src/java.desktop/windows/native/libawt/java2d/d3d/D3DContext.cpp
changeset 47216 71c04702a3d5
parent 41398 1f7d85a74c12
child 58324 0aba35254e00
child 58678 9cf78a70fa4f
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/java.desktop/windows/native/libawt/java2d/d3d/D3DContext.cpp	Tue Sep 12 19:03:39 2017 +0200
@@ -0,0 +1,1896 @@
+/*
+ * Copyright (c) 2007, 2016, Oracle and/or its affiliates. All rights reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation.  Oracle designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Oracle in the LICENSE file that accompanied this code.
+ *
+ * This code 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 General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
+ * or visit www.oracle.com if you need additional information or have any
+ * questions.
+ */
+
+#include "D3DPipeline.h"
+#include "jlong.h"
+
+#include "GraphicsPrimitiveMgr.h"
+#include "D3DContext.h"
+#include "D3DSurfaceData.h"
+#include "D3DBufImgOps.h"
+#include "D3DPaints.h"
+#include "D3DRenderQueue.h"
+#include "D3DShaders.h"
+#include "D3DTextRenderer.h"
+#include "D3DPipelineManager.h"
+#include "D3DGlyphCache.h"
+
+typedef struct {
+    D3DBLEND src;
+    D3DBLEND dst;
+} D3DBlendRule;
+
+/**
+ * This table contains the standard blending rules (or Porter-Duff compositing
+ * factors) used in SetRenderState(), indexed by the rule constants from the
+ * AlphaComposite class.
+ */
+D3DBlendRule StdBlendRules[] = {
+    { D3DBLEND_ZERO,         D3DBLEND_ZERO        }, /* 0 - Nothing      */
+    { D3DBLEND_ZERO,         D3DBLEND_ZERO        }, /* 1 - RULE_Clear   */
+    { D3DBLEND_ONE,          D3DBLEND_ZERO        }, /* 2 - RULE_Src     */
+    { D3DBLEND_ONE,          D3DBLEND_INVSRCALPHA }, /* 3 - RULE_SrcOver */
+    { D3DBLEND_INVDESTALPHA, D3DBLEND_ONE         }, /* 4 - RULE_DstOver */
+    { D3DBLEND_DESTALPHA,    D3DBLEND_ZERO        }, /* 5 - RULE_SrcIn   */
+    { D3DBLEND_ZERO,         D3DBLEND_SRCALPHA    }, /* 6 - RULE_DstIn   */
+    { D3DBLEND_INVDESTALPHA, D3DBLEND_ZERO        }, /* 7 - RULE_SrcOut  */
+    { D3DBLEND_ZERO,         D3DBLEND_INVSRCALPHA }, /* 8 - RULE_DstOut  */
+    { D3DBLEND_ZERO,         D3DBLEND_ONE         }, /* 9 - RULE_Dst     */
+    { D3DBLEND_DESTALPHA,    D3DBLEND_INVSRCALPHA }, /*10 - RULE_SrcAtop */
+    { D3DBLEND_INVDESTALPHA, D3DBLEND_SRCALPHA    }, /*11 - RULE_DstAtop */
+    { D3DBLEND_INVDESTALPHA, D3DBLEND_INVSRCALPHA }, /*12 - RULE_AlphaXor*/
+};
+
+void
+D3DUtils_SetOrthoMatrixOffCenterLH(D3DMATRIX *m,
+                                   float width, float height)
+{
+    ZeroMemory(m, sizeof(D3DMATRIX));
+    m->_11 =  2.0f/width;
+    m->_22 = -2.0f/height;
+    m->_33 =  0.5f;
+    m->_44 =  1.0f;
+
+    m->_41 = -1.0f;
+    m->_42 =  1.0f;
+    m->_43 =  0.5f;
+}
+
+void
+D3DUtils_SetIdentityMatrix(D3DMATRIX *m)
+{
+    m->_12 = m->_13 = m->_14 = m->_21 = m->_23 = m->_24 = 0.0f;
+    m->_31 = m->_32 = m->_34 = m->_41 = m->_42 = m->_43 = 0.0f;
+    m->_11 = m->_22 = m->_33 = m->_44 = 1.0f;
+}
+
+// the following methods are copies of the AffineTransform's class
+// corresponding methods, with these changes to the indexes:
+// 00 -> 11
+// 11 -> 22
+// 01 -> 21
+// 10 -> 12
+// 02 -> 41
+// 12 -> 42
+
+void
+D3DUtils_2DConcatenateM(D3DMATRIX *m, D3DMATRIX *m1)
+{
+    float M0, M1;
+    float T00, T10, T01, T11;
+    float T02, T12;
+
+    T00 = m1->_11; T01 = m1->_21; T02 = m1->_41;
+    T10 = m1->_12; T11 = m1->_22; T12 = m1->_42;
+
+    M0 = m->_11;
+    M1 = m->_21;
+    m->_11  = T00 * M0 + T10 * M1;
+    m->_21  = T01 * M0 + T11 * M1;
+    m->_41 += T02 * M0 + T12 * M1;
+
+    M0 = m->_12;
+    M1 = m->_22;
+    m->_12  = T00 * M0 + T10 * M1;
+    m->_22  = T01 * M0 + T11 * M1;
+    m->_42 += T02 * M0 + T12 * M1;
+}
+
+#ifdef UPDATE_TX
+
+void
+D3DUtils_2DScaleM(D3DMATRIX *m, float sx, float sy)
+{
+    m->_11 *= sx;
+    m->_22 *= sy;
+}
+
+void
+D3DUtils_2DInvertM(D3DMATRIX *m)
+{
+    float M11, M21, M41;
+    float M12, M22, M42;
+    float det;
+
+    M11 = m->_11; M21 = m->_21; M41 = m->_41;
+    M12 = m->_12; M22 = m->_22; M42 = m->_42;
+    det = M11 * M22 - M21 * M12;
+    if (fabs(det) <= 0.0000000001f) {
+        memset(m, 0, sizeof(D3DMATRIX));
+        return;
+    }
+    m->_11 =  M22 / det;
+    m->_12 = -M12 / det;
+    m->_21 = -M21 / det;
+    m->_22 =  M11 / det;
+    m->_41 = (M21 * M42 - M22 * M41) / det;
+    m->_42 = (M12 * M41 - M11 * M42) / det;
+}
+
+void
+D3DUtils_2DTranslateM(D3DMATRIX *m, float tx, float ty)
+{
+    m->_41 = tx * m->_11 + ty * m->_21 + m->_41;
+    m->_42 = tx * m->_12 + ty * m->_22 + m->_42;
+}
+
+void
+D3DUtils_2DTransformXY(D3DMATRIX *m, float *px, float *py)
+{
+    float x = *px;
+    float y = *py;
+
+    *px = x * m->_11 + y * m->_21 + m->_41;
+    *py = x * m->_12 + y * m->_22 + m->_42;
+}
+
+void
+D3DUtils_2DInverseTransformXY(D3DMATRIX *m, float *px, float *py)
+{
+    float x = *px, y = *py;
+
+    x -= m->_41;
+    y -= m->_42;
+
+    float det = m->_11 * m->_22 - m->_21 * m->_12;
+    if (fabs(det) < 0.0000000001f) {
+        *px = 0.0f;
+        *py = 0.0f;
+    } else {
+        *px = (x * m->_22 - y * m->_21) / det;
+        *py = (y * m->_11 - x * m->_12) / det;
+    }
+}
+
+#endif // UPDATE_TX
+
+static void
+D3DContext_DisposeShader(jlong programID)
+{
+    IDirect3DPixelShader9 *shader =
+        (IDirect3DPixelShader9 *)jlong_to_ptr(programID);
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext_DisposeShader");
+
+    SAFE_RELEASE(shader);
+}
+
+// static
+HRESULT
+D3DContext::CreateInstance(IDirect3D9 *pd3d9, UINT adapter, D3DContext **ppCtx)
+{
+    HRESULT res;
+    *ppCtx = new D3DContext(pd3d9, adapter);
+    if (FAILED(res = (*ppCtx)->InitContext())) {
+        delete *ppCtx;
+        *ppCtx = NULL;
+    }
+    return res;
+}
+
+D3DContext::D3DContext(IDirect3D9 *pd3d, UINT adapter)
+{
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::D3DContext");
+    J2dTraceLn1(J2D_TRACE_VERBOSE, "  pd3d=0x%x", pd3d);
+    pd3dObject = pd3d;
+    pd3dDevice = NULL;
+    adapterOrdinal = adapter;
+
+    pResourceMgr = NULL;
+    pMaskCache = NULL;
+    pVCacher = NULL;
+
+    pSyncQuery = NULL;
+    pSyncRTRes = NULL;
+    pStateBlock = NULL;
+
+    D3DC_INIT_SHADER_LIST(convolvePrograms,   MAX_CONVOLVE);
+    D3DC_INIT_SHADER_LIST(rescalePrograms,    MAX_RESCALE);
+    D3DC_INIT_SHADER_LIST(lookupPrograms,     MAX_LOOKUP);
+    D3DC_INIT_SHADER_LIST(basicGradPrograms,  4);
+    D3DC_INIT_SHADER_LIST(linearGradPrograms, 8);
+    D3DC_INIT_SHADER_LIST(radialGradPrograms, 8);
+
+    pLCDGlyphCache= NULL;
+    pGrayscaleGlyphCache= NULL;
+    lcdTextProgram = NULL;
+    aaPgramProgram = NULL;
+
+    contextCaps = CAPS_EMPTY;
+    bBeginScenePending = FALSE;
+
+    ZeroMemory(&devCaps, sizeof(D3DCAPS9));
+    ZeroMemory(&curParams, sizeof(curParams));
+
+    extraAlpha = 1.0f;
+}
+
+void D3DContext::ReleaseDefPoolResources()
+{
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ReleaseDefPoolResources");
+
+    EndScene();
+
+    contextCaps = CAPS_EMPTY;
+
+    SAFE_RELEASE(pSyncQuery);
+    SAFE_RELEASE(pStateBlock);
+
+    if (pVCacher != NULL) {
+        pVCacher->ReleaseDefPoolResources();
+    }
+    if (pMaskCache != NULL) {
+        pMaskCache->ReleaseDefPoolResources();
+    }
+    if (pLCDGlyphCache != NULL) {
+        pLCDGlyphCache->ReleaseDefPoolResources();
+    }
+    if (pGrayscaleGlyphCache != NULL) {
+        pGrayscaleGlyphCache->ReleaseDefPoolResources();
+    }
+    if (pResourceMgr != NULL) {
+        if (pSyncRTRes != NULL) {
+            pResourceMgr->ReleaseResource(pSyncRTRes);
+            pSyncRTRes = NULL;
+        }
+        pResourceMgr->ReleaseDefPoolResources();
+    }
+    ZeroMemory(lastTexture, sizeof(lastTexture));
+    ZeroMemory(lastTextureColorState, sizeof(lastTextureColorState));
+}
+
+void D3DContext::ReleaseContextResources()
+{
+    J2dTraceLn1(J2D_TRACE_INFO,
+                "D3DContext::ReleaseContextResources: pd3dDevice = 0x%x",
+                pd3dDevice);
+
+    ReleaseDefPoolResources();
+
+    // dispose shader lists
+    ShaderList_Dispose(&convolvePrograms);
+    ShaderList_Dispose(&rescalePrograms);
+    ShaderList_Dispose(&lookupPrograms);
+    ShaderList_Dispose(&basicGradPrograms);
