/*****************************************************************************
 * direct3d.c: Windows Direct3D video output module
 *****************************************************************************
 * Copyright (C) 2006-2009 the VideoLAN team
 *$Id: 8efea7e90bef11fe73f0f7bdc8b9052741a72884 $
 *
 * Authors: Damien Fouilleul <damienf@videolan.org>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
 *****************************************************************************/

/*****************************************************************************
 * Preamble:
 *
 * This plugin will use YUV surface if supported, using YUV will result in
 * the best video quality (hardware filering when rescaling the picture)
 * and the fastest display as it requires less processing.
 *
 * If YUV overlay is not supported this plugin will use RGB offscreen video
 * surfaces that will be blitted onto the primary surface (display) to
 * effectively display the pictures.
 *
 *****************************************************************************/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif

#include <vlc_common.h>
#include <vlc_plugin.h>
#include <vlc_playlist.h>
#include <vlc_vout_display.h>

#include <windows.h>
#include <d3d9.h>

#include "common.h"

/*****************************************************************************
 * Module descriptor
 *****************************************************************************/
static int  OpenVideoXP(vlc_object_t *);
static int  OpenVideoVista(vlc_object_t *);
static void Close(vlc_object_t *);

#define DESKTOP_TEXT N_("Enable desktop mode ")
#define DESKTOP_LONGTEXT N_(\
    "The desktop mode allows you to display the video on the desktop.")

#define D3D_HELP N_("Recommended video output for Windows Vista and later versions")

vlc_module_begin ()
    set_shortname("Direct3D")
    set_description(N_("Direct3D video output"))
    set_help(D3D_HELP)
    set_category(CAT_VIDEO)
    set_subcategory(SUBCAT_VIDEO_VOUT)

    add_bool("direct3d-desktop", false, NULL, DESKTOP_TEXT, DESKTOP_LONGTEXT, true)

    set_capability("vout display", 70)
    add_shortcut("direct3d_xp")
    set_callbacks(OpenVideoXP, Close)

    add_submodule()
        set_capability("vout display", 150)
        add_shortcut("direct3d_vista")
        set_callbacks(OpenVideoVista, Close)
vlc_module_end ()

/*****************************************************************************
 * Local prototypes.
 *****************************************************************************/
struct picture_sys_t
{
    LPDIRECT3DSURFACE9 surface;
    picture_t          *fallback;
};

static int  Open(vlc_object_t *);

static picture_pool_t *Pool  (vout_display_t *, unsigned);
static void           Prepare(vout_display_t *, picture_t *);
static void           Display(vout_display_t *, picture_t *);
static int            Control(vout_display_t *, int, va_list);
static void           Manage (vout_display_t *);

static int  Direct3DCreate (vout_display_t *);
static int  Direct3DReset  (vout_display_t *);
static void Direct3DDestroy(vout_display_t *);

static int  Direct3DOpen (vout_display_t *, video_format_t *);
static void Direct3DClose(vout_display_t *);

static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface);

/* */
static int DesktopCallback(vlc_object_t *, char const *, vlc_value_t, vlc_value_t, void *);

/**
 * It creates a Direct3D vout display.
 */
static int Open(vlc_object_t *object)
{
    vout_display_t *vd = (vout_display_t *)object;
    vout_display_sys_t *sys;

    /* Allocate structure */
    vd->sys = sys = calloc(1, sizeof(vout_display_sys_t));
    if (!sys)
        return VLC_ENOMEM;

    if (Direct3DCreate(vd)) {
        msg_Err(vd, "Direct3D could not be initialized");
        Direct3DDestroy(vd);
        free(sys);
        return VLC_EGENERIC;
    }

    sys->use_desktop = var_CreateGetBool(vd, "direct3d-desktop");
    sys->reset_device = false;
    sys->reset_device = false;
    sys->allow_hw_yuv = var_CreateGetBool(vd, "directx-hw-yuv");
    sys->desktop_save.is_fullscreen = vd->cfg->is_fullscreen;
    sys->desktop_save.is_on_top     = false;
    sys->desktop_save.win.left      = var_InheritInteger(vd, "video-x");
    sys->desktop_save.win.right     = vd->cfg->display.width;
    sys->desktop_save.win.top       = var_InheritInteger(vd, "video-y");
    sys->desktop_save.win.bottom    = vd->cfg->display.height;

    if (CommonInit(vd))
        goto error;

    /* */
    video_format_t fmt;
    if (Direct3DOpen(vd, &fmt)) {
        msg_Err(vd, "Direct3D could not be opened");
        goto error;
    }

    /* */
    vout_display_info_t info = vd->info;
    info.is_slow = true;
    info.has_double_click = true;
    info.has_hide_mouse = false;
    info.has_pictures_invalid = true;

    /* Interaction */
    vlc_mutex_init(&sys->lock);
    sys->ch_desktop = false;
    sys->desktop_requested = sys->use_desktop;

    vlc_value_t val;
    val.psz_string = _("Desktop");
    var_Change(vd, "direct3d-desktop", VLC_VAR_SETTEXT, &val, NULL);
    var_AddCallback(vd, "direct3d-desktop", DesktopCallback, NULL);

