/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2014 - 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 .
*/
#ifdef _XBOX
#include
#include
#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"
#include "../../xdk/xdk_resources.h"
#include "render_chain_xdk.h"
//OK
static void d3d_deinit_chain(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
#ifdef _XBOX
renderchain_free(d3d);
#else
if (d3d->chain)
delete (renderchain_t *)d3d->chain;
d3d->chain = NULL;
#endif
}
//OK
static void d3d_deinitialize(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (d3d->font_ctx && d3d->font_ctx->deinit)
d3d->font_ctx->deinit(d3d);
d3d->font_ctx = NULL;
d3d_deinit_chain(d3d);
#ifdef HAVE_SHADERS
d3d_deinit_shader(d3d);
#endif
#ifndef _XBOX
d3d->needs_restore = false;
#endif
}
static void d3d_free(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_deinitialize(d3d);
#ifdef _XBOX
if (d3d->ctx_driver && d3d->ctx_driver->destroy)
d3d->ctx_driver->destroy(d3d);
d3d->ctx_driver = NULL;
#endif
if (d3d->dev)
d3d->dev->Release();
if (d3d->g_pD3D)
d3d->g_pD3D->Release();
#ifdef HAVE_MONITOR
Monitor::last_hm = MonitorFromWindow(d3d->hWnd, MONITOR_DEFAULTTONEAREST);
DestroyWindow(d3d->hWnd);
#endif
if (d3d)
delete d3d;
#ifndef _XBOX
UnregisterClass("RetroArch", GetModuleHandle(NULL));
#endif
}
//OK
static void d3d_viewport_info(void *data, struct rarch_viewport *vp)
{
d3d_video_t *d3d = (d3d_video_t*)data;
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 = d3d->screen_width;
vp->full_height = d3d->screen_height;
}
//OK
static void d3d_set_rotation(void *data, unsigned rot)
{
(void)data;
d3d_video_t *d3d = (d3d_video_t*)data;
d3d->dev_rotation = rot;
}
static bool d3d_set_shader(void *data, enum rarch_shader_type type, const char *path)
{
/* TODO - stub */
d3d_video_t *d3d = (d3d_video_t*)data;
switch (type)
{
case RARCH_SHADER_CG:
#ifdef HAVE_HLSL
d3d->shader = &hlsl_backend;
break;
#endif
default:
d3d->shader = NULL;
break;
}
if (!d3d->shader)
{
RARCH_ERR("[D3D]: Cannot find shader core for path: %s.\n", path);
return false;
}
return true;
}
static bool d3d_init_chain(void *data, const video_info_t *info)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_video_t *link_info = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
link_info->tex_w = link_info->tex_h = RARCH_SCALE_BASE * info->input_scale;
d3d_deinit_chain(d3d);
#ifndef _XBOX
d3d->chain = new renderchain_t();
if (!d3d->chain)
return false;
if (!renderchain_init(d3d->chain, &d3d->video_info, d3dr, d3d->cgCtx, &d3d->final_viewport, &link_info,
d3d->video_info.rgb32 ? ARGB : RGB565))
{
RARCH_ERR("[D3D]: Failed to init render chain.\n");
return false;
}
unsigned current_width = link_info.tex_w;
unsigned current_height = link_info.tex_h;
unsigned out_width = 0;
unsigned out_height = 0;
for (unsigned i = 1; i < d3d->shader.passes; i++)
{
renderchain_convert_geometry(d3d->chain, &link_info,
out_width, out_height,
current_width, current_height, &d3d->final_viewport);
link_info.pass = &d3d->shader.pass[i];
link_info.tex_w = next_pow2(out_width);
link_info.tex_h = next_pow2(out_height);
current_width = out_width;
current_height = out_height;
if (!renderchain_add_pass(d3d->chain, &link_info))
{
RARCH_ERR("[D3D]: Failed to add pass.\n");
return false;
}
}
#else
if (!renderchain_init(d3d, info))
{
RARCH_ERR("[D3D]: Failed to init render chain.\n");
return false;
}
#endif
#ifndef _XBOX
#ifndef DONT_HAVE_STATE_TRACKER
if (!d3d_init_imports(d3d))
{
RARCH_ERR("[D3D]: Failed to init imports.\n");
return false;
}
#endif
#endif
return true;
}