+    ShaderList_Dispose(&linearGradPrograms);
+    ShaderList_Dispose(&radialGradPrograms);
+
+    SAFE_DELETE(pLCDGlyphCache);
+    SAFE_DELETE(pGrayscaleGlyphCache);
+
+    SAFE_RELEASE(lcdTextProgram);
+    SAFE_RELEASE(aaPgramProgram);
+
+    SAFE_DELETE(pVCacher);
+    SAFE_DELETE(pMaskCache);
+    SAFE_DELETE(pResourceMgr);
+}
+
+D3DContext::~D3DContext() {
+    J2dTraceLn2(J2D_TRACE_INFO,
+                "~D3DContext: pd3dDevice=0x%x, pd3dObject =0x%x",
+                pd3dDevice, pd3dObject);
+    ReleaseContextResources();
+    SAFE_RELEASE(pd3dDevice);
+}
+
+HRESULT
+D3DContext::InitDevice(IDirect3DDevice9 *pd3dDevice)
+{
+    HRESULT res = S_OK;
+
+    pd3dDevice->GetDeviceCaps(&devCaps);
+
+    J2dRlsTraceLn1(J2D_TRACE_INFO,
+                   "D3DContext::InitDevice: device %d", adapterOrdinal);
+
+    // disable some of the unneeded and costly d3d functionality
+    pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+    pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
+    pd3dDevice->SetRenderState(D3DRS_LIGHTING,  FALSE);
+    pd3dDevice->SetRenderState(D3DRS_CLIPPING,  FALSE);
+    pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+    pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, D3DZB_FALSE);
+    pd3dDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE);
+    pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+
+    // set the default texture addressing mode
+    pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+    pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+
+    // REMIND: check supported filters with
+    // IDirect3D9::CheckDeviceFormat with D3DUSAGE_QUERY_FILTER
+    pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+    pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+
+    // these states never change
+    pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+    pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+    pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
+    pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+    pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+    pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
+    pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
+    pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
+
+    // init the array of latest textures
+    ZeroMemory(lastTexture, sizeof(lastTexture));
+    ZeroMemory(lastTextureColorState, sizeof(lastTextureColorState));
+
+    opState = STATE_CHANGE;
+
+    if (pResourceMgr == NULL) {
+        res = D3DResourceManager::CreateInstance(this, &pResourceMgr);
+    } else {
+        res = pResourceMgr->Init(this);
+    }
+    RETURN_STATUS_IF_FAILED(res);
+
+    if (pVCacher == NULL) {
+        res = D3DVertexCacher::CreateInstance(this, &pVCacher);
+    } else {
+        res = pVCacher->Init(this);
+    }
+    RETURN_STATUS_IF_FAILED(res);
+
+    if (pMaskCache == NULL) {
+        res = D3DMaskCache::CreateInstance(this, &pMaskCache);
+    } else{
+        res = pMaskCache->Init(this);
+    }
+    RETURN_STATUS_IF_FAILED(res);
+
+    if (pLCDGlyphCache != NULL) {
+        if (FAILED(res = pLCDGlyphCache->Init(this))) {
+            // we can live without the cache
+            SAFE_DELETE(pLCDGlyphCache);
+            res = S_OK;
+        }
+    }
+
+    if (pGrayscaleGlyphCache != NULL) {
+        if (FAILED(res = pGrayscaleGlyphCache->Init(this))) {
+            // we can live without the cache
+            SAFE_DELETE(pGrayscaleGlyphCache);
+            res = S_OK;
+        }
+    }
+
+    D3DMATRIX tx;
+    D3DUtils_SetIdentityMatrix(&tx);
+    pd3dDevice->SetTransform(D3DTS_WORLD, &tx);
+    bIsIdentityTx = TRUE;
+
+    if (pSyncQuery == NULL) {
+        // this is allowed to fail, do not propagate the error
+        if (FAILED(pd3dDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pSyncQuery))) {
+            J2dRlsTraceLn(J2D_TRACE_WARNING,
+                          "D3DContext::InitDevice: sync query not available");
+            pSyncQuery = NULL;
+        }
+    }
+    if (pSyncRTRes == NULL) {
+        D3DFORMAT format;
+        if (FAILED(GetResourceManager()->
+                   CreateRTSurface(32, 32, TRUE, TRUE, &format, &pSyncRTRes))) {
+            J2dRlsTraceLn(J2D_TRACE_WARNING,
+                          "D3DContext::InitDevice: "
+                          "error creating sync surface");
+        }
+    }
+
+    bBeginScenePending = FALSE;
+
+    J2dRlsTraceLn1(J2D_TRACE_INFO,
+                   "D3DContext::InitDefice: successfully initialized device %d",
+                   adapterOrdinal);
+
+    return res;
+}
+
+HRESULT
+D3DContext::CheckAndResetDevice()
+{
+    HRESULT res = E_FAIL;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::CheckAndResetDevice");
+
+    if (pd3dDevice != NULL) {
+        if (FAILED(res = pd3dDevice->TestCooperativeLevel())) {
+            if (res == D3DERR_DEVICELOST) {
+                J2dTraceLn1(J2D_TRACE_VERBOSE, "  device %d is still lost",
+                            adapterOrdinal);
+                // nothing to be done here, wait for D3DERR_DEVICENOTRESET
+                return res;
+            } else if (res == D3DERR_DEVICENOTRESET) {
+                J2dTraceLn1(J2D_TRACE_VERBOSE, "  device %d needs to be reset",
+                            adapterOrdinal);
+                res = ResetContext();
+            } else {
+                // some unexpected error
+                DebugPrintD3DError(res, "D3DContext::CheckAndResetDevice: "\
+                                   "unknown error %x from TestCooperativeLevel");
+            }
+        } else {
+            J2dTraceLn1(J2D_TRACE_VERBOSE, "  device %d is not lost",
+                        adapterOrdinal);
+        }
+    } else {
+        J2dTraceLn(J2D_TRACE_VERBOSE, "  null device");
+    }
+    return res;
+}
+
+HRESULT
+D3DContext::ResetContext()
+{
+    HRESULT res = E_FAIL;
+
+    J2dRlsTraceLn(J2D_TRACE_INFO, "D3DContext::ResetContext");
+    if (pd3dDevice != NULL) {
+        D3DPRESENT_PARAMETERS newParams;
+
+        newParams = curParams;
+
+        if (newParams.Windowed) {
+            // reset to the current display mode if we're windowed,
+            // otherwise to the display mode we were in when the device
+            // was lost
+            newParams.BackBufferFormat = D3DFMT_UNKNOWN;
+            newParams.FullScreen_RefreshRateInHz = 0;
+            newParams.BackBufferWidth = 0;
+            newParams.BackBufferHeight = 0;
+        }
+        res = ConfigureContext(&newParams);
+    }
+    return res;
+}
+
+HRESULT
+D3DContext::ConfigureContext(D3DPRESENT_PARAMETERS *pNewParams)
+{
+    J2dRlsTraceLn1(J2D_TRACE_INFO, "D3DContext::ConfigureContext device %d",
+                   adapterOrdinal);
+    HRESULT res = S_OK;
+    D3DFORMAT stencilFormat;
+    HWND focusHWND = D3DPipelineManager::GetInstance()->GetCurrentFocusWindow();
+    D3DDEVTYPE devType = D3DPipelineManager::GetInstance()->GetDeviceType();
+    // this is needed so that we can find the stencil buffer format
+    if (pNewParams->BackBufferFormat == D3DFMT_UNKNOWN) {
+        D3DDISPLAYMODE dm;
+
+        pd3dObject->GetAdapterDisplayMode(adapterOrdinal, &dm);
+        pNewParams->BackBufferFormat = dm.Format;
+    }
+
+    stencilFormat =
+        D3DPipelineManager::GetInstance()->GetMatchingDepthStencilFormat(
+            adapterOrdinal,
+            pNewParams->BackBufferFormat, pNewParams->BackBufferFormat);
+
+    pNewParams->EnableAutoDepthStencil = TRUE;
+    pNewParams->AutoDepthStencilFormat = stencilFormat;
+
+    // do not set device window in the windowed mode, we use additional
+    // swap chains for rendering, the default chain is not used. otherwise
+    // our scratch focus window will be made visible
+    J2dTraceLn1(J2D_TRACE_VERBOSE, "  windowed=%d",pNewParams->Windowed);
+    if (pNewParams->Windowed) {
+        pNewParams->hDeviceWindow = (HWND)0;
+    }
+
+    // The focus window may change when we're entering/exiting the full-screen
+    // mode. It may either be set to the default focus window (when there are
+    // no more devices in fs mode), or to fs window for another device
+    // in fs mode. See D3DPipelineManager::GetCurrentFocusWindow.
