direct3d.c 54.9 KB
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/*****************************************************************************
 * direct3d.c: Windows Direct3D video output module
 *****************************************************************************
 * Copyright (C) 2006 the VideoLAN team
 *$Id$
 *
 * 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 overlay if supported, using overlay 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. This fallback method also enables us to
 * display video in window mode.
 *
 *****************************************************************************/
#include <errno.h>                                                 /* ENOMEM */
#include <stdlib.h>                                                /* free() */
#include <string.h>                                            /* strerror() */

#include <vlc/vlc.h>
#include <vlc/intf.h>
#include <vlc/vout.h>

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

#include "vout.h"

/*****************************************************************************
 * Local prototypes.
 *****************************************************************************/
static int  OpenVideo  ( vlc_object_t * );
static void CloseVideo ( vlc_object_t * );

static int  Init      ( vout_thread_t * );
static void End       ( vout_thread_t * );
static int  Manage    ( vout_thread_t * );
static void Display   ( vout_thread_t *, picture_t * );

static int Direct3DVoutCreate     ( vout_thread_t * );
static void Direct3DVoutRelease   ( vout_thread_t * );

static int  Direct3DVoutOpen      ( vout_thread_t * );
static void Direct3DVoutClose     ( vout_thread_t * );

static int Direct3DVoutResetDevice( vout_thread_t *, UINT , UINT );

static int Direct3DVoutCreatePictures   ( vout_thread_t *, size_t );
static void Direct3DVoutReleasePictures ( vout_thread_t * );

static int Direct3DVoutLockSurface  ( vout_thread_t *, picture_t * );
static int Direct3DVoutUnlockSurface( vout_thread_t *, picture_t * );

static void Direct3DVoutRenderDefault   ( vout_thread_t *, picture_t * );

static int Direct3DVoutCreateScene      ( vout_thread_t * );
static void Direct3DVoutReleaseScene    ( vout_thread_t * );
static void Direct3DVoutRenderScene     ( vout_thread_t *, picture_t * );

/*****************************************************************************
 * Module descriptor
 *****************************************************************************/
vlc_module_begin();
    set_shortname( "Direct3D" );
    set_category( CAT_VIDEO );
    set_subcategory( SUBCAT_VIDEO_VOUT );
    set_description( _("DirectX 3D video output") );
    set_capability( "video output", 150 );
    add_shortcut( "direct3d" );
    set_callbacks( OpenVideo, CloseVideo );

    /* FIXME: Hack to avoid unregistering our window class */
    linked_with_a_crap_library_which_uses_atexit( );
vlc_module_end();

#if 0 /* FIXME */
    /* check if we registered a window class because we need to
     * unregister it */
    WNDCLASS wndclass;
    if( GetClassInfo( GetModuleHandle(NULL), "VLC DirectX", &wndclass ) )
        UnregisterClass( "VLC DirectX", GetModuleHandle(NULL) );
#endif

/*****************************************************************************
 * CUSTOMVERTEX: 
 *****************************************************************************
 *****************************************************************************/
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)

/*****************************************************************************
 * OpenVideo: allocate DirectX video thread output method
 *****************************************************************************
 * This function allocates and initialize the DirectX vout method.
 *****************************************************************************/
static int OpenVideo( vlc_object_t *p_this )
{
    vout_thread_t * p_vout = (vout_thread_t *)p_this;
    vlc_value_t val;

    /* Allocate structure */
    p_vout->p_sys = malloc( sizeof( vout_sys_t ) );
    if( p_vout->p_sys == NULL )
    {
        msg_Err( p_vout, "out of memory" );
        return VLC_ENOMEM;
    }
    memset( p_vout->p_sys, 0, sizeof( vout_sys_t ) );

    if( VLC_SUCCESS != Direct3DVoutCreate( p_vout ) )
    {
        msg_Err( p_vout, "Direct3D could not be initialized !");
        goto error;
    }

    /* Initialisations */
    p_vout->pf_init = Init;
    p_vout->pf_end = End;
    p_vout->pf_manage = Manage;
    p_vout->pf_render = Direct3DVoutRenderScene;
    p_vout->pf_display = Display;

    p_vout->p_sys->hwnd = p_vout->p_sys->hvideownd = NULL;
    p_vout->p_sys->hparent = p_vout->p_sys->hfswnd = NULL;
    p_vout->p_sys->i_changes = 0;
    p_vout->p_sys->b_wallpaper = 0;
    vlc_mutex_init( p_vout, &p_vout->p_sys->lock );
    SetRectEmpty( &p_vout->p_sys->rect_display );
    SetRectEmpty( &p_vout->p_sys->rect_parent );

    p_vout->p_sys->b_cursor_hidden = 0;
    p_vout->p_sys->i_lastmoved = mdate();

    /* Set main window's size */
    p_vout->p_sys->i_window_width = p_vout->i_window_width;
    p_vout->p_sys->i_window_height = p_vout->i_window_height;

    /* Create the DirectXEventThread, this thread is created by us to isolate
     * the Win32 PeekMessage function calls. We want to do this because
     * Windows can stay blocked inside this call for a long time, and when
     * this happens it thus blocks vlc's video_output thread.
     * DirectXEventThread will take care of the creation of the video
     * window (because PeekMessage has to be called from the same thread which
     * created the window). */
    msg_Dbg( p_vout, "creating DirectXEventThread" );
    p_vout->p_sys->p_event =
        vlc_object_create( p_vout, sizeof(event_thread_t) );
    p_vout->p_sys->p_event->p_vout = p_vout;
    if( vlc_thread_create( p_vout->p_sys->p_event, "DirectX Events Thread",
                           E_(DirectXEventThread), 0, 1 ) )
    {
        msg_Err( p_vout, "cannot create DirectXEventThread" );
        vlc_object_destroy( p_vout->p_sys->p_event );
        p_vout->p_sys->p_event = NULL;
        goto error;
    }

    if( p_vout->p_sys->p_event->b_error )
    {
        msg_Err( p_vout, "DirectXEventThread failed" );
        goto error;
    }

    vlc_object_attach( p_vout->p_sys->p_event, p_vout );

    msg_Dbg( p_vout, "DirectXEventThread running" );

    /* Variable to indicate if the window should be on top of others */
    /* Trigger a callback right now */
    var_Get( p_vout, "video-on-top", &val );
    var_Set( p_vout, "video-on-top", val );