static void d3d_reinit_renderchain(void *data, const video_info_t *video)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d->pixel_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
d3d->tex_w = d3d->tex_h = RARCH_SCALE_BASE * video->input_scale;
RARCH_LOG("Reinitializing renderchain - and textures (%u x %u @ %u bpp)\n", d3d->tex_w,
d3d->tex_h, d3d->pixel_size * CHAR_BIT);
d3d_deinit_chain(d3d);
d3d_init_chain(d3d, video);
}
//OK
static bool d3d_init_base(void *data, const video_info_t *info)
{
d3d_video_t *d3d = (d3d_video_t*)data;
D3DPRESENT_PARAMETERS d3dpp;
d3d_make_d3dpp(d3d, info, &d3dpp);
d3d->g_pD3D = direct3d_create_ctx(D3D_SDK_VERSION);
if (!d3d->g_pD3D)
{
RARCH_ERR("Failed to create D3D interface.\n");
return false;
}
if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice(
d3d->cur_mon_id,
D3DDEVTYPE_HAL,
d3d->hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp,
&d3d->dev)))
{
RARCH_WARN("[D3D]: Failed to init device with hardware vertex processing (code: 0x%x). Trying to fall back to software vertex processing.\n",
(unsigned)d3d->d3d_err);
if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice(
d3d->cur_mon_id,
D3DDEVTYPE_HAL,
d3d->hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3d->dev)))
{
RARCH_ERR("Failed to initialize device.\n");
return false;
}
}
return true;
}
#ifdef HAVE_RMENU
extern struct texture_image *menu_texture;
#endif
#ifdef _XBOX1
static bool texture_image_render(void *data, struct texture_image *out_img,
int x, int y, int w, int h, bool force_fullscreen)
{
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
if (out_img->pixels == NULL || out_img->vertex_buf == NULL)
return false;
float fX = static_cast(x);
float fY = static_cast(y);
// create the new vertices
Vertex 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
Vertex *pCurVerts;
HRESULT ret = out_img->vertex_buf->Lock(0, 0, (unsigned char**)&pCurVerts, 0);
if (FAILED(ret))
return false;
// copy the new verts over the old verts
memcpy(pCurVerts, newVerts, 4 * sizeof(Vertex));
out_img->vertex_buf->Unlock();
d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
d3d->dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
d3d->dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
// also blend the texture with the set alpha value
d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
// draw the quad
d3dr->SetTexture(0, out_img->pixels);
D3DDevice_SetStreamSources(d3dr, 0, out_img->vertex_buf, 0, sizeof(Vertex));
d3dr->SetVertexShader(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;
d3dr->SetViewport(&vp);
}
D3DDevice_DrawPrimitive(d3dr, D3DPT_QUADLIST, 0, 1);
return true;
}
#endif
#ifdef HAVE_MENU
static void d3d_draw_texture(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
#if defined(HAVE_RMENU)
menu_texture->x = 0;
menu_texture->y = 0;
if (d3d->menu_texture_enable)
{
d3d->dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
d3d->dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
texture_image_render(d3d, menu_texture, menu_texture->x, menu_texture->y,
d3d->screen_width, d3d->screen_height, true);
d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
}
#endif
}
#endif
static void d3d_calculate_rect(void *data, unsigned width, unsigned height,
bool keep, float desired_aspect);
//OK
static bool d3d_initialize(void *data, const video_info_t *info)
{
d3d_video_t *d3d = (d3d_video_t*)data;
bool ret = true;
if (!d3d->g_pD3D)
ret = d3d_init_base(d3d, info);
else if (d3d->needs_restore)
{
D3DPRESENT_PARAMETERS d3dpp;
d3d_make_d3dpp(d3d, info, &d3dpp);
if (d3d->dev->Reset(&d3dpp) != D3D_OK)
{
// Try to recreate the device completely ..
