/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2017 - 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 . */ #include #include #include #include "../drivers/d3d.h" #include "../common/d3d_common.h" #include "../include/d3d8/d3dx8math.h" #include "../video_driver.h" #include "../../configuration.h" #include "../../verbosity.h" typedef struct d3d8_renderchain { unsigned pixel_size; LPDIRECT3DDEVICE dev; const video_info_t *video_info; LPDIRECT3DTEXTURE tex; LPDIRECT3DVERTEXBUFFER vertex_buf; unsigned last_width; unsigned last_height; void *vertex_decl; unsigned tex_w; unsigned tex_h; uint64_t frame_count; } d3d8_renderchain_t; static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; D3DXMATRIX p_out, p_rotate, mat; D3DXMatrixOrthoOffCenterLH(&mat, 0, vp_width, vp_height, 0, 0.0f, 1.0f); D3DXMatrixIdentity(&p_out); D3DXMatrixRotationZ(&p_rotate, rotation * (M_PI / 2.0)); d3d_set_transform(d3dr, D3DTS_WORLD, &p_rotate); d3d_set_transform(d3dr, D3DTS_VIEW, &p_out); d3d_set_transform(d3dr, D3DTS_PROJECTION, &p_out); } static void d3d8_renderchain_clear(void *data) { d3d8_renderchain_t *chain = (d3d8_renderchain_t*)data; d3d_texture_free(chain->tex); d3d_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl); } static bool renderchain_create_first_pass(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data; chain->vertex_buf = d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, NULL); if (!chain->vertex_buf) return false; chain->tex = d3d_texture_new(d3dr, NULL, chain->tex_w, chain->tex_h, 1, 0, info->rgb32 ? #ifdef _XBOX D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5, #else D3DFMT_X8R8G8B8 : D3DFMT_R5G6B5, #endif 0, 0, 0, 0, NULL, NULL); if (!chain->tex) return false; d3d_set_sampler_address_u(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); #ifdef _XBOX1 d3d_set_render_state(d3dr, D3DRS_LIGHTING, 0); #endif d3d_set_render_state(d3dr, D3DRS_CULLMODE, D3DCULL_NONE); d3d_set_render_state(d3dr, D3DRS_ZENABLE, FALSE); return true; } static void renderchain_set_vertices(void *data, unsigned pass, unsigned vert_width, unsigned vert_height, uint64_t frame_count) { unsigned width, height; d3d_video_t *d3d = (d3d_video_t*)data; d3d8_renderchain_t *chain = d3d ? (d3d8_renderchain_t*)d3d->renderchain_data : NULL; video_driver_get_size(&width, &height); if (!chain) return; if (chain->last_width != vert_width || chain->last_height != vert_height) { unsigned i; Vertex vert[4]; void *verts = NULL; chain->last_width = vert_width; chain->last_height = vert_height; float tex_w = vert_width; float tex_h = vert_height; vert[0].x = -1.0f; vert[0].y = -1.0f; vert[0].z = 1.0f; vert[0].rhw = 0.0f; vert[0].u = tex_h; vert[0].v = 0.0f; vert[1].x = 1.0f; vert[1].y = -1.0f; vert[1].z = 1.0f; vert[1].rhw = tex_w; vert[1].u = tex_h; vert[1].v = 0.0f; vert[2].x = -1.0f; vert[2].y = 1.0f; vert[2].z = 1.0f; vert[2].rhw = 0.0f; vert[2].u = 0.0f; vert[2].v = 0.0f; vert[3].x = 1.0f; vert[3].y = 1.0f; vert[3].z = 1.0f; vert[3].rhw = tex_w; vert[3].u = 0.0f; vert[3].v = 0.0f; /* Align texels and vertices. */ for (i = 0; i < 4; i++) { vert[i].x -= 0.5f / ((float)chain->tex_w); vert[i].y += 0.5f / ((float)chain->tex_h); } verts = d3d_vertex_buffer_lock(chain->vertex_buf); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(chain->vertex_buf); } } static void renderchain_blit_to_texture(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch) { D3DLOCKED_RECT d3dlr; d3d8_renderchain_t *chain = (d3d8_renderchain_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; d3d_frame_postprocess(chain); if (chain->last_width != width || chain->last_height != height) { d3d_lock_rectangle(chain->tex, 0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK); d3d_lock_rectangle_clear(chain->tex, 0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK); } /* Set the texture to NULL so D3D doesn't complain about it being in use... */ d3d_set_texture(d3dr, 0, NULL); d3d_texture_blit(chain->pixel_size, chain->tex, &d3dlr, frame, width, height, pitch); } static void d3d8_renderchain_deinit(void *data) { d3d8_renderchain_t *renderchain = (d3d8_renderchain_t*)data; if (renderchain) free(renderchain); } static void d3d8_renderchain_free(void *data) { d3d_video_t *chain = (d3d_video_t*)data; if (!chain) return; d3d8_renderchain_deinit(chain->renderchain_data); d3d8_renderchain_clear(chain->renderchain_data); #if 0 if (chain->tracker) state_tracker_free(chain->tracker); #endif } void *d3d8_renderchain_new(void) { d3d8_renderchain_t *renderchain = (d3d8_renderchain_t*)calloc(1, sizeof(*renderchain)); if (!renderchain) return NULL; return renderchain; } static bool d3d8_renderchain_init(void *data, const void *_video_info, void *dev_data, const void *final_viewport_data, const void *info_data, bool rgb32 ) { unsigned width, height; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; const video_info_t *video_info = (const video_info_t*)_video_info; const LinkInfo *link_info = (const LinkInfo*)info_data; d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data; unsigned fmt = (rgb32) ? