/*
 *      Copyright (C) 2005-2013 Team XBMC
 *      http://xbmc.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, 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 XBMC; see the file COPYING.  If not, see
 *  <http://www.gnu.org/licenses/>.
 *
 */


#ifdef HAS_DX

#include "threads/SystemClock.h"
#include "RenderSystemDX.h"
#include "utils/log.h"
#include "utils/TimeUtils.h"
#include "utils/MathUtils.h"
#include "guilib/GUIWindowManager.h"
#include "threads/SingleLock.h"
#include "guilib/D3DResource.h"
#include "settings/AdvancedSettings.h"
#include "settings/Settings.h"
#include "utils/SystemInfo.h"
#include "Application.h"
#include "Util.h"
#include "win32/WIN32Util.h"
#include "video/VideoReferenceClock.h"
#include "cores/VideoRenderers/RenderManager.h"
#if (D3DX_SDK_VERSION >= 42) //aug 2009 sdk and up use dxerr
  #include <Dxerr.h>
#else
  #include <dxerr9.h>
  #define DXGetErrorString(hr)      DXGetErrorString9(hr)
  #define DXGetErrorDescription(hr) DXGetErrorDescription9(hr)
#endif

using namespace std;

// Dynamic loading of Direct3DCreate9Ex to keep compatibility with 2000/XP.
typedef HRESULT (WINAPI *LPDIRECT3DCREATE9EX)( UINT SDKVersion, IDirect3D9Ex **ppD3D);
static LPDIRECT3DCREATE9EX g_Direct3DCreate9Ex;
static HMODULE             g_D3D9ExHandle;

static bool LoadD3D9Ex()
{
  HMODULE hD3d9Dll =  GetModuleHandle("d3d9.dll");
  if (!hD3d9Dll)
    return false;
  g_Direct3DCreate9Ex = (LPDIRECT3DCREATE9EX)GetProcAddress(hD3d9Dll, "Direct3DCreate9Ex" );
  if(g_Direct3DCreate9Ex == NULL)
    return false;
  return true;
}

CRenderSystemDX::CRenderSystemDX() : CRenderSystemBase()
{
  m_enumRenderingSystem = RENDERING_SYSTEM_DIRECTX;

  m_pD3D        = NULL;
  m_pD3DDevice  = NULL;
  m_devType     = D3DDEVTYPE_HAL;
#if defined(DEBUG_PS) || defined (DEBUG_VS)
    m_devType = D3DDEVTYPE_REF
#endif
  m_hFocusWnd   = NULL;
  m_hDeviceWnd  = NULL;
  m_nBackBufferWidth  = 0;
  m_nBackBufferHeight = 0;
  m_bFullScreenDevice = false;
  m_bVSync          = true;
  m_nDeviceStatus   = S_OK;
  m_stateBlock      = NULL;
  m_inScene         = false;
  m_needNewDevice   = false;
  m_adapter         = D3DADAPTER_DEFAULT;
  m_screenHeight    = 0;
  m_systemFreq      = CurrentHostFrequency();
  m_useD3D9Ex       = false;
  m_defaultD3DUsage = 0;
  m_defaultD3DPool  = D3DPOOL_MANAGED;

  ZeroMemory(&m_D3DPP, sizeof(D3DPRESENT_PARAMETERS));
}

CRenderSystemDX::~CRenderSystemDX()
{
}

bool CRenderSystemDX::InitRenderSystem()
{
  m_bVSync = true;

  m_useD3D9Ex = (g_advancedSettings.m_AllowD3D9Ex && LoadD3D9Ex());
  m_pD3D = NULL;

  if (m_useD3D9Ex)
  {
    CLog::Log(LOGDEBUG, __FUNCTION__" - trying D3D9Ex...");
    if (FAILED(g_Direct3DCreate9Ex(D3D_SDK_VERSION, (IDirect3D9Ex**) &m_pD3D)))
    {
      CLog::Log(LOGDEBUG, __FUNCTION__" - D3D9Ex creation failure, falling back to D3D9");
      m_useD3D9Ex = false;
    }
    else
    {
      D3DCAPS9 caps;
      memset(&caps, 0, sizeof(caps));
      m_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, m_devType, &caps);
      // Evaluate if the driver is WDDM - this detection method is not guaranteed 100%
      if (!g_advancedSettings.m_ForceD3D9Ex && (!(caps.Caps2 & D3DCAPS2_CANSHARERESOURCE) || !(caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES)))
      {
        CLog::Log(LOGDEBUG, __FUNCTION__" - driver looks like XPDM or earlier, falling back to D3D9");
        m_useD3D9Ex = false;
        m_pD3D->Release();
      }
      else
      {
        CLog::Log(LOGDEBUG, __FUNCTION__" - using D3D9Ex");
      }
    }
  }

  if (!m_useD3D9Ex)
  {
    m_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
    if(m_pD3D == NULL)
      return false;
  }

  UpdateMonitor();

  if(CreateDevice()==false)
    return false;

  return true;
}

void CRenderSystemDX::SetRenderParams(unsigned int width, unsigned int height, bool fullScreen, float refreshRate)
{
  m_nBackBufferWidth  = width;
  m_nBackBufferHeight = height;
  m_bFullScreenDevice = fullScreen;
  m_refreshRate       = refreshRate;
}

void CRenderSystemDX::SetMonitor(HMONITOR monitor)
{
  if (!m_pD3D)
    return;

