState(D3DRS_STENCILMASK, mask);
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil buffer mask.",
			"D3D9RenderSystem::setStencilBufferParams");

		// fail op
		hr = __SetRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, flip));
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil fail operation.",
			"D3D9RenderSystem::setStencilBufferParams");

		// depth fail op
		hr = __SetRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, flip));
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil depth fail operation.",
			"D3D9RenderSystem::setStencilBufferParams");

		// pass op
		hr = __SetRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, flip));
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error setting stencil pass operation.",
			"D3D9RenderSystem::setStencilBufferParams");
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureUnitFiltering(size_t unit, FilterType ftype, 
		FilterOptions filter)
	{
		HRESULT hr;
		D3D9Mappings::eD3DTexType texType = mTexStageDesc[unit].texType;
		hr = __SetSamplerState( unit, D3D9Mappings::get(ftype), 
			D3D9Mappings::get(ftype, filter, mCaps, texType));
		if (FAILED(hr))
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set texture filter ", "D3D9RenderSystem::_setTextureUnitFiltering");
	}
	//---------------------------------------------------------------------
	DWORD D3D9RenderSystem::_getCurrentAnisotropy(size_t unit)
	{
		DWORD oldVal;
		mpD3DDevice->GetSamplerState(unit, D3DSAMP_MAXANISOTROPY, &oldVal);
		return oldVal;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy)
	{
		if ((DWORD)maxAnisotropy > mCaps.MaxAnisotropy)
			maxAnisotropy = mCaps.MaxAnisotropy;

		if (_getCurrentAnisotropy(unit) != maxAnisotropy)
			__SetSamplerState( unit, D3DSAMP_MAXANISOTROPY, maxAnisotropy );
	}
	//---------------------------------------------------------------------
	HRESULT D3D9RenderSystem::__SetRenderState(D3DRENDERSTATETYPE state, DWORD value)
	{
		HRESULT hr;
		DWORD oldVal;

		if ( FAILED( hr = mpD3DDevice->GetRenderState(state, &oldVal) ) )
			return hr;
		if ( oldVal == value )
			return D3D_OK;
		else
			return mpD3DDevice->SetRenderState(state, value);
	}
	//---------------------------------------------------------------------
	HRESULT D3D9RenderSystem::__SetSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
	{
		HRESULT hr;
		DWORD oldVal;

		if ( FAILED( hr = mpD3DDevice->GetSamplerState(sampler, type, &oldVal) ) )
			return hr;
		if ( oldVal == value )
			return D3D_OK;
		else
			return mpD3DDevice->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 = mpD3DDevice->GetTextureStageState(stage, type, &oldVal) ) )
				return hr;
			if ( oldVal == value )
				return D3D_OK;
			else
				return mpD3DDevice->SetTextureStageState(stage, type, value);
		}
		else
		{
			return D3D_OK;
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_setViewport( Viewport *vp )
	{
		if( vp != mActiveViewport || vp->_isUpdated() )
		{
			mActiveViewport = vp;
			mActiveRenderTarget = vp->getTarget();

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

			// Set render target
			RenderTarget* target;
			target = vp->getTarget();

			// Retrieve render surfaces (up to OGRE_MAX_MULTIPLE_RENDER_TARGETS)
			LPDIRECT3DSURFACE9 pBack[OGRE_MAX_MULTIPLE_RENDER_TARGETS];
			memset(pBack, 0, sizeof(pBack));
			target->getCustomAttribute( "DDBACKBUFFER", &pBack );
			if (!pBack[0])
				return;

			LPDIRECT3DSURFACE9 pDepth = NULL;
			target->getCustomAttribute( "D3DZBUFFER", &pDepth );
			if (!pDepth)
			{
				/// No depth buffer provided, use our own
				/// Request a depth stencil that is compatible with the format, multisample type and
				/// dimensions of the render target.
				D3DSURFACE_DESC srfDesc;
				if(FAILED(pBack[0]->GetDesc(&srfDesc)))
					return; // ?
				pDepth = _getDepthStencilFor(srfDesc.Format, srfDesc.MultiSampleType, srfDesc.Width, srfDesc.Height);
			}
			// Bind render targets
			uint count = mCurrentCapabilities->getNumMultiRenderTargets();
			for(uint x=0; x<count; ++x)
			{
				hr = mpD3DDevice->SetRenderTarget(x, pBack[x]);
				if (FAILED(hr))
				{
					String msg = DXGetErrorDescription9(hr);
					OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to setRenderTarget : " + msg, "D3D9RenderSystem::_setViewport" );
				}
			}
			hr = mpD3DDevice->SetDepthStencilSurface(pDepth);
			if (FAILED(hr))
			{
				String msg = DXGetErrorDescription9(hr);
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to setDepthStencil : " + msg, "D3D9RenderSystem::_setViewport" );
			}