+    if (pd3dDevice != NULL) {
+        D3DDEVICE_CREATION_PARAMETERS cParams;
+        pd3dDevice->GetCreationParameters(&cParams);
+        if (cParams.hFocusWindow != focusHWND) {
+            J2dTraceLn(J2D_TRACE_VERBOSE,
+                       "  focus window changed, need to recreate the device");
+
+            // if fs -> windowed, first exit fs, then recreate, otherwise
+            // the screen might be left in a different display mode
+            if (pNewParams->Windowed && !curParams.Windowed) {
+                J2dTraceLn(J2D_TRACE_VERBOSE,
+                            "  exiting full-screen mode, reset the device");
+                curParams.Windowed = FALSE;
+                ReleaseDefPoolResources();
+                res = pd3dDevice->Reset(&curParams);
+
+                if (FAILED(res)) {
+                    DebugPrintD3DError(res, "D3DContext::ConfigureContext: "\
+                                       "cound not reset the device");
+                }
+            }
+
+            // note that here we should release all device resources, not only
+            // thos in the default pool since the device is released
+            ReleaseContextResources();
+            SAFE_RELEASE(pd3dDevice);
+        }
+    }
+
+    if (pd3dDevice != NULL) {
+        J2dTraceLn(J2D_TRACE_VERBOSE, "  resetting the device");
+
+        ReleaseDefPoolResources();
+
+        if (pNewParams->PresentationInterval == D3DPRESENT_INTERVAL_IMMEDIATE &&
+            !IsImmediateIntervalSupported())
+        {
+            pNewParams->PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+        }
+
+        res = pd3dDevice->Reset(pNewParams);
+        if (FAILED(res)) {
+            DebugPrintD3DError(res,
+                "D3DContext::ConfigureContext: cound not reset the device");
+            return res;
+        }
+        J2dRlsTraceLn1(J2D_TRACE_INFO,
+            "D3DContext::ConfigureContext: successfully reset device: %d",
+            adapterOrdinal);
+    } else {
+        D3DCAPS9 d3dCaps;
+        DWORD dwBehaviorFlags;
+
+        J2dTraceLn(J2D_TRACE_VERBOSE, "  creating a new device");
+
+        if (FAILED(res = pd3dObject->GetDeviceCaps(adapterOrdinal,
+                                                   devType, &d3dCaps)))
+        {
+            DebugPrintD3DError(res,
+                "D3DContext::ConfigureContext: failed to get caps");
+            return res;
+        }
+
+        if (pNewParams->PresentationInterval == D3DPRESENT_INTERVAL_IMMEDIATE &&
+            !(d3dCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE))
+        {
+            pNewParams->PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+        }
+
+        // not preserving fpu control word could cause issues (4860749)
+        dwBehaviorFlags = D3DCREATE_FPU_PRESERVE;
+
+        J2dRlsTrace(J2D_TRACE_VERBOSE,
+                    "[V] dwBehaviorFlags=D3DCREATE_FPU_PRESERVE|");
+        if (d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
+            J2dRlsTrace(J2D_TRACE_VERBOSE,
+                        "D3DCREATE_HARDWARE_VERTEXPROCESSING");
+            dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
+        } else {
+            J2dRlsTrace(J2D_TRACE_VERBOSE,
+                        "D3DCREATE_SOFTWARE_VERTEXPROCESSING");
+            dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
+        }
+        // Handling focus changes by ourselves proved to be problematic,
+        // so we're reverting back to D3D handling
+        // dwBehaviorFlags |= D3DCREATE_NOWINDOWCHANGES;
+        J2dRlsTrace(J2D_TRACE_VERBOSE,"\n");
+
+        if (FAILED(res = pd3dObject->CreateDevice(adapterOrdinal, devType,
+                                                  focusHWND,
+                                                  dwBehaviorFlags,
+                                                  pNewParams, &pd3dDevice)))
+        {
+            DebugPrintD3DError(res,
+                "D3DContext::ConfigureContext: error creating d3d device");
+            return res;
+        }
+        J2dRlsTraceLn1(J2D_TRACE_INFO,
+            "D3DContext::ConfigureContext: successfully created device: %d",
+            adapterOrdinal);
+        bIsHWRasterizer = (devType == D3DDEVTYPE_HAL);
+    }
+
+    curParams = *pNewParams;
+    // during the creation of the device d3d modifies this field, we reset
+    // it back to 0
+    curParams.Flags = 0;
+
+    if (FAILED(res = InitDevice(pd3dDevice))) {
+        ReleaseContextResources();
+        return res;
+    }
+
+    res = InitContextCaps();
+
+    return res;
+}
+
+HRESULT
+D3DContext::InitContext()
+{
+    J2dRlsTraceLn1(J2D_TRACE_INFO, "D3DContext::InitContext device %d",
+                   adapterOrdinal);
+
+    D3DPRESENT_PARAMETERS params;
+    ZeroMemory(&params, sizeof(D3DPRESENT_PARAMETERS));
+
+    params.hDeviceWindow = 0;
+    params.Windowed = TRUE;
+    params.BackBufferCount = 1;
+    params.BackBufferFormat = D3DFMT_UNKNOWN;
+    params.SwapEffect = D3DSWAPEFFECT_DISCARD;
+    params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+
+    return ConfigureContext(&params);
+}
+
+HRESULT
+D3DContext::Sync()
+{
+    HRESULT res = S_OK;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::Sync");
+
+    if (pSyncQuery != NULL) {
+        J2dTrace(J2D_TRACE_VERBOSE, "  flushing the device queue..");
+        while (S_FALSE ==
+               (res = pSyncQuery->GetData(NULL, 0, D3DGETDATA_FLUSH))) ;
+        J2dTrace(J2D_TRACE_VERBOSE, ".. done\n");
+    }
+    if (pSyncRTRes != NULL) {
+        D3DLOCKED_RECT lr;
+        IDirect3DSurface9 *pSurface = pSyncRTRes->GetSurface();
+        if (SUCCEEDED(pSurface->LockRect(&lr, NULL, D3DLOCK_NOSYSLOCK))) {
+            pSurface->UnlockRect();
+        }
+    }
+    return res;
+}
+
+HRESULT
+D3DContext::SaveState()
+{
+    HRESULT res;
+
+    RETURN_STATUS_IF_NULL(pd3dDevice, S_OK);
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SaveState");
+
+    FlushVertexQueue();
+    UpdateState(STATE_CHANGE);
+
+    if (pStateBlock != NULL) {
+        J2dTraceLn(J2D_TRACE_WARNING,
+                   "D3DContext::SaveState: existing state block!");
+        SAFE_RELEASE(pStateBlock);
+    }
+
+    if (SUCCEEDED(res =
+            pd3dDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock)))
+    {
+        J2dTraceLn(J2D_TRACE_VERBOSE, "  created state block");
+    } else {
+        J2dTraceLn(J2D_TRACE_WARNING,
+                   "D3DContext::SaveState: failed to create state block");
+    }
+    ZeroMemory(lastTexture, sizeof(lastTexture));
+
+    return res;
+}
+
+HRESULT
+D3DContext::RestoreState()
+{
+    HRESULT res = S_OK;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::RestoreState");
+
+    FlushVertexQueue();
+    UpdateState(STATE_CHANGE);
+
+    if (pStateBlock != NULL) {
+        if (SUCCEEDED(res = pStateBlock->Apply())) {