  // find the appropriate screen
  for (unsigned int adapter = 0; adapter < m_pD3D->GetAdapterCount(); adapter++)
  {
    HMONITOR hMonitor = m_pD3D->GetAdapterMonitor(adapter);
    if (hMonitor == monitor && adapter != m_adapter)
    {
      m_adapter       = adapter;
      m_needNewDevice = true;
      break;
    }
  }
}

bool CRenderSystemDX::ResetRenderSystem(int width, int height, bool fullScreen, float refreshRate)
{
  if (!m_pD3DDevice)
    return false;

  if (m_hDeviceWnd != NULL)
  {
    HMONITOR hMonitor = MonitorFromWindow(m_hDeviceWnd, MONITOR_DEFAULTTONULL);
    if (hMonitor)
      SetMonitor(hMonitor);
  }

  SetRenderParams(width, height, fullScreen, refreshRate);

  CRect rc;
  rc.SetRect(0, 0, (float)width, (float)height);
  SetViewPort(rc);

  BuildPresentParameters();

  if (m_useD3D9Ex && !m_needNewDevice)
    m_nDeviceStatus = ((IDirect3DDevice9Ex*)m_pD3DDevice)->ResetEx(&m_D3DPP, m_D3DPP.Windowed ? NULL : &m_D3DDMEX);
  else
  {
    OnDeviceLost();
    OnDeviceReset();
  }

  return true;
}

void CRenderSystemDX::OnMove()
{
  if (!m_bRenderCreated)
    return;

  HMONITOR currentMonitor = m_pD3D->GetAdapterMonitor(m_adapter);
  HMONITOR newMonitor = MonitorFromWindow(m_hDeviceWnd, MONITOR_DEFAULTTONULL);
  if (newMonitor != NULL && currentMonitor != newMonitor)
    ResetRenderSystem(m_nBackBufferWidth, m_nBackBufferHeight, m_bFullScreenDevice, m_refreshRate);
}


bool CRenderSystemDX::IsSurfaceFormatOk(D3DFORMAT surfFormat, DWORD usage)
{
  // Verify the compatibility
  HRESULT hr = m_pD3D->CheckDeviceFormat(m_adapter,
                                         m_devType,
                                         m_D3DPP.BackBufferFormat,
                                         usage,
                                         D3DRTYPE_SURFACE,
                                         surfFormat);

  return (SUCCEEDED(hr)) ? true : false;
}

bool CRenderSystemDX::IsTextureFormatOk(D3DFORMAT texFormat, DWORD usage)
{
  // Verify the compatibility
  HRESULT hr = m_pD3D->CheckDeviceFormat(m_adapter,
                                         m_devType,
                                         m_D3DPP.BackBufferFormat,
                                         usage,
                                         D3DRTYPE_TEXTURE,
                                         texFormat);

  return (SUCCEEDED(hr)) ? true : false;
}

BOOL CRenderSystemDX::IsDepthFormatOk(D3DFORMAT DepthFormat, D3DFORMAT RenderTargetFormat)
{
  // Verify that the depth format exists
  if (!IsSurfaceFormatOk(DepthFormat, D3DUSAGE_DEPTHSTENCIL))
    return false;

  // Verify that the depth format is compatible
  HRESULT hr = m_pD3D->CheckDepthStencilMatch(m_adapter,
                                      m_devType,
                                      m_D3DPP.BackBufferFormat,
                                      RenderTargetFormat,
                                      DepthFormat);

  return SUCCEEDED(hr);
}

void CRenderSystemDX::BuildPresentParameters()
{
  OSVERSIONINFOEX osvi;
  ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX));
  osvi.dwOSVersionInfoSize = sizeof(osvi);
  GetVersionEx((OSVERSIONINFO *)&osvi);

  ZeroMemory( &m_D3DPP, sizeof(D3DPRESENT_PARAMETERS) );
  m_D3DPP.Windowed           = m_useWindowedDX;
  m_D3DPP.SwapEffect         = D3DSWAPEFFECT_FLIP;
  m_D3DPP.BackBufferCount    = 2;

  if(m_useD3D9Ex && (osvi.dwMajorVersion == 6 && osvi.dwMinorVersion >= 1 || osvi.dwMajorVersion > 6))
  {
#if D3DX_SDK_VERSION >= 42
    //m_D3DPP.SwapEffect       = D3DSWAPEFFECT_FLIPEX;
#else
#   pragma message("D3D SDK version is too old to support D3DSWAPEFFECT_FLIPEX")
    CLog::Log(LOGWARNING, "CRenderSystemDX::BuildPresentParameters - xbmc compiled with an d3d sdk not supporting D3DSWAPEFFECT_FLIPEX");
#endif
  }

  m_D3DPP.hDeviceWindow      = m_hDeviceWnd;
  m_D3DPP.BackBufferWidth    = m_nBackBufferWidth;
  m_D3DPP.BackBufferHeight   = m_nBackBufferHeight;
  m_D3DPP.Flags              = D3DPRESENTFLAG_VIDEO;
  m_D3DPP.PresentationInterval = (m_bVSync) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
  m_D3DPP.FullScreen_RefreshRateInHz = (m_useWindowedDX) ? 0 : (int)m_refreshRate;
  m_D3DPP.BackBufferFormat   = D3DFMT_X8R8G8B8;
  m_D3DPP.MultiSampleType    = D3DMULTISAMPLE_NONE;
  m_D3DPP.MultiSampleQuality = 0;