    /* disable screensaver by temporarily changing system settings */
    p_vout->p_sys->i_spi_lowpowertimeout = 0;
    p_vout->p_sys->i_spi_powerofftimeout = 0;
    p_vout->p_sys->i_spi_screensavetimeout = 0;
    var_Get( p_vout, "disable-screensaver", &val);
    if( val.b_bool ) {
        msg_Dbg(p_vout, "disabling screen saver");
        SystemParametersInfo(SPI_GETLOWPOWERTIMEOUT,
            0, &(p_vout->p_sys->i_spi_lowpowertimeout), 0);
        if( 0 != p_vout->p_sys->i_spi_lowpowertimeout ) {
            SystemParametersInfo(SPI_SETLOWPOWERTIMEOUT, 0, NULL, 0);
        }
        SystemParametersInfo(SPI_GETPOWEROFFTIMEOUT, 0,
            &(p_vout->p_sys->i_spi_powerofftimeout), 0);
        if( 0 != p_vout->p_sys->i_spi_powerofftimeout ) {
            SystemParametersInfo(SPI_SETPOWEROFFTIMEOUT, 0, NULL, 0);
        }
        SystemParametersInfo(SPI_GETSCREENSAVETIMEOUT, 0,
            &(p_vout->p_sys->i_spi_screensavetimeout), 0);
        if( 0 != p_vout->p_sys->i_spi_screensavetimeout ) {
            SystemParametersInfo(SPI_SETSCREENSAVETIMEOUT, 0, NULL, 0);
        }
    }
    return VLC_SUCCESS;

 error:
    CloseVideo( VLC_OBJECT(p_vout) );
    return VLC_EGENERIC;
}

/*****************************************************************************
 * CloseVideo: destroy Sys video thread output method
 *****************************************************************************
 * Terminate an output method created by Create
 *****************************************************************************/
static void CloseVideo( vlc_object_t *p_this )
{
    vout_thread_t * p_vout = (vout_thread_t *)p_this;

    Direct3DVoutRelease( p_vout );

    if( p_vout->p_sys->p_event )
    {
        vlc_object_detach( p_vout->p_sys->p_event );

        /* Kill DirectXEventThread */
        p_vout->p_sys->p_event->b_die = VLC_TRUE;

        /* we need to be sure DirectXEventThread won't stay stuck in
         * GetMessage, so we send a fake message */
        if( p_vout->p_sys->hwnd )
        {
            PostMessage( p_vout->p_sys->hwnd, WM_NULL, 0, 0);
        }

        vlc_thread_join( p_vout->p_sys->p_event );
        vlc_object_destroy( p_vout->p_sys->p_event );
    }

    vlc_mutex_destroy( &p_vout->p_sys->lock );

    /* restore screensaver system settings */
    if( 0 != p_vout->p_sys->i_spi_lowpowertimeout ) {
        SystemParametersInfo(SPI_SETLOWPOWERTIMEOUT,
            p_vout->p_sys->i_spi_lowpowertimeout, NULL, 0);
    }
    if( 0 != p_vout->p_sys->i_spi_powerofftimeout ) {
        SystemParametersInfo(SPI_SETPOWEROFFTIMEOUT,
            p_vout->p_sys->i_spi_powerofftimeout, NULL, 0);
    }
    if( 0 != p_vout->p_sys->i_spi_screensavetimeout ) {
        SystemParametersInfo(SPI_SETSCREENSAVETIMEOUT,
            p_vout->p_sys->i_spi_screensavetimeout, NULL, 0);
    }

    if( p_vout->p_sys )
    {
        free( p_vout->p_sys );
        p_vout->p_sys = NULL;
    }
}

/*****************************************************************************
 * Init: initialize Direct3D video thread output method
 *****************************************************************************/
static int Init( vout_thread_t *p_vout )
{
    int i_ret;

    /* Initialise Direct3D */
    if( VLC_SUCCESS != Direct3DVoutOpen( p_vout ) )
    {
        msg_Err( p_vout, "cannot initialize Direct3D" );
        return VLC_EGENERIC;
    }

    /* Initialize the output structure.
     * Since Direct3D can do rescaling for us, stick to the default
     * coordinates and aspect. */
    p_vout->output.i_width  = p_vout->render.i_width;
    p_vout->output.i_height = p_vout->render.i_height;
    p_vout->output.i_aspect = p_vout->render.i_aspect;
    p_vout->fmt_out = p_vout->fmt_in;
    E_(DirectXUpdateRects)( p_vout, VLC_TRUE );

    /*  create picture pool */
    i_ret = Direct3DVoutCreatePictures(p_vout, 1);
    if( VLC_SUCCESS != i_ret )
    {
        msg_Err(p_vout, "Direct3D picture pool initialization failed !");
        return i_ret;
    }

    /* create scene */
    i_ret = Direct3DVoutCreateScene(p_vout);
    if( VLC_SUCCESS != i_ret )
    {
        msg_Err(p_vout, "Direct3D scene initialization failed !");
        Direct3DVoutReleasePictures(p_vout);
        return i_ret;
    }

    p_vout->fmt_out.i_chroma = p_vout->output.i_chroma;
    return VLC_SUCCESS;
}

/*****************************************************************************
 * End: terminate Sys video thread output method
 *****************************************************************************
 * Terminate an output method created by Create.
 * It is called at the end of the thread.
 *****************************************************************************/
static void End( vout_thread_t *p_vout )
{
    Direct3DVoutReleaseScene(p_vout);
    Direct3DVoutReleasePictures(p_vout);
    Direct3DVoutClose( p_vout );
}

/*****************************************************************************
 * Manage: handle Sys events
 *****************************************************************************
 * This function should be called regularly by the video output thread.
 * It returns a non null value if an error occurred.
 *****************************************************************************/
static int Manage( vout_thread_t *p_vout )
{
    WINDOWPLACEMENT window_placement;

    /* If we do not control our window, we check for geometry changes
     * ourselves because the parent might not send us its events. */
    vlc_mutex_lock( &p_vout->p_sys->lock );
    if( p_vout->p_sys->hparent && !p_vout->b_fullscreen )
    {
        RECT rect_parent;
        POINT point;

        vlc_mutex_unlock( &p_vout->p_sys->lock );

        GetClientRect( p_vout->p_sys->hparent, &rect_parent );
        point.x = point.y = 0;
        ClientToScreen( p_vout->p_sys->hparent, &point );
        OffsetRect( &rect_parent, point.x, point.y );

        if( !EqualRect( &rect_parent, &p_vout->p_sys->rect_parent ) )
        {
            p_vout->p_sys->rect_parent = rect_parent;

            SetWindowPos( p_vout->p_sys->hwnd, 0, 0, 0,
                          rect_parent.right - rect_parent.left,
                          rect_parent.bottom - rect_parent.top, 0 );
        }
    }
    else
    {
        vlc_mutex_unlock( &p_vout->p_sys->lock );
    }

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

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

        if( (width != p_vout->p_sys->d3dpp.BackBufferWidth)
         || (height != p_vout->p_sys->d3dpp.BackBufferHeight) )
        {
            msg_Dbg(p_vout, "resizing device back buffers to (%lux%lu)", width, height);
            // need to reset D3D device to resize back buffer
            if( VLC_SUCCESS != Direct3DVoutResetDevice(p_vout, width, height) )
                return VLC_EGENERIC;
        }
#endif
        p_vout->p_sys->i_changes &= ~DX_POSITION_CHANGE;
    }

