/*  RetroArch - A frontend for libretro.
 *  Copyright (C) 2010-2013 - Hans-Kristian Arntzen
 *  Copyright (C) 2011-2013 - Daniel De Matteis
 * 
 *  RetroArch 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 Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  RetroArch 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 RetroArch.
 *  If not, see <http://www.gnu.org/licenses/>.
 */

#ifdef _XBOX
#include <xtl.h>
#include <xgraphics.h>
#endif

#include "../driver.h"
#include "xdk_d3d.h"

#ifdef HAVE_HLSL
#include "../gfx/shader_hlsl.h"
#endif

#include "./../gfx/gfx_context.h"
#include "../general.h"
#include "../message_queue.h"

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

#include "../xdk/xdk_resources.h"

#if defined(_XBOX1)
unsigned font_x, font_y;
#elif defined(_XBOX360)
#include "../frontend/menu/rmenu_xui.h"
const DWORD g_MapLinearToSrgbGpuFormat[] = 
{
   GPUTEXTUREFORMAT_1_REVERSE,
   GPUTEXTUREFORMAT_1,
   GPUTEXTUREFORMAT_8,
   GPUTEXTUREFORMAT_1_5_5_5,
   GPUTEXTUREFORMAT_5_6_5,
   GPUTEXTUREFORMAT_6_5_5,
   GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16,
   GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16,
   GPUTEXTUREFORMAT_8_A,
   GPUTEXTUREFORMAT_8_B,
   GPUTEXTUREFORMAT_8_8,
   GPUTEXTUREFORMAT_Cr_Y1_Cb_Y0_REP,     
   GPUTEXTUREFORMAT_Y1_Cr_Y0_Cb_REP,      
   GPUTEXTUREFORMAT_16_16_EDRAM,          
   GPUTEXTUREFORMAT_8_8_8_8_A,
   GPUTEXTUREFORMAT_4_4_4_4,
   GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16,
   GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16,
   GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16,
   GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16,  
   GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16,
   GPUTEXTUREFORMAT_16_16_16_16_EDRAM,
   GPUTEXTUREFORMAT_24_8,
   GPUTEXTUREFORMAT_24_8_FLOAT,
   GPUTEXTUREFORMAT_16,
   GPUTEXTUREFORMAT_16_16,
   GPUTEXTUREFORMAT_16_16_16_16,
   GPUTEXTUREFORMAT_16_EXPAND,
   GPUTEXTUREFORMAT_16_16_EXPAND,
   GPUTEXTUREFORMAT_16_16_16_16_EXPAND,
   GPUTEXTUREFORMAT_16_FLOAT,
   GPUTEXTUREFORMAT_16_16_FLOAT,
   GPUTEXTUREFORMAT_16_16_16_16_FLOAT,
   GPUTEXTUREFORMAT_32,
   GPUTEXTUREFORMAT_32_32,
   GPUTEXTUREFORMAT_32_32_32_32,
   GPUTEXTUREFORMAT_32_FLOAT,
   GPUTEXTUREFORMAT_32_32_FLOAT,
   GPUTEXTUREFORMAT_32_32_32_32_FLOAT,
   GPUTEXTUREFORMAT_32_AS_8,
   GPUTEXTUREFORMAT_32_AS_8_8,
   GPUTEXTUREFORMAT_16_MPEG,
   GPUTEXTUREFORMAT_16_16_MPEG,
   GPUTEXTUREFORMAT_8_INTERLACED,
   GPUTEXTUREFORMAT_32_AS_8_INTERLACED,
   GPUTEXTUREFORMAT_32_AS_8_8_INTERLACED,
   GPUTEXTUREFORMAT_16_INTERLACED,
   GPUTEXTUREFORMAT_16_MPEG_INTERLACED,
   GPUTEXTUREFORMAT_16_16_MPEG_INTERLACED,
   GPUTEXTUREFORMAT_DXN,
   GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16,
   GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16,
   GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16,
   GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16,
   GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16,
   GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16,
   GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16,
   GPUTEXTUREFORMAT_32_32_32_FLOAT,
   GPUTEXTUREFORMAT_DXT3A,
   GPUTEXTUREFORMAT_DXT5A,
   GPUTEXTUREFORMAT_CTX1,
   GPUTEXTUREFORMAT_DXT3A_AS_1_1_1_1,
   GPUTEXTUREFORMAT_8_8_8_8_GAMMA_EDRAM,
   GPUTEXTUREFORMAT_2_10_10_10_FLOAT_EDRAM,
};
#endif

static void check_window(void *data)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;

   bool quit, resize;

   d3d->ctx_driver->check_window(&quit,
         &resize, NULL, NULL, g_extern.frame_count);

   if (quit)
      d3d->quitting = true;
   else if (resize)
      d3d->should_resize = true;
}