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565; struct video_viewport *custom_vp = video_viewport_get_custom(); (void)final_viewport_data; video_driver_get_size(&width, &height); chain->dev = (LPDIRECT3DDEVICE)dev_data; //chain->video_info = video_info; chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4; chain->tex_w = link_info->tex_w; chain->tex_h = link_info->tex_h; if (!renderchain_create_first_pass(d3d, video_info)) return false; /* FIXME */ if (custom_vp->width == 0) custom_vp->width = width; if (custom_vp->height == 0) custom_vp->height = height; return true; } static void d3d8_renderchain_set_final_viewport(void *data, void *renderchain_data, const void *viewport_data) { (void)data; (void)renderchain_data; (void)viewport_data; /* stub */ } static bool d3d8_renderchain_render(void *data, const void *frame, unsigned frame_width, unsigned frame_height, unsigned pitch, unsigned rotation) { unsigned i; unsigned width, height; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; settings_t *settings = config_get_ptr(); d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data; chain->frame_count++; video_driver_get_size(&width, &height); renderchain_blit_to_texture(chain, frame, frame_width, frame_height, pitch); renderchain_set_vertices(d3d, 1, frame_width, frame_height, chain->frame_count); d3d_set_texture(d3dr, 0, chain->tex); d3d_set_viewports(chain->dev, &d3d->final_viewport); d3d_set_sampler_minfilter(d3dr, 0, settings->bools.video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_sampler_magfilter(d3dr, 0, settings->bools.video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_vertex_declaration(d3dr, chain->vertex_decl); for (i = 0; i < 4; i++) d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex)); d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); renderchain_set_mvp(d3d, width, height, d3d->dev_rotation); return true; } static bool d3d8_renderchain_add_pass(void *data, const void *info_data) { (void)data; (void)info_data; /* stub */ return true; } static void d3d8_renderchain_add_state_tracker(void *data, void *tracker_data) { (void)data; (void)tracker_data; /* stub */ } static void d3d8_renderchain_convert_geometry( void *data, const void *info_data, unsigned *out_width, unsigned *out_height, unsigned width, unsigned height, void *final_viewport_data) { (void)data; (void)info_data; (void)out_width; (void)out_height; (void)width; (void)height; (void)final_viewport_data; /* stub */ } static bool d3d8_renderchain_reinit(void *data, const void *video_data) { d3d_video_t *d3d = (d3d_video_t*)data; const video_info_t *video = (const video_info_t*)video_data; d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data; if (!d3d) return false; chain->pixel_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); chain->tex_w = chain->tex_h = RARCH_SCALE_BASE * video->input_scale; RARCH_LOG( "Reinitializing renderchain - and textures (%u x %u @ %u bpp)\n", chain->tex_w, chain->tex_h, chain->pixel_size * CHAR_BIT); return true; } static void d3d8_renderchain_viewport_info(void *data, struct video_viewport *vp) { unsigned width, height; d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d || !vp) return; video_driver_get_size(&width, &height); vp->x = d3d->final_viewport.X; vp->y = d3d->final_viewport.Y; vp->width = d3d->final_viewport.Width; vp->height = d3d->final_viewport.Height; vp->full_width = width; vp->full_height = height; } d3d_renderchain_driver_t d3d8_d3d_renderchain = { d3d8_renderchain_free, d3d8_renderchain_new, d3d8_renderchain_reinit, d3d8_renderchain_init, d3d8_renderchain_set_final_viewport, d3d8_renderchain_add_pass, NULL, d3d8_renderchain_add_state_tracker, d3d8_renderchain_render, d3d8_renderchain_convert_geometry, NULL, NULL, d3d8_renderchain_viewport_info, "d3d8", };