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/*
 * Copyright 2011 Joakim Sindholt <opensource@zhasha.com>
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * on the rights to use, copy, modify, merge, publish, distribute, sub
 * license, and/or sell copies of the Software, and to permit persons to whom
 * the Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
 * USE OR OTHER DEALINGS IN THE SOFTWARE. */

#include "adapter9.h"
#include "device9ex.h"
#include "nine_helpers.h"
#include "nine_defines.h"
#include "nine_pipe.h"
#include "nine_dump.h"
#include "util/u_math.h"
#include "util/u_format.h"
#include "util/u_dump.h"

#include "pipe/p_screen.h"

#define DBG_CHANNEL DBG_ADAPTER

HRESULT
NineAdapter9_ctor( struct NineAdapter9 *This,
                   struct NineUnknownParams *pParams,
                   struct d3dadapter9_context *pCTX )
{
    HRESULT hr = NineUnknown_ctor(&This->base, pParams);
    if (FAILED(hr)) { return hr; }

    DBG("This=%p pParams=%p pCTX=%p\n", This, pParams, pCTX);
    nine_dump_D3DADAPTER_IDENTIFIER9(DBG_CHANNEL, &pCTX->identifier);

    This->ctx = pCTX;
    if (!This->ctx->hal->get_param(This->ctx->hal, PIPE_CAP_CLIP_HALFZ)) {
        ERR("Driver doesn't support d3d9 coordinates\n");
        return D3DERR_DRIVERINTERNALERROR;
    }
    if (This->ctx->ref &&
        !This->ctx->ref->get_param(This->ctx->ref, PIPE_CAP_CLIP_HALFZ)) {
        ERR("Warning: Sotware rendering driver doesn't support d3d9 coordinates\n");
    }

    return D3D_OK;
}

void
NineAdapter9_dtor( struct NineAdapter9 *This )
{
    struct d3dadapter9_context *ctx = This->ctx;

    DBG("This=%p\n", This);

    NineUnknown_dtor(&This->base);

    /* special case, call backend-specific dtor AFTER destroying this object
     * completely. */
    if (ctx) {
        if (ctx->destroy) { ctx->destroy(ctx); }
    }
}

static HRESULT
NineAdapter9_GetScreen( struct NineAdapter9 *This,
                        D3DDEVTYPE DevType,
                        struct pipe_screen **ppScreen )
{
    const char *force_sw = getenv("D3D_ALWAYS_SOFTWARE");
    switch (DevType) {
        case D3DDEVTYPE_HAL:
            if (force_sw && !strcmp(force_sw, "1") && This->ctx->ref) {
                *ppScreen = This->ctx->ref;
                break;
            }
            *ppScreen = This->ctx->hal;
            break;

        case D3DDEVTYPE_REF:
        case D3DDEVTYPE_NULLREF:
        case D3DDEVTYPE_SW:
            if (force_sw && !strcmp(force_sw, "0")) {
                *ppScreen = This->ctx->hal;
                break;
            }
            *ppScreen = This->ctx->ref;
            break;

        default:
            user_assert(!"Invalid device type", D3DERR_INVALIDCALL);
    }

    if (!*ppScreen) { return D3DERR_NOTAVAILABLE; }

    return D3D_OK;
}

HRESULT WINAPI
NineAdapter9_GetAdapterIdentifier( struct NineAdapter9 *This,
                                   DWORD Flags,
                                   D3DADAPTER_IDENTIFIER9 *pIdentifier )
{
    DBG("This=%p Flags=%x pIdentifier=%p\n", This, Flags, pIdentifier);

    /* regarding flags, MSDN has this to say:
     *  Flags sets the WHQLLevel member of D3DADAPTER_IDENTIFIER9. Flags can be
     *  set to either 0 or D3DENUM_WHQL_LEVEL. If D3DENUM_WHQL_LEVEL is
     *  specified, this call can connect to the Internet to download new
     *  Microsoft Windows Hardware Quality Labs (WHQL) certificates.
     * so let's just ignore it. */
    *pIdentifier = This->ctx->identifier;
    return D3D_OK;
}

static INLINE boolean
backbuffer_format( D3DFORMAT dfmt,
                   D3DFORMAT bfmt,
                   boolean win )
{
    if (dfmt == D3DFMT_A2R10G10B10 && win) { return FALSE; }

    if ((dfmt == D3DFMT_A2R10G10B10 && bfmt == dfmt) ||
        (dfmt == D3DFMT_X8R8G8B8 && (bfmt == dfmt ||
                                     bfmt == D3DFMT_A8R8G8B8)) ||
        (dfmt == D3DFMT_X1R5G5B5 && (bfmt == dfmt ||
                                     bfmt == D3DFMT_A1R5G5B5)) ||
        (dfmt == D3DFMT_R5G6B5 && bfmt == dfmt)) {
        return TRUE;
    }

    return FALSE;
}

HRESULT WINAPI
NineAdapter9_CheckDeviceType( struct NineAdapter9 *This,
                              D3DDEVTYPE DevType,
                              D3DFORMAT AdapterFormat,
                              D3DFORMAT BackBufferFormat,
                              BOOL bWindowed )
{
    struct pipe_screen *screen;
    enum pipe_format dfmt, bfmt;
    HRESULT hr;

    DBG("This=%p DevType=%s AdapterFormat=%s BackBufferFormat=%s "
        "bWindowed=%i\n", This, nine_D3DDEVTYPE_to_str(DevType),
        d3dformat_to_string(AdapterFormat),
        d3dformat_to_string(BackBufferFormat), bWindowed);

    user_assert(backbuffer_format(AdapterFormat, BackBufferFormat, bWindowed),
                D3DERR_NOTAVAILABLE);

    hr = NineAdapter9_GetScreen(This, DevType, &screen);
    if (FAILED(hr)) { return hr; }

    dfmt = d3d9_to_pipe_format(AdapterFormat);
    bfmt = d3d9_to_pipe_format(BackBufferFormat);
    if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
        DBG("Invalid Adapter/BackBufferFormat.\n");
        return D3DERR_NOTAVAILABLE;
    }

    if (!screen->is_format_supported(screen, dfmt, PIPE_TEXTURE_2D, 1,
                                     PIPE_BIND_DISPLAY_TARGET |
                                     PIPE_BIND_SHARED) ||
        !screen->is_format_supported(screen, bfmt, PIPE_TEXTURE_2D, 1,
                                     PIPE_BIND_DISPLAY_TARGET |
                                     PIPE_BIND_SHARED)) {
        DBG("Unsupported Adapter/BackBufferFormat.\n");
        return D3DERR_NOTAVAILABLE;
    }