#ifdef HAVE_HLSL
static bool hlsl_shader_init(void)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
   const gl_shader_backend_t *backend = NULL;

   const char *shader_path = g_settings.video.shader_path;
   enum rarch_shader_type type = gfx_shader_parse_type(shader_path, DEFAULT_SHADER_TYPE);
   
   switch (type)
   {
#ifdef HAVE_HLSL
      case RARCH_SHADER_HLSL:
         RARCH_LOG("[D3D]: Using HLSL shader backend.\n");
         backend = &hlsl_backend;
         break;
#endif
   }

   if (!backend)
   {
      RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n");
      return true;
   }


   d3d->shader = backend;
   return d3d->shader->init(shader_path);
}
#endif

static void xdk_d3d_free(void *data)
{
#ifdef RARCH_CONSOLE
   if (driver.video_data)
      return;
#endif

   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;

   if (!d3d)
      return;

   d3d->font_ctx->deinit(d3d);

#ifdef HAVE_HLSL
   if (d3d->shader)
      d3d->shader->deinit();
   d3d->shader = NULL;
#endif

   d3d->ctx_driver->destroy();

   free(d3d);
}

#ifdef _XBOX360

static void xdk_convert_texture_to_as16_srgb( D3DTexture *pTexture )
{
   pTexture->Format.SignX = GPUSIGN_GAMMA;
   pTexture->Format.SignY = GPUSIGN_GAMMA;
   pTexture->Format.SignZ = GPUSIGN_GAMMA;

   XGTEXTURE_DESC desc;
   XGGetTextureDesc( pTexture, 0, &desc );

   //convert to AS_16_16_16_16 format
   pTexture->Format.DataFormat = g_MapLinearToSrgbGpuFormat[ (desc.Format & D3DFORMAT_TEXTUREFORMAT_MASK) >> D3DFORMAT_TEXTUREFORMAT_SHIFT ];
}
#endif

static void xdk_d3d_set_viewport(bool force_full)
{

   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
   LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device;

   RD3DDevice_Clear(d3dr, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);

   unsigned width, height;      // Set the viewport based on the current resolution
   int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp;
   float m_zNear, m_zFar;
   width = 0;
   height = 0;

   if (d3d->ctx_driver)
      d3d->ctx_driver->get_video_size(&width, &height);

   m_viewport_x_temp = 0;
   m_viewport_y_temp = 0;
   m_viewport_width_temp = width;
   m_viewport_height_temp = height;
   m_zNear = 0.0f;
   m_zFar = 1.0f;

   if (!force_full)
   {
      float desired_aspect = g_settings.video.aspect_ratio;
      float device_aspect = (float)width / height;
      float delta;

      // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), 
      if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
      {
         delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
         m_viewport_x_temp = g_extern.console.screen.viewports.custom_vp.x;
         m_viewport_y_temp = g_extern.console.screen.viewports.custom_vp.y;
         m_viewport_width_temp = g_extern.console.screen.viewports.custom_vp.width;
         m_viewport_height_temp = g_extern.console.screen.viewports.custom_vp.height;
      }
      else if (device_aspect > desired_aspect)
      {
         delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
         m_viewport_x_temp = (int)(width * (0.5 - delta));
         m_viewport_width_temp = (int)(2.0 * width * delta);
         width = (unsigned)(2.0 * width * delta);
      }
      else
      {
         delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
         m_viewport_y_temp = (int)(height * (0.5 - delta));
         m_viewport_height_temp = (int)(2.0 * height * delta);
         height = (unsigned)(2.0 * height * delta);
      }
   }

   D3DVIEWPORT vp = {0};
   vp.Width  = m_viewport_width_temp;
   vp.Height = m_viewport_height_temp;
   vp.X      = m_viewport_x_temp;
   vp.Y      = m_viewport_y_temp;
   vp.MinZ   = m_zNear;
   vp.MaxZ   = m_zFar;
   RD3DDevice_SetViewport(d3d->d3d_render_device, &vp);

#ifdef _XBOX1
   font_x = vp.X;
   font_y = vp.Y;
#endif
}

static void xdk_d3d_set_rotation(void *data, unsigned orientation)
{
   (void)data;
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   FLOAT angle = 0;

   switch(orientation)
   {
      case ORIENTATION_NORMAL:
         angle = M_PI * 0 / 180;
         break;
      case ORIENTATION_FLIPPED_ROTATED:
         angle = M_PI * 90 / 180;
         break;
      case ORIENTATION_FLIPPED:
         angle = M_PI * 180 / 180;
         break;
      case ORIENTATION_VERTICAL:
         angle = M_PI * 270 / 180;
         break;
   }