+            J2dTraceLn(J2D_TRACE_VERBOSE, "  restored device state");
+        } else {
+            J2dTraceLn(J2D_TRACE_WARNING,
+                       "D3DContext::RestoreState: failed to restore state");
+        }
+        SAFE_RELEASE(pStateBlock);
+    } else {
+        J2dTraceLn(J2D_TRACE_WARNING,
+                   "D3DContext::RestoreState: empty state block!");
+    }
+    ZeroMemory(lastTexture, sizeof(lastTexture));
+
+    return res;
+}
+
+#define POINT_FILTER_CAP (D3DPTFILTERCAPS_MAGFPOINT|D3DPTFILTERCAPS_MINFPOINT)
+#define LINEAR_FILTER_CAP (D3DPTFILTERCAPS_MAGFLINEAR|D3DPTFILTERCAPS_MINFLINEAR)
+
+BOOL
+D3DContext::IsStretchRectFilteringSupported(D3DTEXTUREFILTERTYPE fType)
+{
+    if (fType == D3DTEXF_POINT) {
+        return ((devCaps.StretchRectFilterCaps & POINT_FILTER_CAP) != 0);
+    }
+    if (fType == D3DTEXF_LINEAR) {
+        return ((devCaps.StretchRectFilterCaps & LINEAR_FILTER_CAP) != 0);
+    }
+    return FALSE;
+}
+
+BOOL
+D3DContext::IsTextureFilteringSupported(D3DTEXTUREFILTERTYPE fType)
+{
+    if (fType == D3DTEXF_POINT) {
+        return ((devCaps.TextureFilterCaps & POINT_FILTER_CAP) != 0);
+    }
+    if (fType == D3DTEXF_LINEAR) {
+        return ((devCaps.TextureFilterCaps & LINEAR_FILTER_CAP) != 0);
+    }
+    return FALSE;
+}
+
+BOOL
+D3DContext::IsTextureFormatSupported(D3DFORMAT format, DWORD usage)
+{
+    HRESULT hr = pd3dObject->CheckDeviceFormat(adapterOrdinal,
+                                               devCaps.DeviceType,
+                                               curParams.BackBufferFormat,
+                                               usage,
+                                               D3DRTYPE_TEXTURE,
+                                               format);
+    return SUCCEEDED( hr );
+}
+
+BOOL
+D3DContext::IsDepthStencilBufferOk(D3DSURFACE_DESC *pTargetDesc)
+{
+    IDirect3DSurface9 *pStencil;
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::IsDepthStencilBufferOk");
+
+    if (SUCCEEDED(pd3dDevice->GetDepthStencilSurface(&pStencil))) {
+        D3DSURFACE_DESC descStencil;
+        pStencil->GetDesc(&descStencil);
+        pStencil->Release();
+
+        D3DDISPLAYMODE dm;
+        return
+            (SUCCEEDED(pd3dDevice->GetDisplayMode(0, &dm)) &&
+             pTargetDesc->Width <= descStencil.Width &&
+             pTargetDesc->Height <= descStencil.Height &&
+             SUCCEEDED(pd3dObject->CheckDepthStencilMatch(
+                   adapterOrdinal,
+                   devCaps.DeviceType,
+                   dm.Format, pTargetDesc->Format,
+                   descStencil.Format)));
+    }
+    J2dTraceLn(J2D_TRACE_VERBOSE,
+        "  current stencil buffer is not compatible with new Render Target");
+
+    return false;
+}
+
+
+
+HRESULT
+D3DContext::InitDepthStencilBuffer(D3DSURFACE_DESC *pTargetDesc)
+{
+    HRESULT res;
+    IDirect3DSurface9 *pBB;
+    D3DDISPLAYMODE dm;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::InitDepthStencilBuffer");
+
+    if (FAILED(res = pd3dDevice->GetDisplayMode(0, &dm))) {
+        return res;
+    }
+
+    D3DFORMAT newFormat =
+        D3DPipelineManager::GetInstance()->GetMatchingDepthStencilFormat(
+            adapterOrdinal, dm.Format, pTargetDesc->Format);
+
+    res = pd3dDevice->CreateDepthStencilSurface(
+        pTargetDesc->Width, pTargetDesc->Height,
+        newFormat, D3DMULTISAMPLE_NONE, 0, false, &pBB, 0);
+    if (SUCCEEDED(res)) {
+        res = pd3dDevice->SetDepthStencilSurface(pBB);
+        pBB->Release();
+    }
+
+    return res;
+}
+
+
+HRESULT
+D3DContext::SetRenderTarget(IDirect3DSurface9 *pSurface)
+{
+    static D3DMATRIX tx;
+    HRESULT res;
+    D3DSURFACE_DESC descNew;
+    IDirect3DSurface9 *pCurrentTarget;
+
+    J2dTraceLn1(J2D_TRACE_INFO,
+                "D3DContext::SetRenderTarget: pSurface=0x%x",
+                pSurface);
+
+    RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
+    RETURN_STATUS_IF_NULL(pSurface, E_FAIL);
+
+    pSurface->GetDesc(&descNew);
+
+    if (SUCCEEDED(res = pd3dDevice->GetRenderTarget(0, &pCurrentTarget))) {
+        if (pCurrentTarget != pSurface) {
+            FlushVertexQueue();
+            if (FAILED(res = pd3dDevice->SetRenderTarget(0, pSurface))) {
+                DebugPrintD3DError(res, "D3DContext::SetRenderTarget: "\
+                                        "error setting render target");
+                SAFE_RELEASE(pCurrentTarget);
+                return res;
+            }
+
+            if (!IsDepthStencilBufferOk(&descNew)) {
+                if (FAILED(res = InitDepthStencilBuffer(&descNew))) {
+                    SAFE_RELEASE(pCurrentTarget);
+                    return res;
+                }
+            }
+        }
+        SAFE_RELEASE(pCurrentTarget);
+    }
+    // we set the transform even if the render target didn't change;
+    // this is because in some cases (fs mode) we use the default SwapChain of
+    // the device, and its render target will be the same as the device's, and
+    // we have to set the matrix correctly. This shouldn't be a performance
+    // issue as render target changes are relatively rare
+    D3DUtils_SetOrthoMatrixOffCenterLH(&tx,
+                       (float)descNew.Width,
+                       (float)descNew.Height);
+    pd3dDevice->SetTransform(D3DTS_PROJECTION, &tx);
+
+    J2dTraceLn1(J2D_TRACE_VERBOSE, "  current render target=0x%x", pSurface);
+    return res;
+}
+
+HRESULT
+D3DContext::ResetTransform()
+{
+    HRESULT res = S_OK;
+    D3DMATRIX tx;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetTransform");
+    if (pd3dDevice == NULL) {
+        return E_FAIL;
+    }
+
+    // no need for state change, just flush the queue
+    FlushVertexQueue();
+
+    D3DUtils_SetIdentityMatrix(&tx);
+    if (FAILED(res = pd3dDevice->SetTransform(D3DTS_WORLD, &tx))) {
+        DebugPrintD3DError(res, "D3DContext::SetTransform failed");
+    }
+    bIsIdentityTx = TRUE;
+    return res;
+}
+
+HRESULT
+D3DContext::SetTransform(jdouble m00, jdouble m10,
+                         jdouble m01, jdouble m11,
+                         jdouble m02, jdouble m12)
+{
+    HRESULT res = S_OK;
+    D3DMATRIX tx, tx1;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetTransform");
+    if (pd3dDevice == NULL) {
+        return E_FAIL;
+    }
+
+    // no need for state change, just flush the queue
+    FlushVertexQueue();
+
+    // In order to correctly map texels to pixels we need to
+    // adjust geometry by -0.5f in the transformed space.
+    // In order to do that we first create a translated matrix
+    // and then concatenate it with the world transform.
+    //
+    // Note that we only use non-id transform with DrawTexture,
+    // the rest is rendered pre-transformed.
+    //
+    // The identity transform for textures is handled in
+    // D3DVertexCacher::DrawTexture() because shifting by -0.5 for id
+    // transform breaks lines rendering.