#ifndef _XBOX
HRESULT res = d3d->dev->TestCooperativeLevel();
const char *err;
switch (res)
{
case D3DERR_DEVICELOST:
err = "DEVICELOST";
break;
case D3DERR_DEVICENOTRESET:
err = "DEVICENOTRESET";
break;
case D3DERR_DRIVERINTERNALERROR:
err = "DRIVERINTERNALERROR";
break;
default:
err = "Unknown";
}.
RARCH_WARN("[D3D]: Attempting to recover from dead state (%s).\n", err);
#else
RARCH_WARN("[D3D]: Attempting to recover from dead state.\n");
#endif
d3d_deinitialize(d3d);
d3d->g_pD3D->Release();
d3d->g_pD3D = NULL;
ret = d3d_init_base(d3d, info);
if (ret)
RARCH_LOG("[D3D]: Recovered from dead state.\n");
else
return ret;
}
}
if (!ret)
return ret;
d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, info->force_aspect, g_extern.system.aspect_ratio);
#ifdef HAVE_SHADERS
if (!d3d_init_shader(d3d))
{
RARCH_ERR("Failed to initialize shader subsystem.\n");
return false;
}
#endif
if (!d3d_init_chain(d3d, info))
{
RARCH_ERR("Failed to initialize render chain.\n");
return false;
}
#if 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);
if (!d3d->font_ctx)
{
RARCH_ERR("Failed to initialize font.\n");
return false;
}
return true;
}
//OK
bool d3d_restore(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
#ifdef _XBOX
d3d_deinitialize(d3d);
d3d->needs_restore = !d3d_initialize(d3d, &d3d->video_info);
#else
d3d->needs_restore = false;
#endif
if (d3d->needs_restore)
RARCH_ERR("[D3D]: Restore error.\n");
return !d3d->needs_restore;
}
//OK
static void d3d_set_viewport(void *data, int x, int y, unsigned width, unsigned height)
{
d3d_video_t *d3d = (d3d_video_t*)data;
D3DVIEWPORT viewport;
// D3D doesn't support negative X/Y viewports ...
if (x < 0)
x = 0;
if (y < 0)
y = 0;
viewport.Width = width;
viewport.Height = height;
viewport.X = x;
viewport.Y = y;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
d3d->final_viewport = viewport;
#ifndef _XBOX
d3d_set_font_rect(d3d, NULL);
#endif
}
//OK
static void d3d_calculate_rect(void *data, unsigned width, unsigned height,
bool keep, float desired_aspect)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (g_settings.video.scale_integer)
{
struct rarch_viewport vp = {0};
gfx_scale_integer(&vp, width, height, desired_aspect, keep);
d3d_set_viewport(d3d, vp.x, vp.y, vp.width, vp.height);
}
else if (!keep)
d3d_set_viewport(d3d, 0, 0, width, height);
else
{
if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
{
const rarch_viewport_t &custom = g_extern.console.screen.viewports.custom_vp;
d3d_set_viewport(d3d, custom.x, custom.y, custom.width, custom.height);
}
else
{
float device_aspect = static_cast(width) / static_cast(height);
if (fabsf(device_aspect - desired_aspect) < 0.0001f)
d3d_set_viewport(d3d, 0, 0, width, height);
else if (device_aspect > desired_aspect)
{
float delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f;
d3d_set_viewport(d3d, int(roundf(width * (0.5f - delta))), 0, unsigned(roundf(2.0f * width * delta)), height);
}
else
{
float delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f;
d3d_set_viewport(d3d, 0, int(roundf(height * (0.5f - delta))), width, unsigned(roundf(2.0f * height * delta)));
}
}
}
}
static bool d3d_frame(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch,
const char *msg)
{
D3DVIEWPORT screen_vp;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
if (!frame)
return true;
RARCH_PERFORMANCE_INIT(d3d_frame);
RARCH_PERFORMANCE_START(d3d_frame);
#ifndef _XBOX
// We cannot recover in fullscreen.