			_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 = mpD3DDevice->SetViewport( &d3dvp ) ) )
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set viewport.", "D3D9RenderSystem::_setViewport" );

			// Set sRGB write mode
			__SetRenderState(D3DRS_SRGBWRITEENABLE, target->isHardwareGammaEnabled());

			vp->_clearUpdatedFlag();
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_beginFrame()
	{
		HRESULT hr;

		if( !mActiveViewport )
			OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, "Cannot begin frame - no viewport selected.", "D3D9RenderSystem::_beginFrame" );

		if( FAILED( hr = mpD3DDevice->BeginScene() ) )
		{
			String msg = DXGetErrorDescription9(hr);
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error beginning frame :" + msg, "D3D9RenderSystem::_beginFrame" );
		}

		if(!mBasicStatesInitialised)
		{
			// First-time 
			// setup some defaults
			// Allow specular
			hr = __SetRenderState(D3DRS_SPECULARENABLE, TRUE);
			if (FAILED(hr))
			{
				String msg = DXGetErrorDescription9(hr);
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error enabling alpha blending option : " + msg, "D3D9RenderSystem::_beginFrame");
			}
			mBasicStatesInitialised = true;
		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_endFrame()
	{

		HRESULT hr;
		if( FAILED( hr = mpD3DDevice->EndScene() ) )
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error ending frame", "D3D9RenderSystem::_endFrame" );

	}
	//---------------------------------------------------------------------
	inline bool D3D9RenderSystem::compareDecls( D3DVERTEXELEMENT9* pDecl1, D3DVERTEXELEMENT9* pDecl2, size_t size )
	{
		for( size_t i=0; i < size; i++ )
		{
			if( pDecl1[i].Method != pDecl2[i].Method ||
				pDecl1[i].Offset != pDecl2[i].Offset ||
				pDecl1[i].Stream != pDecl2[i].Stream ||
				pDecl1[i].Type != pDecl2[i].Type ||
				pDecl1[i].Usage != pDecl2[i].Usage ||
				pDecl1[i].UsageIndex != pDecl2[i].UsageIndex)
			{
				return false;
			}
		}

		return true;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setVertexDeclaration(VertexDeclaration* decl)
	{
		HRESULT hr;

		D3D9VertexDeclaration* d3ddecl = 
			static_cast<D3D9VertexDeclaration*>(decl);

		if (FAILED(hr = mpD3DDevice->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
		{
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set D3D9 vertex declaration", 
				"D3D9RenderSystem::setVertexDeclaration");
		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setVertexBufferBinding(VertexBufferBinding* binding)
	{
		HRESULT hr;

		// TODO: attempt to detect duplicates
		const VertexBufferBinding::VertexBufferBindingMap& binds = binding->getBindings();
		VertexBufferBinding::VertexBufferBindingMap::const_iterator i, iend;
		size_t source = 0;
		iend = binds.end();
		for (i = binds.begin(); i != iend; ++i, ++source)
		{
			// Unbind gap sources
			for ( ; source < i->first; ++source)
			{
				hr = mpD3DDevice->SetStreamSource(static_cast<UINT>(source), NULL, 0, 0);
				if (FAILED(hr))
				{
					OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to reset unused D3D9 stream source", 
						"D3D9RenderSystem::setVertexBufferBinding");
				}
			}

			const D3D9HardwareVertexBuffer* d3d9buf = 
				static_cast<const D3D9HardwareVertexBuffer*>(i->second.get());
			hr = mpD3DDevice->SetStreamSource(
				static_cast<UINT>(source),
				d3d9buf->getD3D9VertexBuffer(),
				0, // no stream offset, this is handled in _render instead
				static_cast<UINT>(d3d9buf->getVertexSize()) // stride
				);
			if (FAILED(hr))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set D3D9 stream source for buffer binding", 
					"D3D9RenderSystem::setVertexBufferBinding");
			}


		}

		// Unbind any unused sources
		for (size_t unused = source; unused < mLastVertexSourceCount; ++unused)
		{

			hr = mpD3DDevice->SetStreamSource(static_cast<UINT>(unused), NULL, 0, 0);
			if (FAILED(hr))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to reset unused D3D9 stream source", 
					"D3D9RenderSystem::setVertexBufferBinding");
			}

		}
		mLastVertexSourceCount = source;