    /* Setup vout_display now that everything is fine */
    vd->fmt  = fmt;
    vd->info = info;

    vd->pool    = Pool;
    vd->prepare = Prepare;
    vd->display = Display;
    vd->control = Control;
    vd->manage  = Manage;

    /* Fix state in case of desktop mode */
    if (sys->use_desktop && vd->cfg->is_fullscreen)
        vout_display_SendEventFullscreen(vd, false);

    return VLC_SUCCESS;
error:
    Direct3DClose(vd);
    CommonClean(vd);
    Direct3DDestroy(vd);
    free(vd->sys);
    return VLC_EGENERIC;
}

static bool IsVistaOrAbove(void)
{
    OSVERSIONINFO winVer;
    winVer.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
    return GetVersionEx(&winVer) && winVer.dwMajorVersion > 5;
}

static int OpenVideoXP(vlc_object_t *obj)
{
    /* Windows XP or lower, make sure this module isn't the default */
    return IsVistaOrAbove() ? VLC_EGENERIC : Open(obj);
}

static int OpenVideoVista(vlc_object_t *obj)
{
    /* Windows Vista or above, make this module the default */
    return IsVistaOrAbove() ? Open(obj) : VLC_EGENERIC;
}

/**
 * It destroyes a Direct3D vout display.
 */
static void Close(vlc_object_t *object)
{
    vout_display_t * vd = (vout_display_t *)object;

    var_DelCallback(vd, "direct3d-desktop", DesktopCallback, NULL);
    vlc_mutex_destroy(&vd->sys->lock);

    Direct3DClose(vd);

    CommonClean(vd);

    Direct3DDestroy(vd);

    free(vd->sys);
}

/* */
static picture_pool_t *Pool(vout_display_t *vd, unsigned count)
{
    VLC_UNUSED(count);
    return vd->sys->pool;
}

static int  Direct3DLockSurface(picture_t *);
static void Direct3DUnlockSurface(picture_t *);

static void Prepare(vout_display_t *vd, picture_t *picture)
{
    LPDIRECT3DSURFACE9 surface = picture->p_sys->surface;
#if 0
    picture_Release(picture);
    Direct3DRenderScene(vd, surface);
#else
    /* FIXME it is a bit ugly, we need the surface to be unlocked for
     * rendering.
     *  The clean way would be to release the picture (and ensure that
     * the vout doesn't keep a reference). But because of the vout
     * wrapper, we can't */

    Direct3DUnlockSurface(picture);

    Direct3DRenderScene(vd, surface);
#endif
}

static void Display(vout_display_t *vd, picture_t *picture)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev;

    // Present the back buffer contents to the display
    // No stretching should happen here !
    const RECT src = sys->rect_dest_clipped;
    const RECT dst = sys->rect_dest_clipped;
    HRESULT hr = IDirect3DDevice9_Present(d3ddev, &src, &dst, NULL, NULL);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
    }

#if 0
    VLC_UNUSED(picture);
#else
    /* XXX See Prepare() */
    Direct3DLockSurface(picture);
    picture_Release(picture);
#endif

    CommonDisplay(vd);
}
static int ControlResetDevice(vout_display_t *vd)
{
    return Direct3DReset(vd);
}
static int ControlReopenDevice(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;

    if (!sys->use_desktop) {
        /* Save non-desktop state */
        sys->desktop_save.is_fullscreen = vd->cfg->is_fullscreen;
        sys->desktop_save.is_on_top     = sys->is_on_top;

        WINDOWPLACEMENT wp = { .length = sizeof(wp), };
        GetWindowPlacement(sys->hparent ? sys->hparent : sys->hwnd, &wp);
        sys->desktop_save.win = wp.rcNormalPosition;
    }

    /* */
    Direct3DClose(vd);
    EventThreadStop(sys->event);

    /* */
    vlc_mutex_lock(&sys->lock);
    sys->use_desktop = sys->desktop_requested;
    sys->ch_desktop = false;
    vlc_mutex_unlock(&sys->lock);

    /* */
    event_cfg_t cfg;
    memset(&cfg, 0, sizeof(cfg));
    cfg.use_desktop = sys->use_desktop;
    if (!sys->use_desktop) {
        cfg.win.type   = VOUT_WINDOW_TYPE_HWND;
        cfg.win.x      = sys->desktop_save.win.left;
        cfg.win.y      = sys->desktop_save.win.top;
        cfg.win.width  = sys->desktop_save.win.right  - sys->desktop_save.win.left;
        cfg.win.height = sys->desktop_save.win.bottom - sys->desktop_save.win.top;
    }

    event_hwnd_t hwnd;
    if (EventThreadStart(sys->event, &hwnd, &cfg)) {
        msg_Err(vd, "Failed to restart event thread");
        return VLC_EGENERIC;
    }
    sys->parent_window = hwnd.parent_window;
    sys->hparent       = hwnd.hparent;
    sys->hwnd          = hwnd.hwnd;
    sys->hvideownd     = hwnd.hvideownd;
    sys->hfswnd        = hwnd.hfswnd;
    SetRectEmpty(&sys->rect_parent);