#if defined(HAVE_HLSL)
   /* TODO: Move to D3DXMATRIX here */
   hlsl_set_proj_matrix(XMMatrixRotationZ(angle));
#elif defined(_XBOX1)
   D3DXMATRIX p_out, p_rotate;
   D3DXMatrixIdentity(&p_out);
   D3DXMatrixRotationZ(&p_rotate, angle);

   RD3DDevice_SetTransform(d3d->d3d_render_device, D3DTS_WORLD, &p_rotate);
   RD3DDevice_SetTransform(d3d->d3d_render_device, D3DTS_VIEW, &p_out);
   RD3DDevice_SetTransform(d3d->d3d_render_device, D3DTS_PROJECTION, &p_out);
#endif
}

#ifdef HAVE_FBO
void xdk_d3d_deinit_fbo(void *data)
{
#if 0
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;

   if (d3d->fbo_inited)
   {
      RARCH_LOG("[xdk_d3d_deinit_fbo::] Deiniting FBO.\n");
      if (d3d->lpTexture_ot)
      {
         d3d->lpTexture_ot->Release();
         d3d->lpTexture_ot = NULL;
      }

      if (d3d->lpSurface)
      {
         d3d->lpSurface->Release();
         d3d->lpSurface = NULL;
      }

      d3d->fbo_inited = false;
   }
#endif
}

void xdk_d3d_init_fbo(void *data)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;

#if 0
   xdk_d3d_deinit_fbo(d3d);

   ret = d3d->d3d_render_device->CreateTexture(d3d->tex_w * g_settings.video.fbo.scale_x, d3d->tex_h * g_settings.video.fbo.scale_y,
         1, 0, g_extern.console.screen.gamma_correction ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_X8R8G8B8 ) : D3DFMT_X8R8G8B8,
         0, &d3d->lpTexture_ot, NULL);

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init_fbo::] Failed at CreateTexture.\n");
      return;
   }

   ret = d3d->d3d_render_device->CreateRenderTarget(d3d->tex_w * g_settings.video.fbo.scale_x, d3d->tex_h * g_settings.video.fbo.scale_y,
         g_extern.console.screen.gamma_correction ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_X8R8G8B8 ) : D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, 
         0, 0, &d3d->lpSurface, NULL);

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init_fbo::] Failed at CreateRenderTarget.\n");
      return;
   }

   d3d->lpTexture_ot_as16srgb = *d3d->lpTexture_ot;
   xdk_convert_texture_to_as16_srgb(d3d->lpTexture);
   xdk_convert_texture_to_as16_srgb(&d3d->lpTexture_ot_as16srgb);

   d3d->fbo_inited = true;
#endif
}
#endif

static bool xdk_d3d_set_shader(void *data, enum rarch_shader_type type, const char *path)
{
   /* TODO - stub */
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   return true;
}

void xdk_d3d_generate_pp(D3DPRESENT_PARAMETERS *d3dpp, const video_info_t *video)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;

   memset(d3dpp, 0, sizeof(*d3dpp));

   d3d->texture_fmt = video->rgb32 ? D3DFMT_X8R8G8B8 : D3DFMT_LIN_R5G6B5;
   d3d->base_size   = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);

   unsigned width, height;
   width = 0;
   height = 0;

   if (d3d->ctx_driver)
      d3d->ctx_driver->get_video_size(&width, &height);

   d3dpp->BackBufferWidth  = d3d->win_width = width;
   d3dpp->BackBufferHeight = d3d->win_height = height;

#if defined(_XBOX1)
   // Get the "video mode"
   DWORD video_mode = XGetVideoFlags();

   // Check if we are able to use progressive mode
   if (video_mode & XC_VIDEO_FLAGS_HDTV_480p)
      d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
   else
      d3dpp->Flags = D3DPRESENTFLAG_INTERLACED;

   // Only valid in PAL mode, not valid for HDTV modes!
   if (XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I)
   {
      if (video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
         d3dpp->FullScreen_RefreshRateInHz = 60;
      else
         d3dpp->FullScreen_RefreshRateInHz = 50;
   }

   if (XGetAVPack() == XC_AV_PACK_HDTV)
   {
      if (video_mode & XC_VIDEO_FLAGS_HDTV_480p)
         d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
      else if (video_mode & XC_VIDEO_FLAGS_HDTV_720p)
         d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
      else if (video_mode & XC_VIDEO_FLAGS_HDTV_1080i)
         d3dpp->Flags = D3DPRESENTFLAG_INTERLACED;
   }

