/* 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 . */ #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.h" #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "../xdk/xdk_resources.h" #ifdef HAVE_RGUI #include "../frontend/menu/rgui.h" #endif #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 char *shader_path = g_settings.video.cg_shader_path; return hlsl_init(g_settings.video.cg_shader_path, d3d->d3d_render_device); } #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; #ifdef HAVE_HLSL hlsl_deinit(); #endif d3d->font_ctx->deinit(d3d); 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; 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; d3dr->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); 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; d3dr->SetViewport(&vp); #ifdef _XBOX1 font_x = vp.X; font_y = vp.Y; #endif //if (gl->overscan_enable && !force_full) //{ // m_left = -gl->overscan_amount/2; // m_right = 1 + gl->overscan_amount/2; // m_bottom = -gl->overscan_amount/2; //} } 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); d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_rotate); d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &p_out); d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &p_out); #endif } #ifdef HAVE_FBO void xdk_d3d_deinit_fbo(void *data) { 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; } } void xdk_d3d_init_fbo(void *data) { HRESULT ret; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; if (!g_settings.video.render_to_texture) return; 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 static bool xdk_d3d_set_shader(void *data, enum rarch_shader_type type, const char *path, unsigned index) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; switch (type) { #if defined(HAVE_HLSL) case RARCH_SHADER_HLSL: if (index == RARCH_SHADER_INDEX_MULTIPASS) { if (!hlsl_init(path, d3d->d3d_render_device)) return false; } else { if (!hlsl_load_shader(index, path)) return false; } break; #endif case RARCH_SHADER_NONE: default: RARCH_ERR("Invalid shader type in gl_set_shader().\n"); return false; } 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; uint64_t lifecycle_mode_state = g_extern.lifecycle_mode_state; 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; 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 (lifecycle_mode_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 (!(lifecycle_mode_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; d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch); d3d->lpTexture->UnlockRect(0); 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) d3d->d3d_render_device->Clear(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; d3d->d3d_render_device->SetViewport(&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); //FIXME - temporary hack d3d->tex_w = d3d->tex_h = 512; 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); #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; /* FIXME: Hack */ d3d->tex_w = 512; d3d->tex_h = 512; #if defined(_XBOX1) d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D8_API); #elif defined(_XBOX360) d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D9_API); #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"); d3d->d3d_render_device->Clear(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; d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, init_verts, sizeof(init_verts)); d3d->vertex_buf->Unlock(); d3d->d3d_render_device->SetVertexShader(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; d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, init_verts, sizeof(init_verts)); d3d->vertex_buf->Unlock(); 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 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_hlsl_num()); #endif #ifdef HAVE_FBO xdk_d3d_init_fbo(d3d); #endif xdk_d3d_set_rotation(d3d, g_extern.console.screen.orientation); //really returns driver.video_data to driver.video_data - see comment above return d3d; } static bool xdk_d3d_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device; uint64_t lifecycle_mode_state = g_extern.lifecycle_mode_state; #ifdef HAVE_FBO D3DSurface* pRenderTarget0; #endif d3dr->Clear(0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0); if (d3d->last_width != width || d3d->last_height != height) { D3DLOCKED_RECT d3dlr; d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch); d3d->lpTexture->UnlockRect(0); #if defined(_XBOX1) float tex_w = width; // / 512.0f; float tex_h = height; // / 512.0f; 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 d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, verts, sizeof(verts)); d3d->vertex_buf->Unlock(); d3d->last_width = width; d3d->last_height = height; } #ifdef HAVE_FBO if (d3d->fbo_inited) { d3dr->GetRenderTarget(0, &pRenderTarget0); d3dr->SetRenderTarget(0, d3d->lpSurface); } #endif if (d3d->should_resize) xdk_d3d_set_viewport(false); d3dr->SetTexture(0, d3d->lpTexture); #ifdef HAVE_HLSL hlsl_use(1); #endif #ifdef HAVE_FBO if (d3d->fbo_inited) { #ifdef HAVE_HLSL hlsl_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; d3dr->SetViewport(&vp); } else #endif { #ifdef HAVE_HLSL hlsl_set_params(width, height, d3d->tex_w, d3d->tex_h, d3d->win_width, d3d->win_height, g_extern.frame_count); #endif } if (frame) { unsigned base_size = d3d->base_size; D3DLOCKED_RECT