    /* */
    video_format_t fmt;
    if (Direct3DOpen(vd, &fmt)) {
        CommonClean(vd);
        msg_Err(vd, "Failed to reopen device");
        return VLC_EGENERIC;
    }
    vd->fmt = fmt;
    sys->is_first_display = true;

    if (sys->use_desktop) {
        /* Disable fullscreen/on_top while using desktop */
        if (sys->desktop_save.is_fullscreen)
            vout_display_SendEventFullscreen(vd, false);
        if (sys->desktop_save.is_on_top)
            vout_display_SendWindowState(vd, VOUT_WINDOW_STATE_NORMAL);
    } else {
        /* Restore fullscreen/on_top */
        if (sys->desktop_save.is_fullscreen)
            vout_display_SendEventFullscreen(vd, true);
        if (sys->desktop_save.is_on_top)
            vout_display_SendWindowState(vd, VOUT_WINDOW_STATE_ABOVE);
    }
    return VLC_SUCCESS;
}
static int Control(vout_display_t *vd, int query, va_list args)
{
    vout_display_sys_t *sys = vd->sys;

    switch (query) {
    case VOUT_DISPLAY_RESET_PICTURES:
        /* FIXME what to do here in case of failure */
        if (sys->reset_device) {
            if (ControlResetDevice(vd)) {
                msg_Err(vd, "Failed to reset device");
                return VLC_EGENERIC;
            }
            sys->reset_device = false;
        } else if(sys->reopen_device) {
            if (ControlReopenDevice(vd)) {
                msg_Err(vd, "Failed to reopen device");
                return VLC_EGENERIC;
            }
            sys->reopen_device = false;
        }
        return VLC_SUCCESS;
    default:
        return CommonControl(vd, query, args);
    }
}
static void Manage (vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;

    CommonManage(vd);

    /* Desktop mode change */
    vlc_mutex_lock(&sys->lock);
    const bool ch_desktop = sys->ch_desktop;
    sys->ch_desktop = false;
    vlc_mutex_unlock(&sys->lock);

    if (ch_desktop) {
        sys->reopen_device = true;
        vout_display_SendEventPicturesInvalid(vd);
    }

#if 0
    /*
     * Position Change
     */
    if (sys->changes & DX_POSITION_CHANGE) {
#if 0 /* need that when bicubic filter is available */
        RECT rect;
        UINT width, height;

        GetClientRect(p_sys->hvideownd, &rect);
        width  = rect.right-rect.left;
        height = rect.bottom-rect.top;

        if (width != p_sys->d3dpp.BackBufferWidth || height != p_sys->d3dpp.BackBufferHeight)
        {
            msg_Dbg(vd, "resizing device back buffers to (%lux%lu)", width, height);
            // need to reset D3D device to resize back buffer
            if (VLC_SUCCESS != Direct3DResetDevice(vd, width, height))
                return VLC_EGENERIC;
        }
#endif
        sys->changes &= ~DX_POSITION_CHANGE;
    }
#endif
}

/**
 * It initializes an instance of Direct3D9
 */
static int Direct3DCreate(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;

    sys->hd3d9_dll = LoadLibrary(TEXT("D3D9.DLL"));
    if (!sys->hd3d9_dll) {
        msg_Warn(vd, "cannot load d3d9.dll, aborting");
        return VLC_EGENERIC;
    }

    LPDIRECT3D9 (WINAPI *OurDirect3DCreate9)(UINT SDKVersion);
    OurDirect3DCreate9 =
        (void *)GetProcAddress(sys->hd3d9_dll, TEXT("Direct3DCreate9"));
    if (!OurDirect3DCreate9) {
        msg_Err(vd, "Cannot locate reference to Direct3DCreate9 ABI in DLL");
        return VLC_EGENERIC;
    }

    /* Create the D3D object. */
    LPDIRECT3D9 d3dobj = OurDirect3DCreate9(D3D_SDK_VERSION);
    if (!d3dobj) {
       msg_Err(vd, "Could not create Direct3D9 instance.");
       return VLC_EGENERIC;
    }
    sys->d3dobj = d3dobj;

    /*
    ** Get device capabilities
    */
    D3DCAPS9 d3dCaps;
    ZeroMemory(&d3dCaps, sizeof(d3dCaps));
    HRESULT hr = IDirect3D9_GetDeviceCaps(d3dobj, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps);
    if (FAILED(hr)) {
       msg_Err(vd, "Could not read adapter capabilities. (hr=0x%lX)", hr);
       return VLC_EGENERIC;
    }
    /* TODO: need to test device capabilities and select the right render function */

    return VLC_SUCCESS;
}

/**
 * It releases an instance of Direct3D9
 */
static void Direct3DDestroy(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;

    if (sys->d3dobj)
       IDirect3D9_Release(sys->d3dobj);
    if (sys->hd3d9_dll)
        FreeLibrary(sys->hd3d9_dll);

    sys->d3dobj = NULL;
    sys->hd3d9_dll = NULL;
}


/**
 * It setup vout_display_sys_t::d3dpp and vout_display_sys_t::rect_display
 * from the default adapter.
 */
static int Direct3DFillPresentationParameters(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;