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_render(const RenderOperation& op)
	{
		// Exit immediately if there is nothing to render
		// This caused a problem on FireGL 8800
		if (op.vertexData->vertexCount == 0)
			return;

		// Call super class
		RenderSystem::_render(op);

		// To think about: possibly remove setVertexDeclaration and 
		// setVertexBufferBinding from RenderSystem since the sequence is
		// a bit too D3D9-specific?
		setVertexDeclaration(op.vertexData->vertexDeclaration);
		setVertexBufferBinding(op.vertexData->vertexBufferBinding);

		// Determine rendering operation
		D3DPRIMITIVETYPE primType = D3DPT_TRIANGLELIST;
		DWORD primCount = 0;
		switch( op.operationType )
		{
		case RenderOperation::OT_POINT_LIST:
			primType = D3DPT_POINTLIST;
			primCount = (DWORD)(op.useIndexes ? op.indexData->indexCount : op.vertexData->vertexCount);
			break;

		case RenderOperation::OT_LINE_LIST:
			primType = D3DPT_LINELIST;
			primCount = (DWORD)(op.useIndexes ? op.indexData->indexCount : op.vertexData->vertexCount) / 2;
			break;

		case RenderOperation::OT_LINE_STRIP:
			primType = D3DPT_LINESTRIP;
			primCount = (DWORD)(op.useIndexes ? op.indexData->indexCount : op.vertexData->vertexCount) - 1;
			break;

		case RenderOperation::OT_TRIANGLE_LIST:
			primType = D3DPT_TRIANGLELIST;
			primCount = (DWORD)(op.useIndexes ? op.indexData->indexCount : op.vertexData->vertexCount) / 3;
			break;

		case RenderOperation::OT_TRIANGLE_STRIP:
			primType = D3DPT_TRIANGLESTRIP;
			primCount = (DWORD)(op.useIndexes ? op.indexData->indexCount : op.vertexData->vertexCount) - 2;
			break;

		case RenderOperation::OT_TRIANGLE_FAN:
			primType = D3DPT_TRIANGLEFAN;
			primCount = (DWORD)(op.useIndexes ? op.indexData->indexCount : op.vertexData->vertexCount) - 2;
			break;
		}

		if (!primCount)
			return;

		// Issue the op
		HRESULT hr;
		if( op.useIndexes )
		{
			D3D9HardwareIndexBuffer* d3dIdxBuf = 
				static_cast<D3D9HardwareIndexBuffer*>(op.indexData->indexBuffer.get());
			hr = mpD3DDevice->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
			if (FAILED(hr))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to set index buffer", "D3D9RenderSystem::_render" );
			}

			do
			{
				// Update derived depth bias
				if (mDerivedDepthBias && mCurrentPassIterationNum > 0)
				{
					_setDepthBias(mDerivedDepthBiasBase + 
						mDerivedDepthBiasMultiplier * mCurrentPassIterationNum, 
						mDerivedDepthBiasSlopeScale);
				}
				// do indexed draw operation
				hr = mpD3DDevice->DrawIndexedPrimitive(
					primType, 
					static_cast<INT>(op.vertexData->vertexStart), 
					0, // Min vertex index - assume we can go right down to 0 
					static_cast<UINT>(op.vertexData->vertexCount), 
					static_cast<UINT>(op.indexData->indexStart), 
					static_cast<UINT>(primCount)
					);

			} while (updatePassIterationRenderState());
		}
		else
		{
			// nfz: gpu_iterate
			do
			{
				// Update derived depth bias
				if (mDerivedDepthBias && mCurrentPassIterationNum > 0)
				{
					_setDepthBias(mDerivedDepthBiasBase + 
						mDerivedDepthBiasMultiplier * mCurrentPassIterationNum, 
						mDerivedDepthBiasSlopeScale);
				}
				// Unindexed, a little simpler!
				hr = mpD3DDevice->DrawPrimitive(
					primType, 
					static_cast<UINT>(op.vertexData->vertexStart), 
					static_cast<UINT>(primCount)
					); 

			} while (updatePassIterationRenderState());
		} 

		if( FAILED( hr ) )
		{
			String msg = DXGetErrorDescription9(hr);
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Failed to DrawPrimitive : " + msg, "D3D9RenderSystem::_render" );
		}