    return D3D_OK;
}

static INLINE boolean
display_format( D3DFORMAT fmt,
                boolean win )
{
    /* http://msdn.microsoft.com/en-us/library/bb172558(v=VS.85).aspx#BackBuffer_or_Display_Formats */
    static const D3DFORMAT allowed[] = {
        D3DFMT_A2R10G10B10,
        D3DFMT_X8R8G8B8,
        D3DFMT_X1R5G5B5,
        D3DFMT_R5G6B5,
    };
    unsigned i;

    if (fmt == D3DFMT_A2R10G10B10 && win) { return FALSE; }

    for (i = 0; i < sizeof(allowed)/sizeof(D3DFORMAT); i++) {
        if (fmt == allowed[i]) { return TRUE; }
    }
    return FALSE;
}

HRESULT WINAPI
NineAdapter9_CheckDeviceFormat( struct NineAdapter9 *This,
                                D3DDEVTYPE DeviceType,
                                D3DFORMAT AdapterFormat,
                                DWORD Usage,
                                D3DRESOURCETYPE RType,
                                D3DFORMAT CheckFormat )
{
    struct pipe_screen *screen;
    HRESULT hr;
    enum pipe_format pf;
    enum pipe_texture_target target;
    unsigned bind = 0;

    /* Check adapter format. */

    /* Nicer output if we only have the line at the end. */
#if 1
    DBG("This=%p DeviceType=%s AdapterFormat=%s\n", This,
        nine_D3DDEVTYPE_to_str(DeviceType), d3dformat_to_string(AdapterFormat));
#endif
    user_assert(display_format(AdapterFormat, FALSE), D3DERR_INVALIDCALL);

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr))
        return hr;
    pf = d3d9_to_pipe_format(AdapterFormat);
    if (pf == PIPE_FORMAT_NONE ||
        !screen->is_format_supported(screen, pf, PIPE_TEXTURE_2D, 0,
                                     PIPE_BIND_DISPLAY_TARGET |
                                     PIPE_BIND_SHARED)) {
        DBG("AdapterFormat %s not available.\n",
            d3dformat_to_string(AdapterFormat));
        return D3DERR_NOTAVAILABLE;
    }

    /* Check actual format. */

    switch (RType) {
    case D3DRTYPE_SURFACE:       target = PIPE_TEXTURE_2D; break;
    case D3DRTYPE_TEXTURE:       target = PIPE_TEXTURE_2D; break;
    case D3DRTYPE_CUBETEXTURE:   target = PIPE_TEXTURE_CUBE; break;
    case D3DRTYPE_VOLUME:        target = PIPE_TEXTURE_3D; break;
    case D3DRTYPE_VOLUMETEXTURE: target = PIPE_TEXTURE_3D; break;
    case D3DRTYPE_VERTEXBUFFER:  target = PIPE_BUFFER; break;
    case D3DRTYPE_INDEXBUFFER:   target = PIPE_BUFFER; break;
    default:
        user_assert(0, D3DERR_INVALIDCALL);
    }

    bind = 0;
    if (Usage & D3DUSAGE_RENDERTARGET) bind |= PIPE_BIND_RENDER_TARGET;
    if (Usage & D3DUSAGE_DEPTHSTENCIL) bind |= PIPE_BIND_DEPTH_STENCIL;

    /* API hack because setting RT[0] to NULL is forbidden */
    if (CheckFormat == D3DFMT_NULL && bind == PIPE_BIND_RENDER_TARGET &&
        (RType == D3DRTYPE_SURFACE ||
         RType == D3DRTYPE_TEXTURE))
        return D3D_OK;

    if (Usage & D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
        bind |= PIPE_BIND_BLENDABLE;

    if (Usage & D3DUSAGE_DMAP) {
        DBG("D3DUSAGE_DMAP not available\n");
        return D3DERR_NOTAVAILABLE; /* TODO: displacement mapping */
    }

    switch (RType) {
    case D3DRTYPE_TEXTURE:       bind |= PIPE_BIND_SAMPLER_VIEW; break;
    case D3DRTYPE_CUBETEXTURE:   bind |= PIPE_BIND_SAMPLER_VIEW; break;
    case D3DRTYPE_VOLUMETEXTURE: bind |= PIPE_BIND_SAMPLER_VIEW; break;
    case D3DRTYPE_VERTEXBUFFER:  bind |= PIPE_BIND_VERTEX_BUFFER; break;
    case D3DRTYPE_INDEXBUFFER:   bind |= PIPE_BIND_INDEX_BUFFER; break;
    default:
        break;
    }


    pf = d3d9_to_pipe_format(CheckFormat);
    if (Usage & (D3DUSAGE_QUERY_SRGBREAD | D3DUSAGE_QUERY_SRGBWRITE))
        pf = util_format_srgb(pf);

    DBG("Format=%s/%s Usage/Bind=%x/%d RType/Target=%u/%s\n", // replace %d to %s
        d3dformat_to_string(CheckFormat), util_format_name(pf),
        Usage, bind, // temporary simplified for merge, FIXME
        /* Usage, util_dump_bind_flags(bind), */
        RType, util_dump_tex_target(target, TRUE));

    if (pf == PIPE_FORMAT_NONE ||
        !screen->is_format_supported(screen, pf, target, 0, bind)) {
        DBG("NOT AVAILABLE\n");
        return D3DERR_NOTAVAILABLE;
    }

    /* we support ATI1 and ATI2 hack only for 2D textures */
    if (RType != D3DRTYPE_TEXTURE && (CheckFormat == D3DFMT_ATI1 || CheckFormat == D3DFMT_ATI2))
        return D3DERR_NOTAVAILABLE;
    /* if (Usage & D3DUSAGE_NONSECURE) { don't know the implications of this } */
    /* if (Usage & D3DUSAGE_SOFTWAREPROCESSING) { we can always support this } */

    if ((Usage & D3DUSAGE_AUTOGENMIPMAP) && !(bind & PIPE_BIND_SAMPLER_VIEW))
        return D3DOK_NOAUTOGEN;
    return D3D_OK;
}