   if (g_extern.lifecycle_state & MODE_MENU_WIDESCREEN)
      d3dpp->Flags |= D3DPRESENTFLAG_WIDESCREEN;

   d3dpp->BackBufferFormat                     = D3DFMT_X8R8G8B8;
   d3dpp->FullScreen_PresentationInterval	   = d3d->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
   d3dpp->SwapEffect                           = D3DSWAPEFFECT_COPY;
#elif defined(_XBOX360)
   if (!(g_extern.lifecycle_state & (1ULL << MODE_MENU_WIDESCREEN)))
      d3dpp->Flags |= D3DPRESENTFLAG_NO_LETTERBOX;

   if (g_extern.console.screen.gamma_correction)
   {
      d3dpp->BackBufferFormat        = (D3DFORMAT)MAKESRGBFMT(d3d->texture_fmt);
      d3dpp->FrontBufferFormat       = (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8);
   }
   else
   {
      d3dpp->BackBufferFormat        = d3d->texture_fmt;
      d3dpp->FrontBufferFormat       = D3DFMT_LE_X8R8G8B8;
   }
   d3dpp->MultiSampleQuality      = 0;
   d3dpp->PresentationInterval    = d3d->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
   d3dpp->SwapEffect              = D3DSWAPEFFECT_DISCARD;
#endif
   d3dpp->BackBufferCount         = 2;
   d3dpp->MultiSampleType         = D3DMULTISAMPLE_NONE;
   d3dpp->EnableAutoDepthStencil  = FALSE;
}

static void xdk_d3d_init_textures(void *data, const video_info_t *video)
{
   HRESULT ret;
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;

   D3DPRESENT_PARAMETERS d3dpp;
   D3DVIEWPORT vp = {0};
   xdk_d3d_generate_pp(&d3dpp, video);

   d3d->texture_fmt = video->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5;
   d3d->base_size   = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);

   if (d3d->lpTexture)
   {
      d3d->lpTexture->Release();
      d3d->lpTexture = NULL;
   }

   ret = d3d->d3d_render_device->CreateTexture(d3d->tex_w, d3d->tex_h, 1, 0, d3d->texture_fmt,
         0, &d3d->lpTexture
#ifdef _XBOX360
         , NULL
#endif
         );

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init_textures::] failed at CreateTexture.\n");
      return;
   }

   D3DLOCKED_RECT d3dlr;
   D3DTexture_LockRect(d3d->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
   memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch);

   d3d->last_width = d3d->tex_w;
   d3d->last_height = d3d->tex_h;

#if defined(_XBOX1)
   d3d->d3d_render_device->SetRenderState(D3DRS_LIGHTING, FALSE);
#elif defined(_XBOX360)
   RD3DDevice_Clear(d3d->d3d_render_device, 0, NULL, D3DCLEAR_TARGET,
         0xff000000, 1.0f, 0);
#endif
   vp.Width  = d3d->win_width;
   vp.Height = d3d->win_height;

   d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
   d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE);

   vp.MinZ   = 0.0f;
   vp.MaxZ   = 1.0f;
   RD3DDevice_SetViewport(d3d->d3d_render_device, &vp);

   if (g_extern.console.screen.viewports.custom_vp.width == 0)
      g_extern.console.screen.viewports.custom_vp.width = vp.Width;

   if (g_extern.console.screen.viewports.custom_vp.height == 0)
      g_extern.console.screen.viewports.custom_vp.height = vp.Height;
}

static void xdk_d3d_reinit_textures(void *data, const video_info_t *video)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;

   unsigned old_base_size = d3d->base_size;
   unsigned old_width     = d3d->tex_w;
   unsigned old_height    = d3d->tex_h;
   d3d->texture_fmt = video->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5;
   d3d->base_size   = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);

   d3d->tex_w = d3d->tex_h = RARCH_SCALE_BASE * video->input_scale;

   if (old_base_size != d3d->base_size || old_width != d3d->tex_w || old_height != d3d->tex_h)
   {
      RARCH_LOG("Reinitializing textures (%u x %u @ %u bpp)\n", d3d->tex_w,
            d3d->tex_h, d3d->base_size * CHAR_BIT);

      xdk_d3d_init_textures(d3d, video);

#if 0 /* ifdef HAVE_FBO */
      if (d3d->tex_w > old_width || d3d->tex_h > old_height)
      {
         RARCH_LOG("Reiniting FBO.\n");
         xdk_d3d_init_fbo(d3d);
      }
#endif
   }
   else
      RARCH_LOG("Reinitializing textures skipped.\n");
}

static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
   HRESULT ret;

   if (driver.video_data)
   {
      xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
      // Reinitialize textures as we might have changed pixel formats.
      xdk_d3d_reinit_textures(d3d, video);
      return driver.video_data;
   }