  D3DFORMAT zFormat = D3DFMT_D16;
  if      (IsDepthFormatOk(D3DFMT_D32, m_D3DPP.BackBufferFormat))           zFormat = D3DFMT_D32;
  else if (IsDepthFormatOk(D3DFMT_D24S8, m_D3DPP.BackBufferFormat))         zFormat = D3DFMT_D24S8;
  else if (IsDepthFormatOk(D3DFMT_D24X4S4, m_D3DPP.BackBufferFormat))       zFormat = D3DFMT_D24X4S4;
  else if (IsDepthFormatOk(D3DFMT_D24X8, m_D3DPP.BackBufferFormat))         zFormat = D3DFMT_D24X8;
  else if (IsDepthFormatOk(D3DFMT_D16, m_D3DPP.BackBufferFormat))           zFormat = D3DFMT_D16;
  else if (IsDepthFormatOk(D3DFMT_D15S1, m_D3DPP.BackBufferFormat))         zFormat = D3DFMT_D15S1;

  m_D3DPP.EnableAutoDepthStencil = TRUE;
  m_D3DPP.AutoDepthStencilFormat = zFormat;

  if (m_useD3D9Ex)
  {
    ZeroMemory( &m_D3DDMEX, sizeof(D3DDISPLAYMODEEX) );
    m_D3DDMEX.Size             = sizeof(D3DDISPLAYMODEEX);
    m_D3DDMEX.Width            = m_D3DPP.BackBufferWidth;
    m_D3DDMEX.Height           = m_D3DPP.BackBufferHeight;
    m_D3DDMEX.RefreshRate      = m_D3DPP.FullScreen_RefreshRateInHz;
    m_D3DDMEX.Format           = m_D3DPP.BackBufferFormat;
    m_D3DDMEX.ScanLineOrdering = m_interlaced ? D3DSCANLINEORDERING_INTERLACED : D3DSCANLINEORDERING_PROGRESSIVE;
  }
}

bool CRenderSystemDX::DestroyRenderSystem()
{
  DeleteDevice();

  SAFE_RELEASE(m_stateBlock);
  SAFE_RELEASE(m_pD3D);
  SAFE_RELEASE(m_pD3DDevice);

  m_bRenderCreated = false;

  return true;
}

void CRenderSystemDX::DeleteDevice()
{
  CSingleLock lock(m_resourceSection);

  // tell any shared resources
  for (vector<ID3DResource *>::iterator i = m_resources.begin(); i != m_resources.end(); i++)
    (*i)->OnDestroyDevice();

  SAFE_RELEASE(m_pD3DDevice);
  m_bRenderCreated = false;
}

void CRenderSystemDX::OnDeviceLost()
{
  CSingleLock lock(m_resourceSection);
  g_windowManager.SendMessage(GUI_MSG_NOTIFY_ALL, 0, 0, GUI_MSG_RENDERER_LOST);
  SAFE_RELEASE(m_stateBlock);

  if (m_needNewDevice)
    DeleteDevice();
  else
  {
    // just resetting the device
    for (vector<ID3DResource *>::iterator i = m_resources.begin(); i != m_resources.end(); i++)
      (*i)->OnLostDevice();
  }
}

void CRenderSystemDX::OnDeviceReset()
{
  CSingleLock lock(m_resourceSection);

  if (m_needNewDevice)
    CreateDevice();
  else
  {
    // just need a reset
    if (m_useD3D9Ex)
      m_nDeviceStatus = ((IDirect3DDevice9Ex*)m_pD3DDevice)->ResetEx(&m_D3DPP, m_D3DPP.Windowed ? NULL : &m_D3DDMEX);
    else
      m_nDeviceStatus = m_pD3DDevice->Reset(&m_D3DPP);
  }

  if (m_nDeviceStatus == S_OK)
  { // we're back
    for (vector<ID3DResource *>::iterator i = m_resources.begin(); i != m_resources.end(); i++)
      (*i)->OnResetDevice();

    g_renderManager.Flush();

    g_windowManager.SendMessage(GUI_MSG_NOTIFY_ALL, 0, 0, GUI_MSG_RENDERER_RESET);
  }
  else
  {
    for (vector<ID3DResource *>::iterator i = m_resources.begin(); i != m_resources.end(); i++)
      (*i)->OnLostDevice();
  }
}

bool CRenderSystemDX::CreateDevice()
{
  // Code based on Ogre 3D engine
  CSingleLock lock(m_resourceSection);

  HRESULT hr;

  if(m_pD3D == NULL)
    return false;

  if(m_hDeviceWnd == NULL)
    return false;

  CLog::Log(LOGDEBUG, __FUNCTION__" on adapter %d", m_adapter);