d3dlr; d3d->lpTexture->LockRect(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); } d3d->lpTexture->UnlockRect(0); } d3dr->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3dr->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3dr->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3dr->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); #if defined(_XBOX1) d3dr->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); d3dr->SetStreamSource(0, d3d->vertex_buf, sizeof(DrawVerticeFormats)); d3dr->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); d3dr->BeginScene(); d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); d3dr->SetSoftDisplayFilter(g_extern.lifecycle_mode_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE)); d3dr->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); d3dr->EndScene(); #elif defined(_XBOX360) d3dr->SetVertexDeclaration(d3d->v_decl); d3dr->SetStreamSource(0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats)); d3dr->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); #endif #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(); d3dr->SetTexture(0, &d3d->lpTexture_ot_as16srgb); #ifdef HAVE_HLSL hlsl_use(2); hlsl_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); d3dr->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3dr->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3dr->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3dr->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); d3dr->SetVertexDeclaration(d3d->v_decl); d3dr->SetStreamSource(0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats)); d3dr->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } #endif #if defined(_XBOX1) float mem_width = font_x + 30; float mem_height = font_y + 50; float msg_width = 60; float msg_height = 365; #elif defined(_XBOX360) float mem_width = (lifecycle_mode_state & (1ULL << MODE_MENU_HD)) ? 160 : 100; float mem_height = 70; float msg_width = mem_width; float msg_height = mem_height + 50; #endif if (lifecycle_mode_state & (1ULL << MODE_FPS_DRAW)) { MEMORYSTATUS stat; char buf[128]; font_params_t font_parms = {0}; GlobalMemoryStatus(&stat); font_parms.x = mem_width; font_parms.y = mem_height; font_parms.scale = 0; font_parms.color = 0; snprintf(buf, sizeof(buf), "%.2f MB free / %.2f MB total", stat.dwAvailPhys/(1024.0f*1024.0f), stat.dwTotalPhys/(1024.0f*1024.0f)); if (d3d->font_ctx) d3d->font_ctx->render_msg(d3d, buf, &font_parms); gfx_get_fps(buf, sizeof(buf), true); if (d3d->font_ctx) { font_parms.y = mem_height + 30; d3d->font_ctx->render_msg(d3d, buf, &font_parms); } } if (msg) { font_parms.x = msg_width; font_parms.y = msg_height; d3d->font_ctx->render_msg(d3d, msg, &font_parms); } if (lifecycle_mode_state & (1ULL << MODE_MENU_DRAW)) { #ifdef _XBOX360 menu_iterate_xui(); #endif } else gfx_ctx_xdk_swap_buffers(); 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) { (void)data; return gfx_ctx_window_has_focus(); } static void xdk_d3d_set_aspect_ratio(void *data, unsigned aspectratio_index) { (void)data; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_AUTO) gfx_set_auto_viewport(g_extern.frame_cache.width, g_extern.frame_cache.height); else if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CORE) gfx_set_core_viewport(); g_settings.video.aspect_ratio = aspectratio_lut[g_settings.video.aspect_ratio_idx].value; g_settings.video.force_aspect = false; d3d->should_resize = true; } static void xdk_d3d_set_filtering(void *data, unsigned index, bool set_smooth) { } static void xdk_d3d_set_blend(void *data, bool enable) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; if(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, enable); } 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_FBO static unsigned xdk_d3d_get_fbo_state(void *data) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; return d3d->fbo_inited ? FBO_INIT : FBO_DEINIT; } static void xdk_d3d_set_fbo_state(void *data, unsigned mode) { xdk_d3d_video_t *device_ptr = (xdk_d3d_video_t*)data; switch(mode) { case FBO_DEINIT: xdk_d3d_deinit_fbo(device_ptr); break; case FBO_REINIT: case FBO_INIT: xdk_d3d_init_fbo(device_ptr); break; } } #endif #ifdef HAVE_RGUI static void xdk_d3d_set_rgui_texture(void *data, const void *frame) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; d3d->rgui_data = frame; } #endif static const video_poke_interface_t d3d_poke_interface = { xdk_d3d_set_blend, xdk_d3d_set_filtering, #ifdef HAVE_FBO xdk_d3d_set_fbo_state, xdk_d3d_get_fbo_state, #endif xdk_d3d_set_aspect_ratio, xdk_d3d_apply_state_changes, #ifdef HAVE_RGUI xdk_d3d_set_rgui_texture, #endif }; static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &d3d_poke_interface; } static void xdk_d3d_start(void) { 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 = false; driver.video_data = xdk_d3d_init(&video_info, NULL, NULL); xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; d3d_get_poke_interface(d3d, &driver.video_poke); #if defined(_XBOX1) font_x = 0; font_y = 0; #elif defined(_XBOX360) snprintf(g_settings.video.font_path, sizeof(g_settings.video.font_path), "game:\\media\\Arial_12.xpr"); #endif d3d->font_ctx = d3d_font_init_first(d3d, g_settings.video.font_path, 0 /* font size - fixed/unused */); } static void xdk_d3d_stop(void) { void *data = driver.video_data; xdk_d3d_free(data); driver.video_data = NULL; } 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, xdk_d3d_set_shader, xdk_d3d_free, "xdk_d3d", xdk_d3d_start, xdk_d3d_stop, xdk_d3d_restart, xdk_d3d_set_rotation, NULL, /* viewport_info */ NULL, /* read_viewport */ #ifdef HAVE_OVERLAY NULL, /* overlay_interface */ #endif d3d_get_poke_interface, };