+
+    ZeroMemory(&tx1, sizeof(D3DMATRIX));
+
+    tx1._11 = (float)m00;
+    tx1._12 = (float)m10;
+    tx1._21 = (float)m01;
+    tx1._22 = (float)m11;
+    tx1._41 = (float)m02;
+    tx1._42 = (float)m12;
+
+    tx1._33 = 1.0f;
+    tx1._44 = 1.0f;
+
+    D3DUtils_SetIdentityMatrix(&tx);
+    tx._41 = -0.5f;
+    tx._42 = -0.5f;
+    D3DUtils_2DConcatenateM(&tx, &tx1);
+
+    J2dTraceLn4(J2D_TRACE_VERBOSE,
+                "  %5f %5f %5f %5f", tx._11, tx._12, tx._13, tx._14);
+    J2dTraceLn4(J2D_TRACE_VERBOSE,
+                "  %5f %5f %5f %5f", tx._21, tx._22, tx._23, tx._24);
+    J2dTraceLn4(J2D_TRACE_VERBOSE,
+                "  %5f %5f %5f %5f", tx._31, tx._32, tx._33, tx._34);
+    J2dTraceLn4(J2D_TRACE_VERBOSE,
+                "  %5f %5f %5f %5f", tx._41, tx._42, tx._43, tx._44);
+    if (FAILED(res = pd3dDevice->SetTransform(D3DTS_WORLD, &tx))) {
+        DebugPrintD3DError(res, "D3DContext::SetTransform failed");
+    }
+    bIsIdentityTx = FALSE;
+
+    return res;
+}
+
+HRESULT
+D3DContext::SetRectClip(int x1, int y1, int x2, int y2)
+{
+    HRESULT res = S_OK;
+    D3DSURFACE_DESC desc;
+    IDirect3DSurface9 *pCurrentTarget;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetRectClip");
+    J2dTraceLn4(J2D_TRACE_VERBOSE,
+                "  x1=%-4d y1=%-4d x2=%-4d y2=%-4d",
+                x1, y1, x2, y2);
+
+    RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
+
+    // no need for state change, just flush the queue
+    FlushVertexQueue();
+
+    pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+
+    res = pd3dDevice->GetRenderTarget(0, &pCurrentTarget);
+    RETURN_STATUS_IF_FAILED(res);
+
+    pCurrentTarget->GetDesc(&desc);
+    SAFE_RELEASE(pCurrentTarget);
+
+    if (x1 <= 0 && y1 <= 0 &&
+        (UINT)x2 >= desc.Width && (UINT)y2 >= desc.Height)
+    {
+        J2dTraceLn(J2D_TRACE_VERBOSE,
+                   "  disabling clip (== render target dimensions)");
+        return pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+    }
+
+    // clip to the dimensions of the target surface, otherwise
+    // SetScissorRect will fail
+    if (x1 < 0)                 x1 = 0;
+    if (y1 < 0)                 y1 = 0;
+    if ((UINT)x2 > desc.Width)  x2 = desc.Width;
+    if ((UINT)y2 > desc.Height) y2 = desc.Height;
+    if (x1 > x2)                x2 = x1 = 0;
+    if (y1 > y2)                y2 = y1 = 0;
+    RECT newRect = { x1, y1, x2, y2 };
+    if (SUCCEEDED(res = pd3dDevice->SetScissorRect(&newRect))) {
+        res = pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+    } else {
+        DebugPrintD3DError(res, "Error setting scissor rect");
+        J2dRlsTraceLn4(J2D_TRACE_ERROR,
+                       "  x1=%-4d y1=%-4d x2=%-4d y2=%-4d",
+                       x1, y1, x2, y2);
+    }
+
+    return res;
+}
+
+HRESULT
+D3DContext::ResetClip()
+{
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetClip");
+    // no need for state change, just flush the queue
+    FlushVertexQueue();
+    pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+    return pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+}
+
+ClipType
+D3DContext::GetClipType()
+{
+    // REMIND: this method could be optimized: we could keep the
+    // clip state around when re/setting the clip instead of asking
+    // every time.
+    DWORD zEnabled = 0;
+    DWORD stEnabled = 0;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::GetClipType");
+    pd3dDevice->GetRenderState(D3DRS_SCISSORTESTENABLE, &stEnabled);
+    if (stEnabled) {
+        return CLIP_RECT;
+    }
+    pd3dDevice->GetRenderState(D3DRS_ZENABLE, &zEnabled);
+    if (zEnabled) {
+        return CLIP_SHAPE;
+    }
+    return CLIP_NONE;
+}
+
+
+/**
+ * This method assumes that ::SetRenderTarget has already
+ * been called. SetRenderTarget creates and attaches a
+ * depth buffer to the target surface prior to setting it
+ * as target surface to the device.
+ */
+DWORD dwAlphaSt, dwSrcBlendSt, dwDestBlendSt;
+D3DMATRIX tx, idTx;
+
+HRESULT
+D3DContext::BeginShapeClip()
+{
+    HRESULT res = S_OK;
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::BeginShapeClip");
+
+    UpdateState(STATE_CHANGE);
+
+    pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+
+    // save alpha blending state
+    pd3dDevice->GetRenderState(D3DRS_ALPHABLENDENABLE, &dwAlphaSt);
+    pd3dDevice->GetRenderState(D3DRS_SRCBLEND, &dwSrcBlendSt);
+    pd3dDevice->GetRenderState(D3DRS_DESTBLEND, &dwDestBlendSt);
+
+    pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+    pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
+    pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
+
+    pd3dDevice->GetTransform(D3DTS_WORLD, &tx);
+    D3DUtils_SetIdentityMatrix(&idTx);
+    // translate the clip spans by 1.0f in z direction so that the
+    // clip spans are rendered to the z buffer
+    idTx._43 = 1.0f;
+    pd3dDevice->SetTransform(D3DTS_WORLD, &idTx);
+
+    // The depth buffer is first cleared with zeroes, which is the farthest
+    // plane from the viewer (our projection matrix is an inversed orthogonal
+    // transform).
+    // To set the clip we'll render the clip spans with Z coordinates of 1.0f
+    // (the closest to the viewer). Since all rendering primitives
+    // have their vertices' Z coordinate set to 0.0, they will effectively be
+    // clipped because the Z depth test for them will fail (vertex with 1.0
+    // depth is closer than the one with 0.0f)
+    pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
+    pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
+    pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+    pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0L, 0.0f, 0x0L);
+
+    //res = BeginScene(STATE_SHAPE_CLIPOP);
+
+    return res;
+}
+
+HRESULT
+D3DContext::EndShapeClip()
+{
+    HRESULT res;
+
+    // no need for state change, just flush the queue
+    res = FlushVertexQueue();
+
+    // restore alpha blending state
+    pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, dwAlphaSt);
+    pd3dDevice->SetRenderState(D3DRS_SRCBLEND, dwSrcBlendSt);
+    pd3dDevice->SetRenderState(D3DRS_DESTBLEND, dwDestBlendSt);
+
+    // resore the transform
+    pd3dDevice->SetTransform(D3DTS_WORLD, &tx);
+
+    // Enable the depth buffer.
+    // We disable further updates to the depth buffer: it should only
+    // be updated in SetClip method.