  BuildPresentParameters();

  D3DCAPS9 caps;
  memset(&caps, 0, sizeof(caps));
  m_pD3D->GetDeviceCaps(m_adapter, m_devType, &caps);

  DWORD VertexProcessingFlags = 0;
  if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
  {
    /* Activate when the state management of the fixed pipeline is in order,
      to get a bit more performance
    if (caps.DevCaps & D3DDEVCAPS_PUREDEVICE)
      VertexProcessingFlags = D3DCREATE_PUREDEVICE;
    */
    VertexProcessingFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    CLog::Log(LOGDEBUG, __FUNCTION__" - using hardware vertex processing");
  }
  else
  {
    VertexProcessingFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    CLog::Log(LOGDEBUG, __FUNCTION__" - using software vertex processing");
  }

  if (m_useD3D9Ex)
  {
    hr = ((IDirect3D9Ex*)m_pD3D)->CreateDeviceEx(m_adapter, m_devType, m_hFocusWnd,
      VertexProcessingFlags | D3DCREATE_MULTITHREADED, &m_D3DPP, m_D3DPP.Windowed ? NULL : &m_D3DDMEX, (IDirect3DDevice9Ex**)&m_pD3DDevice );
    if (FAILED(hr))
    {
      CLog::Log(LOGWARNING, __FUNCTION__" - initial wanted device config failed");
      // Try a second time, may fail the first time due to back buffer count,
      // which will be corrected down to 1 by the runtime
      hr = ((IDirect3D9Ex*)m_pD3D)->CreateDeviceEx( m_adapter, m_devType, m_hFocusWnd,
        VertexProcessingFlags | D3DCREATE_MULTITHREADED, &m_D3DPP, m_D3DPP.Windowed ? NULL : &m_D3DDMEX, (IDirect3DDevice9Ex**)&m_pD3DDevice );
      if( FAILED( hr ) )
      {
        CLog::Log(LOGERROR, __FUNCTION__" - unable to create a device. %s", GetErrorDescription(hr).c_str());
        return false;
      }
    }
    // Not sure the following actually does something
    ((IDirect3DDevice9Ex*)m_pD3DDevice)->SetGPUThreadPriority(7);
  }
  else
  {
    hr = m_pD3D->CreateDevice(m_adapter, m_devType, m_hFocusWnd,
      VertexProcessingFlags | D3DCREATE_MULTITHREADED, &m_D3DPP, &m_pD3DDevice );
    if (FAILED(hr))
    {
      CLog::Log(LOGWARNING, __FUNCTION__" - initial wanted device config failed");
      // Try a second time, may fail the first time due to back buffer count,
      // which will be corrected down to 1 by the runtime
      hr = m_pD3D->CreateDevice( m_adapter, m_devType, m_hFocusWnd,
        VertexProcessingFlags | D3DCREATE_MULTITHREADED, &m_D3DPP, &m_pD3DDevice );
      if( FAILED( hr ) )
      {
        CLog::Log(LOGERROR, __FUNCTION__" - unable to create a device. %s", GetErrorDescription(hr).c_str());
        return false;
      }
    }
  }

  if(m_pD3D->GetAdapterIdentifier(m_adapter, 0, &m_AIdentifier) == D3D_OK)
  {
    m_RenderRenderer = (const char*)m_AIdentifier.Description;
    m_RenderVendor   = (const char*)m_AIdentifier.Driver;
    m_RenderVersion = StringUtils::Format("%d.%d.%d.%04d", HIWORD(m_AIdentifier.DriverVersion.HighPart), LOWORD(m_AIdentifier.DriverVersion.HighPart),
                                                           HIWORD(m_AIdentifier.DriverVersion.LowPart) , LOWORD(m_AIdentifier.DriverVersion.LowPart));
  }

  CLog::Log(LOGDEBUG, __FUNCTION__" - adapter %d: %s, %s, VendorId %lu, DeviceId %lu",
            m_adapter, m_AIdentifier.Driver, m_AIdentifier.Description, m_AIdentifier.VendorId, m_AIdentifier.DeviceId);

  // get our render capabilities
  // re-read caps, there may be changes depending on the vertex processing type
  m_pD3DDevice->GetDeviceCaps(&caps);

  m_maxTextureSize = min(caps.MaxTextureWidth, caps.MaxTextureHeight);

  if (g_advancedSettings.m_AllowDynamicTextures && m_useD3D9Ex && (caps.Caps2 & D3DCAPS2_DYNAMICTEXTURES))
  {
    m_defaultD3DUsage = D3DUSAGE_DYNAMIC;
    m_defaultD3DPool  = D3DPOOL_DEFAULT;
    CLog::Log(LOGDEBUG, __FUNCTION__" - using D3DCAPS2_DYNAMICTEXTURES");
  }
  else
  {
    m_defaultD3DUsage = 0;
    m_defaultD3DPool  = D3DPOOL_MANAGED;
  }

  m_renderCaps = 0;