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setNormaliseNormals(bool normalise)
	{
		__SetRenderState(D3DRS_NORMALIZENORMALS, 
			normalise ? TRUE : FALSE);
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::bindGpuProgram(GpuProgram* prg)
	{
		HRESULT hr;
		switch (prg->getType())
		{
		case GPT_VERTEX_PROGRAM:
			hr = mpD3DDevice->SetVertexShader(
				static_cast<D3D9GpuVertexProgram*>(prg)->getVertexShader());
			if (FAILED(hr))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error calling SetVertexShader", "D3D9RenderSystem::bindGpuProgram");
			}
			break;
		case GPT_FRAGMENT_PROGRAM:
			hr = mpD3DDevice->SetPixelShader(
				static_cast<D3D9GpuFragmentProgram*>(prg)->getPixelShader());
			if (FAILED(hr))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error calling SetPixelShader", "D3D9RenderSystem::bindGpuProgram");
			}
			break;
		};

		RenderSystem::bindGpuProgram(prg);

	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::unbindGpuProgram(GpuProgramType gptype)
	{
		HRESULT hr;
		switch(gptype)
		{
		case GPT_VERTEX_PROGRAM:
			mActiveVertexGpuProgramParameters.setNull();
			hr = mpD3DDevice->SetVertexShader(NULL);
			if (FAILED(hr))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error resetting SetVertexShader to NULL", 
					"D3D9RenderSystem::unbindGpuProgram");
			}
			break;
		case GPT_FRAGMENT_PROGRAM:
			mActiveFragmentGpuProgramParameters.setNull();
			hr = mpD3DDevice->SetPixelShader(NULL);
			if (FAILED(hr))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error resetting SetPixelShader to NULL", 
					"D3D9RenderSystem::unbindGpuProgram");
			}
			break;
		};
		RenderSystem::unbindGpuProgram(gptype);
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::bindGpuProgramParameters(GpuProgramType gptype, 
		GpuProgramParametersSharedPtr params)
	{
		HRESULT hr;
		const GpuLogicalBufferStruct* floatLogical = params->getFloatLogicalBufferStruct();
		const GpuLogicalBufferStruct* intLogical = params->getIntLogicalBufferStruct();

		switch(gptype)
		{
		case GPT_VERTEX_PROGRAM:
			mActiveVertexGpuProgramParameters = params;
			{
				OGRE_LOCK_MUTEX(floatLogical->mutex)

					for (GpuLogicalIndexUseMap::const_iterator i = floatLogical->map.begin();
						i != floatLogical->map.end(); ++i)
					{
						size_t logicalIndex = i->first;
						const float* pFloat = params->getFloatPointer(i->second.physicalIndex);
						size_t slotCount = i->second.currentSize / 4;
						assert (i->second.currentSize % 4 == 0 && "Should not have any "
							"elements less than 4 wide for D3D9");

						if (FAILED(hr = mpD3DDevice->SetVertexShaderConstantF(
							logicalIndex, pFloat, slotCount)))
						{
							OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
								"Unable to upload vertex shader float parameters", 
								"D3D9RenderSystem::bindGpuProgramParameters");
						}

					}

			}
			// bind ints
			{
				OGRE_LOCK_MUTEX(intLogical->mutex)

					for (GpuLogicalIndexUseMap::const_iterator i = intLogical->map.begin();
						i != intLogical->map.end(); ++i)
					{
						size_t logicalIndex = i->first;
						const int* pInt = params->getIntPointer(i->second.physicalIndex);
						size_t slotCount = i->second.currentSize / 4;
						assert (i->second.currentSize % 4 == 0 && "Should not have any "
							"elements less than 4 wide for D3D9");

						if (FAILED(hr = mpD3DDevice->SetVertexShaderConstantI(
							logicalIndex, pInt, slotCount)))
						{
							OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
								"Unable to upload vertex shader int parameters", 
								"D3D9RenderSystem::bindGpuProgramParameters");
						}

					}

			}

			break;
		case GPT_FRAGMENT_PROGRAM:
			mActiveFragmentGpuProgramParameters = params;
			{
				OGRE_LOCK_MUTEX(floatLogical->mutex)

					for (GpuLogicalIndexUseMap::const_iterator i = floatLogical->map.begin();
						i != floatLogical->map.end(); ++i)
					{
						size_t logicalIndex = i->first;
						const float* pFloat = params->getFloatPointer(i->second.physicalIndex);
						size_t slotCount = i->second.currentSize / 4;
						assert (i->second.currentSize % 4 == 0 && "Should not have any "
							"elements less than 4 wide for D3D9");

						if (FAILED(hr = mpD3DDevice->SetPixelShaderConstantF(
							logicalIndex, pFloat, slotCount)))
						{
							OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
								"Unable to upload pixel shader float parameters", 
								"D3D9RenderSystem::bindGpuProgramParameters");
						}