+    pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+    pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
+
+    return res;
+}
+
+HRESULT
+D3DContext::UploadTileToTexture(D3DResource *pTextureRes, void *pixels,
+                                jint dstx, jint dsty,
+                                jint srcx, jint srcy,
+                                jint srcWidth, jint srcHeight,
+                                jint srcStride,
+                                TileFormat srcFormat,
+                                jint *pPixelsTouchedL,
+                                jint* pPixelsTouchedR)
+{
+#ifndef PtrAddBytes
+#define PtrAddBytes(p, b)               ((void *) (((intptr_t) (p)) + (b)))
+#define PtrCoord(p, x, xinc, y, yinc)   PtrAddBytes(p, (y)*(yinc) + (x)*(xinc))
+#endif // PtrAddBytes
+
+    HRESULT res = S_OK;
+    IDirect3DTexture9 *pTexture = pTextureRes->GetTexture();
+    D3DSURFACE_DESC *pDesc = pTextureRes->GetDesc();
+    RECT r = { dstx, dsty, dstx+srcWidth, dsty+srcHeight };
+    RECT *pR = &r;
+    D3DLOCKED_RECT lockedRect;
+    DWORD dwLockFlags = D3DLOCK_NOSYSLOCK;
+    // these are only counted for LCD glyph uploads
+    jint pixelsTouchedL = 0, pixelsTouchedR = 0;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::UploadTileToTexture");
+    J2dTraceLn4(J2D_TRACE_VERBOSE,
+        " rect={%-4d, %-4d, %-4d, %-4d}",
+        r.left, r.top, r.right, r.bottom);
+
+    if (pDesc->Usage == D3DUSAGE_DYNAMIC) {
+        // it is safe to lock with discard because we don't care about the
+        // contents of dynamic textures and dstx,dsty for this case is
+        // always 0,0 because we are uploading into a tile texture
+        dwLockFlags |= D3DLOCK_DISCARD;
+        pR = NULL;
+    }
+
+    if (FAILED(res = pTexture->LockRect(0, &lockedRect, pR, dwLockFlags))) {
+        DebugPrintD3DError(res,
+            "D3DContext::UploadImageToTexture: could "\
+            "not lock texture");
+        return res;
+    }
+
+    if (srcFormat == TILEFMT_1BYTE_ALPHA) {
+        // either a MaskFill tile, or a grayscale glyph
+        if (pDesc->Format == D3DFMT_A8) {
+            void *pSrcPixels = PtrCoord(pixels, srcx, 1, srcy, srcStride);
+            void *pDstPixels = lockedRect.pBits;
+            do {
+                memcpy(pDstPixels, pSrcPixels, srcWidth);
+                pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
+                pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
+            } while (--srcHeight > 0);
+        }
+        else if (pDesc->Format == D3DFMT_A8R8G8B8) {
+            jubyte *pSrcPixels = (jubyte*)
+                PtrCoord(pixels, srcx, 1, srcy, srcStride);
+            jint *pDstPixels = (jint*)lockedRect.pBits;
+            for (int yy = 0; yy < srcHeight; yy++) {
+                for (int xx = 0; xx < srcWidth; xx++) {
+                    // only need to set the alpha channel (the D3D texture
+                    // state will be setup in this case to replicate the
+                    // alpha channel as needed)
+                    pDstPixels[xx] = pSrcPixels[xx] << 24;
+                }
+                pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
+                pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
+            }
+        }
+    } else if (srcFormat == TILEFMT_3BYTE_RGB) {
+        // LCD glyph with RGB order
+        if (pDesc->Format == D3DFMT_R8G8B8) {
+            jubyte *pSrcPixels = (jubyte*)
+                PtrCoord(pixels, srcx, 3, srcy, srcStride);
+            jubyte *pDstPixels = (jubyte*)lockedRect.pBits;
+            for (int yy = 0; yy < srcHeight; yy++) {
+                for (int xx = 0; xx < srcWidth*3; xx+=3) {
+                    // alpha channel is ignored in this case
+                    // (note that this is backwards from what one might
+                    // expect; it appears that D3DFMT_R8G8B8 is actually
+                    // laid out in BGR order in memory)
+                    pDstPixels[xx+0] = pSrcPixels[xx+2];
+                    pDstPixels[xx+1] = pSrcPixels[xx+1];
+                    pDstPixels[xx+2] = pSrcPixels[xx+0];
+                }
+                pixelsTouchedL +=
+                    (pDstPixels[0+0]|pDstPixels[0+1]|pDstPixels[0+2]) ? 1 : 0;
+                jint i = 3*(srcWidth-1);
+                pixelsTouchedR +=
+                    (pDstPixels[i+0]|pDstPixels[i+1]|pDstPixels[i+2]) ? 1 : 0;
+
+                pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
+                pDstPixels = (jubyte*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
+            }
+        }
+        else if (pDesc->Format == D3DFMT_A8R8G8B8) {
+            jubyte *pSrcPixels = (jubyte*)
+                PtrCoord(pixels, srcx, 3, srcy, srcStride);
+            jint *pDstPixels = (jint*)lockedRect.pBits;
+            for (int yy = 0; yy < srcHeight; yy++) {
+                for (int dx = 0, sx = 0; dx < srcWidth; dx++, sx+=3) {
+                    // alpha channel is ignored in this case
+                    jubyte r = pSrcPixels[sx+0];
+                    jubyte g = pSrcPixels[sx+1];
+                    jubyte b = pSrcPixels[sx+2];
+                    pDstPixels[dx] = (r << 16) | (g << 8) | (b);
+                }
+                pixelsTouchedL += (pDstPixels[0]          ? 1 : 0);
+                pixelsTouchedR += (pDstPixels[srcWidth-1] ? 1 : 0);
+
+                pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
+                pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
+            }
+        }
+    } else if (srcFormat == TILEFMT_3BYTE_BGR) {
+        // LCD glyph with BGR order
+        if (pDesc->Format == D3DFMT_R8G8B8) {
+            void *pSrcPixels = PtrCoord(pixels, srcx, 3, srcy, srcStride);
+            void *pDstPixels = lockedRect.pBits;
+            jubyte *pbDst;
+            do {
+                // alpha channel is ignored in this case
+                // (note that this is backwards from what one might
+                // expect; it appears that D3DFMT_R8G8B8 is actually
+                // laid out in BGR order in memory)
+                memcpy(pDstPixels, pSrcPixels, srcWidth * 3);
+
+                pbDst = (jubyte*)pDstPixels;
+                pixelsTouchedL +=(pbDst[0+0]|pbDst[0+1]|pbDst[0+2]) ? 1 : 0;
+                jint i = 3*(srcWidth-1);
+                pixelsTouchedR +=(pbDst[i+0]|pbDst[i+1]|pbDst[i+2]) ? 1 : 0;
+
+                pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
+                pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
+            } while (--srcHeight > 0);
+        }
+        else if (pDesc->Format == D3DFMT_A8R8G8B8) {
+            jubyte *pSrcPixels = (jubyte*)
+                PtrCoord(pixels, srcx, 3, srcy, srcStride);
+            jint *pDstPixels = (jint*)lockedRect.pBits;
+            for (int yy = 0; yy < srcHeight; yy++) {
+                for (int dx = 0, sx = 0; dx < srcWidth; dx++, sx+=3) {
+                    // alpha channel is ignored in this case
+                    jubyte b = pSrcPixels[sx+0];
+                    jubyte g = pSrcPixels[sx+1];
+                    jubyte r = pSrcPixels[sx+2];
+                    pDstPixels[dx] = (r << 16) | (g << 8) | (b);
+                }
+                pixelsTouchedL += (pDstPixels[0]          ? 1 : 0);
+                pixelsTouchedR += (pDstPixels[srcWidth-1] ? 1 : 0);
+
+                pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
+                pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
+            }
+        }
+    } else if (srcFormat == TILEFMT_4BYTE_ARGB_PRE) {
+        // MaskBlit tile
+        if (pDesc->Format == D3DFMT_A8R8G8B8) {
+            void *pSrcPixels = PtrCoord(pixels, srcx, 4, srcy, srcStride);
+            void *pDstPixels = lockedRect.pBits;
+            do {
+                memcpy(pDstPixels, pSrcPixels, srcWidth * 4);
+                pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
+                pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
+            } while (--srcHeight > 0);
+        }
+    } else {
+        // should not happen, no-op just in case...
+    }
+
+    if (pPixelsTouchedL) {
+        *pPixelsTouchedL  = pixelsTouchedL;
+    }
+    if (pPixelsTouchedR) {
+        *pPixelsTouchedR = pixelsTouchedR;
+    }
+
+    return pTexture->UnlockRect(0);
+}
+
+HRESULT
+D3DContext::InitLCDGlyphCache()
+{
+    if (pLCDGlyphCache == NULL) {
+        return D3DGlyphCache::CreateInstance(this, CACHE_LCD, &pLCDGlyphCache);
+    }
+    return S_OK;
+}
+
+HRESULT
+D3DContext::InitGrayscaleGlyphCache()
+{
+    if (pGrayscaleGlyphCache == NULL) {
+        return D3DGlyphCache::CreateInstance(this, CACHE_GRAY,
+                                             &pGrayscaleGlyphCache);
+    }
+    return S_OK;
+}
+
+HRESULT
+D3DContext::ResetComposite()
+{
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetComposite");
+
+    RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
+
+    HRESULT res = UpdateState(STATE_CHANGE);
+    pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+    extraAlpha = 1.0f;
+    return res;
+}
+
+HRESULT
+D3DContext::SetAlphaComposite(jint rule, jfloat ea, jint flags)
+{
+    HRESULT res;
+    J2dTraceLn3(J2D_TRACE_INFO,
+                "D3DContext::SetAlphaComposite: rule=%-1d ea=%f flags=%d",
+                rule, ea, flags);
+
+    RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
+
+    res = UpdateState(STATE_CHANGE);
+
+    // we can safely disable blending when:
+    //   - comp is SrcNoEa or SrcOverNoEa, and
+    //   - the source is opaque
+    // (turning off blending can have a large positive impact on performance)
+    if ((rule == RULE_Src || rule == RULE_SrcOver) &&
+        (ea == 1.0f) &&
+        (flags & D3DC_SRC_IS_OPAQUE))
+    {
+        J2dTraceLn1(J2D_TRACE_VERBOSE,
+                    "  disabling alpha comp rule=%-1d ea=1.0 src=opq)", rule);
+        pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+    } else {
+        J2dTraceLn2(J2D_TRACE_VERBOSE,
+                    "  enabling alpha comp (rule=%-1d ea=%f)", rule, ea);
+        pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+        pd3dDevice->SetRenderState(D3DRS_SRCBLEND,
+                                   StdBlendRules[rule].src);
+        pd3dDevice->SetRenderState(D3DRS_DESTBLEND,
+                                   StdBlendRules[rule].dst);
+    }
+
+    extraAlpha = ea;
+    return res;
+}
+
+#ifdef UPDATE_TX
+
+// Note: this method of adjusting pixel to texel mapping proved to be
+// difficult to perfect. The current variation works great for id,
+// scale (including all kinds of flips) transforms, but not still not
+// for generic transforms.