    /*
    ** Get the current desktop display mode, so we can set up a back
    ** buffer of the same format
    */
    D3DDISPLAYMODE d3ddm;
    HRESULT hr = IDirect3D9_GetAdapterDisplayMode(sys->d3dobj,
                                                  D3DADAPTER_DEFAULT, &d3ddm);
    if (FAILED(hr)) {
       msg_Err(vd, "Could not read adapter display mode. (hr=0x%lX)", hr);
       return VLC_EGENERIC;
    }

    /* Set up the structure used to create the D3DDevice. */
    D3DPRESENT_PARAMETERS *d3dpp = &vd->sys->d3dpp;
    ZeroMemory(d3dpp, sizeof(D3DPRESENT_PARAMETERS));
    d3dpp->Flags                  = D3DPRESENTFLAG_VIDEO;
    d3dpp->Windowed               = TRUE;
    d3dpp->hDeviceWindow          = vd->sys->hvideownd;
    d3dpp->BackBufferWidth        = __MAX(GetSystemMetrics(SM_CXVIRTUALSCREEN),
                                          d3ddm.Width);
    d3dpp->BackBufferHeight       = __MAX(GetSystemMetrics(SM_CYVIRTUALSCREEN),
                                          d3ddm.Height);
    d3dpp->SwapEffect             = D3DSWAPEFFECT_COPY;
    d3dpp->MultiSampleType        = D3DMULTISAMPLE_NONE;
    d3dpp->PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
    d3dpp->BackBufferFormat       = d3ddm.Format;
    d3dpp->BackBufferCount        = 1;
    d3dpp->EnableAutoDepthStencil = FALSE;

    /* */
    RECT *display = &vd->sys->rect_display;
    display->left   = 0;
    display->top    = 0;
    display->right  = d3dpp->BackBufferWidth;
    display->bottom = d3dpp->BackBufferHeight;

    return VLC_SUCCESS;
}

/* */
static int  Direct3DCreateResources (vout_display_t *, video_format_t *);
static void Direct3DDestroyResources(vout_display_t *);

/**
 * It creates a Direct3D device and the associated resources.
 */
static int Direct3DOpen(vout_display_t *vd, video_format_t *fmt)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3D9 d3dobj = sys->d3dobj;

    if (Direct3DFillPresentationParameters(vd))
        return VLC_EGENERIC;

    // Create the D3DDevice
    LPDIRECT3DDEVICE9 d3ddev;
    HRESULT hr = IDirect3D9_CreateDevice(d3dobj, D3DADAPTER_DEFAULT,
                                         D3DDEVTYPE_HAL, sys->hvideownd,
                                         D3DCREATE_SOFTWARE_VERTEXPROCESSING|
                                         D3DCREATE_MULTITHREADED,
                                         &sys->d3dpp, &d3ddev);
    if (FAILED(hr)) {
       msg_Err(vd, "Could not create the D3D device! (hr=0x%lX)", hr);
       return VLC_EGENERIC;
    }
    sys->d3ddev = d3ddev;

    UpdateRects(vd, NULL, NULL, true);

    if (Direct3DCreateResources(vd, fmt)) {
        msg_Err(vd, "Failed to allocate resources");
        return VLC_EGENERIC;
    }

    /* Change the window title bar text */
    EventThreadUpdateTitle(sys->event, VOUT_TITLE " (Direct3D output)");

    msg_Dbg(vd, "Direct3D device adapter successfully initialized");
    return VLC_SUCCESS;
}

/**
 * It releases the Direct3D9 device and its resources.
 */
static void Direct3DClose(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;

    Direct3DDestroyResources(vd);

    if (sys->d3ddev)
       IDirect3DDevice9_Release(sys->d3ddev);

    sys->d3ddev = NULL;
}

/**
 * It reset the Direct3D9 device and its resources.
 */
static int Direct3DReset(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev;

    if (Direct3DFillPresentationParameters(vd))
        return VLC_EGENERIC;

    /* release all D3D objects */
    Direct3DDestroyResources(vd);

    /* */
    HRESULT hr = IDirect3DDevice9_Reset(d3ddev, &sys->d3dpp);
    if (FAILED(hr)) {
        msg_Err(vd, "%s failed ! (hr=%08lX)", __FUNCTION__, hr);
        return VLC_EGENERIC;
    }

    UpdateRects(vd, NULL, NULL, true);