   //we'll just use driver.video_data throughout here because it needs to
   //exist when we delegate initing to the context file
   driver.video_data = (xdk_d3d_video_t*)calloc(1, sizeof(xdk_d3d_video_t));
   if (!driver.video_data)
      return NULL;

   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;

   d3d->vsync = video->vsync;
   d3d->tex_w = RARCH_SCALE_BASE * video->input_scale;
   d3d->tex_h = RARCH_SCALE_BASE * video->input_scale;

#if defined(_XBOX1)
   d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D8_API, 8, 0);
#elif defined(_XBOX360)
   d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D9_API, 9, 0);
#endif
   if (d3d->ctx_driver)
   {
      D3DPRESENT_PARAMETERS d3dpp;
      xdk_d3d_generate_pp(&d3dpp, video);

      ret = d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING,
            &d3dpp, &d3d->d3d_render_device);

      if (ret != S_OK)
         RARCH_ERR("Failed at CreateDevice.\n");
      RD3DDevice_Clear(d3d->d3d_render_device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
   }
   else
   {
      free(d3d);
      return NULL;
   }

   RARCH_LOG("Found D3D context: %s\n", d3d->ctx_driver->ident);

   xdk_d3d_init_textures(d3d, video);

#if defined(_XBOX1)
   // use an orthogonal matrix for the projection matrix
   D3DXMATRIX mat;
   D3DXMatrixOrthoOffCenterLH(&mat, 0,  d3d->win_width ,  d3d->win_height , 0, 0.0f, 1.0f);

   d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &mat);

   // use an identity matrix for the world and view matrices
   D3DXMatrixIdentity(&mat);
   d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &mat);
   d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &mat);

   ret = d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 
         D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf);

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexBuffer.\n");
      return NULL;
   }

   const DrawVerticeFormats init_verts[] = {
      { -1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
      {  1.0f, -1.0f, 1.0f, 1.0f, 1.0f },
      { -1.0f,  1.0f, 1.0f, 0.0f, 0.0f },
      {  1.0f,  1.0f, 1.0f, 1.0f, 0.0f },
   };

   BYTE *verts_ptr;
   RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0);
   memcpy(verts_ptr, init_verts, sizeof(init_verts));
   RD3DVertexBuffer_Unlock(d3d->vertex_buf);

   RD3DDevice_SetVertexShader(d3d->d3d_render_device, D3DFVF_XYZ | D3DFVF_TEX1);
#elif defined(_XBOX360)
   ret = d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 
         0, 0, 0, &d3d->vertex_buf, NULL);

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexBuffer.\n");
      return NULL;
   }

   static const DrawVerticeFormats init_verts[] = {
      { -1.0f, -1.0f, 0.0f, 1.0f },
      {  1.0f, -1.0f, 1.0f, 1.0f },
      { -1.0f,  1.0f, 0.0f, 0.0f },
      {  1.0f,  1.0f, 1.0f, 0.0f },
   };

   void *verts_ptr;
   RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0);
   memcpy(verts_ptr, init_verts, sizeof(init_verts));
   RD3DVertexBuffer_Unlock(d3d->vertex_buf);

   static const D3DVERTEXELEMENT VertexElements[] =
   {
      { 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
      { 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
      D3DDECL_END()
   };

   ret = d3d->d3d_render_device->CreateVertexDeclaration(VertexElements, &d3d->v_decl);

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexDeclaration.\n");
   }
#endif

   if (d3d->ctx_driver)
      d3d->ctx_driver->get_video_size(&d3d->win_width, &d3d->win_height);

   RARCH_LOG("Detecting screen resolution: %ux%u.\n", d3d->win_width, d3d->win_height);

   d3d->ctx_driver->swap_interval(d3d->vsync ? 1 : 0);

#ifdef HAVE_HLSL
   if (!hlsl_shader_init())
   {
      RARCH_ERR("Shader init failed.\n");
      d3d->ctx_driver->destroy();
      free(d3d);
      return NULL;
   }

   RARCH_LOG("D3D: Loaded %u program(s).\n", d3d->shader->num_shaders());
#endif

#if 0 /* ifdef HAVE_FBO */
   xdk_d3d_init_fbo(d3d);
#endif

   if (input && input_data)
      d3d->ctx_driver->input_driver(input, input_data);

   xdk_d3d_set_rotation(d3d, g_settings.video.rotation);