+//
+// Since we currently only do DrawTexture with non-id transform we instead
+// adjust the geometry (see D3DVertexCacher::DrawTexture(), SetTransform())
+//
+// In order to enable this code path UpdateTextureTransforms needs to
+// be called in SetTexture(), SetTransform() and ResetTranform().
+HRESULT
+D3DContext::UpdateTextureTransforms(DWORD dwSamplerToUpdate)
+{
+    HRESULT res = S_OK;
+    DWORD dwSampler, dwMaxSampler;
+
+    if (dwSamplerToUpdate == -1) {
+        // update all used samplers, dwMaxSampler will be set to max
+        dwSampler = 0;
+        dwSampler = MAX_USED_TEXTURE_SAMPLER;
+        J2dTraceLn(J2D_TRACE_INFO, "D3DContext::UpdateTextureTransforms: "\
+                                   "updating all samplers");
+    } else {
+        // update only given sampler, dwMaxSampler will be set to it as well
+        dwSampler = dwSamplerToUpdate;
+        dwMaxSampler = dwSamplerToUpdate;
+        J2dTraceLn1(J2D_TRACE_INFO, "D3DContext::UpdateTextureTransforms: "\
+                                    "updating sampler %d", dwSampler);
+    }
+
+    do {
+        D3DTRANSFORMSTATETYPE state =
+            (D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0 + dwSampler);
+        IDirect3DTexture9 *pTexture = lastTexture[dwSampler];
+
+        if (pTexture != NULL) {
+            D3DMATRIX mt, tx;
+            D3DSURFACE_DESC texDesc;
+
+            pd3dDevice->GetTransform(D3DTS_WORLD, &tx);
+            J2dTraceLn4(10,
+                        "  %5f %5f %5f %5f", tx._11, tx._12, tx._13, tx._14);
+            J2dTraceLn4(10,
+                        "  %5f %5f %5f %5f", tx._21, tx._22, tx._23, tx._24);
+            J2dTraceLn4(10,
+                        "  %5f %5f %5f %5f", tx._31, tx._32, tx._33, tx._34);
+            J2dTraceLn4(10,
+                        "  %5f %5f %5f %5f", tx._41, tx._42, tx._43, tx._44);
+
+            // this formula works for scales and flips
+            if (tx._11 == 0.0f) {
+                tx._11 = tx._12;
+            }
+            if (tx._22 == 0.0f) {
+                tx._22 = tx._21;
+            }
+
+            pTexture->GetLevelDesc(0, &texDesc);
+
+            // shift by .5 texel, but take into account
+            // the scale factor of the device transform
+
+            // REMIND: this approach is not entirely correct,
+            // as it only takes into account the scale of the device
+            // transform.
+            mt._31 = (1.0f / (2.0f * texDesc.Width  * tx._11));
+            mt._32 = (1.0f / (2.0f * texDesc.Height * tx._22));
+            J2dTraceLn2(J2D_TRACE_VERBOSE, "  offsets: tx=%f ty=%f",
+                        mt._31, mt._32);
+
+            pd3dDevice->SetTextureStageState(dwSampler,
+                                             D3DTSS_TEXTURETRANSFORMFLAGS,
+                                             D3DTTFF_COUNT2);
+            res = pd3dDevice->SetTransform(state, &mt);
+        } else {
+            res = pd3dDevice->SetTextureStageState(dwSampler,
+                                                   D3DTSS_TEXTURETRANSFORMFLAGS,
+                                                   D3DTTFF_DISABLE);
+        }
+        dwSampler++;
+    } while (dwSampler <= dwMaxSampler);
+
+    return res;
+}
+#endif // UPDATE_TX
+
+/**
+ * We go into the pains of maintaining the list of set textures
+ * instead of just calling GetTexture() and comparing the old one
+ * with the new one because it's actually noticeably slower to call
+ * GetTexture() (note that we'd have to then call Release() on the
+ * texture since GetTexture() increases texture's ref. count).
+ */
+HRESULT
+D3DContext::SetTexture(IDirect3DTexture9 *pTexture, DWORD dwSampler)
+{
+    HRESULT res = S_OK;
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetTexture");
+
+    if (dwSampler < 0 || dwSampler > MAX_USED_TEXTURE_SAMPLER) {
+        J2dTraceLn1(J2D_TRACE_ERROR,
+                    "D3DContext::SetTexture: incorrect sampler: %d", dwSampler);
+        return E_FAIL;
+    }
+    if (lastTexture[dwSampler] != pTexture) {
+        if (FAILED(res = FlushVertexQueue())) {
+            return res;
+        }
+        J2dTraceLn2(J2D_TRACE_VERBOSE,
+                    "  new texture=0x%x on sampler %d", pTexture, dwSampler);
+        res = pd3dDevice->SetTexture(dwSampler, pTexture);
+        if (SUCCEEDED(res)) {
+            lastTexture[dwSampler] = pTexture;
+            // REMIND: see comment at UpdateTextureTransforms
+#ifdef UPDATE_TX
+            res = UpdateTextureTransforms(dwSampler);
+#endif
+        }  else {
+            lastTexture[dwSampler] = NULL;
+        }
+    }
+    return res;
+}
+
+HRESULT
+D3DContext::UpdateTextureColorState(DWORD dwState, DWORD dwSampler)
+{
+    HRESULT res = S_OK;
+
+    if (dwState != lastTextureColorState[dwSampler]) {
+        res = pd3dDevice->SetTextureStageState(dwSampler,
+                                               D3DTSS_ALPHAARG1, dwState);
+        res = pd3dDevice->SetTextureStageState(dwSampler,
+                                               D3DTSS_COLORARG1, dwState);
+        lastTextureColorState[dwSampler] = dwState;
+    }
+
+    return res;
+}
+
+HRESULT /*NOLOCK*/
+D3DContext::UpdateState(jbyte newState)
+{
+    HRESULT res = S_OK;
+
+    if (opState == newState) {
+        // The op is the same as last time, so we can return immediately.
+        return res;
+    } else if (opState != STATE_CHANGE) {
+        res = FlushVertexQueue();
+    }
+
+    switch (opState) {
+    case STATE_MASKOP:
+        pMaskCache->Disable();
+        break;
+    case STATE_GLYPHOP:
+        D3DTR_DisableGlyphVertexCache(this);
+        break;
+    case STATE_TEXTUREOP:
+        // optimization: certain state changes (those marked STATE_CHANGE)
+        // are allowed while texturing is enabled.
+        // In this case, we can allow previousOp to remain as it is and
+        // then return early.
+        if (newState == STATE_CHANGE) {
+            return res;
+        }
+        // REMIND: not necessary if we are switching to MASKOP or GLYPHOP
+        // (or a complex paint, for that matter), but would that be a
+        // worthwhile optimization?
+        SetTexture(NULL);
+        break;
+    case STATE_AAPGRAMOP:
+        res = DisableAAParallelogramProgram();
+        break;
+    default:
+        break;
+    }
+
+    switch (newState) {
+    case STATE_MASKOP:
+        pMaskCache->Enable();
+        UpdateTextureColorState(D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE);
+        break;
+    case STATE_GLYPHOP:
+        D3DTR_EnableGlyphVertexCache(this);
+        UpdateTextureColorState(D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE);
+        break;
+    case STATE_TEXTUREOP:
+        UpdateTextureColorState(D3DTA_TEXTURE);
+        break;
+    case STATE_AAPGRAMOP:
+        res = EnableAAParallelogramProgram();
+        break;
+    default:
+        break;
+    }
+
+    opState = newState;
+
+    return res;
+}
+
+HRESULT D3DContext::FlushVertexQueue()
+{
+    if (pVCacher != NULL) {
+        return pVCacher->Render();
+    }
+    return E_FAIL;
+}
+
+HRESULT D3DContext::BeginScene(jbyte newState)
+{
+    if (!pd3dDevice) {
+        return E_FAIL;
+    } else {
+        UpdateState(newState);
+        if (!bBeginScenePending) {
+            bBeginScenePending = TRUE;
+            HRESULT res = pd3dDevice->BeginScene();
+            J2dTraceLn(J2D_TRACE_INFO, "D3DContext::BeginScene");
+            if (FAILED(res)) {
+                // this will cause context reinitialization
+                opState = STATE_CHANGE;
+            }
+            return res;
+        }
+        return S_OK;
+    }
+}
+
+HRESULT D3DContext::EndScene() {
+    if (bBeginScenePending) {
+        FlushVertexQueue();
+        bBeginScenePending = FALSE;
+        J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EndScene");
+        return pd3dDevice->EndScene();
+    }
+    return S_OK;
+}
+
+/**
+ * Compiles and links the given fragment shader program.  If
+ * successful, this function returns a handle to the newly created shader
+ * program; otherwise returns 0.