HRESULT WINAPI
NineAdapter9_CheckDeviceMultiSampleType( struct NineAdapter9 *This,
                                         D3DDEVTYPE DeviceType,
                                         D3DFORMAT SurfaceFormat,
                                         BOOL Windowed,
                                         D3DMULTISAMPLE_TYPE MultiSampleType,
                                         DWORD *pQualityLevels )
{
    struct pipe_screen *screen;
    HRESULT hr;
    enum pipe_format pf;
    unsigned bind;

    DBG("This=%p DeviceType=%s SurfaceFormat=%s Windowed=%i MultiSampleType=%u "
        "pQualityLevels=%p\n", This, nine_D3DDEVTYPE_to_str(DeviceType),
        d3dformat_to_string(SurfaceFormat), Windowed, MultiSampleType,
        pQualityLevels);

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr))
        return hr;

    pf = d3d9_to_pipe_format(SurfaceFormat);
    bind = util_format_is_depth_or_stencil(pf) ?
        PIPE_BIND_DEPTH_STENCIL : PIPE_BIND_RENDER_TARGET;

    if (pf == PIPE_FORMAT_NONE ||
        !screen->is_format_supported(screen, pf, PIPE_TEXTURE_2D,
                                     MultiSampleType, bind)) {
        DBG("%s with %u samples not available.\n",
            d3dformat_to_string(SurfaceFormat), MultiSampleType);
        return D3DERR_NOTAVAILABLE;
    }

    if (pQualityLevels)
        *pQualityLevels = 1; /* gallium doesn't have quality levels */

    return D3D_OK;
}

static INLINE boolean
depth_stencil_format( D3DFORMAT fmt )
{
    static D3DFORMAT allowed[] = {
        D3DFMT_D16_LOCKABLE,
        D3DFMT_D32,
        D3DFMT_D15S1,
        D3DFMT_D24S8,
        D3DFMT_D24X8,
        D3DFMT_D24X4S4,
        D3DFMT_D16,
        D3DFMT_D32F_LOCKABLE,
        D3DFMT_D24FS8,
        D3DFMT_D32_LOCKABLE
    };
    unsigned i;

    for (i = 0; i < sizeof(allowed)/sizeof(D3DFORMAT); i++) {
        if (fmt == allowed[i]) { return TRUE; }
    }
    return FALSE;
}

HRESULT WINAPI
NineAdapter9_CheckDepthStencilMatch( struct NineAdapter9 *This,
                                     D3DDEVTYPE DeviceType,
                                     D3DFORMAT AdapterFormat,
                                     D3DFORMAT RenderTargetFormat,
                                     D3DFORMAT DepthStencilFormat )
{
    struct pipe_screen *screen;
    enum pipe_format dfmt, bfmt, zsfmt;
    HRESULT hr;

    DBG("This=%p DeviceType=%s AdapterFormat=%s "
        "RenderTargetFormat=%s DepthStencilFormat=%s\n", This,
        nine_D3DDEVTYPE_to_str(DeviceType), d3dformat_to_string(AdapterFormat),
        d3dformat_to_string(RenderTargetFormat),
        d3dformat_to_string(DepthStencilFormat));

    user_assert(display_format(AdapterFormat, FALSE), D3DERR_NOTAVAILABLE);
    user_assert(depth_stencil_format(DepthStencilFormat), D3DERR_NOTAVAILABLE);

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr)) { return hr; }

    dfmt = d3d9_to_pipe_format(AdapterFormat);
    bfmt = d3d9_to_pipe_format(RenderTargetFormat);
    if (RenderTargetFormat == D3DFMT_NULL)
        bfmt = dfmt;
    zsfmt = d3d9_to_pipe_format(DepthStencilFormat);
    if (dfmt == PIPE_FORMAT_NONE ||
        bfmt == PIPE_FORMAT_NONE ||
        zsfmt == PIPE_FORMAT_NONE) {
        return D3DERR_NOTAVAILABLE;
    }

    if (!screen->is_format_supported(screen, dfmt, PIPE_TEXTURE_2D, 0,
                                     PIPE_BIND_DISPLAY_TARGET |
                                     PIPE_BIND_SHARED) ||
        !screen->is_format_supported(screen, bfmt, PIPE_TEXTURE_2D, 0,
                                     PIPE_BIND_RENDER_TARGET) ||
        !screen->is_format_supported(screen, zsfmt, PIPE_TEXTURE_2D, 0,
                                     PIPE_BIND_DEPTH_STENCIL)) {
        return D3DERR_NOTAVAILABLE;
    }

    return D3D_OK;
}

HRESULT WINAPI
NineAdapter9_CheckDeviceFormatConversion( struct NineAdapter9 *This,
                                          D3DDEVTYPE DeviceType,
                                          D3DFORMAT SourceFormat,
                                          D3DFORMAT TargetFormat )
{
    /* MSDN says this tests whether a certain backbuffer format can be used in
     * conjunction with a certain front buffer format. It's a little confusing
     * but some one wiser might be able to figure this one out. XXX */
    struct pipe_screen *screen;
    enum pipe_format dfmt, bfmt;
    HRESULT hr;

    DBG("This=%p DeviceType=%s SourceFormat=%s TargetFormat=%s\n", This,
        nine_D3DDEVTYPE_to_str(DeviceType),
        d3dformat_to_string(SourceFormat), d3dformat_to_string(TargetFormat));

    user_assert(backbuffer_format(TargetFormat, SourceFormat, FALSE),
                D3DERR_NOTAVAILABLE);

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr)) { return hr; }

    dfmt = d3d9_to_pipe_format(TargetFormat);
    bfmt = d3d9_to_pipe_format(SourceFormat);
    if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
        return D3DERR_NOTAVAILABLE;
    }
    if (!screen->is_format_supported(screen, dfmt, PIPE_TEXTURE_2D, 1,
                                     PIPE_BIND_DISPLAY_TARGET |
                                     PIPE_BIND_SHARED) ||
        !screen->is_format_supported(screen, bfmt, PIPE_TEXTURE_2D, 1,
                                     PIPE_BIND_DISPLAY_TARGET |
                                     PIPE_BIND_SHARED)) {
        DBG("%s to %s not supported.\n",
            d3dformat_to_string(SourceFormat),
            d3dformat_to_string(TargetFormat));
        return D3DERR_NOTAVAILABLE;
    }

    return D3D_OK;
}

HRESULT WINAPI
NineAdapter9_GetDeviceCaps( struct NineAdapter9 *This,
                            D3DDEVTYPE DeviceType,
                            D3DCAPS9 *pCaps )
{
    struct pipe_screen *screen;
    boolean sm3, vs;
    HRESULT hr;