#if defined(_XBOX1)
   font_x = 0;
   font_y = 0;
#elif defined(_XBOX360)
   strlcpy(g_settings.video.font_path, "game:\\media\\Arial_12.xpr", sizeof(g_settings.video.font_path));
#endif
   d3d->font_ctx = d3d_font_init_first(d3d, g_settings.video.font_path, 0 /* font size - fixed/unused */);

   return d3d;
}

#ifdef HAVE_RMENU
extern struct texture_image *menu_texture;
#endif

#ifdef _XBOX1
static bool texture_image_render(struct texture_image *out_img,
                          int x, int y, int w, int h, bool force_fullscreen)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;

   if (out_img->pixels == NULL || out_img->vertex_buf == NULL)
      return false;

   float fX = static_cast<float>(x);
   float fY = static_cast<float>(y);

   // create the new vertices
   DrawVerticeFormats newVerts[] =
   {
      // x,           y,              z,     color, u ,v
      {fX,            fY,             0.0f,  0,     0, 0},
      {fX + w,        fY,             0.0f,  0,     1, 0},
      {fX + w,        fY + h,         0.0f,  0,     1, 1},
      {fX,            fY + h,         0.0f,  0,     0, 1}
   };

   // load the existing vertices
   DrawVerticeFormats *pCurVerts;

   HRESULT ret = out_img->vertex_buf->Lock(0, 0, (unsigned char**)&pCurVerts, 0);

   if (FAILED(ret))
   {
      RARCH_ERR("Error occurred during m_pVertexBuffer->Lock().\n");
      return false;
   }

   // copy the new verts over the old verts
   memcpy(pCurVerts, newVerts, 4 * sizeof(DrawVerticeFormats));

   RD3DVertexBuffer_Unlock(out_img->vertex_buf);

   d3d->d3d_render_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
   d3d->d3d_render_device->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA);
   d3d->d3d_render_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

   // also blend the texture with the set alpha value
   d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
   d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
   d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);

   // draw the quad
   RD3DDevice_SetTexture(d3d->d3d_render_device, 0, out_img->pixels);
   IDirect3DDevice8_SetStreamSource(d3d->d3d_render_device, 0, out_img->vertex_buf, sizeof(DrawVerticeFormats));
   RD3DDevice_SetVertexShader(d3d->d3d_render_device, D3DFVF_CUSTOMVERTEX);

   if (force_fullscreen)
   {
      D3DVIEWPORT vp = {0};
      vp.Width  = w;
      vp.Height = h;
      vp.X      = 0;
      vp.Y      = 0;
      vp.MinZ   = 0.0f;
      vp.MaxZ   = 1.0f;
      RD3DDevice_SetViewport(d3dr, &vp);
   }
   RD3DDevice_DrawPrimitive(d3d->d3d_render_device, D3DPT_QUADLIST, 0, 1);

   return true;
}
#endif

#ifdef HAVE_MENU

static inline void xdk_d3d_draw_texture(void *data)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;

#if defined(HAVE_RMENU_XUI)
   menu_iterate_xui();
#elif defined(HAVE_RMENU)
   menu_texture->x = 0;
   menu_texture->y = 0;

   if (d3d->rgui_texture_enable)
   {
      d3d->d3d_render_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
      d3d->d3d_render_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
      d3d->d3d_render_device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
      texture_image_render(menu_texture, menu_texture->x, menu_texture->y,
         d3d->win_width, d3d->win_height, true);
      d3d->d3d_render_device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
   }
#endif
}
#endif

static bool xdk_d3d_frame(void *data, const void *frame,
      unsigned width, unsigned height, unsigned pitch, const char *msg)
{
#ifndef _XBOX1
   DWORD fetchConstant;
   UINT64 pendingMask3;
#endif
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device;
#if 0 /* ifdef HAVE_FBO */
   D3DSurface* pRenderTarget0;
#endif

   if (d3d->last_width != width || d3d->last_height != height)
   {
      D3DLOCKED_RECT d3dlr;

      D3DTexture_LockRect(d3d->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
      memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch);

#if defined(_XBOX1)
      float tex_w = width;
      float tex_h = height;

      DrawVerticeFormats verts[] = {
         { -1.0f, -1.0f, 1.0f, 0.0f,  tex_h },
         {  1.0f, -1.0f, 1.0f, tex_w, tex_h },
         { -1.0f,  1.0f, 1.0f, 0.0f,  0.0f },
         {  1.0f,  1.0f, 1.0f, tex_w, 0.0f },
      };
#elif defined(_XBOX360)
      float tex_w = width / ((float)d3d->tex_w);
      float tex_h = height / ((float)d3d->tex_h);

      DrawVerticeFormats verts[] = {
         { -1.0f, -1.0f, 0.0f,  tex_h },
         {  1.0f, -1.0f, tex_w, tex_h },
         { -1.0f,  1.0f, 0.0f,  0.0f },
         {  1.0f,  1.0f, tex_w, 0.0f },
      };
#endif