    /* Check for cropping / aspect changes */
    if( p_vout->i_changes & VOUT_CROP_CHANGE ||
        p_vout->i_changes & VOUT_ASPECT_CHANGE )
    {
        p_vout->i_changes &= ~VOUT_CROP_CHANGE;
        p_vout->i_changes &= ~VOUT_ASPECT_CHANGE;

        p_vout->fmt_out.i_x_offset = p_vout->fmt_in.i_x_offset;
        p_vout->fmt_out.i_y_offset = p_vout->fmt_in.i_y_offset;
        p_vout->fmt_out.i_visible_width = p_vout->fmt_in.i_visible_width;
        p_vout->fmt_out.i_visible_height = p_vout->fmt_in.i_visible_height;
        p_vout->fmt_out.i_aspect = p_vout->fmt_in.i_aspect;
        p_vout->fmt_out.i_sar_num = p_vout->fmt_in.i_sar_num;
        p_vout->fmt_out.i_sar_den = p_vout->fmt_in.i_sar_den;
        p_vout->output.i_aspect = p_vout->fmt_in.i_aspect;
        E_(DirectXUpdateRects)( p_vout, VLC_TRUE );
    }

    /* We used to call the Win32 PeekMessage function here to read the window
     * messages. But since window can stay blocked into this function for a
     * long time (for example when you move your window on the screen), I
     * decided to isolate PeekMessage in another thread. */

    /*
     * Fullscreen change
     */
    if( p_vout->i_changes & VOUT_FULLSCREEN_CHANGE
        || p_vout->p_sys->i_changes & VOUT_FULLSCREEN_CHANGE )
    {
        vlc_value_t val;
        HWND hwnd = (p_vout->p_sys->hparent && p_vout->p_sys->hfswnd) ?
            p_vout->p_sys->hfswnd : p_vout->p_sys->hwnd;

        p_vout->b_fullscreen = ! p_vout->b_fullscreen;

        /* We need to switch between Maximized and Normal sized window */
        window_placement.length = sizeof(WINDOWPLACEMENT);
        GetWindowPlacement( hwnd, &window_placement );
        if( p_vout->b_fullscreen )
        {
            /* Change window style, no borders and no title bar */
            int i_style = WS_CLIPCHILDREN | WS_VISIBLE;
            SetWindowLong( hwnd, GWL_STYLE, i_style );

            if( p_vout->p_sys->hparent )
            {
                /* Retrieve current window position so fullscreen will happen
                 * on the right screen */
                POINT point = {0,0};
                RECT rect;
                ClientToScreen( p_vout->p_sys->hwnd, &point );
                GetClientRect( p_vout->p_sys->hwnd, &rect );
                SetWindowPos( hwnd, 0, point.x, point.y,
                              rect.right, rect.bottom,
                              SWP_NOZORDER|SWP_FRAMECHANGED );
                GetWindowPlacement( hwnd, &window_placement );
            }

            /* Maximize window */
            window_placement.showCmd = SW_SHOWMAXIMIZED;
            SetWindowPlacement( hwnd, &window_placement );
            SetWindowPos( hwnd, 0, 0, 0, 0, 0,
                          SWP_NOMOVE|SWP_NOSIZE|SWP_NOZORDER|SWP_FRAMECHANGED);

            if( p_vout->p_sys->hparent )
            {
                RECT rect;
                GetClientRect( hwnd, &rect );
                SetParent( p_vout->p_sys->hwnd, hwnd );
                SetWindowPos( p_vout->p_sys->hwnd, 0, 0, 0,
                              rect.right, rect.bottom,
                              SWP_NOZORDER|SWP_FRAMECHANGED );
            }

            SetForegroundWindow( hwnd );
        }
        else
        {
            /* Change window style, no borders and no title bar */
            SetWindowLong( hwnd, GWL_STYLE, p_vout->p_sys->i_window_style );

            /* Normal window */
            window_placement.showCmd = SW_SHOWNORMAL;
            SetWindowPlacement( hwnd, &window_placement );
            SetWindowPos( hwnd, 0, 0, 0, 0, 0,
                          SWP_NOMOVE|SWP_NOSIZE|SWP_NOZORDER|SWP_FRAMECHANGED);

            if( p_vout->p_sys->hparent )
            {
                RECT rect;
                GetClientRect( p_vout->p_sys->hparent, &rect );
                SetParent( p_vout->p_sys->hwnd, p_vout->p_sys->hparent );
                SetWindowPos( p_vout->p_sys->hwnd, 0, 0, 0,
                              rect.right, rect.bottom,
                              SWP_NOZORDER|SWP_FRAMECHANGED );

                ShowWindow( hwnd, SW_HIDE );
                SetForegroundWindow( p_vout->p_sys->hparent );
            }

            /* Make sure the mouse cursor is displayed */
            PostMessage( p_vout->p_sys->hwnd, WM_VLC_SHOW_MOUSE, 0, 0 );
        }

        /* Update the object variable and trigger callback */
        val.b_bool = p_vout->b_fullscreen;
        var_Set( p_vout, "fullscreen", val );

        p_vout->i_changes &= ~VOUT_FULLSCREEN_CHANGE;
        p_vout->p_sys->i_changes &= ~VOUT_FULLSCREEN_CHANGE;
    }

    /*
     * Pointer change
     */
    if( p_vout->b_fullscreen && !p_vout->p_sys->b_cursor_hidden &&
        (mdate() - p_vout->p_sys->i_lastmoved) > 5000000 )
    {
        POINT point;
        HWND hwnd;

        /* Hide the cursor only if it is inside our window */
        GetCursorPos( &point );
        hwnd = WindowFromPoint(point);
        if( hwnd == p_vout->p_sys->hwnd || hwnd == p_vout->p_sys->hvideownd )
        {
            PostMessage( p_vout->p_sys->hwnd, WM_VLC_HIDE_MOUSE, 0, 0 );
        }
        else
        {
            p_vout->p_sys->i_lastmoved = mdate();
        }
    }

    /*
     * "Always on top" status change
     */
    if( p_vout->p_sys->b_on_top_change )
    {
        vlc_value_t val;
        HMENU hMenu = GetSystemMenu( p_vout->p_sys->hwnd, FALSE );

        var_Get( p_vout, "video-on-top", &val );