    DBG("This=%p DeviceType=%s pCaps=%p\n", This,
        nine_D3DDEVTYPE_to_str(DeviceType), pCaps);

    user_assert(pCaps, D3DERR_INVALIDCALL);

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr)) {
       DBG("Failed to get pipe_screen.\n");
       return hr;
    }

#define D3DPIPECAP(pcap, d3dcap) \
    (screen->get_param(screen, PIPE_CAP_##pcap) ? (d3dcap) : 0)

#define D3DNPIPECAP(pcap, d3dcap) \
    (screen->get_param(screen, PIPE_CAP_##pcap) ? 0 : (d3dcap))

    sm3 = screen->get_param(screen, PIPE_CAP_SM3);
    vs = !!(screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                                     PIPE_SHADER_CAP_MAX_INSTRUCTIONS));

    pCaps->DeviceType = DeviceType;

    pCaps->AdapterOrdinal = 0;

    pCaps->Caps = 0;

    pCaps->Caps2 = D3DCAPS2_CANMANAGERESOURCE |
                /* D3DCAPS2_CANSHARERESOURCE | */
                /* D3DCAPS2_CANCALIBRATEGAMMA | */
                   D3DCAPS2_DYNAMICTEXTURES |
                   D3DCAPS2_FULLSCREENGAMMA |
                   D3DCAPS2_CANAUTOGENMIPMAP;

    /* Note: D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD just means the
     * backbuffer can be ARGB (instead of only XRGB) when we are fullscreen
     * and in discard mode. */
    pCaps->Caps3 = D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
                   D3DCAPS3_COPY_TO_VIDMEM |
                   D3DCAPS3_COPY_TO_SYSTEMMEM |
                   D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION;

    pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_DEFAULT |
                                   D3DPRESENT_INTERVAL_ONE |
                                   D3DPRESENT_INTERVAL_TWO |
                                   D3DPRESENT_INTERVAL_THREE |
                                   D3DPRESENT_INTERVAL_FOUR |
                                   D3DPRESENT_INTERVAL_IMMEDIATE;
    pCaps->CursorCaps = D3DCURSORCAPS_COLOR | D3DCURSORCAPS_LOWRES;

    pCaps->DevCaps = D3DDEVCAPS_CANBLTSYSTONONLOCAL |
                     D3DDEVCAPS_CANRENDERAFTERFLIP |
                     D3DDEVCAPS_DRAWPRIMITIVES2 |
                     D3DDEVCAPS_DRAWPRIMITIVES2EX |
                     D3DDEVCAPS_DRAWPRIMTLVERTEX |
                     D3DDEVCAPS_EXECUTESYSTEMMEMORY |
                     D3DDEVCAPS_EXECUTEVIDEOMEMORY |
                     D3DDEVCAPS_HWRASTERIZATION |
                     D3DDEVCAPS_HWTRANSFORMANDLIGHT |
                     /*D3DDEVCAPS_NPATCHES |*/
                     D3DDEVCAPS_PUREDEVICE |
                     /*D3DDEVCAPS_QUINTICRTPATCHES |*/
                     /*D3DDEVCAPS_RTPATCHES |*/
                     /*D3DDEVCAPS_RTPATCHHANDLEZERO |*/
                     /*D3DDEVCAPS_SEPARATETEXTUREMEMORIES |*/
                     /*D3DDEVCAPS_TEXTURENONLOCALVIDMEM |*/
                     D3DDEVCAPS_TEXTURESYSTEMMEMORY |
                     D3DDEVCAPS_TEXTUREVIDEOMEMORY |
                     D3DDEVCAPS_TLVERTEXSYSTEMMEMORY |
                     D3DDEVCAPS_TLVERTEXVIDEOMEMORY;

    pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_MASKZ |
                               D3DPMISCCAPS_CULLNONE | /* XXX */
                               D3DPMISCCAPS_CULLCW |
                               D3DPMISCCAPS_CULLCCW |
                               D3DPMISCCAPS_COLORWRITEENABLE |
                               D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
                               /*D3DPMISCCAPS_CLIPTLVERTS |*/
                               D3DPMISCCAPS_TSSARGTEMP |
                               D3DPMISCCAPS_BLENDOP |
                               D3DPIPECAP(INDEP_BLEND_ENABLE, D3DPMISCCAPS_INDEPENDENTWRITEMASKS) |
                               /*D3DPMISCCAPS_PERSTAGECONSTANT |*/
                               /*D3DPMISCCAPS_POSTBLENDSRGBCONVERT |*/ /* TODO */
                               D3DPMISCCAPS_FOGANDSPECULARALPHA |
                               D3DPIPECAP(BLEND_EQUATION_SEPARATE, D3DPMISCCAPS_SEPARATEALPHABLEND) |
                               D3DPIPECAP(MIXED_COLORBUFFER_FORMATS, D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) |
                               D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING |
                               /*D3DPMISCCAPS_FOGVERTEXCLAMPED*/0;
    if (!screen->get_param(screen, PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION))
        pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_CLIPTLVERTS;

    pCaps->RasterCaps =
        D3DPIPECAP(ANISOTROPIC_FILTER, D3DPRASTERCAPS_ANISOTROPY) |
        /*D3DPRASTERCAPS_COLORPERSPECTIVE |*/
        D3DPRASTERCAPS_DITHER |
        D3DPRASTERCAPS_DEPTHBIAS |
        /*D3DPRASTERCAPS_FOGRANGE |*/
        /*D3DPRASTERCAPS_FOGTABLE |*/
        /*D3DPRASTERCAPS_FOGVERTEX |*/
        D3DPRASTERCAPS_MIPMAPLODBIAS |
        D3DPRASTERCAPS_MULTISAMPLE_TOGGLE |
        D3DPRASTERCAPS_SCISSORTEST |
        D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
        /*D3DPRASTERCAPS_WBUFFER |*/
        /*D3DPRASTERCAPS_WFOG |*/
        /*D3DPRASTERCAPS_ZBUFFERLESSHSR |*/
        /*D3DPRASTERCAPS_ZFOG |*/
        D3DPRASTERCAPS_ZTEST;