    /* re-create them */
    if (Direct3DCreateResources(vd, &vd->fmt)) {
        msg_Dbg(vd, "%s failed !", __FUNCTION__);
        return VLC_EGENERIC;
    }
    return VLC_SUCCESS;
}

/* */
static int  Direct3DCreatePool(vout_display_t *vd, video_format_t *fmt);
static void Direct3DDestroyPool(vout_display_t *vd);

static int  Direct3DCreateScene(vout_display_t *vd);
static void Direct3DDestroyScene(vout_display_t *vd);

/**
 * It creates the picture and scene resources.
 */
static int Direct3DCreateResources(vout_display_t *vd, video_format_t *fmt)
{
    if (Direct3DCreatePool(vd, fmt)) {
        msg_Err(vd, "Direct3D picture pool initialization failed");
        return VLC_EGENERIC;
    }
    if (Direct3DCreateScene(vd)) {
        msg_Err(vd, "Direct3D scene initialization failed !");
        return VLC_EGENERIC;
    }
    return VLC_SUCCESS;
}
/**
 * It destroys the picture and scene resources.
 */
static void Direct3DDestroyResources(vout_display_t *vd)
{
    Direct3DDestroyScene(vd);
    Direct3DDestroyPool(vd);
}

/**
 * It tests if the conversion from src to dst is supported.
 */
static int Direct3DCheckConversion(vout_display_t *vd,
                                   D3DFORMAT src, D3DFORMAT dst)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3D9 d3dobj = sys->d3dobj;
    HRESULT hr;

    /* test whether device can create a surface of that format */
    hr = IDirect3D9_CheckDeviceFormat(d3dobj, D3DADAPTER_DEFAULT,
                                      D3DDEVTYPE_HAL, dst, 0,
                                      D3DRTYPE_SURFACE, src);
    if (SUCCEEDED(hr)) {
        /* test whether device can perform color-conversion
        ** from that format to target format
        */
        hr = IDirect3D9_CheckDeviceFormatConversion(d3dobj,
                                                    D3DADAPTER_DEFAULT,
                                                    D3DDEVTYPE_HAL,
                                                    src, dst);
    }
    if (!SUCCEEDED(hr)) {
        if (D3DERR_NOTAVAILABLE != hr)
            msg_Err(vd, "Could not query adapter supported formats. (hr=0x%lX)", hr);
        return VLC_EGENERIC;
    }
    return VLC_SUCCESS;
}

typedef struct
{
    const char   *name;
    D3DFORMAT    format;    /* D3D format */
    vlc_fourcc_t fourcc;    /* VLC fourcc */
    uint32_t     rmask;
    uint32_t     gmask;
    uint32_t     bmask;
} d3d_format_t;

static const d3d_format_t d3d_formats[] = {
    /* YV12 is always used for planar 420, the planes are then swapped in Lock() */
    { "YV12",       MAKEFOURCC('Y','V','1','2'),    VLC_CODEC_YV12,  0,0,0 },
    { "YV12",       MAKEFOURCC('Y','V','1','2'),    VLC_CODEC_I420,  0,0,0 },
    { "YV12",       MAKEFOURCC('Y','V','1','2'),    VLC_CODEC_J420,  0,0,0 },
    { "UYVY",       D3DFMT_UYVY,    VLC_CODEC_UYVY,  0,0,0 },
    { "YUY2",       D3DFMT_YUY2,    VLC_CODEC_YUYV,  0,0,0 },
    { "X8R8G8B8",   D3DFMT_X8R8G8B8,VLC_CODEC_RGB32, 0xff0000, 0x00ff00, 0x0000ff },
    { "A8R8G8B8",   D3DFMT_A8R8G8B8,VLC_CODEC_RGB32, 0xff0000, 0x00ff00, 0x0000ff },
    { "8G8B8",      D3DFMT_R8G8B8,  VLC_CODEC_RGB24, 0xff0000, 0x00ff00, 0x0000ff },
    { "R5G6B5",     D3DFMT_R5G6B5,  VLC_CODEC_RGB16, 0x1f<<11, 0x3f<<5,  0x1f<<0 },
    { "X1R5G5B5",   D3DFMT_X1R5G5B5,VLC_CODEC_RGB15, 0x1f<<10, 0x1f<<5,  0x1f<<0 },

    { NULL, 0, 0, 0,0,0}
};

/**
 * It returns the format (closest to chroma) that can be converted to target */
static const d3d_format_t *Direct3DFindFormat(vout_display_t *vd, vlc_fourcc_t chroma, D3DFORMAT target)
{
    vout_display_sys_t *sys = vd->sys;

    for (unsigned pass = 0; pass < 2; pass++) {
        const vlc_fourcc_t *list;

        if (pass == 0 && sys->allow_hw_yuv && vlc_fourcc_IsYUV(chroma))
            list = vlc_fourcc_GetYUVFallback(chroma);
        else if (pass == 1)
            list = vlc_fourcc_GetRGBFallback(chroma);
        else
            continue;

        for (unsigned i = 0; list[i] != 0; i++) {
            for (unsigned j = 0; d3d_formats[j].name; j++) {
                const d3d_format_t *format = &d3d_formats[j];

                if (format->fourcc != list[i])
                    continue;

                msg_Warn(vd, "trying surface pixel format: %s",
                         format->name);
                if (!Direct3DCheckConversion(vd, format->format, target)) {
                    msg_Dbg(vd, "selected surface pixel format is %s",
                            format->name);
                    return format;
                }
            }
        }
    }
    return NULL;
}