        /* Set the window on top if necessary */
        if( val.b_bool && !( GetWindowLong( p_vout->p_sys->hwnd, GWL_EXSTYLE )
                           & WS_EX_TOPMOST ) )
        {
            CheckMenuItem( hMenu, IDM_TOGGLE_ON_TOP,
                           MF_BYCOMMAND | MFS_CHECKED );
            SetWindowPos( p_vout->p_sys->hwnd, HWND_TOPMOST, 0, 0, 0, 0,
                          SWP_NOSIZE | SWP_NOMOVE );
        }
        else
        /* The window shouldn't be on top */
        if( !val.b_bool && ( GetWindowLong( p_vout->p_sys->hwnd, GWL_EXSTYLE )
                           & WS_EX_TOPMOST ) )
        {
            CheckMenuItem( hMenu, IDM_TOGGLE_ON_TOP,
                           MF_BYCOMMAND | MFS_UNCHECKED );
            SetWindowPos( p_vout->p_sys->hwnd, HWND_NOTOPMOST, 0, 0, 0, 0,
                          SWP_NOSIZE | SWP_NOMOVE );
        }

        p_vout->p_sys->b_on_top_change = VLC_FALSE;
    }

    /* Check if the event thread is still running */
    if( p_vout->p_sys->p_event->b_die )
    {
        return VLC_EGENERIC; /* exit */
    }

    return VLC_SUCCESS;
}

/*****************************************************************************
 * Display: displays previously rendered output
 *****************************************************************************
 * This function sends the currently rendered image to the display, wait until
 * it is displayed and switch the two rendering buffers, preparing next frame.
 *****************************************************************************/
static void Display( vout_thread_t *p_vout, picture_t *p_pic )
{
    LPDIRECT3DDEVICE9       p_d3ddev = p_vout->p_sys->p_d3ddev;
    // Present the backbuffer contents to the display
    HRESULT hr = IDirect3DDevice9_Present(p_d3ddev, NULL, NULL, NULL, NULL);
    if( FAILED(hr) )
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
}

/*****************************************************************************
 * DirectD3DVoutCreate: Initialize and instance of Direct3D9 
 *****************************************************************************
 * This function initialize Direct3D and analyze available resources from
 * default adapter.
 *****************************************************************************/
static int Direct3DVoutCreate( vout_thread_t *p_vout )
{
    HRESULT hr;
    LPDIRECT3D9 p_d3dobj;
    D3DCAPS9 d3dCaps;

    /* Create the D3D object. */
    p_d3dobj = Direct3DCreate9( D3D_SDK_VERSION );
    if( NULL == p_d3dobj )
    {
       msg_Err( p_vout, "Could not create Direct3D9 instance.");
       return VLC_EGENERIC;
    }
    p_vout->p_sys->p_d3dobj = p_d3dobj;

    /*
    ** Get device capabilities
    */
    ZeroMemory(&d3dCaps, sizeof(d3dCaps));
    hr = IDirect3D9_GetDeviceCaps(p_d3dobj, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps);
    if( FAILED(hr) )
    {
       msg_Err( p_vout, "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;
}

/*****************************************************************************
 * DirectD3DVoutRelease: release an instance of Direct3D9
 *****************************************************************************/

static void Direct3DVoutRelease( vout_thread_t *p_vout )
{
    if( p_vout->p_sys->p_d3dobj )
    {
       IDirect3D9_Release(p_vout->p_sys->p_d3dobj);
       p_vout->p_sys->p_d3dobj = NULL;
    }
}
       
/*****************************************************************************
 * DirectD3DVoutOpen: Takes care of all the Direct3D9 initialisations
 *****************************************************************************
 * This function creates Direct3D device
 * this must be called from the vout thread for performance reason, as
 * all Direct3D Device APIs are used in a non multithread safe environment
 *****************************************************************************/
static int Direct3DVoutOpen( vout_thread_t *p_vout )
{
    HRESULT hr = S_OK;
    LPDIRECT3D9 p_d3dobj = p_vout->p_sys->p_d3dobj;;
    D3DDISPLAYMODE d3ddm;
    LPDIRECT3DDEVICE9 p_d3ddev;

    /*
    ** Get the current desktop display mode, so we can set up a back
    ** buffer of the same format
    */
    hr = IDirect3D9_GetAdapterDisplayMode(p_d3dobj, D3DADAPTER_DEFAULT, &d3ddm );
    if( FAILED(hr))
    {
       msg_Err( p_vout, "Could not read adapter display mode. (hr=0x%lX)", hr);
       return VLC_EGENERIC;
    }

    /* Set up the structure used to create the D3DDevice. */
    ZeroMemory( &p_vout->p_sys->d3dpp, sizeof(D3DPRESENT_PARAMETERS) );
    p_vout->p_sys->d3dpp.Windowed               = TRUE;
    p_vout->p_sys->d3dpp.hDeviceWindow          = p_vout->p_sys->hvideownd;
    p_vout->p_sys->d3dpp.SwapEffect             = D3DSWAPEFFECT_DISCARD;
    p_vout->p_sys->d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_DEFAULT;
    p_vout->p_sys->d3dpp.BackBufferFormat       = d3ddm.Format;
    p_vout->p_sys->d3dpp.BackBufferCount        = 1;
    p_vout->p_sys->d3dpp.EnableAutoDepthStencil = TRUE;
    p_vout->p_sys->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    // Create the D3DDevice
    hr = IDirect3D9_CreateDevice(p_d3dobj, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL,
                D3DCREATE_SOFTWARE_VERTEXPROCESSING, &(p_vout->p_sys->d3dpp), &p_d3ddev );
    if( FAILED(hr) )                                      
    {
       msg_Err(p_vout, "Could not create the D3D device! (hr=0x%lX)", hr);
       return VLC_EGENERIC;
    }
    p_vout->p_sys->p_d3ddev = p_d3ddev;

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

/*****************************************************************************
 * DirectD3DClose: release the Direct3D9 device 
 *****************************************************************************/
static void Direct3DVoutClose( vout_thread_t *p_vout )
{
    if( p_vout->p_sys->p_d3ddev )
    {
       IDirect3DDevice9_Release(p_vout->p_sys->p_d3ddev);
       p_vout->p_sys->p_d3ddev = NULL;
    }
       
    p_vout->p_sys->hmonitor = NULL;
}

/*****************************************************************************
 * DirectD3DClose: reset the Direct3D9 device 
 *****************************************************************************
 * All resources must be deallocated before the reset occur, they will be
 * realllocated once the reset has been performed successfully
 *****************************************************************************/
static int Direct3DVoutResetDevice( vout_thread_t *p_vout, UINT i_width, UINT i_height )
{
    LPDIRECT3DDEVICE9       p_d3ddev = p_vout->p_sys->p_d3ddev;
    D3DPRESENT_PARAMETERS   d3dpp;
    HRESULT hr;

    memcpy(&d3dpp, &(p_vout->p_sys->d3dpp), sizeof(d3dpp));
    if( i_width )
        d3dpp.BackBufferWidth  = i_width;
    if( i_height )
        d3dpp.BackBufferHeight = i_height;