if (d3d->needs_restore && IsIconic(d3d->hWnd))
return true;
#endif
if (d3d->needs_restore && !d3d_restore(d3d))
{
RARCH_ERR("[D3D]: Failed to restore.\n");
return false;
}
if (d3d->should_resize)
{
d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, d3d->video_info.force_aspect, g_extern.system.aspect_ratio);
#ifndef _XBOX
renderchain_set_final_viewport(d3d->chain, &d3d->final_viewport);
d3d_recompute_pass_sizes(d3d);
#endif
d3d->should_resize = false;
}
// render_chain() only clears out viewport, clear out everything
screen_vp.X = 0;
screen_vp.Y = 0;
screen_vp.MinZ = 0;
screen_vp.MaxZ = 1;
screen_vp.Width = d3d->screen_width;
screen_vp.Height = d3d->screen_height;
d3dr->SetViewport(&screen_vp);
d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
// Insert black frame first, so we can screenshot, etc.
if (g_settings.video.black_frame_insertion)
{
D3DDevice_Presents(d3d, d3dr);
if (d3d->needs_restore)
return true;
d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
}
#ifdef _XBOX
renderchain_render_pass(d3d, frame, width, height, pitch, d3d->dev_rotation);
#else
if (!renderchain_render(d3d->chain, frame, width, height, pitch, d3d->dev_rotation))
{
RARCH_ERR("[D3D]: Failed to render scene.\n");
return false;
}
#endif
if (d3d->font_ctx && d3d->font_ctx->render_msg && 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 = 90;
#endif
struct font_params 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);
}
#ifdef HAVE_MENU
if (g_extern.lifecycle_state & (1ULL << MODE_MENU) && driver.menu_ctx && driver.menu_ctx->frame)
driver.menu_ctx->frame();
if (d3d && d3d->menu_texture_enable)
d3d_draw_texture(d3d);
#endif
RARCH_PERFORMANCE_STOP(d3d_frame);
if (d3d && d3d->ctx_driver && d3d->ctx_driver->update_window_title)
d3d->ctx_driver->update_window_title(d3d);
if (d3d && d3d->ctx_driver && d3d->ctx_driver->swap_buffers)
d3d->ctx_driver->swap_buffers(d3d);
return true;
}
//OK
static void d3d_set_nonblock_state(void *data, bool state)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d->video_info.vsync = !state;
if (d3d->ctx_driver && d3d->ctx_driver->swap_interval)
d3d->ctx_driver->swap_interval(d3d, state ? 0 : 1);
}
//OK
static bool d3d_alive(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
bool quit, resize;
quit = false;
resize = false;
if (d3d->ctx_driver && d3d->ctx_driver->check_window)
d3d->ctx_driver->check_window(d3d, &quit, &resize, &d3d->screen_width,
&d3d->screen_height, g_extern.frame_count);
if (quit)
d3d->quitting = quit;
else if (resize)
d3d->should_resize = true;
return !quit;
}
//OK
static bool d3d_focus(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (d3d && d3d->ctx_driver && d3d->ctx_driver->has_focus)
return d3d->ctx_driver->has_focus(d3d);
return false;
}
//OK
static void d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx)
{
d3d_video_t *d3d = (d3d_video_t*)data;
switch (aspect_ratio_idx)
{
case ASPECT_RATIO_SQUARE:
gfx_set_square_pixel_viewport(g_extern.system.av_info.geometry.base_width, g_extern.system.av_info.geometry.base_height);
break;
case ASPECT_RATIO_CORE:
gfx_set_core_viewport();
break;
case ASPECT_RATIO_CONFIG:
gfx_set_config_viewport();
break;
default:
break;
}
g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value;
d3d->video_info.force_aspect = true;
d3d->should_resize = true;
}
//OK
static void d3d_apply_state_changes(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d->should_resize = true;
}
#ifdef HAVE_MENU
static void 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 d3d_set_texture_enable(void *data, bool state, bool full_screen)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d->menu_texture_enable = state;
d3d->menu_texture_full_screen = full_screen;
}
#endif
//OK
static void d3d_set_osd_msg(void *data, const char *msg, const struct font_params *params)
{
d3d_video_t *d3d = (d3d_video_t*)data;
#ifndef _XBOX
if (params)
d3d_set_font_rect(d3d, params);
#endif
if (d3d && d3d->font_ctx && d3d->font_ctx->render_msg)
d3d->font_ctx->render_msg(d3d, msg, params);
}
static const video_poke_interface_t d3d_poke_interface = {
NULL,
#ifdef HAVE_FBO
NULL,
NULL,
#endif
d3d_set_aspect_ratio,
d3d_apply_state_changes,
#ifdef HAVE_MENU
d3d_set_texture_frame,
d3d_set_texture_enable,
#endif
d3d_set_osd_msg,
};
static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface)
{
(void)data;
*iface = &d3d_poke_interface;
}
// Delay constructor due to lack of exceptions.