  CLog::Log(LOGDEBUG, __FUNCTION__" - texture caps: 0x%08X", caps.TextureCaps);

  if(IsTextureFormatOk(D3DFMT_DXT1, m_defaultD3DUsage)
  && IsTextureFormatOk(D3DFMT_DXT3, m_defaultD3DUsage)
  && IsTextureFormatOk(D3DFMT_DXT5, m_defaultD3DUsage))
    m_renderCaps |= RENDER_CAPS_DXT;

  if ((caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0)
  { // we're allowed NPOT textures
    m_renderCaps |= RENDER_CAPS_NPOT;
    if (((m_renderCaps & RENDER_CAPS_DXT) != 0) && ((caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) == 0))
      m_renderCaps |= RENDER_CAPS_DXT_NPOT;
  }
  else if ((caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) != 0)
  { // we're allowed _some_ NPOT textures (namely non-DXT and only with D3DTADDRESS_CLAMP and no wrapping)
    m_renderCaps |= RENDER_CAPS_NPOT;
  }

  // Temporary - allow limiting the caps to debug a texture problem
  if (g_advancedSettings.m_RestrictCapsMask != 0)
    m_renderCaps &= ~g_advancedSettings.m_RestrictCapsMask;

  if (m_renderCaps & RENDER_CAPS_DXT)
    CLog::Log(LOGDEBUG, __FUNCTION__" - RENDER_CAPS_DXT");
  if (m_renderCaps & RENDER_CAPS_NPOT)
    CLog::Log(LOGDEBUG, __FUNCTION__" - RENDER_CAPS_NPOT");
  if (m_renderCaps & RENDER_CAPS_DXT_NPOT)
    CLog::Log(LOGDEBUG, __FUNCTION__" - RENDER_CAPS_DXT_NPOT");

  // nVidia quirk: some NPOT DXT textures of the GUI display with corruption
  // when using D3DPOOL_DEFAULT + D3DUSAGE_DYNAMIC textures (no other choice with D3D9Ex for example)
  // most likely xbmc bug, but no hw to repro & fix properly.
  // affects lots of hw generations - 6xxx, 7xxx, GT220, ION1
  // see ticket #9269
  if(m_defaultD3DUsage == D3DUSAGE_DYNAMIC
  && m_defaultD3DPool  == D3DPOOL_DEFAULT
  && m_AIdentifier.VendorId == PCIV_nVidia)
  {
    CLog::Log(LOGDEBUG, __FUNCTION__" - nVidia workaround - disabling RENDER_CAPS_DXT_NPOT");
    m_renderCaps &= ~RENDER_CAPS_DXT_NPOT;
  }

  // Intel quirk: DXT texture pitch must be > 64
  // when using D3DPOOL_DEFAULT + D3DUSAGE_DYNAMIC textures (no other choice with D3D9Ex)
  // DXT1:   32 pixels wide is the largest non-working texture width
  // DXT3/5: 16 pixels wide ----------------------------------------
  // Both equal to a pitch of 64. So far no Intel has DXT NPOT (including i3/i5/i7, so just go with the next higher POT.
  // See ticket #9578
  if(m_defaultD3DUsage == D3DUSAGE_DYNAMIC
  && m_defaultD3DPool  == D3DPOOL_DEFAULT
  && m_AIdentifier.VendorId == PCIV_Intel)
  {
    CLog::Log(LOGDEBUG, __FUNCTION__" - Intel workaround - specifying minimum pitch for compressed textures.");
    m_minDXTPitch = 128;
  }

  D3DDISPLAYMODE mode;
  if (SUCCEEDED(m_pD3DDevice->GetDisplayMode(0, &mode)))
    m_screenHeight = mode.Height;
  else
    m_screenHeight = m_nBackBufferHeight;

  m_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
  m_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

  m_bRenderCreated = true;
  m_needNewDevice = false;

  // tell any shared objects about our resurrection
  for (vector<ID3DResource *>::iterator i = m_resources.begin(); i != m_resources.end(); i++)
    (*i)->OnCreateDevice();

  return true;
}

bool CRenderSystemDX::PresentRenderImpl(const CDirtyRegionList &dirty)
{
  HRESULT hr;

  if (!m_bRenderCreated)
    return false;

  if(m_nDeviceStatus != S_OK)
    return false;

  //CVideoReferenceClock polls GetRasterStatus too,
  //polling it from two threads at the same time is bad
  if (g_advancedSettings.m_sleepBeforeFlip > 0 && !g_VideoReferenceClock.IsRunning())
  {
    //save current thread priority and set thread priority to THREAD_PRIORITY_TIME_CRITICAL
    int priority = GetThreadPriority(GetCurrentThread());
    if (priority != THREAD_PRIORITY_ERROR_RETURN)
      SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);

    D3DRASTER_STATUS rasterStatus;
    int64_t          prev = CurrentHostCounter();

    while (SUCCEEDED(m_pD3DDevice->GetRasterStatus(0, &rasterStatus)))
    {
      //wait for the scanline to go over the given proportion of m_screenHeight mark
      if (!rasterStatus.InVBlank && rasterStatus.ScanLine >= g_advancedSettings.m_sleepBeforeFlip * m_screenHeight)
        break;

      //in theory it's possible this loop never exits, so don't let it run for longer than 100 ms
      int64_t now = CurrentHostCounter();
      if ((now - prev) * 10 > m_systemFreq)
        break;