    // release all D3D objects
    Direct3DVoutReleaseScene( p_vout );
    Direct3DVoutReleasePictures( p_vout );

    hr = IDirect3DDevice9_Reset(p_d3ddev, &d3dpp);
    if( SUCCEEDED(hr) )
    {
        // re-create them
        if( (VLC_SUCCESS == Direct3DVoutCreatePictures(p_vout, 1))
         && (VLC_SUCCESS == Direct3DVoutCreateScene(p_vout)) )
        {
            p_vout->p_sys->d3dpp.BackBufferWidth  = i_width;
            p_vout->p_sys->d3dpp.BackBufferHeight = i_height;
            return VLC_SUCCESS;
        }
        return VLC_EGENERIC;
    }
    else {
        msg_Err(p_vout, "%s failed ! (hr=%08lX)", __FUNCTION__, hr);
        return VLC_EGENERIC;
    }
    return VLC_SUCCESS;
}

static D3DFORMAT Direct3DVoutSelectFormat( vout_thread_t *p_vout, D3DFORMAT target,
    const D3DFORMAT *formats, size_t count)
{
    LPDIRECT3D9 p_d3dobj = p_vout->p_sys->p_d3dobj;
    size_t c;

    for( c=0; c<count; ++c )
    {
        HRESULT hr;
        D3DFORMAT format = formats[c];
        hr = IDirect3D9_CheckDeviceFormatConversion(p_d3dobj,
                D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
                format, target);
        if( SUCCEEDED(hr) )
        {
            // found a compatible format
            switch( format )
            {
                case D3DFMT_UYVY:
                    msg_Dbg( p_vout, "selected surface pixel format is UYVY");
                    break;
                case D3DFMT_YUY2:
                    msg_Dbg( p_vout, "selected surface pixel format is YUY2");
                    break;
                case D3DFMT_X8R8G8B8:
                    msg_Dbg( p_vout, "selected surface pixel format is X8R8G8B8");
                    break;
                case D3DFMT_A8R8G8B8:
                    msg_Dbg( p_vout, "selected surface pixel format is A8R8G8B8");
                    break;
                case D3DFMT_R8G8B8:
                    msg_Dbg( p_vout, "selected surface pixel format is R8G8B8");
                    break;
                case D3DFMT_R5G6B5:
                    msg_Dbg( p_vout, "selected surface pixel format is R5G6B5");
                    break;
                case D3DFMT_X1R5G5B5:
                    msg_Dbg( p_vout, "selected surface pixel format is X1R5G5B5");
                    break;
                default:
                    msg_Dbg( p_vout, "selected surface pixel format is 0x%0X", format);
                    break;
            }
            return format;
        }
        else if( D3DERR_NOTAVAILABLE != hr )
        {
            msg_Err( p_vout, "Could not query adapter supported formats. (hr=0x%lX)", hr);
            break;
        }
    }
    return D3DFMT_UNKNOWN;
}

D3DFORMAT Direct3DVoutFindFormat(vout_thread_t *p_vout, int i_chroma, D3DFORMAT target)
{
    switch( i_chroma )
    {
        case VLC_FOURCC('U','Y','V','Y'):
        case VLC_FOURCC('U','Y','N','V'):
        case VLC_FOURCC('Y','4','2','2'):
        {
            static const D3DFORMAT formats[] =
                { D3DFMT_UYVY, D3DFMT_YUY2, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, D3DFMT_X1R5G5B5 };
            return Direct3DVoutSelectFormat(p_vout, target, formats, sizeof(formats)/sizeof(D3DFORMAT));
        }
        case VLC_FOURCC('I','4','2','0'):
817
        case VLC_FOURCC('I','4','2','2'):
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        case VLC_FOURCC('Y','V','1','2'):
        {
            /* typically 3D textures don't support planar format
            ** fallback to packed version and use pixel
            ** shader or CPU for the conversion
            */
            static const D3DFORMAT formats[] = 
                { D3DFMT_YUY2, D3DFMT_UYVY, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, D3DFMT_X1R5G5B5 };
            return Direct3DVoutSelectFormat(p_vout, target, formats, sizeof(formats)/sizeof(D3DFORMAT));
        }
        case VLC_FOURCC('Y','U','Y','2'):
        case VLC_FOURCC('Y','U','N','V'):
        {
            static const D3DFORMAT formats[] = 
                { D3DFMT_YUY2, D3DFMT_UYVY, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, D3DFMT_X1R5G5B5 };
            return Direct3DVoutSelectFormat(p_vout, target, formats, sizeof(formats)/sizeof(D3DFORMAT));
        }
        case VLC_FOURCC('R', 'V', '1', '5'):
        {
            static const D3DFORMAT formats[] = 
                { D3DFMT_X1R5G5B5 };
            return Direct3DVoutSelectFormat(p_vout, target, formats, sizeof(formats)/sizeof(D3DFORMAT));
        }
        case VLC_FOURCC('R', 'V', '1', '6'):
        {
            static const D3DFORMAT formats[] = 
                { D3DFMT_R5G6B5 };
            return Direct3DVoutSelectFormat(p_vout, target, formats, sizeof(formats)/sizeof(D3DFORMAT));
        }
        case VLC_FOURCC('R', 'V', '2', '4'):
        {
            static const D3DFORMAT formats[] = 
                { D3DFMT_R8G8B8, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8 };
            return Direct3DVoutSelectFormat(p_vout, target, formats, sizeof(formats)/sizeof(D3DFORMAT));
        }
        case VLC_FOURCC('R', 'V', '3', '2'):
        {
            static const D3DFORMAT formats[] = 
                { D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8 };
            return Direct3DVoutSelectFormat(p_vout, target, formats, sizeof(formats)/sizeof(D3DFORMAT));
        }
        default:
            ;
    }
    return D3DFMT_UNKNOWN;
}

865
static int Direct3DVoutSetOutputFormat(vout_thread_t *p_vout, D3DFORMAT format)
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{
    switch( format )
    {
        case D3DFMT_YUY2:
            p_vout->output.i_chroma = VLC_FOURCC('Y', 'U', 'Y', '2');
            break;
        case D3DFMT_UYVY:
            p_vout->output.i_chroma = VLC_FOURCC('U', 'Y', 'V', 'Y');
            break;
        case D3DFMT_X8R8G8B8:
        case D3DFMT_A8R8G8B8:
/*
** FIXME: some custom masks are not handled properly in rgb_yuv converter,
**        ARGB do NOT work !
*/
            p_vout->output.i_chroma = VLC_FOURCC('R', 'V', '3', '2');
            p_vout->output.i_rmask = 0x000000ff;
            p_vout->output.i_gmask = 0x0000ff00;
            p_vout->output.i_bmask = 0x00ff0000;
            p_vout->output.i_lrshift = 8;
            p_vout->output.i_lgshift = 16;
            p_vout->output.i_lbshift = 24;
            break;
        case D3DFMT_R5G6B5:
            p_vout->output.i_chroma = VLC_FOURCC('R', 'V', '1', '6');
#       if defined( WORDS_BIGENDIAN )
            p_vout->output.i_rmask = (0x1fL)<<11;
            p_vout->output.i_gmask = (0x3fL)<<5;
            p_vout->output.i_bmask = (0x1fL)<<0;
            //p_vout->output.i_rshift = 11;
            //p_vout->output.i_gshift = 5;
            //p_vout->output.i_bshift = 0;
#       else
/*
** FIXME: in little endian mode, following masking is not byte aligned,
**        therefore green bits will not be sequentially merged !
*/
            p_vout->output.i_rmask = (0x1fL)<<0;
            p_vout->output.i_gmask = (0x3fL)<<5;
            p_vout->output.i_bmask = (0x1fL)<<11;
            //p_vout->output.i_rshift = 0;
            //p_vout->output.i_gshift = 5;
            //p_vout->output.i_bshift = 11;
#       endif
            break;
        case D3DFMT_X1R5G5B5:
            p_vout->output.i_chroma = VLC_FOURCC('R', 'V', '1', '5');
#       if defined( WORDS_BIGENDIAN )
            p_vout->output.i_rmask = (0x1fL)<<10;
            p_vout->output.i_gmask = (0x1fL)<<5;
            p_vout->output.i_bmask = (0x1fL)<<0;
            //p_vout->output.i_rshift = 10;
            //p_vout->output.i_gshift = 5;
            //p_vout->output.i_bshift = 0;
#       else
/*
** FIXME: in little endian mode, following masking is not byte aligned,
**        therefore green bits will not be sequentially merged !
*/
            p_vout->output.i_rmask = (0x1fL)<<1;
            p_vout->output.i_gmask = (0x1fL)<<6;
            p_vout->output.i_bmask = (0x1fL)<<11;
            //p_vout->output.i_rshift = 1;
            //p_vout->output.i_gshift = 5;
            //p_vout->output.i_bshift = 11;
#       endif
            break;
        default:
            return VLC_EGENERIC;
    }
    return VLC_SUCCESS;
}