    pCaps->ZCmpCaps = D3DPCMPCAPS_NEVER |
                      D3DPCMPCAPS_LESS |
                      D3DPCMPCAPS_EQUAL |
                      D3DPCMPCAPS_LESSEQUAL |
                      D3DPCMPCAPS_GREATER |
                      D3DPCMPCAPS_NOTEQUAL |
                      D3DPCMPCAPS_GREATEREQUAL |
                      D3DPCMPCAPS_ALWAYS;

    pCaps->SrcBlendCaps = D3DPBLENDCAPS_ZERO |
                          D3DPBLENDCAPS_ONE |
                          D3DPBLENDCAPS_SRCCOLOR |
                          D3DPBLENDCAPS_INVSRCCOLOR |
                          D3DPBLENDCAPS_SRCALPHA |
                          D3DPBLENDCAPS_INVSRCALPHA |
                          D3DPBLENDCAPS_DESTALPHA |
                          D3DPBLENDCAPS_INVDESTALPHA |
                          D3DPBLENDCAPS_DESTCOLOR |
                          D3DPBLENDCAPS_INVDESTCOLOR |
                          D3DPBLENDCAPS_SRCALPHASAT |
                          D3DPBLENDCAPS_BOTHSRCALPHA |
                          D3DPBLENDCAPS_BOTHINVSRCALPHA |
                          D3DPBLENDCAPS_BLENDFACTOR |
                          D3DPIPECAP(MAX_DUAL_SOURCE_RENDER_TARGETS,
                              D3DPBLENDCAPS_INVSRCCOLOR2 |
                              D3DPBLENDCAPS_SRCCOLOR2);

    pCaps->DestBlendCaps = pCaps->SrcBlendCaps;

    pCaps->AlphaCmpCaps = D3DPCMPCAPS_LESS |
                          D3DPCMPCAPS_EQUAL |
                          D3DPCMPCAPS_LESSEQUAL |
                          D3DPCMPCAPS_GREATER |
                          D3DPCMPCAPS_NOTEQUAL |
                          D3DPCMPCAPS_GREATEREQUAL |
                          D3DPCMPCAPS_ALWAYS;

    /* FLAT caps not legal for D3D9. */
    pCaps->ShadeCaps = D3DPSHADECAPS_COLORGOURAUDRGB |
                       D3DPSHADECAPS_SPECULARGOURAUDRGB |
                       D3DPSHADECAPS_ALPHAGOURAUDBLEND |
                       D3DPSHADECAPS_FOGGOURAUD;

    pCaps->TextureCaps =
        D3DPTEXTURECAPS_ALPHA |
        D3DPTEXTURECAPS_ALPHAPALETTE |
        D3DPTEXTURECAPS_PERSPECTIVE |
        D3DPTEXTURECAPS_PROJECTED |
        /*D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE |*/
        D3DPTEXTURECAPS_CUBEMAP |
        D3DPTEXTURECAPS_VOLUMEMAP |
        D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_POW2) |
        D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_NONPOW2CONDITIONAL) |
        D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_CUBEMAP_POW2) |
        D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_VOLUMEMAP_POW2) |
        D3DPIPECAP(MAX_TEXTURE_2D_LEVELS, D3DPTEXTURECAPS_MIPMAP) |
        D3DPIPECAP(MAX_TEXTURE_3D_LEVELS, D3DPTEXTURECAPS_MIPVOLUMEMAP) |
        D3DPIPECAP(MAX_TEXTURE_CUBE_LEVELS, D3DPTEXTURECAPS_MIPCUBEMAP);

    pCaps->TextureFilterCaps =
        D3DPTFILTERCAPS_MINFPOINT |
        D3DPTFILTERCAPS_MINFLINEAR |
        D3DPIPECAP(ANISOTROPIC_FILTER, D3DPTFILTERCAPS_MINFANISOTROPIC) |
        /*D3DPTFILTERCAPS_MINFPYRAMIDALQUAD |*/
        /*D3DPTFILTERCAPS_MINFGAUSSIANQUAD |*/
        D3DPTFILTERCAPS_MIPFPOINT |
        D3DPTFILTERCAPS_MIPFLINEAR |
        D3DPTFILTERCAPS_MAGFPOINT |
        D3DPTFILTERCAPS_MAGFLINEAR |
        D3DPIPECAP(ANISOTROPIC_FILTER, D3DPTFILTERCAPS_MAGFANISOTROPIC) |
        /*D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD |*/
        /*D3DPTFILTERCAPS_MAGFGAUSSIANQUAD*/0;

    pCaps->CubeTextureFilterCaps = pCaps->TextureFilterCaps;
    pCaps->VolumeTextureFilterCaps = pCaps->TextureFilterCaps;

    pCaps->TextureAddressCaps =
        D3DPTADDRESSCAPS_BORDER |
        D3DPTADDRESSCAPS_INDEPENDENTUV |
        D3DPTADDRESSCAPS_WRAP |
        D3DPTADDRESSCAPS_MIRROR |
        D3DPTADDRESSCAPS_CLAMP |
        D3DPIPECAP(TEXTURE_MIRROR_CLAMP, D3DPTADDRESSCAPS_MIRRORONCE);

    pCaps->VolumeTextureAddressCaps = pCaps->TextureAddressCaps;

    pCaps->LineCaps =
        D3DLINECAPS_ALPHACMP |
        D3DLINECAPS_BLEND |
        D3DLINECAPS_TEXTURE |
        D3DLINECAPS_ZTEST |
        D3DLINECAPS_FOG;
    if (screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH_AA) > 0.0) {
        pCaps->LineCaps |= D3DLINECAPS_ANTIALIAS;
    }

    pCaps->MaxTextureWidth =
        1 << (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
    pCaps->MaxTextureHeight = pCaps->MaxTextureWidth;
    pCaps->MaxVolumeExtent =
        1 << (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS) - 1);
    /* XXX values from wine */
    pCaps->MaxTextureRepeat = 32768;
    pCaps->MaxTextureAspectRatio = pCaps->MaxTextureWidth;

    pCaps->MaxAnisotropy =
        (DWORD)screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_ANISOTROPY);