      Sleep(1);
    }

    //restore thread priority
    if (priority != THREAD_PRIORITY_ERROR_RETURN)
      SetThreadPriority(GetCurrentThread(), priority);
  }

  hr = m_pD3DDevice->Present( NULL, NULL, 0, NULL );

  if( D3DERR_DEVICELOST == hr )
  {
    CLog::Log(LOGDEBUG, "%s - lost device", __FUNCTION__);
    return false;
  }

  if(FAILED(hr))
  {
    CLog::Log(LOGDEBUG, "%s - Present failed. %s", __FUNCTION__, GetErrorDescription(hr).c_str());
    return false;
  }

  return true;
}

bool CRenderSystemDX::BeginRender()
{
  if (!m_bRenderCreated)
    return false;

  HRESULT oldStatus = m_nDeviceStatus;
  if (m_useD3D9Ex)
  {
    m_nDeviceStatus = ((IDirect3DDevice9Ex*)m_pD3DDevice)->CheckDeviceState(m_hDeviceWnd);

    // handling of new D3D9 extensions return values. Others fallback to regular D3D9 handling.
    switch(m_nDeviceStatus)
    {
    case S_PRESENT_MODE_CHANGED:
      // Timing leads us here on occasion.
      BuildPresentParameters();
      m_nDeviceStatus = ((IDirect3DDevice9Ex*)m_pD3DDevice)->ResetEx(&m_D3DPP, m_D3DPP.Windowed ? NULL : &m_D3DDMEX);
      break;
    case S_PRESENT_OCCLUDED:
      m_nDeviceStatus = D3D_OK;
      break;
    case D3DERR_DEVICEHUNG:
      CLog::Log(LOGERROR, "D3DERR_DEVICEHUNG");
      m_nDeviceStatus = D3DERR_DEVICELOST;
      m_needNewDevice = true;
      break;
    case D3DERR_OUTOFVIDEOMEMORY:
      CLog::Log(LOGERROR, "D3DERR_OUTOFVIDEOMEMORY");
      m_nDeviceStatus = D3DERR_DEVICELOST;
      m_needNewDevice = true;
      break;
    case D3DERR_DEVICEREMOVED:
      CLog::Log(LOGERROR, "D3DERR_DEVICEREMOVED");
      m_nDeviceStatus = D3DERR_DEVICELOST;
      m_needNewDevice = true;
      // fixme: also needs to re-enumerate and switch to another screen
      break;
    }
  }
  else
  {
    m_nDeviceStatus = m_pD3DDevice->TestCooperativeLevel();
  }

  if( FAILED( m_nDeviceStatus ) )
  {
    // The device has been lost but cannot be reset at this time.
    // Therefore, rendering is not possible and we'll have to return
    // and try again at a later time.
    if( m_nDeviceStatus == D3DERR_DEVICELOST )
    {
      if (m_nDeviceStatus != oldStatus)
        CLog::Log(LOGDEBUG, "D3DERR_DEVICELOST");
      OnDeviceLost();
      return false;
    }

    // The device has been lost but it can be reset at this time.
    if( m_nDeviceStatus == D3DERR_DEVICENOTRESET )
    {
      OnDeviceReset();
      if( FAILED(m_nDeviceStatus ) )
      {
        CLog::Log(LOGINFO, "m_pD3DDevice->Reset failed");
        return false;
      }
    }
  }

  HRESULT hr;

  if(FAILED(hr = m_pD3DDevice->BeginScene()))
  {
    CLog::Log(LOGERROR, "m_pD3DDevice->BeginScene() failed. %s", CRenderSystemDX::GetErrorDescription(hr).c_str());
    // When XBMC caught an exception after BeginScene(), EndScene() may never been called
    // and thus all following BeginScene() will fail too.
    if(FAILED(hr = m_pD3DDevice->EndScene()))
      CLog::Log(LOGERROR, "m_pD3DDevice->EndScene() failed. %s", CRenderSystemDX::GetErrorDescription(hr).c_str());
    return false;
  }

  IDirect3DSurface9 *pBackBuffer;
  if(m_pD3DDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer) != D3D_OK)
    return false;

  m_pD3DDevice->SetRenderTarget(0, pBackBuffer);
  pBackBuffer->Release();

  m_inScene = true;
  return true;
}

bool CRenderSystemDX::EndRender()
{
  m_inScene = false;

  if (!m_bRenderCreated)
    return false;

  if(m_nDeviceStatus != S_OK)
    return false;