					}

			}
			// bind ints
			{
				OGRE_LOCK_MUTEX(intLogical->mutex)

					for (GpuLogicalIndexUseMap::const_iterator i = intLogical->map.begin();
						i != intLogical->map.end(); ++i)
					{
						size_t logicalIndex = i->first;
						const int* pInt = params->getIntPointer(i->second.physicalIndex);
						size_t slotCount = i->second.currentSize / 4;
						assert (i->second.currentSize % 4 == 0 && "Should not have any "
							"elements less than 4 wide for D3D9");

						if (FAILED(hr = mpD3DDevice->SetPixelShaderConstantI(
							logicalIndex, pInt, slotCount)))
						{
							OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
								"Unable to upload pixel shader int parameters", 
								"D3D9RenderSystem::bindGpuProgramParameters");
						}

					}

			}
			break;
		};
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::bindGpuProgramPassIterationParameters(GpuProgramType gptype)
	{

		HRESULT hr;
		size_t physicalIndex = 0;
		size_t logicalIndex = 0;
		const float* pFloat;

		switch(gptype)
		{
		case GPT_VERTEX_PROGRAM:
			if (mActiveVertexGpuProgramParameters->hasPassIterationNumber())
			{
				physicalIndex = mActiveVertexGpuProgramParameters->getPassIterationNumberIndex();
				logicalIndex = mActiveVertexGpuProgramParameters->getFloatLogicalIndexForPhysicalIndex(physicalIndex);
				pFloat = mActiveVertexGpuProgramParameters->getFloatPointer(physicalIndex);

				if (FAILED(hr = mpD3DDevice->SetVertexShaderConstantF(
					logicalIndex, pFloat, 1)))
				{
					OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
						"Unable to upload vertex shader multi pass parameters", 
						"D3D9RenderSystem::bindGpuProgramMultiPassParameters");
				}
			}
			break;

		case GPT_FRAGMENT_PROGRAM:
			if (mActiveFragmentGpuProgramParameters->hasPassIterationNumber())
			{
				physicalIndex = mActiveFragmentGpuProgramParameters->getPassIterationNumberIndex();
				logicalIndex = mActiveFragmentGpuProgramParameters->getFloatLogicalIndexForPhysicalIndex(physicalIndex);
				pFloat = mActiveFragmentGpuProgramParameters->getFloatPointer(physicalIndex);
				if (FAILED(hr = mpD3DDevice->SetPixelShaderConstantF(
					logicalIndex, pFloat, 1)))
				{
					OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
						"Unable to upload pixel shader multi pass parameters", 
						"D3D9RenderSystem::bindGpuProgramMultiPassParameters");
				}
			}
			break;

		}
	}
	//---------------------------------------------------------------------
	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;

			if (mVertexProgramBound)
			{
				// programmable clips in clip space (ugh)
				// must transform worldspace planes by view/proj
				D3DXMATRIX xform;
				D3DXMatrixMultiply(&xform, &mDxViewMat, &mDxProjMat);
				D3DXMatrixInverse(&xform, NULL, &xform);
				D3DXMatrixTranspose(&xform, &xform);
				D3DXPlaneTransform(&dx9ClipPlane, &dx9ClipPlane, &xform);
			}

			hr = mpD3DDevice->SetClipPlane(i, dx9ClipPlane);
			if (FAILED(hr))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set clip plane", 
					"D3D9RenderSystem::setClipPlanes");
			}

			mask |= (1 << i);
		}

		hr = __SetRenderState(D3DRS_CLIPPLANEENABLE, mask);
		if (FAILED(hr))
		{
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set render state for clip planes", 
				"D3D9RenderSystem::setClipPlanes");
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::setScissorTest(bool enabled, size_t left, size_t top, size_t right,
		size_t bottom)
	{
		HRESULT hr;
		if (enabled)
		{
			if (FAILED(hr = __SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to enable scissor rendering state; " + getErrorDescription(hr), 
					"D3D9RenderSystem::setScissorTest");
			}
			RECT rect;
			rect.left = left;
			rect.top = top;
			rect.bottom = bottom;
			rect.right = right;
			if (FAILED(hr = mpD3DDevice->SetScissorRect(&rect)))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to set scissor rectangle; " + getErrorDescription(hr), 
					"D3D9RenderSystem::setScissorTest");
			}
		}
		else
		{
			if (FAILED(hr = __SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
			{
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to disable scissor rendering state; " + getErrorDescription(hr), 
					"D3D9RenderSystem::setScissorTest");
			}
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::clearFrameBuffer(unsigned int buffers, 
		const ColourValue& colour, Real depth, unsigned short stencil)
	{
		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 = mpD3DDevice->Clear( 
			0, 
			NULL, 
			flags,
			colour.getAsARGB(), 
			depth, 
			stencil ) ) )
		{
			String msg = DXGetErrorDescription9(hr);
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error clearing frame buffer : " 
				+ msg, "D3D9RenderSystem::clearFrameBuffer" );
		}
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_makeProjectionMatrix(Real left, Real right, 
		Real bottom, Real top, Real nearPlane, Real farPlane, Matrix4& dest,
		bool forGpuProgram)
	{
		// Correct position for off-axis projection matrix
		if (!forGpuProgram)
		{
			Real offsetX = left + right;
			Real offsetY = top + bottom;