    pCaps->MaxVertexW = 1.0f; /* XXX */
    pCaps->GuardBandLeft = screen->get_paramf(screen,
                                              PIPE_CAPF_GUARD_BAND_LEFT);
    pCaps->GuardBandTop = screen->get_paramf(screen,
                                             PIPE_CAPF_GUARD_BAND_TOP);
    pCaps->GuardBandRight = screen->get_paramf(screen,
                                               PIPE_CAPF_GUARD_BAND_RIGHT);
    pCaps->GuardBandBottom = screen->get_paramf(screen,
                                                PIPE_CAPF_GUARD_BAND_BOTTOM);
    pCaps->ExtentsAdjust = 0.0f;

    pCaps->StencilCaps =
        D3DSTENCILCAPS_KEEP |
        D3DSTENCILCAPS_ZERO |
        D3DSTENCILCAPS_REPLACE |
        D3DSTENCILCAPS_INCRSAT |
        D3DSTENCILCAPS_DECRSAT |
        D3DSTENCILCAPS_INVERT |
        D3DSTENCILCAPS_INCR |
        D3DSTENCILCAPS_DECR |
        D3DPIPECAP(TWO_SIDED_STENCIL, D3DSTENCILCAPS_TWOSIDED);

    pCaps->FVFCaps =
        (D3DFVFCAPS_TEXCOORDCOUNTMASK & 0xff) |
        /*D3DFVFCAPS_DONOTSTRIPELEMENTS |*/
        D3DFVFCAPS_PSIZE;

    /* XXX: Some of these are probably not in SM2.0 so cap them when I figure
     * them out. For now leave them all enabled. */
    pCaps->TextureOpCaps = D3DTEXOPCAPS_DISABLE |
                           D3DTEXOPCAPS_SELECTARG1 |
                           D3DTEXOPCAPS_SELECTARG2 |
                           D3DTEXOPCAPS_MODULATE |
                           D3DTEXOPCAPS_MODULATE2X |
                           D3DTEXOPCAPS_MODULATE4X |
                           D3DTEXOPCAPS_ADD |
                           D3DTEXOPCAPS_ADDSIGNED |
                           D3DTEXOPCAPS_ADDSIGNED2X |
                           D3DTEXOPCAPS_SUBTRACT |
                           D3DTEXOPCAPS_ADDSMOOTH |
                           D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
                           D3DTEXOPCAPS_BLENDTEXTUREALPHA |
                           D3DTEXOPCAPS_BLENDFACTORALPHA |
                           D3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
                           D3DTEXOPCAPS_BLENDCURRENTALPHA |
                           D3DTEXOPCAPS_PREMODULATE |
                           D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
                           D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
                           D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
                           D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
                           D3DTEXOPCAPS_BUMPENVMAP |
                           D3DTEXOPCAPS_BUMPENVMAPLUMINANCE |
                           D3DTEXOPCAPS_DOTPRODUCT3 |
                           D3DTEXOPCAPS_MULTIPLYADD |
                           D3DTEXOPCAPS_LERP;

    pCaps->MaxTextureBlendStages = 8; /* XXX wine */
        (DWORD)screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_SEPARATE);
    pCaps->MaxSimultaneousTextures = screen->get_shader_param(screen,
        PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS);
    if (pCaps->MaxSimultaneousTextures > NINE_MAX_SAMPLERS_PS)
        pCaps->MaxSimultaneousTextures = NINE_MAX_SAMPLERS_PS;

    pCaps->VertexProcessingCaps = D3DVTXPCAPS_TEXGEN |
                                  /*D3DVTXPCAPS_TEXGEN_SPHEREMAP |*/
                                  D3DVTXPCAPS_MATERIALSOURCE7 |
                                  D3DVTXPCAPS_DIRECTIONALLIGHTS |
                                  D3DVTXPCAPS_POSITIONALLIGHTS |
                                  D3DVTXPCAPS_LOCALVIEWER |
                                  D3DVTXPCAPS_TWEENING |
                                  /*D3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER*/0;

    pCaps->MaxActiveLights = NINE_MAX_LIGHTS_ACTIVE; /* like GL_LIGHTi */
    pCaps->MaxUserClipPlanes = PIPE_MAX_CLIP_PLANES;
    pCaps->MaxVertexBlendMatrices = 4; /* 1 vec4 BLENDWEIGHT/INDICES input */
    pCaps->MaxVertexBlendMatrixIndex = 7; /* D3DTS_WORLDMATRIX(0..7) */

    pCaps->MaxPointSize = screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH);

    pCaps->MaxPrimitiveCount = 0xFFFFF; /* <- wine, really 0xFFFFFFFF; */
    pCaps->MaxVertexIndex = 0xFFFFF; /* <- wine, really 0xFFFFFFFF */
    pCaps->MaxStreams =
        _min(screen->get_shader_param(screen,
                 PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_MAX_INPUTS),
             16);

    pCaps->MaxStreamStride = screen->get_param(screen,
            PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE);

    pCaps->VertexShaderVersion = sm3 ? D3DVS_VERSION(3,0) : D3DVS_VERSION(2,0);
    if (vs) {
        /* VS 2 as well as 3.0 supports a minimum of 256 consts, no matter how
         * much our architecture moans about it. The problem is that D3D9
         * expects access to 16 int consts (i#), containing 3 components and
         * 16 booleans (b#), containing only 1 component. This should be packed
         * into 20 float vectors (16 for i# and 16/4 for b#), since gallium has
         * removed support for the loop counter/boolean files. */
        pCaps->MaxVertexShaderConst =
            _min((screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                     PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) /
                     sizeof(float[4])) - 20,
		 NINE_MAX_CONST_F);
        /* Fake the minimum cap for Windows. */
        if (QUIRK(FAKE_CAPS)) {
            pCaps->MaxVertexShaderConst = 256;
        }
    } else {
        pCaps->MaxVertexShaderConst = 0;
    }

    pCaps->PixelShaderVersion = sm3 ? D3DPS_VERSION(3,0) : D3DPS_VERSION(2,0);
    pCaps->PixelShader1xMaxValue = 8.0f; /* XXX: wine */

    pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET |
                      D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET |
                      D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES |
                      /*D3DDEVCAPS2_DMAPNPATCH |*/
                      /*D3DDEVCAPS2_ADAPTIVETESSRTPATCH |*/
                      /*D3DDEVCAPS2_ADAPTIVETESSNPATCH |*/
                      /*D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH*/0;

    pCaps->MasterAdapterOrdinal = 0;
    pCaps->AdapterOrdinalInGroup = 0;
    pCaps->NumberOfAdaptersInGroup = 1;

    /* Undocumented ? */
    pCaps->MaxNpatchTessellationLevel = 0.0f;
    pCaps->Reserved5 = 0;