  HRESULT hr = m_pD3DDevice->EndScene();
  if(FAILED(hr))
  {
    CLog::Log(LOGERROR, "m_pD3DDevice->EndScene() failed. %s", CRenderSystemDX::GetErrorDescription(hr).c_str());
    return false;
  }

  return true;
}

bool CRenderSystemDX::ClearBuffers(color_t color)
{
  if (!m_bRenderCreated)
    return false;

  if(m_stereoMode == RENDER_STEREO_MODE_ANAGLYPH_RED_CYAN
  || m_stereoMode == RENDER_STEREO_MODE_ANAGLYPH_GREEN_MAGENTA)
  {
    // if stereo anaglyph, data was cleared when left view was rendererd
    if(m_stereoView == RENDER_STEREO_VIEW_RIGHT)
      return true;
  }

  return SUCCEEDED(m_pD3DDevice->Clear(
    0,
    NULL,
    D3DCLEAR_TARGET,
    color,
    1.0,
    0 ) );

  return true;
}

bool CRenderSystemDX::IsExtSupported(const char* extension)
{
  return false;
}

bool CRenderSystemDX::PresentRender(const CDirtyRegionList &dirty)
{
  if (!m_bRenderCreated)
    return false;

  bool result = PresentRenderImpl(dirty);

  return result;
}

void CRenderSystemDX::SetVSync(bool enable)
{
  if (m_bVSync != enable)
  {
    bool inScene(m_inScene);
    if (m_inScene)
      EndRender();
    m_bVSync = enable;
    ResetRenderSystem(m_nBackBufferWidth, m_nBackBufferHeight, m_bFullScreenDevice, m_refreshRate);
    if (inScene)
      BeginRender();
  }
}

void CRenderSystemDX::CaptureStateBlock()
{
  if (!m_bRenderCreated)
    return;

  SAFE_RELEASE(m_stateBlock);
  m_pD3DDevice->CreateStateBlock(D3DSBT_ALL, &m_stateBlock);
}

void CRenderSystemDX::ApplyStateBlock()
{
  if (!m_bRenderCreated)
    return;

  if (m_stateBlock)
    m_stateBlock->Apply();
}

void CRenderSystemDX::SetCameraPosition(const CPoint &camera, int screenWidth, int screenHeight)
{
  if (!m_bRenderCreated)
    return;

  // grab the viewport dimensions and location
  float w = m_viewPort.Width*0.5f;
  float h = m_viewPort.Height*0.5f;

  CPoint offset = camera - CPoint(screenWidth*0.5f, screenHeight*0.5f);

  // world view.  Until this is moved onto the GPU (via a vertex shader for instance), we set it to the identity
  // here.
  D3DXMATRIX mtxWorld;
  D3DXMatrixIdentity(&mtxWorld);
  m_pD3DDevice->SetTransform(D3DTS_WORLD, &mtxWorld);

  // camera view.  Multiply the Y coord by -1 then translate so that everything is relative to the camera
  // position.
  D3DXMATRIX flipY, translate, mtxView;
  D3DXMatrixScaling(&flipY, 1.0f, -1.0f, 1.0f);
  D3DXMatrixTranslation(&translate, -(w + offset.x), -(h + offset.y), 2*h);
  D3DXMatrixMultiply(&mtxView, &translate, &flipY);
  m_pD3DDevice->SetTransform(D3DTS_VIEW, &mtxView);

  // projection onto screen space
  D3DXMATRIX mtxProjection;
  D3DXMatrixPerspectiveOffCenterLH(&mtxProjection, (-w - offset.x)*0.5f, (w - offset.x)*0.5f, (-h + offset.y)*0.5f, (h + offset.y)*0.5f, h, 100*h);
  m_pD3DDevice->SetTransform(D3DTS_PROJECTION, &mtxProjection);

  m_world = mtxWorld;
  m_view = mtxView;
  m_projection = mtxProjection;
}

void CRenderSystemDX::Project(float &x, float &y, float &z)
{
  D3DXVECTOR3 vScreenCoord;
  D3DXVECTOR3 vLocation(x, y, z);

  D3DXVec3Project(&vScreenCoord, &vLocation, &m_viewPort, &m_projection, &m_view, &m_world);
  x = vScreenCoord.x;
  y = vScreenCoord.y;
  z = 0;
}

bool CRenderSystemDX::TestRender()
{
  static unsigned int lastTime = 0;
  static float delta = 0;

  unsigned int thisTime = XbmcThreads::SystemClockMillis();

  if(thisTime - lastTime > 10)
  {
    lastTime = thisTime;
    delta++;
  }

  CLog::Log(LOGINFO, "Delta =  %d", delta);

  if(delta > m_nBackBufferWidth)
    delta = 0;

  LPDIRECT3DVERTEXBUFFER9 pVB = NULL;

  // A structure for our custom vertex type
  struct CUSTOMVERTEX
  {
    FLOAT x, y, z, rhw; // The transformed position for the vertex
    DWORD color;        // The vertex color
  };

  // Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)

  // Initialize three vertices for rendering a triangle
  CUSTOMVERTEX vertices[] =
  {
    { delta + 100.0f,  50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
    { delta+200.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, },
    {  delta, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
  };

  // Create the vertex buffer. Here we are allocating enough memory
  // (from the default pool) to hold all our 3 custom vertices. We also
  // specify the FVF, so the vertex buffer knows what data it contains.
  if( FAILED( m_pD3DDevice->CreateVertexBuffer( 3 * sizeof( CUSTOMVERTEX ),
    0, D3DFVF_CUSTOMVERTEX,
    D3DPOOL_DEFAULT, &pVB, NULL ) ) )
  {
    return false;;
  }