/*****************************************************************************
 * Direct3DVoutCreatePictures: allocate a vector of identical pictures
 *****************************************************************************
 * 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 Direct3DVoutCreatePictures( vout_thread_t *p_vout, size_t i_num_pics )
{
    LPDIRECT3DDEVICE9       p_d3ddev  = p_vout->p_sys->p_d3ddev;
    D3DFORMAT               format    = p_vout->p_sys->d3dpp.BackBufferFormat;
    HRESULT hr;
    size_t c;

    I_OUTPUTPICTURES = 0;

    /*
    ** 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
    */ 
    format = Direct3DVoutFindFormat(p_vout, p_vout->render.i_chroma, format);
962
    if( VLC_SUCCESS != Direct3DVoutSetOutputFormat(p_vout, format) )
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    {
        msg_Err(p_vout, "surface pixel format is not supported.");
        return VLC_EGENERIC;
    }

    for( c=0; c<i_num_pics; )
    {

        LPDIRECT3DSURFACE9 p_d3dsurf;
        picture_t *p_pic = p_vout->p_picture+c; 

        hr = IDirect3DDevice9_CreateOffscreenPlainSurface(p_d3ddev, 
                p_vout->render.i_width,
                p_vout->render.i_height,
                format,
                D3DPOOL_DEFAULT,
                &p_d3dsurf,
                NULL);
        if( FAILED(hr) )
        {
            msg_Err(p_vout, "Failed to create picture surface. (hr=0x%lx)", hr);
            Direct3DVoutReleasePictures(p_vout);
            return VLC_EGENERIC;
        }

        /* fill surface with default color */
        IDirect3DDevice9_ColorFill(p_d3ddev, p_d3dsurf, NULL, D3DCOLOR_ARGB(0xFF, 0, 0, 0) );
        
        /* assign surface to internal structure */
        p_pic->p_sys = (void *)p_d3dsurf;

        /* Now that we've got our direct-buffer, we can finish filling in the
         * picture_t structures */
        switch( p_vout->output.i_chroma )
        {
            case VLC_FOURCC('R','G','B','2'):
                p_pic->p->i_lines = p_vout->output.i_height;
                p_pic->p->i_visible_lines = p_vout->output.i_height;
                p_pic->p->i_pixel_pitch = 1;
                p_pic->p->i_visible_pitch = p_vout->output.i_width *
                    p_pic->p->i_pixel_pitch;
                p_pic->i_planes = 1;
            break;
            case VLC_FOURCC('R','V','1','5'):
            case VLC_FOURCC('R','V','1','6'):
                p_pic->p->i_lines = p_vout->output.i_height;
                p_pic->p->i_visible_lines = p_vout->output.i_height;
                p_pic->p->i_pixel_pitch = 2;
                p_pic->p->i_visible_pitch = p_vout->output.i_width *
                    p_pic->p->i_pixel_pitch;
                p_pic->i_planes = 1;
            break;
            case VLC_FOURCC('R','V','2','4'):
                p_pic->p->i_lines = p_vout->output.i_height;
                p_pic->p->i_visible_lines = p_vout->output.i_height;
                p_pic->p->i_pixel_pitch = 3;
                p_pic->p->i_visible_pitch = p_vout->output.i_width *
                    p_pic->p->i_pixel_pitch;
                p_pic->i_planes = 1;
            break;
            case VLC_FOURCC('R','V','3','2'):
                p_pic->p->i_lines = p_vout->output.i_height;
                p_pic->p->i_visible_lines = p_vout->output.i_height;
                p_pic->p->i_pixel_pitch = 4;
                p_pic->p->i_visible_pitch = p_vout->output.i_width *
                    p_pic->p->i_pixel_pitch;
                p_pic->i_planes = 1;
                break;
            case VLC_FOURCC('U','Y','V','Y'):
            case VLC_FOURCC('Y','U','Y','2'):
                p_pic->p->i_lines = p_vout->output.i_height;
                p_pic->p->i_visible_lines = p_vout->output.i_height;
                p_pic->p->i_pixel_pitch = 2;
                p_pic->p->i_visible_pitch = p_vout->output.i_width *
                    p_pic->p->i_pixel_pitch;
                p_pic->i_planes = 1;
                break;
            default:
                Direct3DVoutReleasePictures(p_vout);
                return VLC_EGENERIC;
        }
        p_pic->i_status = DESTROYED_PICTURE;
        p_pic->i_type   = DIRECT_PICTURE;
        p_pic->b_slow   = VLC_TRUE;
        p_pic->pf_lock  = Direct3DVoutLockSurface;
        p_pic->pf_unlock = Direct3DVoutUnlockSurface;
        PP_OUTPUTPICTURE[c] = p_pic;

        I_OUTPUTPICTURES = ++c;
    }

    msg_Dbg( p_vout, "%u Direct3D pictures created successfully", c );

    return VLC_SUCCESS;
}

/*****************************************************************************
 * Direct3DVoutReleasePictures: destroy a picture vector 
 *****************************************************************************
 * release all video resources used for pictures
 *****************************************************************************/
static void Direct3DVoutReleasePictures( vout_thread_t *p_vout)
{
    size_t i_num_pics = I_OUTPUTPICTURES;
    size_t c;
    for( c=0; c<i_num_pics; ++c )
    {
        picture_t *p_pic = p_vout->p_picture+c; 
        if( p_pic->p_sys )
        {
            LPDIRECT3DSURFACE9 p_d3dsurf = (LPDIRECT3DSURFACE9)p_pic->p_sys;

            p_pic->p_sys = NULL;

            if( p_d3dsurf )
            {
                IDirect3DSurface9_Release(p_d3dsurf);
            }
        }
    }
    msg_Dbg( p_vout, "%u Direct3D pictures released.", c);