    /* XXX: use is_format_supported */
    pCaps->DeclTypes = D3DDTCAPS_UBYTE4 |
                       D3DDTCAPS_UBYTE4N |
                       D3DDTCAPS_SHORT2N |
                       D3DDTCAPS_SHORT4N |
                       D3DDTCAPS_USHORT2N |
                       D3DDTCAPS_USHORT4N |
                       D3DDTCAPS_UDEC3 |
                       D3DDTCAPS_DEC3N |
                       D3DDTCAPS_FLOAT16_2 |
                       D3DDTCAPS_FLOAT16_4;

    pCaps->NumSimultaneousRTs =
        screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS);
    if (pCaps->NumSimultaneousRTs > NINE_MAX_SIMULTANEOUS_RENDERTARGETS)
        pCaps->NumSimultaneousRTs = NINE_MAX_SIMULTANEOUS_RENDERTARGETS;

    pCaps->StretchRectFilterCaps = D3DPTFILTERCAPS_MINFPOINT |
                                   D3DPTFILTERCAPS_MINFLINEAR |
                                   D3DPTFILTERCAPS_MAGFPOINT |
                                   D3DPTFILTERCAPS_MAGFLINEAR;


    pCaps->VS20Caps.Caps = D3DVS20CAPS_PREDICATION;
    pCaps->VS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
        screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                                 PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
    pCaps->VS20Caps.NumTemps =
        screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                                 PIPE_SHADER_CAP_MAX_TEMPS);
    pCaps->VS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
        screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                                 PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);

    /* also check for values < 0, because get_shader_param may return unsigned */
    if (pCaps->VS20Caps.DynamicFlowControlDepth > D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH
        || pCaps->VS20Caps.DynamicFlowControlDepth < 0)
        pCaps->VS20Caps.DynamicFlowControlDepth = D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
    if (pCaps->VS20Caps.StaticFlowControlDepth > D3DVS20_MAX_STATICFLOWCONTROLDEPTH
        || pCaps->VS20Caps.StaticFlowControlDepth < 0)
        pCaps->VS20Caps.StaticFlowControlDepth = D3DVS20_MAX_STATICFLOWCONTROLDEPTH;
    if (pCaps->VS20Caps.NumTemps > D3DVS20_MAX_NUMTEMPS)
        pCaps->VS20Caps.NumTemps = D3DVS20_MAX_NUMTEMPS;
    assert(pCaps->VS20Caps.DynamicFlowControlDepth >= D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH);
    assert(pCaps->VS20Caps.StaticFlowControlDepth >= D3DVS20_MIN_STATICFLOWCONTROLDEPTH);
    assert(pCaps->VS20Caps.NumTemps >= D3DVS20_MIN_NUMTEMPS);


    pCaps->PS20Caps.Caps = D3DPS20CAPS_ARBITRARYSWIZZLE |
                           D3DPS20CAPS_GRADIENTINSTRUCTIONS |
                           D3DPS20CAPS_PREDICATION;
    if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                 PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS) ==
        screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                 PIPE_SHADER_CAP_MAX_INSTRUCTIONS))
        pCaps->PS20Caps.Caps |= D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
    if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                 PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS) ==
        screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                 PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS))
        pCaps->PS20Caps.Caps |= D3DPS20CAPS_NODEPENDENTREADLIMIT;
    pCaps->PS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
        screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                 PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
    pCaps->PS20Caps.NumTemps =
        screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                 PIPE_SHADER_CAP_MAX_TEMPS);
    pCaps->PS20Caps.StaticFlowControlDepth =  /* XXX is this static ? */
        screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                 PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
    pCaps->PS20Caps.NumInstructionSlots =
        screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                 PIPE_SHADER_CAP_MAX_INSTRUCTIONS);

    if (pCaps->PS20Caps.DynamicFlowControlDepth > D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH
        || pCaps->PS20Caps.DynamicFlowControlDepth < 0)
        pCaps->PS20Caps.DynamicFlowControlDepth = D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
    if (pCaps->PS20Caps.StaticFlowControlDepth > D3DPS20_MAX_STATICFLOWCONTROLDEPTH
        || pCaps->PS20Caps.StaticFlowControlDepth < 0)
        pCaps->PS20Caps.StaticFlowControlDepth = D3DPS20_MAX_STATICFLOWCONTROLDEPTH;
    if (pCaps->PS20Caps.NumTemps > D3DPS20_MAX_NUMTEMPS)
        pCaps->PS20Caps.NumTemps = D3DPS20_MAX_NUMTEMPS;
    if (pCaps->PS20Caps.NumInstructionSlots > D3DPS20_MAX_NUMINSTRUCTIONSLOTS)
        pCaps->PS20Caps.NumInstructionSlots = D3DPS20_MAX_NUMINSTRUCTIONSLOTS;
    assert(pCaps->PS20Caps.DynamicFlowControlDepth >= D3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH);
    assert(pCaps->PS20Caps.StaticFlowControlDepth >= D3DPS20_MIN_STATICFLOWCONTROLDEPTH);
    assert(pCaps->PS20Caps.NumTemps >= D3DPS20_MIN_NUMTEMPS);
    assert(pCaps->PS20Caps.NumInstructionSlots >= D3DPS20_MIN_NUMINSTRUCTIONSLOTS);


    if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                                 PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS))
        pCaps->VertexTextureFilterCaps = pCaps->TextureFilterCaps &
            ~(D3DPTFILTERCAPS_MIPFPOINT |
              D3DPTFILTERCAPS_MIPFPOINT); /* XXX */
    else
        pCaps->VertexTextureFilterCaps = 0;

    if (sm3) {
        pCaps->MaxVertexShader30InstructionSlots =
            screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                                     PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
        pCaps->MaxPixelShader30InstructionSlots =
            screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
                                     PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
        if (pCaps->MaxVertexShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
            pCaps->MaxVertexShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
        if (pCaps->MaxPixelShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
            pCaps->MaxPixelShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
        assert(pCaps->MaxVertexShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
        assert(pCaps->MaxPixelShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
    } else {
        pCaps->MaxVertexShader30InstructionSlots = 0;
        pCaps->MaxPixelShader30InstructionSlots = 0;
    }