/**
 * It locks the surface associated to the picture and get the surface
 * descriptor which amongst other things has the pointer to the picture
 * data and its pitch.
 */
static int Direct3DLockSurface(picture_t *picture)
{
    /* Lock the surface to get a valid pointer to the picture buffer */
    D3DLOCKED_RECT d3drect;
    HRESULT hr = IDirect3DSurface9_LockRect(picture->p_sys->surface, &d3drect, NULL, 0);
    if (FAILED(hr)) {
        //msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return CommonUpdatePicture(picture, &picture->p_sys->fallback, NULL, 0);
    }

    CommonUpdatePicture(picture, NULL, d3drect.pBits, d3drect.Pitch);
    return VLC_SUCCESS;
}
/**
 * It unlocks the surface associated to the picture.
 */
static void Direct3DUnlockSurface(picture_t *picture)
{
    /* Unlock the Surface */
    HRESULT hr = IDirect3DSurface9_UnlockRect(picture->p_sys->surface);
    if (FAILED(hr)) {
        //msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
    }
}

/**
 * It creates the pool of picture (only 1).
 *
 * Each picture has an associated offscreen surface in video memory
 * depending on hardware capabilities the picture chroma will be as close
 * as possible to the orginal render chroma to reduce CPU conversion overhead
 * and delegate this work to video card GPU
 */
static int Direct3DCreatePool(vout_display_t *vd, video_format_t *fmt)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev;

    /* */
    *fmt = vd->source;

    /* Find the appropriate D3DFORMAT for the render chroma, the format will be the closest to
     * the requested chroma which is usable by the hardware in an offscreen surface, as they
     * typically support more formats than textures */
    const d3d_format_t *d3dfmt = Direct3DFindFormat(vd, fmt->i_chroma, sys->d3dpp.BackBufferFormat);
    if (!d3dfmt) {
        msg_Err(vd, "surface pixel format is not supported.");
        return VLC_EGENERIC;
    }
    fmt->i_chroma = d3dfmt->fourcc;
    fmt->i_rmask  = d3dfmt->rmask;
    fmt->i_gmask  = d3dfmt->gmask;
    fmt->i_bmask  = d3dfmt->bmask;

    /* We create one picture.
     * It is useless to create more as we can't be used for direct rendering */

    /* Create a surface */
    LPDIRECT3DSURFACE9 surface;
    HRESULT hr = IDirect3DDevice9_CreateOffscreenPlainSurface(d3ddev,
                                                              fmt->i_width,
                                                              fmt->i_height,
                                                              d3dfmt->format,
                                                              D3DPOOL_DEFAULT,
                                                              &surface,
                                                              NULL);
    if (FAILED(hr)) {
        msg_Err(vd, "Failed to create picture surface. (hr=0x%lx)", hr);
        return VLC_EGENERIC;
    }
    /* fill surface with black color */
    IDirect3DDevice9_ColorFill(d3ddev, surface, NULL, D3DCOLOR_ARGB(0xFF, 0, 0, 0));

    /* Create the associated picture */
    picture_resource_t *rsc = &sys->resource;
    rsc->p_sys = malloc(sizeof(*rsc->p_sys));
    if (!rsc->p_sys) {
        IDirect3DSurface9_Release(surface);
        return VLC_ENOMEM;
    }
    rsc->p_sys->surface = surface;
    rsc->p_sys->fallback = NULL;
    for (int i = 0; i < PICTURE_PLANE_MAX; i++) {
        rsc->p[i].p_pixels = NULL;
        rsc->p[i].i_pitch = 0;
        rsc->p[i].i_lines = fmt->i_height / (i > 0 ? 2 : 1);
    }
    picture_t *picture = picture_NewFromResource(fmt, rsc);
    if (!picture) {
        IDirect3DSurface9_Release(surface);
        free(rsc->p_sys);
        return VLC_ENOMEM;
    }

    /* Wrap it into a picture pool */
    picture_pool_configuration_t pool_cfg;
    memset(&pool_cfg, 0, sizeof(pool_cfg));
    pool_cfg.picture_count = 1;
    pool_cfg.picture       = &picture;
    pool_cfg.lock          = Direct3DLockSurface;
    pool_cfg.unlock        = Direct3DUnlockSurface;

    sys->pool = picture_pool_NewExtended(&pool_cfg);
    if (!sys->pool) {
        picture_Release(picture);
        IDirect3DSurface9_Release(surface);
        return VLC_ENOMEM;
    }
    return VLC_SUCCESS;
}
/**
 * It destroys the pool of picture and its resources.
 */
static void Direct3DDestroyPool(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;

    if (sys->pool) {
        picture_resource_t *rsc = &sys->resource;
        IDirect3DSurface9_Release(rsc->p_sys->surface);
        if (rsc->p_sys->fallback)
            picture_Release(rsc->p_sys->fallback);
        picture_pool_Delete(sys->pool);
    }
    sys->pool = NULL;
}