    I_OUTPUTPICTURES = 0;
}

/*****************************************************************************
 * Direct3DVoutLockSurface: Lock surface and get picture data pointer
 *****************************************************************************
 * This function locks a surface and get the surface descriptor which amongst
 * other things has the pointer to the picture data.
 *****************************************************************************/
static int Direct3DVoutLockSurface( vout_thread_t *p_vout, picture_t *p_pic )
{
    HRESULT hr;
    D3DLOCKED_RECT d3drect;
    LPDIRECT3DSURFACE9 p_d3dsurf = (LPDIRECT3DSURFACE9)p_pic->p_sys;

    if( NULL == p_d3dsurf )
        return VLC_EGENERIC;

    /* Lock the surface to get a valid pointer to the picture buffer */
    hr = IDirect3DSurface9_LockRect(p_d3dsurf, &d3drect, NULL, D3DLOCK_DISCARD);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return VLC_EGENERIC;
    }

    /* fill in buffer info in first plane */
    p_pic->p->p_pixels = d3drect.pBits;
    p_pic->p->i_pitch  = d3drect.Pitch;

    return VLC_SUCCESS;
}

/*****************************************************************************
 * Direct3DVoutUnlockSurface: Unlock a surface locked by Direct3DLockSurface().
 *****************************************************************************/
static int Direct3DVoutUnlockSurface( vout_thread_t *p_vout, picture_t *p_pic )
{
    HRESULT hr;
    LPDIRECT3DSURFACE9 p_d3dsurf = (LPDIRECT3DSURFACE9)p_pic->p_sys;

    if( NULL == p_d3dsurf )
        return VLC_EGENERIC;

    /* Unlock the Surface */
    hr = IDirect3DSurface9_UnlockRect(p_d3dsurf);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return VLC_EGENERIC;
    }
    return VLC_SUCCESS;
}

/*****************************************************************************
 * Direct3DVoutCreateScene: allocate and initialize a 3D scene
 *****************************************************************************
 * for advanced blending/filtering a texture needs be used in a 3D scene.
 *****************************************************************************/

static int Direct3DVoutCreateScene( vout_thread_t *p_vout )
{
    LPDIRECT3DDEVICE9       p_d3ddev  = p_vout->p_sys->p_d3ddev;
    LPDIRECT3DTEXTURE9      p_d3dtex;
    LPDIRECT3DVERTEXBUFFER9 p_d3dvtc;

    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
    */
    hr = IDirect3DDevice9_CreateTexture(p_d3ddev, 
            p_vout->render.i_width,
            p_vout->render.i_height,
            1,
            D3DUSAGE_RENDERTARGET, 
            p_vout->p_sys->d3dpp.BackBufferFormat,
            D3DPOOL_DEFAULT,
            &p_d3dtex, 
            NULL);
    if( FAILED(hr))
    {
        msg_Err(p_vout, "Failed to create texture. (hr=0x%lx)", hr);
        return VLC_EGENERIC;
    }

    /*
    ** Create a vertex buffer for use when rendering scene
    */
    hr = IDirect3DDevice9_CreateVertexBuffer(p_d3ddev,
            sizeof(CUSTOMVERTEX)*4,
            D3DUSAGE_WRITEONLY,
            D3DFVF_CUSTOMVERTEX,
            D3DPOOL_DEFAULT,
            &p_d3dvtc,
            NULL);
    if( FAILED(hr) )
    {
        msg_Err(p_vout, "Failed to create vertex buffer. (hr=0x%lx)", hr);
            IDirect3DTexture9_Release(p_d3dtex);
        return VLC_EGENERIC;
    }

    p_vout->p_sys->p_d3dtex = p_d3dtex;
    p_vout->p_sys->p_d3dvtc = p_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(p_d3ddev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    IDirect3DDevice9_SetSamplerState(p_d3ddev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

    // Set linear filtering quality
    IDirect3DDevice9_SetSamplerState(p_d3ddev, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    IDirect3DDevice9_SetSamplerState(p_d3ddev, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

    // set maximum ambient light
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_AMBIENT, D3DCOLOR_XRGB(255,255,255));

    // Turn off culling
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_CULLMODE, D3DCULL_NONE);

    // Turn off the zbuffer
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_ZENABLE, D3DZB_FALSE);

    // Turn off lights
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_LIGHTING, FALSE);

    // Enable dithering
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_DITHERENABLE, TRUE);

    // disable stencil
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_STENCILENABLE, FALSE);

    // manage blending
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_ALPHABLENDENABLE, TRUE);
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_ALPHATESTENABLE,TRUE);
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_ALPHAREF, 0x10);
    IDirect3DDevice9_SetRenderState(p_d3ddev, D3DRS_ALPHAFUNC,D3DCMP_GREATER);

    // Set texture states
    IDirect3DDevice9_SetTextureStageState(p_d3ddev, 0, D3DTSS_COLOROP,D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(p_d3ddev, 0, D3DTSS_COLORARG1,D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(p_d3ddev, 0, D3DTSS_COLORARG2,D3DTA_DIFFUSE);

    // turn off alpha operation
    IDirect3DDevice9_SetTextureStageState(p_d3ddev, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

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

    return VLC_SUCCESS;
}

/*****************************************************************************
 * Direct3DVoutReleaseScene
 *****************************************************************************/
static void Direct3DVoutReleaseScene( vout_thread_t *p_vout )
{
    LPDIRECT3DTEXTURE9      p_d3dtex = p_vout->p_sys->p_d3dtex;
    LPDIRECT3DVERTEXBUFFER9 p_d3dvtc = p_vout->p_sys->p_d3dvtc;

    if( p_d3dvtc )
    {
        IDirect3DVertexBuffer9_Release(p_d3dvtc);
        p_vout->p_sys->p_d3dvtc = NULL;
    }

    if( p_d3dtex )
    {
        IDirect3DTexture9_Release(p_d3dtex);
        p_vout->p_sys->p_d3dtex = NULL;
    }
    msg_Dbg( p_vout, "Direct3D scene released successfully");
}

/*****************************************************************************
 * Direct3DVoutRenderDefault: copy picture surface to display back buffer
 *****************************************************************************
 * This function is intented for lower end video cards, without pixel shader 
 * support or low video RAM
 *****************************************************************************/
static void Direct3DVoutRenderDefault( vout_thread_t *p_vout, picture_t *p_pic )
{
    LPDIRECT3DDEVICE9       p_d3ddev  = p_vout->p_sys->p_d3ddev;
    LPDIRECT3DSURFACE9      p_d3dsrc, p_d3ddest;
    UINT                    iSwapChain, iSwapChains;
    HRESULT hr;