static bool d3d_construct(void *data, const video_info_t *info, const input_driver_t **input,
void **input_data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d->should_resize = false;
#ifndef _XBOX
gfx_set_dwm();
#endif
#ifdef HAVE_MENU
if (d3d->menu)
free(d3d->menu);
d3d->menu = (overlay_t*)calloc(1, sizeof(overlay_t));
d3d->menu->tex_coords.x = 0;
d3d->menu->tex_coords.y = 0;
d3d->menu->tex_coords.w = 1;
d3d->menu->tex_coords.h = 1;
d3d->menu->vert_coords.x = 0;
d3d->menu->vert_coords.y = 1;
d3d->menu->vert_coords.w = 1;
d3d->menu->vert_coords.h = -1;
#endif
#ifdef HAVE_WINDOW
memset(&d3d->windowClass, 0, sizeof(d3d->windowClass));
d3d->windowClass.cbSize = sizeof(d3d->windowClass);
d3d->windowClass.style = CS_HREDRAW | CS_VREDRAW;
d3d->windowClass.lpfnWndProc = WindowProc;
d3d->windowClass.hInstance = NULL;
d3d->windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
d3d->windowClass.lpszClassName = "RetroArch";
d3d->windowClass.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON));
d3d->windowClass.hIconSm = (HICON)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON), IMAGE_ICON, 16, 16, 0);
if (!info->fullscreen)
d3d->windowClass.hbrBackground = (HBRUSH)COLOR_WINDOW;
RegisterClassEx(&d3d->windowClass);
#endif
unsigned full_x, full_y;
#ifdef HAVE_MONITOR
RECT mon_rect = d3d_monitor_rect(d3d);
bool windowed_full = g_settings.video.windowed_fullscreen;
full_x = (windowed_full || info->width == 0) ? (mon_rect.right - mon_rect.left) : info->width;
full_y = (windowed_full || info->height == 0) ? (mon_rect.bottom - mon_rect.top) : info->height;
RARCH_LOG("[D3D]: Monitor size: %dx%d.\n", (int)(mon_rect.right - mon_rect.left), (int)(mon_rect.bottom - mon_rect.top));
#else
if (d3d->ctx_driver && d3d->ctx_driver->get_video_size)
d3d->ctx_driver->get_video_size(d3d, &full_x, &full_y);
#endif
d3d->screen_width = info->fullscreen ? full_x : info->width;
d3d->screen_height = info->fullscreen ? full_y : info->height;
#ifdef HAVE_WINDOW
unsigned win_width = d3d->screen_width;
unsigned win_height = d3d->screen_height;
if (!info->fullscreen)
{
RECT rect = {0};
rect.right = d3d->screen_width;
rect.bottom = d3d->screen_height;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
win_width = rect.right - rect.left;
win_height = rect.bottom - rect.top;
}
char buffer[128];
gfx_get_fps(buffer, sizeof(buffer), NULL, 0);
std::string title = buffer;
title += " || Direct3D";
d3d->hWnd = CreateWindowEx(0, "RetroArch", title.c_str(),
info->fullscreen ?