/* */
typedef struct
{
    FLOAT       x,y,z;      // vertex untransformed position
    FLOAT       rhw;        // eye distance
    D3DCOLOR    diffuse;    // diffuse color
    FLOAT       tu, tv;     // texture relative coordinates
} CUSTOMVERTEX;

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)

/**
 * It allocates and initializes the resources needed to render the scene.
 */
static int Direct3DCreateScene(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3DDEVICE9       d3ddev = sys->d3ddev;
    HRESULT hr;

    /*
     * Create a texture for use when rendering a scene
     * for performance reason, texture format is identical to backbuffer
     * which would usually be a RGB format
     */
    LPDIRECT3DTEXTURE9 d3dtex;
    hr = IDirect3DDevice9_CreateTexture(d3ddev,
                                        sys->d3dpp.BackBufferWidth,
                                        sys->d3dpp.BackBufferHeight,
                                        1,
                                        D3DUSAGE_RENDERTARGET,
                                        sys->d3dpp.BackBufferFormat,
                                        D3DPOOL_DEFAULT,
                                        &d3dtex,
                                        NULL);
    if (FAILED(hr)) {
        msg_Err(vd, "Failed to create texture. (hr=0x%lx)", hr);
        return VLC_EGENERIC;
    }

    /*
    ** Create a vertex buffer for use when rendering scene
    */
    LPDIRECT3DVERTEXBUFFER9 d3dvtc;
    hr = IDirect3DDevice9_CreateVertexBuffer(d3ddev,
                                             sizeof(CUSTOMVERTEX)*4,
                                             D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,
                                             D3DFVF_CUSTOMVERTEX,
                                             D3DPOOL_DEFAULT,
                                             &d3dvtc,
                                             NULL);
    if (FAILED(hr)) {
        msg_Err(vd, "Failed to create vertex buffer. (hr=0x%lx)", hr);
        IDirect3DTexture9_Release(d3dtex);
        return VLC_EGENERIC;
    }

    /* */
    sys->d3dtex = d3dtex;
    sys->d3dvtc = d3dvtc;

    // Texture coordinates outside the range [0.0, 1.0] are set
    // to the texture color at 0.0 or 1.0, respectively.
    IDirect3DDevice9_SetSamplerState(d3ddev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    IDirect3DDevice9_SetSamplerState(d3ddev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

    // Set linear filtering quality
    IDirect3DDevice9_SetSamplerState(d3ddev, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    IDirect3DDevice9_SetSamplerState(d3ddev, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

    // set maximum ambient light
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_AMBIENT, D3DCOLOR_XRGB(255,255,255));

    // Turn off culling
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_CULLMODE, D3DCULL_NONE);

    // Turn off the zbuffer
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ZENABLE, D3DZB_FALSE);

    // Turn off lights
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_LIGHTING, FALSE);

    // Enable dithering
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_DITHERENABLE, TRUE);

    // disable stencil
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_STENCILENABLE, FALSE);

    // manage blending
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHABLENDENABLE, TRUE);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHATESTENABLE,TRUE);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHAREF, 0x10);
    IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHAFUNC,D3DCMP_GREATER);

    // Set texture states
    IDirect3DDevice9_SetTextureStageState(d3ddev, 0, D3DTSS_COLOROP,D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG1,D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG2,D3DTA_DIFFUSE);

    // turn off alpha operation
    IDirect3DDevice9_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

    msg_Dbg(vd, "Direct3D scene created successfully");

    return VLC_SUCCESS;
}

/**
 * It releases the scene resources.
 */
static void Direct3DDestroyScene(vout_display_t *vd)
{
    vout_display_sys_t *sys = vd->sys;

    LPDIRECT3DVERTEXBUFFER9 d3dvtc = sys->d3dvtc;
    if (d3dvtc)
        IDirect3DVertexBuffer9_Release(d3dvtc);

    LPDIRECT3DTEXTURE9 d3dtex = sys->d3dtex;
    if (d3dtex)
        IDirect3DTexture9_Release(d3dtex);

    sys->d3dvtc = NULL;
    sys->d3dtex = NULL;
    msg_Dbg(vd, "Direct3D scene released successfully");
}

/**
 * It copies picture surface into a texture and renders into a scene.
 *
 * This function is intented for higher end 3D cards, with pixel shader support
 * and at least 64 MiB of video RAM.
 */
static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface)
{
    vout_display_sys_t *sys = vd->sys;
    LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev;
    HRESULT hr;