+ */
+IDirect3DPixelShader9 *D3DContext::CreateFragmentProgram(DWORD **shaders,
+                                                       ShaderList *programs,
+                                                       jint flags)
+{
+    DWORD *sourceCode;
+    IDirect3DPixelShader9 *pProgram;
+
+    J2dTraceLn1(J2D_TRACE_INFO,
+                "D3DContext::CreateFragmentProgram: flags=%d",
+                flags);
+
+    sourceCode = shaders[flags];
+    if (FAILED(pd3dDevice->CreatePixelShader(sourceCode, &pProgram))) {
+        J2dRlsTraceLn(J2D_TRACE_ERROR,
+            "D3DContext::CreateFragmentProgram: error creating program");
+        return NULL;
+    }
+
+    // add it to the cache
+    ShaderList_AddProgram(programs, ptr_to_jlong(pProgram),
+                          0 /*unused*/, 0 /*unused*/, flags);
+
+    return pProgram;
+}
+
+/**
+ * Locates and enables a fragment program given a list of shader programs
+ * (ShaderInfos), using this context's state and flags as search
+ * parameters.  The "flags" parameter is a bitwise-or'd value that helps
+ * differentiate one program for another; the interpretation of this value
+ * varies depending on the type of shader (BufImgOp, Paint, etc) but here
+ * it is only used to find another ShaderInfo with that same "flags" value.
+ */
+HRESULT D3DContext::EnableFragmentProgram(DWORD **shaders,
+                                          ShaderList *programList,
+                                          jint flags)
+{
+    HRESULT res;
+    jlong programID;
+    IDirect3DPixelShader9 *pProgram;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableFragmentProgram");
+
+    programID =
+        ShaderList_FindProgram(programList,
+                               0 /*unused*/, 0 /*unused*/, flags);
+
+    pProgram = (IDirect3DPixelShader9 *)jlong_to_ptr(programID);
+    if (pProgram == NULL) {
+        pProgram = CreateFragmentProgram(shaders, programList, flags);
+        if (pProgram == NULL) {
+            return E_FAIL;
+        }
+    }
+
+    if (FAILED(res = pd3dDevice->SetPixelShader(pProgram))) {
+        J2dRlsTraceLn(J2D_TRACE_ERROR,
+            "D3DContext::EnableFragmentProgram: error setting pixel shader");
+        return res;
+    }
+
+    return S_OK;
+}
+
+HRESULT D3DContext::EnableBasicGradientProgram(jint flags)
+{
+    return EnableFragmentProgram((DWORD **)gradShaders,
+                                 &basicGradPrograms, flags);
+}
+
+HRESULT D3DContext::EnableLinearGradientProgram(jint flags)
+{
+    return EnableFragmentProgram((DWORD **)linearShaders,
+                                 &linearGradPrograms, flags);
+}
+
+HRESULT D3DContext::EnableRadialGradientProgram(jint flags)
+{
+    return EnableFragmentProgram((DWORD **)radialShaders,
+                                 &radialGradPrograms, flags);
+}
+
+HRESULT D3DContext::EnableConvolveProgram(jint flags)
+{
+    return EnableFragmentProgram((DWORD **)convolveShaders,
+                                 &convolvePrograms, flags);
+}
+
+HRESULT D3DContext::EnableRescaleProgram(jint flags)
+{
+    return EnableFragmentProgram((DWORD **)rescaleShaders,
+                                 &rescalePrograms, flags);
+}
+
+HRESULT D3DContext::EnableLookupProgram(jint flags)
+{
+    return EnableFragmentProgram((DWORD **)lookupShaders,
+                                 &lookupPrograms, flags);
+}
+
+HRESULT D3DContext::EnableLCDTextProgram()
+{
+    HRESULT res;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableLCDTextProgram");
+
+    if (lcdTextProgram == NULL) {
+        if (FAILED(res = pd3dDevice->CreatePixelShader(lcdtext0,
+                                                       &lcdTextProgram)))
+        {
+            return res;
+        }
+    }
+
+    if (FAILED(res = pd3dDevice->SetPixelShader(lcdTextProgram))) {
+        J2dRlsTraceLn(J2D_TRACE_ERROR,
+            "D3DContext::EnableLCDTextProgram: error setting pixel shader");
+        return res;
+    }
+
+    return S_OK;
+}
+
+HRESULT D3DContext::EnableAAParallelogramProgram()
+{
+    HRESULT res;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableAAParallelogramProgram");
+
+    if (aaPgramProgram == NULL) {
+        if (FAILED(res = pd3dDevice->CreatePixelShader(aapgram0,
+                                                       &aaPgramProgram))) {
+            DebugPrintD3DError(res, "D3DContext::EnableAAParallelogramProgram: "
+                               "error creating pixel shader");
+            return res;
+        }
+    }
+
+    if (FAILED(res = pd3dDevice->SetPixelShader(aaPgramProgram))) {
+        DebugPrintD3DError(res, "D3DContext::EnableAAParallelogramProgram: "
+                           "error setting pixel shader");
+        return res;
+    }
+
+    return S_OK;
+}
+
+HRESULT D3DContext::DisableAAParallelogramProgram()
+{
+    HRESULT res;
+
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::DisableAAParallelogramProgram");
+
+    if (aaPgramProgram != NULL) {
+        if (FAILED(res = pd3dDevice->SetPixelShader(NULL))) {
+            DebugPrintD3DError(res,
+                               "D3DContext::DisableAAParallelogramProgram: "
+                               "error clearing pixel shader");
+            return res;
+        }
+    }
+
+    return S_OK;
+}
+
+BOOL D3DContext::IsAlphaRTSurfaceSupported()
+{
+    HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
+            devCaps.DeviceType,
+            curParams.BackBufferFormat,
+            D3DUSAGE_RENDERTARGET,
+            D3DRTYPE_SURFACE,
+            D3DFMT_A8R8G8B8);
+    return SUCCEEDED(res);
+}
+
+BOOL D3DContext::IsAlphaRTTSupported()
+{
+    HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
+            devCaps.DeviceType,
+            curParams.BackBufferFormat,
+            D3DUSAGE_RENDERTARGET,
+            D3DRTYPE_TEXTURE,
+            D3DFMT_A8R8G8B8);
+    return SUCCEEDED(res);
+}
+
+BOOL D3DContext::IsOpaqueRTTSupported()
+{
+    HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
+            devCaps.DeviceType,
+            curParams.BackBufferFormat,
+            D3DUSAGE_RENDERTARGET,
+            D3DRTYPE_TEXTURE,
+            curParams.BackBufferFormat);
+    return SUCCEEDED(res);
+}
+
+HRESULT D3DContext::InitContextCaps() {
+    J2dTraceLn(J2D_TRACE_INFO, "D3DContext::InitContextCaps");
+    J2dTraceLn1(J2D_TRACE_VERBOSE, "  caps for adapter %d :", adapterOrdinal);
+
+    if (pd3dDevice == NULL || pd3dObject == NULL) {
+        contextCaps = CAPS_EMPTY;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_EMPTY");
+        return E_FAIL;
+    }
+
+    contextCaps = CAPS_DEVICE_OK;
+    J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_DEVICE_OK");
+
+    if (IsAlphaRTSurfaceSupported()) {
+        contextCaps |= CAPS_RT_PLAIN_ALPHA;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_RT_PLAIN_ALPHA");
+    }
+    if (IsAlphaRTTSupported()) {
+        contextCaps |= CAPS_RT_TEXTURE_ALPHA;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_RT_TEXTURE_ALPHA");
+    }
+    if (IsOpaqueRTTSupported()) {
+        contextCaps |= CAPS_RT_TEXTURE_OPAQUE;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_RT_TEXTURE_OPAQUE");
+    }
+    if (IsPixelShader20Supported()) {
+        contextCaps |= CAPS_LCD_SHADER | CAPS_BIOP_SHADER | CAPS_PS20;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE,
+                      "  | CAPS_LCD_SHADER | CAPS_BIOP_SHADER | CAPS_PS20");
+        // Pre-PS3.0 video boards are very slow with the AA shader, so
+        // we will require PS30 hw even though the shader is compiled for 2.0a
+//        if (IsGradientInstructionExtensionSupported()) {
+//            contextCaps |= CAPS_AA_SHADER;
+//            J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_AA_SHADER");
+//        }
+    }
+    if (IsPixelShader30Supported()) {
+        if ((contextCaps & CAPS_AA_SHADER) == 0) {
+            // This flag was not already mentioned above...
+            J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_AA_SHADER");
+        }
+        contextCaps |= CAPS_PS30 | CAPS_AA_SHADER;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_PS30");
+    }
+    if (IsMultiTexturingSupported()) {
+        contextCaps |= CAPS_MULTITEXTURE;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_MULTITEXTURE");
+    }
+    if (!IsPow2TexturesOnly()) {
+        contextCaps |= CAPS_TEXNONPOW2;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_TEXNONPOW2");
+    }
+    if (!IsSquareTexturesOnly()) {
+        contextCaps |= CAPS_TEXNONSQUARE;
+        J2dRlsTraceLn(J2D_TRACE_VERBOSE, "  | CAPS_TEXNONSQUARE");
+    }
+    return S_OK;
+}