      // Align texels and vertices (D3D9 quirk).
      for (unsigned i = 0; i < 4; i++)
      {
         verts[i].x -= 0.5f / ((float)d3d->tex_w);
         verts[i].y += 0.5f / ((float)d3d->tex_h);
      }

#if defined(_XBOX1)
      BYTE *verts_ptr;
#elif defined(_XBOX360)
      void *verts_ptr;
#endif
      RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0);
      memcpy(verts_ptr, verts, sizeof(verts));
      RD3DVertexBuffer_Unlock(d3d->vertex_buf);

      d3d->last_width = width;
      d3d->last_height = height;
   }

#if 0 /* ifdef HAVE_FBO */
   if (d3d->fbo_inited)
   {
      d3dr->GetRenderTarget(0, &pRenderTarget0);
      d3dr->SetRenderTarget(0, d3d->lpSurface);
   }
#endif

   if (d3d->should_resize)
   {
#ifdef _XBOX1
      d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
      d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE));
#endif
      xdk_d3d_set_viewport(false);
      d3d->should_resize = false;
   }

#ifdef HAVE_HLSL
   if (d3d->shader)
      d3d->shader->set_mvp(NULL);
#endif

   RD3DDevice_SetTexture(d3dr, 0, d3d->lpTexture);

#ifdef HAVE_HLSL
   if (d3d->shader)
      d3d->shader->use(1);
#endif

#if 0 /* ifdef HAVE_FBO */
   if (d3d->fbo_inited)
   {
#ifdef HAVE_HLSL
      if (d3d->shader)
         d3d->shader->set_params(width, height, d3d->tex_w, d3d->tex_h, g_settings.video.fbo.scale_x * width,
               g_settings.video.fbo.scale_y * height, g_extern.frame_count);
#endif
      D3DVIEWPORT vp = {0};
      vp.Width  = g_settings.video.fbo.scale_x * width;
      vp.Height = g_settings.video.fbo.scale_y * height;
      vp.X      = 0;
      vp.Y      = 0;
      vp.MinZ   = 0.0f;
      vp.MaxZ   = 1.0f;
      RD3DDevice_SetViewport(d3dr, &vp);
   }
   else
#endif
   {
#ifdef HAVE_HLSL

      if (d3d->shader)
         d3d->shader->set_params(width, height, d3d->tex_w, d3d->tex_h, d3d->win_width,
               d3d->win_height, g_extern.frame_count,
      /* TODO - missing a bunch of params at the end */
NULL, NULL, NULL, 0);
#endif
   }

   if (frame)
   {
      unsigned base_size = d3d->base_size;
      D3DLOCKED_RECT d3dlr;
      D3DTexture_LockRect(d3d->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);

      for (unsigned y = 0; y < height; y++)
      {
         const uint8_t *in = (const uint8_t*)frame + y * pitch;
         uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch;
         memcpy(out, in, width * base_size);
      }
   }

   unsigned filter = g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;

   RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, filter);
   RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, filter);
   RD3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
   RD3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

#if defined(_XBOX1)
   RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1);
   IDirect3DDevice8_SetStreamSource(d3dr, 0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
#elif defined(_XBOX360)
   D3DDevice_SetVertexDeclaration(d3dr, d3d->v_decl);
   D3DDevice_SetStreamSource_Inline(d3dr, 0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats));
#endif
   RD3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);

#if 0 /* ifdef HAVE_FBO */
   if (d3d->fbo_inited)
   {
      d3dr->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, d3d->lpTexture_ot,
            NULL, 0, 0, NULL, 0, 0, NULL);

      d3dr->SetRenderTarget(0, pRenderTarget0);
      pRenderTarget0->Release();
      RD3DDevice_SetTexture(d3dr, 0, &d3d->lpTexture_ot_as16srgb);

#ifdef HAVE_HLSL
      hlsl_use(2);

      if (d3d->shader)
         d3d->shader->set_params(g_settings.video.fbo.scale_x * width, g_settings.video.fbo.scale_y * height, g_settings.video.fbo.scale_x * d3d->tex_w, g_settings.video.fbo.scale_y * d3d->tex_h, d3d->win_width,
               d3d->win_height, g_extern.frame_count);
#endif
      xdk_d3d_set_viewport(false);

      RD3DDevice_SetSamplerState_MinFilter(d3dr, D3DSAMP_MINFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
      RD3DDevice_SetSamplerState_MagFilter(d3dr, D3DSAMP_MAGFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
      RD3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
      RD3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
      D3DDevice_SetVertexDeclaration(d3dr, d3d->v_decl);
      Direct3DDevice_SetStreamSource_Inline(d3dr, 0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats));
      RD3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
   }
#endif