			left -= offsetX;
			right -= offsetX;
			top -= offsetY;
			bottom -= offsetY;
		}

		Real width = right - left;
		Real height = top - bottom;
		Real q, qn;
		if (farPlane == 0)
		{
			q = 1 - Frustum::INFINITE_FAR_PLANE_ADJUST;
			qn = nearPlane * (Frustum::INFINITE_FAR_PLANE_ADJUST - 1);
		}
		else
		{
			q = farPlane / ( farPlane - nearPlane );
			qn = -q * nearPlane;
		}
		dest = Matrix4::ZERO;
		dest[0][0] = 2 * nearPlane / width;
		dest[0][2] = (right+left) / width;
		dest[1][1] = 2 * nearPlane / height;
		dest[1][2] = (top+bottom) / height;
		if (forGpuProgram)
		{
			dest[2][2] = -q;
			dest[3][2] = -1.0f;
		}
		else
		{
			dest[2][2] = q;
			dest[3][2] = 1.0f;
		}
		dest[2][3] = qn;
	}

	// ------------------------------------------------------------------
	void D3D9RenderSystem::setClipPlane (ushort index, Real A, Real B, Real C, Real D)
	{
		float plane[4] = { A, B, C, D };
		mpD3DDevice->SetClipPlane (index, plane);
	}

	// ------------------------------------------------------------------
	void D3D9RenderSystem::enableClipPlane (ushort index, bool enable)
	{
		DWORD prev;
		mpD3DDevice->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
		__SetRenderState(D3DRS_CLIPPLANEENABLE, enable?
			(prev | (1 << index)) : (prev & ~(1 << index)));
	}
	//---------------------------------------------------------------------
	HardwareOcclusionQuery* D3D9RenderSystem::createHardwareOcclusionQuery(void)
	{
		D3D9HardwareOcclusionQuery* ret = new D3D9HardwareOcclusionQuery (mpD3DDevice); 
		mHwOcclusionQueries.push_back(ret);
		return ret;
	}
	//---------------------------------------------------------------------
	Real D3D9RenderSystem::getHorizontalTexelOffset(void)
	{
		// D3D considers the origin to be in the center of a pixel
		return -0.5f;
	}
	//---------------------------------------------------------------------
	Real D3D9RenderSystem::getVerticalTexelOffset(void)
	{
		// D3D considers the origin to be in the center of a pixel
		return -0.5f;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
		bool forGpuProgram)
	{
		// Thanks to Eric Lenyel for posting this calculation at www.terathon.com

		// Calculate the clip-space corner point opposite the clipping plane
		// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
		// transform it into camera space by multiplying it
		// by the inverse of the projection matrix

		/* generalised version
		Vector4 q = matrix.inverse() * 
		Vector4(Math::Sign(plane.normal.x), Math::Sign(plane.normal.y), 1.0f, 1.0f);
		*/
		Vector4 q;
		q.x = Math::Sign(plane.normal.x) / matrix[0][0];
		q.y = Math::Sign(plane.normal.y) / matrix[1][1];
		q.z = 1.0F; 
		// flip the next bit from Lengyel since we're right-handed
		if (forGpuProgram)
		{
			q.w = (1.0F - matrix[2][2]) / matrix[2][3];
		}
		else
		{
			q.w = (1.0F + matrix[2][2]) / matrix[2][3];
		}

		// Calculate the scaled plane vector
		Vector4 clipPlane4d(plane.normal.x, plane.normal.y, plane.normal.z, plane.d);
		Vector4 c = clipPlane4d * (1.0F / (clipPlane4d.dotProduct(q)));