  // Now we fill the vertex buffer. To do this, we need to Lock() the VB to
  // gain access to the vertices. This mechanism is required becuase vertex
  // buffers may be in device memory.
  VOID* pVertices;
  if( FAILED( pVB->Lock( 0, sizeof( vertices ), ( void** )&pVertices, 0 ) ) )
    return false;
  memcpy( pVertices, vertices, sizeof( vertices ) );
  pVB->Unlock();

  m_pD3DDevice->SetStreamSource( 0, pVB, 0, sizeof( CUSTOMVERTEX ) );
  m_pD3DDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  m_pD3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

  pVB->Release();

  return true;
}

void CRenderSystemDX::ApplyHardwareTransform(const TransformMatrix &finalMatrix)
{
  if (!m_bRenderCreated)
    return;
}

void CRenderSystemDX::RestoreHardwareTransform()
{
  if (!m_bRenderCreated)
    return;
}

void CRenderSystemDX::GetViewPort(CRect& viewPort)
{
  if (!m_bRenderCreated)
    return;

  viewPort.x1 = (float)m_viewPort.X;
  viewPort.y1 = (float)m_viewPort.Y;
  viewPort.x2 = (float)m_viewPort.X + m_viewPort.Width;
  viewPort.y2 = (float)m_viewPort.Y + m_viewPort.Height;
}

void CRenderSystemDX::SetViewPort(CRect& viewPort)
{
  if (!m_bRenderCreated)
    return;

  m_viewPort.MinZ   = 0.0f;
  m_viewPort.MaxZ   = 1.0f;
  m_viewPort.X      = (DWORD)viewPort.x1;
  m_viewPort.Y      = (DWORD)viewPort.y1;
  m_viewPort.Width  = (DWORD)(viewPort.x2 - viewPort.x1);
  m_viewPort.Height = (DWORD)(viewPort.y2 - viewPort.y1);
  m_pD3DDevice->SetViewport(&m_viewPort);
}

void CRenderSystemDX::RestoreViewPort()
{
  if (!m_bRenderCreated)
    return;

  m_pD3DDevice->SetViewport(&m_viewPort);
}

void CRenderSystemDX::SetScissors(const CRect& rect)
{
  if (!m_bRenderCreated)
    return;

  RECT scissor;
  scissor.left   = MathUtils::round_int(rect.x1);
  scissor.top    = MathUtils::round_int(rect.y1);
  scissor.right  = MathUtils::round_int(rect.x2);
  scissor.bottom = MathUtils::round_int(rect.y2);
  m_pD3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  m_pD3DDevice->SetScissorRect(&scissor);
}

void CRenderSystemDX::ResetScissors()
{
  if (!m_bRenderCreated)
    return;

  RECT scissor;
  scissor.left = 0;
  scissor.top = 0;
  scissor.right = m_nBackBufferWidth;
  scissor.bottom = m_nBackBufferHeight;
  m_pD3DDevice->SetScissorRect(&scissor);
  m_pD3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
}

void CRenderSystemDX::Register(ID3DResource *resource)
{
  CSingleLock lock(m_resourceSection);
  m_resources.push_back(resource);
}

void CRenderSystemDX::Unregister(ID3DResource* resource)
{
  CSingleLock lock(m_resourceSection);
  vector<ID3DResource*>::iterator i = find(m_resources.begin(), m_resources.end(), resource);
  if (i != m_resources.end())
    m_resources.erase(i);
}

std::string CRenderSystemDX::GetErrorDescription(HRESULT hr)
{
  return StringUtils::Format("%X - %s (%s)", hr, DXGetErrorString(hr), DXGetErrorDescription(hr));
}

void CRenderSystemDX::SetStereoMode(RENDER_STEREO_MODE mode, RENDER_STEREO_VIEW view)
{
  CRenderSystemBase::SetStereoMode(mode, view);

  m_pD3DDevice->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN);
  if(m_stereoMode == RENDER_STEREO_MODE_ANAGLYPH_RED_CYAN)
  {
    if(m_stereoView == RENDER_STEREO_VIEW_LEFT)
      m_pD3DDevice->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED );
    else if(m_stereoView == RENDER_STEREO_VIEW_RIGHT)
      m_pD3DDevice->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN );
  }
  if(m_stereoMode == RENDER_STEREO_MODE_ANAGLYPH_GREEN_MAGENTA)
  {
    if(m_stereoView == RENDER_STEREO_VIEW_LEFT)
      m_pD3DDevice->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN );
    else if(m_stereoView == RENDER_STEREO_VIEW_RIGHT)
      m_pD3DDevice->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_RED );
  }
}

bool CRenderSystemDX::SupportsStereo(RENDER_STEREO_MODE mode) const
{
  switch(mode)
  {
    case RENDER_STEREO_MODE_ANAGLYPH_RED_CYAN:
    case RENDER_STEREO_MODE_ANAGLYPH_GREEN_MAGENTA:
      return true;
    default:
      return CRenderSystemBase::SupportsStereo(mode);
  }
}

void CRenderSystemDX::FlushGPU()
{
  IDirect3DQuery9* pEvent = NULL;

  m_pD3DDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pEvent);
  if (pEvent != NULL)
  {
    pEvent->Issue(D3DISSUE_END);
    while (S_FALSE == pEvent->GetData(NULL, 0, D3DGETDATA_FLUSH))
      Sleep(1);
  }
}

#endif