    /* 65535 is required, advertise more for GPUs with >= 2048 instruction slots */
    pCaps->MaxVShaderInstructionsExecuted = MAX2(65535, pCaps->MaxVertexShader30InstructionSlots * 32);
    pCaps->MaxPShaderInstructionsExecuted = MAX2(65535, pCaps->MaxPixelShader30InstructionSlots * 32);

    if (debug_get_bool_option("NINE_DUMP_CAPS", FALSE))
        nine_dump_D3DCAPS9(DBG_CHANNEL, pCaps);

    return D3D_OK;
}

HRESULT WINAPI
NineAdapter9_CreateDevice( struct NineAdapter9 *This,
                           UINT RealAdapter,
                           D3DDEVTYPE DeviceType,
                           HWND hFocusWindow,
                           DWORD BehaviorFlags,
                           D3DPRESENT_PARAMETERS *pPresentationParameters,
                           IDirect3D9 *pD3D9,
                           ID3DPresentGroup *pPresentationGroup,
                           IDirect3DDevice9 **ppReturnedDeviceInterface )
{
    struct pipe_screen *screen;
    D3DDEVICE_CREATION_PARAMETERS params;
    D3DCAPS9 caps;
    int major, minor;
    HRESULT hr;

    DBG("This=%p RealAdapter=%u DeviceType=%s hFocusWindow=%p "
        "BehaviourFlags=%x " "pD3D9=%p pPresentationGroup=%p "
        "ppReturnedDeviceInterface=%p\n", This,
        RealAdapter, nine_D3DDEVTYPE_to_str(DeviceType), hFocusWindow,
        BehaviorFlags, pD3D9, pPresentationGroup, ppReturnedDeviceInterface);

    ID3DPresentGroup_GetVersion(pPresentationGroup, &major, &minor);
    if (major != 1) {
        ERR("Doesn't support the ID3DPresentGroup version %d %d. Expected 1\n",
            major, minor);
        return D3DERR_NOTAVAILABLE;
    }

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr)) {
        DBG("Failed to get pipe_screen.\n");
        return hr;
    }

    hr = NineAdapter9_GetDeviceCaps(This, DeviceType, &caps);
    if (FAILED(hr)) {
        DBG("Failed to get device caps.\n");
        return hr;
    }

    params.AdapterOrdinal = RealAdapter;
    params.DeviceType = DeviceType;
    params.hFocusWindow = hFocusWindow;
    params.BehaviorFlags = BehaviorFlags;

    hr = NineDevice9_new(screen, &params, &caps, pPresentationParameters,
                         pD3D9, pPresentationGroup, This->ctx, FALSE, NULL,
                         (struct NineDevice9 **)ppReturnedDeviceInterface);
    if (FAILED(hr)) {
        DBG("Failed to create device.\n");
        return hr;
    }
    DBG("NineDevice9 created successfully.\n");

    return D3D_OK;
}

HRESULT WINAPI
NineAdapter9_CreateDeviceEx( struct NineAdapter9 *This,
                             UINT RealAdapter,
                             D3DDEVTYPE DeviceType,
                             HWND hFocusWindow,
                             DWORD BehaviorFlags,
                             D3DPRESENT_PARAMETERS *pPresentationParameters,
                             D3DDISPLAYMODEEX *pFullscreenDisplayMode,
                             IDirect3D9Ex *pD3D9Ex,
                             ID3DPresentGroup *pPresentationGroup,
                             IDirect3DDevice9Ex **ppReturnedDeviceInterface )
{
    struct pipe_screen *screen;
    D3DDEVICE_CREATION_PARAMETERS params;
    D3DCAPS9 caps;
    int major, minor;
    HRESULT hr;

    DBG("This=%p RealAdapter=%u DeviceType=%s hFocusWindow=%p "
        "BehaviourFlags=%x " "pD3D9Ex=%p pPresentationGroup=%p "
        "ppReturnedDeviceInterface=%p\n", This,
        RealAdapter, nine_D3DDEVTYPE_to_str(DeviceType), hFocusWindow,
        BehaviorFlags, pD3D9Ex, pPresentationGroup, ppReturnedDeviceInterface);

    ID3DPresentGroup_GetVersion(pPresentationGroup, &major, &minor);
    if (major != 1) {
        ERR("Doesn't support the ID3DPresentGroup version %d %d. Expected 1\n",
            major, minor);
        return D3DERR_NOTAVAILABLE;
    }

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr)) {
        DBG("Failed to get pipe_screen.\n");
        return hr;
    }

    hr = NineAdapter9_GetDeviceCaps(This, DeviceType, &caps);
    if (FAILED(hr)) {
        DBG("Failed to get device caps.\n");
        return hr;
    }

    params.AdapterOrdinal = RealAdapter;
    params.DeviceType = DeviceType;
    params.hFocusWindow = hFocusWindow;
    params.BehaviorFlags = BehaviorFlags;

    hr = NineDevice9Ex_new(screen, &params, &caps, pPresentationParameters,
                           pFullscreenDisplayMode,
                           pD3D9Ex, pPresentationGroup, This->ctx,
                           (struct NineDevice9Ex **)ppReturnedDeviceInterface);
    if (FAILED(hr)) {
        DBG("Failed to create device.\n");
        return hr;
    }
    DBG("NineDevice9Ex created successfully.\n");

    return D3D_OK;
}

ID3DAdapter9Vtbl NineAdapter9_vtable = {
    (void *)NineUnknown_QueryInterface,
    (void *)NineUnknown_AddRef,
    (void *)NineUnknown_Release,
    (void *)NineAdapter9_GetAdapterIdentifier,
    (void *)NineAdapter9_CheckDeviceType,
    (void *)NineAdapter9_CheckDeviceFormat,
    (void *)NineAdapter9_CheckDeviceMultiSampleType,
    (void *)NineAdapter9_CheckDepthStencilMatch,
    (void *)NineAdapter9_CheckDeviceFormatConversion,
    (void *)NineAdapter9_GetDeviceCaps,
    (void *)NineAdapter9_CreateDevice,
    (void *)NineAdapter9_CreateDeviceEx
};

static const GUID *NineAdapter9_IIDs[] = {
    &IID_ID3D9Adapter,
    &IID_IUnknown,
    NULL
};

HRESULT
NineAdapter9_new( struct d3dadapter9_context *pCTX,
                  struct NineAdapter9 **ppOut )
{
    NINE_NEW(Adapter9, ppOut, FALSE, /* args */ pCTX);
}