    // check if device is still available    
    hr = IDirect3DDevice9_TestCooperativeLevel(p_d3ddev);
    if( FAILED(hr) )
    {
        if( (D3DERR_DEVICENOTRESET != hr)
         || (VLC_SUCCESS != Direct3DVoutResetDevice(p_vout, 0, 0)) )
        {
            // device is not usable at present (lost device, out of video mem ?)
            return;
        }
    }

    /*  retrieve the number of swap chains */
    iSwapChains = IDirect3DDevice9_GetNumberOfSwapChains(p_d3ddev);
    if( 0 == iSwapChains )
    {
        msg_Dbg( p_vout, "no swap chain to render ?");
        return;
    }

    /*  retrieve picture surface */
    p_d3dsrc = (LPDIRECT3DSURFACE9)p_pic->p_sys;
    if( NULL == p_d3dsrc )
    {
        msg_Dbg( p_vout, "no surface to render ?");
        return;
    }

    for( iSwapChain=0; iSwapChain < iSwapChains; ++iSwapChain )
    {
        /* retrieve swap chain back buffer */
        hr = IDirect3DDevice9_GetBackBuffer(p_d3ddev, iSwapChain, 0, D3DBACKBUFFER_TYPE_MONO, &p_d3ddest);
        if( FAILED(hr) )
        {
            msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
            continue;
        }

        /* Copy picture surface into texture surface, color space conversion happens here */
        hr = IDirect3DDevice9_StretchRect(p_d3ddev, p_d3dsrc, NULL, p_d3ddest, NULL, D3DTEXF_NONE);
        IDirect3DSurface9_Release(p_d3ddest);
        if( FAILED(hr) )
        {
            msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
            return;
        }
    }
}

/*****************************************************************************
 * Render: copy picture surface into a texture and render into a scene
 *****************************************************************************
 * This function is intented for higher end 3D cards, with pixel shader support
 * and at least 64 MB of video RAM.
 *****************************************************************************/
static void Direct3DVoutRenderScene( vout_thread_t *p_vout, picture_t *p_pic )
{
    LPDIRECT3DDEVICE9       p_d3ddev  = p_vout->p_sys->p_d3ddev;
    LPDIRECT3DTEXTURE9      p_d3dtex  = p_vout->p_sys->p_d3dtex;
    LPDIRECT3DVERTEXBUFFER9 p_d3dvtc  = p_vout->p_sys->p_d3dvtc;
    LPDIRECT3DSURFACE9      p_d3dsrc, p_d3ddest;
    CUSTOMVERTEX            *p_vertices;
    HRESULT hr;
    float f_width, f_height;

    // check if device is still available    
    hr = IDirect3DDevice9_TestCooperativeLevel(p_d3ddev);
    if( FAILED(hr) )
    {
        if( (D3DERR_DEVICENOTRESET != hr)
         || (VLC_SUCCESS != Direct3DVoutResetDevice(p_vout, 0, 0)) )
        {
            // device is not usable at present (lost device, out of video mem ?)
            return;
        }
    }

    /* Clear the backbuffer and the zbuffer */
    hr = IDirect3DDevice9_Clear( p_d3ddev, 0, NULL, D3DCLEAR_TARGET,
1355
                              D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0 );
1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    /*  retrieve picture surface */
    p_d3dsrc = (LPDIRECT3DSURFACE9)p_pic->p_sys;
    if( NULL == p_d3dsrc )
    {
        msg_Dbg( p_vout, "no surface to render ?");
        return;
    }

    /* retrieve texture top-level surface */
    hr = IDirect3DTexture9_GetSurfaceLevel(p_d3dtex, 0, &p_d3ddest);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    /* Copy picture surface into texture surface, color space conversion happens here */
    hr = IDirect3DDevice9_StretchRect(p_d3ddev, p_d3dsrc, NULL, p_d3ddest, NULL, D3DTEXF_NONE);
    IDirect3DSurface9_Release(p_d3ddest);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    /* Update the vertex buffer */
    hr = IDirect3DVertexBuffer9_Lock(p_d3dvtc, 0, 0, (VOID **)(&p_vertices), D3DLOCK_DISCARD);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    /* Setup vertices */
    f_width  = (float)(p_vout->p_sys->d3dpp.BackBufferWidth);
    f_height = (float)(p_vout->p_sys->d3dpp.BackBufferHeight);

    p_vertices[0].x       = 0.0f;       // left
    p_vertices[0].y       = 0.0f;       // top
    p_vertices[0].z       = 0.0f;
    p_vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
    p_vertices[0].rhw     = 1.0f;
    p_vertices[0].tu      = 0.0f;
    p_vertices[0].tv      = 0.0f;
 
    p_vertices[1].x       = f_width;    // right
    p_vertices[1].y       = 0.0f;       // top
    p_vertices[1].z       = 0.0f;
    p_vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
    p_vertices[1].rhw     = 1.0f;
    p_vertices[1].tu      = 1.0f;
    p_vertices[1].tv      = 0.0f;
 
    p_vertices[2].x       = f_width;    // right
    p_vertices[2].y       = f_height;   // bottom
    p_vertices[2].z       = 0.0f;
    p_vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
    p_vertices[2].rhw     = 1.0f;
    p_vertices[2].tu      = 1.0f;
    p_vertices[2].tv      = 1.0f;
 
    p_vertices[3].x       = 0.0f;       // left
    p_vertices[3].y       = f_height;   // bottom
    p_vertices[3].z       = 0.0f;
    p_vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
    p_vertices[3].rhw     = 1.0f;
    p_vertices[3].tu      = 0.0f;
    p_vertices[3].tv      = 1.0f;
 
    hr= IDirect3DVertexBuffer9_Unlock(p_d3dvtc);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }

    // Begin the scene
    hr = IDirect3DDevice9_BeginScene(p_d3ddev);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%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(p_d3ddev, 0, (LPDIRECT3DBASETEXTURE9)p_d3dtex);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(p_d3ddev);
        return;
    }

    // Render the vertex buffer contents
    hr = IDirect3DDevice9_SetStreamSource(p_d3ddev, 0, p_d3dvtc, 0, sizeof(CUSTOMVERTEX));
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(p_d3ddev);
        return;
    }
 
    // we use FVF instead of vertex shader
    hr = IDirect3DDevice9_SetVertexShader(p_d3ddev, NULL);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(p_d3ddev);
        return;
    }

    hr = IDirect3DDevice9_SetFVF(p_d3ddev, D3DFVF_CUSTOMVERTEX);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(p_d3ddev);
        return;
    }

    // draw rectangle
    hr = IDirect3DDevice9_DrawPrimitive(p_d3ddev, D3DPT_TRIANGLEFAN, 0, 2);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        IDirect3DDevice9_EndScene(p_d3ddev);
        return;
    }

    // End the scene
    hr = IDirect3DDevice9_EndScene(p_d3ddev);
    if( FAILED(hr) )
    {
        msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
        return;
    }
}