		// Replace the third row of the projection matrix
		matrix[2][0] = c.x;
		matrix[2][1] = c.y;
		// flip the next bit from Lengyel since we're right-handed
		if (forGpuProgram)
		{
			matrix[2][2] = c.z; 
		}
		else
		{
			matrix[2][2] = -c.z; 
		}
		matrix[2][3] = c.w;        
	}
	//---------------------------------------------------------------------
	Real D3D9RenderSystem::getMinimumDepthInputValue(void)
	{
		// Range [0.0f, 1.0f]
		return 0.0f;
	}
	//---------------------------------------------------------------------
	Real D3D9RenderSystem::getMaximumDepthInputValue(void)
	{
		// Range [0.0f, 1.0f]
		// D3D inverts even identity view matrices, so maximum INPUT is -1.0
		return -1.0f;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::restoreLostDevice(void)
	{
		// Release all non-managed resources

		// Cleanup depth stencils
		_cleanupDepthStencils();

		// Set all texture units to nothing
		_disableTextureUnitsFrom(0);

		// Unbind any vertex streams
		for (size_t i = 0; i < mLastVertexSourceCount; ++i)
		{
			mpD3DDevice->SetStreamSource(i, NULL, 0, 0);
		}
		mLastVertexSourceCount = 0;

		// Release all automatic temporary buffers and free unused
		// temporary buffers, so we doesn't need to recreate them,
		// and they will reallocate on demand. This save a lot of
		// release/recreate of non-managed vertex buffers which
		// wasn't need at all.
		mHardwareBufferManager->_releaseBufferCopies(true);

		// We have to deal with non-managed textures and vertex buffers
		// GPU programs don't have to be restored
		static_cast<D3D9TextureManager*>(mTextureManager)->releaseDefaultPoolResources();
		static_cast<D3D9HardwareBufferManager*>(mHardwareBufferManager)
			->releaseDefaultPoolResources();

		// [GLaforte - 06-11-2008]
		// Also reset the hardware queries..
		for (HardwareOcclusionQueryList::iterator it = mHwOcclusionQueries.begin(); it != mHwOcclusionQueries.end(); ++it)
		{
			static_cast<D3D9HardwareOcclusionQuery*>(*it)->releaseResources();
		}

		mPrimaryWindow->destroyD3DResources();
		// release additional swap chains (secondary windows)
		SecondaryWindowList::iterator sw;
		for (sw = mSecondaryWindows.begin(); sw != mSecondaryWindows.end(); ++sw)
		{
			(*sw)->destroyD3DResources();
		}

		D3DPRESENT_PARAMETERS* presParams = mPrimaryWindow->getPresentationParameters();
		// Reset the device, using the primary window presentation params
		HRESULT hr = mpD3DDevice->Reset(presParams);
	
		if (hr == D3DERR_DEVICELOST)
		{
			// Don't continue
			return;
		}
		else if (FAILED(hr))
		{
			OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
				"Cannot reset device! " + getErrorDescription(hr), 
				"D3D9RenderWindow::restoreLostDevice" );
		}

		LogManager::getSingleton().stream()
			<< "Reset device ok w:" << presParams->BackBufferWidth
			<< " h:" << presParams->BackBufferHeight;
		// If windowed, we have to reset the size here
		// since a fullscreen switch may have occurred
		if (mPrimaryWindow->_getSwitchingFullscreen())
		{
			mPrimaryWindow->_finishSwitchingFullscreen();
		}


		// will have lost basic states
		mBasicStatesInitialised = false;
		mVertexProgramBound = false;
		mFragmentProgramBound = false;



		// recreate additional swap chains
		for (sw = mSecondaryWindows.begin(); sw != mSecondaryWindows.end(); ++sw)
		{
			(*sw)->createD3DResources();
		}

		// Recreate all non-managed resources
		mPrimaryWindow->createD3DResources();
		static_cast<D3D9TextureManager*>(mTextureManager)
			->recreateDefaultPoolResources();
		static_cast<D3D9HardwareBufferManager*>(mHardwareBufferManager)
			->recreateDefaultPoolResources();

		// [GLaforte - 06-11-2008]
		// Also reset the hardware queries..
		for (HardwareOcclusionQueryList::iterator it = mHwOcclusionQueries.begin(); it != mHwOcclusionQueries.end(); ++it)
		{
			static_cast<D3D9HardwareOcclusionQuery*>(*it)->recreateResources();
		}

		LogManager::getSingleton().logMessage("!!! Direct3D Device successfully restored.");

		mDeviceLost = false;

		// Force all compositors to reconstruct their internal resources
		// render textures will have been changed without their knowledge
		CompositorManager::getSingleton()._reconstructAllCompositorResources();

		fireEvent("DeviceRestored");