    // check if device is still available
    hr = IDirect3DDevice9_TestCooperativeLevel(d3ddev);
    if (FAILED(hr)) {
        if (hr == D3DERR_DEVICENOTRESET && !sys->reset_device) {
            vout_display_SendEventPicturesInvalid(vd);
            sys->reset_device = true;
        }
        return;
    }
    /* */
    LPDIRECT3DTEXTURE9      d3dtex  = sys->d3dtex;
    LPDIRECT3DVERTEXBUFFER9 d3dvtc  = sys->d3dvtc;

    /* Clear the backbuffer and the zbuffer */
    hr = IDirect3DDevice9_Clear(d3ddev, 0, NULL, D3DCLEAR_TARGET,
                              D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }
    /*  retrieve picture surface */
    LPDIRECT3DSURFACE9 d3dsrc = surface;
    if (!d3dsrc) {
        msg_Dbg(vd, "no surface to render ?");
        return;
    }

    /* retrieve texture top-level surface */
    LPDIRECT3DSURFACE9 d3ddest;
    hr = IDirect3DTexture9_GetSurfaceLevel(d3dtex, 0, &d3ddest);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    /* Copy picture surface into texture surface
     * color space conversion and scaling happen here */
    RECT src = vd->sys->rect_src_clipped;
    RECT dst = vd->sys->rect_dest_clipped;

    hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, &src, d3ddest, &dst, D3DTEXF_LINEAR);
    IDirect3DSurface9_Release(d3ddest);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    /* Update the vertex buffer */
    CUSTOMVERTEX *vertices;
    hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, &vertices, D3DLOCK_DISCARD);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    /* Setup vertices */
    const float f_width  = vd->sys->d3dpp.BackBufferWidth;
    const float f_height = vd->sys->d3dpp.BackBufferHeight;

    /* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */
    /* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */
    vertices[0].x       = -0.5f;       // left
    vertices[0].y       = -0.5f;       // top
    vertices[0].z       = 0.0f;
    vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
    vertices[0].rhw     = 1.0f;
    vertices[0].tu      = 0.0f;
    vertices[0].tv      = 0.0f;

    vertices[1].x       = f_width - 0.5f;    // right
    vertices[1].y       = -0.5f;       // top
    vertices[1].z       = 0.0f;
    vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
    vertices[1].rhw     = 1.0f;
    vertices[1].tu      = 1.0f;
    vertices[1].tv      = 0.0f;

    vertices[2].x       = f_width - 0.5f;    // right
    vertices[2].y       = f_height - 0.5f;   // bottom
    vertices[2].z       = 0.0f;
    vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
    vertices[2].rhw     = 1.0f;
    vertices[2].tu      = 1.0f;
    vertices[2].tv      = 1.0f;

    vertices[3].x       = -0.5f;       // left
    vertices[3].y       = f_height - 0.5f;   // bottom
    vertices[3].z       = 0.0f;
    vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
    vertices[3].rhw     = 1.0f;
    vertices[3].tu      = 0.0f;
    vertices[3].tv      = 1.0f;

    hr= IDirect3DVertexBuffer9_Unlock(d3dvtc);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    // Begin the scene
    hr = IDirect3DDevice9_BeginScene(d3ddev);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    // Setup our texture. Using textures introduces the texture stage states,
    // which govern how textures get blended together (in the case of multiple
    // textures) and lighting information. In this case, we are modulating
    // (blending) our texture with the diffuse color of the vertices.
    hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(d3ddev);
        return;
    }

    // Render the vertex buffer contents
    hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX));
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(d3ddev);
        return;
    }

    // we use FVF instead of vertex shader
    hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(d3ddev);
        return;
    }

    // draw rectangle
    hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(d3ddev);
        return;
    }

    // End the scene
    hr = IDirect3DDevice9_EndScene(d3ddev);
    if (FAILED(hr)) {
        msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }
}

/*****************************************************************************
 * DesktopCallback: desktop mode variable callback
 *****************************************************************************/
static int DesktopCallback(vlc_object_t *object, char const *psz_cmd,
                            vlc_value_t oldval, vlc_value_t newval,
                            void *p_data)
{
    vout_display_t *vd = (vout_display_t *)object;
    vout_display_sys_t *sys = vd->sys;
    VLC_UNUSED(psz_cmd);
    VLC_UNUSED(oldval);
    VLC_UNUSED(p_data);

    vlc_mutex_lock(&sys->lock);
    const bool ch_desktop = !sys->desktop_requested != !newval.b_bool;
    sys->ch_desktop |= ch_desktop;
    sys->desktop_requested = newval.b_bool;
    vlc_mutex_unlock(&sys->lock);

    /* FIXME we should have a way to export variable to be saved */
    if (ch_desktop) {
        playlist_t *p_playlist = pl_Get(vd);
        /* Modify playlist as well because the vout might have to be
         * restarted */
        var_Create(p_playlist, "direct3d-desktop", VLC_VAR_BOOL);
        var_SetBool(p_playlist, "direct3d-desktop", newval.b_bool);
    }
    return VLC_SUCCESS;
}