(WS_EX_TOPMOST | WS_POPUP) : WS_OVERLAPPEDWINDOW,
info->fullscreen ? mon_rect.left : CW_USEDEFAULT,
info->fullscreen ? mon_rect.top : CW_USEDEFAULT,
win_width, win_height,
NULL, NULL, NULL, d3d);
driver.display_type = RARCH_DISPLAY_WIN32;
driver.video_display = 0;
driver.video_window = (uintptr_t)d3d->hWnd;
#endif
if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse)
d3d->ctx_driver->show_mouse(d3d, !info->fullscreen
#ifdef HAVE_OVERLAY
|| d3d->overlays_enabled
#endif
);
#ifdef HAVE_WINDOW
ShowWindow(d3d->hWnd, SW_RESTORE);
UpdateWindow(d3d->hWnd);
SetForegroundWindow(d3d->hWnd);
SetFocus(d3d->hWnd);
#endif
#if 0
#ifdef HAVE_SHADERS
// This should only be done once here
// to avoid set_shader() to be overridden
// later.
enum rarch_shader_type type = gfx_shader_parse_type(g_settings.video.shader_path, RARCH_SHADER_NONE);
if (g_settings.video.shader_enable && type == RARCH_SHADER_CG)
d3d->cg_shader = g_settings.video.shader_path;
if (!d3d_process_shader(d3d))
return false;
#endif
#endif
d3d->video_info = *info;
if (!d3d_initialize(d3d, &d3d->video_info))
return false;
if (input && input_data &&
d3d->ctx_driver && d3d->ctx_driver->input_driver)
d3d->ctx_driver->input_driver(d3d, input, input_data);
RARCH_LOG("[D3D]: Init complete.\n");
return true;
}
//OK
static const gfx_ctx_driver_t *d3d_get_context(void *data)
{
// TODO: GL core contexts through ANGLE?
enum gfx_ctx_api api;
unsigned major, minor;
#if defined(_XBOX1)
api = GFX_CTX_DIRECT3D8_API;
major = 8;
#elif defined(_XBOX360)
api = GFX_CTX_DIRECT3D9_API;
major = 9;
#endif
minor = 0;
return gfx_ctx_init_first(driver.video_data, api, major, minor, false);
}
static void *d3d_init(const video_info_t *info, const input_driver_t **input, void **input_data)
{
#ifdef _XBOX
if (driver.video_data)
{
d3d_video_t *vid = (d3d_video_t*)driver.video_data;
// Reinitialize renderchain as we might have changed pixel formats.
d3d_reinit_renderchain(vid, info);
if (input && input_data)
{
*input = driver.input;
*input_data = driver.input_data;
}
driver.video_data_own = true;
driver.input_data_own = true;
return driver.video_data;
}
#endif
d3d_video_t *vid = new d3d_video_t();
if (!vid)
return NULL;
vid->ctx_driver = d3d_get_context(vid);
if (!vid->ctx_driver)
{
free(vid);
return NULL;
}
//default values
vid->g_pD3D = NULL;
vid->dev = NULL;
#ifndef _XBOX
vid->font = NULL;
#endif
vid->dev_rotation = 0;
vid->needs_restore = false;
#ifdef HAVE_CG
vid->cgCtx = NULL;
#endif
#ifdef HAVE_OVERLAY
vid->overlays_enabled = false;
#endif
vid->should_resize = false;
vid->vsync = info->vsync;
vid->menu = NULL;
if (!d3d_construct(vid, info, input, input_data))
{
RARCH_ERR("[D3D]: Failed to init D3D.\n");
delete vid;
return NULL;
}
#ifdef _XBOX
driver.video_data_own = true;
driver.input_data_own = true;
#endif
return vid;
}
const video_driver_t video_d3d = {
d3d_init,
d3d_frame,
d3d_set_nonblock_state,
d3d_alive,
d3d_focus,
d3d_set_shader,
d3d_free,
"d3d",
d3d_set_rotation,
d3d_viewport_info,
NULL, /* read_viewport */
#ifdef HAVE_OVERLAY
NULL, /* overlay_interface */
#endif
d3d_get_poke_interface,
};