	}
	//---------------------------------------------------------------------
	bool D3D9RenderSystem::isDeviceLost(void)
	{
		return mDeviceLost;
	}
	//---------------------------------------------------------------------
	void D3D9RenderSystem::_notifyDeviceLost(void)
	{
		LogManager::getSingleton().logMessage("!!! Direct3D Device Lost!");
		mDeviceLost = true;
		// will have lost basic states
		mBasicStatesInitialised = false;

		fireEvent("DeviceLost"); // you need to stop the physics or game engines after this event
	}

	//---------------------------------------------------------------------
	// 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))

	D3DFORMAT D3D9RenderSystem::_getDepthStencilFormatFor(D3DFORMAT fmt)
	{
		/// Check if result is cached
		DepthStencilHash::iterator i = mDepthStencilHash.find((unsigned int)fmt);
		if(i != mDepthStencilHash.end())
			return i->second;
		/// If not, probe with CheckDepthStencilMatch
		D3DFORMAT dsfmt = D3DFMT_UNKNOWN;

		/// Get description of primary render target
		LPDIRECT3DSURFACE9 mSurface = mPrimaryWindow->getRenderSurface();
		D3DSURFACE_DESC srfDesc;

		if(!FAILED(mSurface->GetDesc(&srfDesc)))
		{
			/// Probe all depth stencil formats
			/// Break on first one that matches
			for(size_t x=0; x<NDSFORMATS; ++x)
			{
				// Verify that the depth format exists
				if (mpD3D->CheckDeviceFormat(
					mActiveD3DDriver->getAdapterNumber(),
					D3DDEVTYPE_HAL,
					srfDesc.Format,
					D3DUSAGE_DEPTHSTENCIL,
					D3DRTYPE_SURFACE,
					ddDepthStencilFormats[x]) != D3D_OK)
				{
					continue;
				}
				// Verify that the depth format is compatible
				if(mpD3D->CheckDepthStencilMatch(
					mActiveD3DDriver->getAdapterNumber(),
					D3DDEVTYPE_HAL, srfDesc.Format,
					fmt, ddDepthStencilFormats[x]) == D3D_OK)
				{
					dsfmt = ddDepthStencilFormats[x];
					break;
				}
			}
		}
		/// Cache result
		mDepthStencilHash[(unsigned int)fmt] = dsfmt;
		return dsfmt;
	}
	IDirect3DSurface9* D3D9RenderSystem::_getDepthStencilFor(D3DFORMAT fmt, D3DMULTISAMPLE_TYPE multisample, size_t width, size_t height)
	{
		D3DFORMAT dsfmt = _getDepthStencilFormatFor(fmt);
		if(dsfmt == D3DFMT_UNKNOWN)
			return 0;
		IDirect3DSurface9 *surface = 0;

		/// Check if result is cached
		ZBufferFormat zbfmt(dsfmt, multisample);
		ZBufferHash::iterator i = mZBufferHash.find(zbfmt);
		if(i != mZBufferHash.end())
		{
			/// Check if size is larger or equal
			if(i->second.width >= width && i->second.height >= height)
			{
				surface = i->second.surface;
			} 
			else
			{
				/// If not, destroy current buffer
				i->second.surface->Release();
				mZBufferHash.erase(i);
			}
		}
		if(!surface)
		{
			/// If not, create the depthstencil surface
			HRESULT hr = mpD3DDevice->CreateDepthStencilSurface( 
				width, 
				height, 
				dsfmt, 
				multisample, 
				NULL, 
				TRUE,  // discard true or false?
				&surface, 
				NULL);
			if(FAILED(hr))
			{
				String msg = DXGetErrorDescription9(hr);
				OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Error CreateDepthStencilSurface : " + msg, "D3D9RenderSystem::_getDepthStencilFor" );
			}
			/// And cache it
			ZBufferRef zb;
			zb.surface = surface;
			zb.width = width;
			zb.height = height;
			mZBufferHash[zbfmt] = zb;
		}
		return surface;
	}
	void D3D9RenderSystem::_cleanupDepthStencils()
	{
		for(ZBufferHash::iterator i = mZBufferHash.begin(); i != mZBufferHash.end(); ++i)
		{
			/// Release buffer
			i->second.surface->Release();
		}
		mZBufferHash.clear();
	}
	void D3D9RenderSystem::registerThread()
	{
		// nothing to do - D3D9 shares rendering context already
	}
	void D3D9RenderSystem::unregisterThread()
	{
		// nothing to do - D3D9 shares rendering context already
	}
	void D3D9RenderSystem::preExtraThreadsStarted()
	{
		// nothing to do - D3D9 shares rendering context already
	}
	void D3D9RenderSystem::postExtraThreadsStarted()
	{
		// nothing to do - D3D9 shares rendering context already
	}

}