#ifdef HAVE_MENU

   if (d3d->rgui_texture_enable)
      xdk_d3d_draw_texture(d3d);
#endif

   d3d->ctx_driver->update_window_title();

   if (msg)
   {
#if defined(_XBOX1)
      float msg_width  = 60;
      float msg_height = 365;
#elif defined(_XBOX360)
      float msg_width  = (g_extern.lifecycle_state & (1ULL << MODE_MENU_HD)) ? 160 : 100;
      float msg_height = 120;
#endif
      font_params_t font_parms = {0};
      font_parms.x = msg_width;
      font_parms.y = msg_height;
      font_parms.scale = 21;
      d3d->font_ctx->render_msg(d3d, msg, &font_parms);
   }

   gfx_ctx_xdk_swap_buffers();

   g_extern.frame_count++;

   return true;
}

static void xdk_d3d_set_nonblock_state(void *data, bool state)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;

   if (d3d->vsync)
   {
      RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on");
      gfx_ctx_xdk_set_swap_interval(state ? 0 : 1);
   }
}

static bool xdk_d3d_alive(void *data)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   check_window(d3d);
   return !d3d->quitting;
}

static bool xdk_d3d_focus(void *data)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   return d3d->ctx_driver->has_focus();
}

static void xdk_d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx)
{
   (void)data;
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;

   if (aspect_ratio_idx == ASPECT_RATIO_SQUARE)
      gfx_set_square_pixel_viewport(g_extern.frame_cache.width, g_extern.frame_cache.height);
   else if (aspect_ratio_idx == ASPECT_RATIO_CORE)
      gfx_set_core_viewport();
   else if (aspect_ratio_idx == ASPECT_RATIO_CONFIG)
      gfx_set_config_viewport();

   g_settings.video.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value;
   d3d->should_resize = true;
}

static void xdk_d3d_set_filtering(void *data, unsigned index, bool set_smooth) { }

static void xdk_d3d_apply_state_changes(void *data)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   d3d->should_resize = true;
}

#ifdef HAVE_MENU
static void xdk_d3d_set_texture_frame(void *data,
   const void *frame, bool rgb32, unsigned width, unsigned height,
   float alpha)
{
   (void)frame;
   (void)rgb32;
   (void)width;
   (void)height;
   (void)alpha;
}

static void xdk_d3d_set_texture_enable(void *data, bool state, bool full_screen)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   d3d->rgui_texture_enable = state;
   d3d->rgui_texture_full_screen = full_screen;
}
#endif

static void xdk_d3d_set_osd_msg(void *data, const char *msg, void *userdata)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
   font_params_t *params = (font_params_t*)userdata;

   if (d3d->font_ctx)
      d3d->font_ctx->render_msg(d3d, msg, params);
}

static const video_poke_interface_t d3d_poke_interface = {
   xdk_d3d_set_filtering,
#ifdef HAVE_FBO
   NULL,
   NULL,
#endif
   xdk_d3d_set_aspect_ratio,
   xdk_d3d_apply_state_changes,
#ifdef HAVE_MENU
   xdk_d3d_set_texture_frame,
   xdk_d3d_set_texture_enable,
#endif
   xdk_d3d_set_osd_msg,
};

static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface)
{
   (void)data;
   *iface = &d3d_poke_interface;
}

static void xdk_d3d_restart(void)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
   LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device;

   if (!d3d)
      return;

   D3DPRESENT_PARAMETERS d3dpp;
   video_info_t video_info = {0};

   video_info.vsync = g_settings.video.vsync;
   video_info.force_aspect = false;
   video_info.smooth = g_settings.video.smooth;
   video_info.input_scale = 2;
   video_info.fullscreen = true;
   video_info.rgb32 = (d3d->base_size == sizeof(uint32_t)) ? true : false;
   xdk_d3d_generate_pp(&d3dpp, &video_info);

   d3dr->Reset(&d3dpp);
}

const video_driver_t video_xdk_d3d = {
   xdk_d3d_init,
   xdk_d3d_frame,
   xdk_d3d_set_nonblock_state,
   xdk_d3d_alive,
   xdk_d3d_focus,
#if defined(HAVE_HLSL)
   xdk_d3d_set_shader,
#else
   NULL,
#endif
   xdk_d3d_free,
   "xdk_d3d",
   xdk_d3d_restart,
   xdk_d3d_set_rotation,
   NULL, /* viewport_info */
   NULL, /* read_viewport */
#ifdef HAVE_OVERLAY
   NULL, /* overlay_interface */
#endif
   d3d_get_poke_interface,
};
