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; #if defined(_XBOX360) && defined(HAVE_HLSL) hlsl_set_proj_matrix(XMMatrixRotationZ(rotation * (M_PI / 2.0))); if (d3d->shader && d3d->shader->set_mvp) d3d->shader->set_mvp(d3d, NULL); #elif defined(HAVE_D3D8) 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); #endif } static void renderchain_clear(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d_texture_free(d3d->tex); d3d_vertex_buffer_free(d3d->vertex_buf, d3d->vertex_decl); } static void renderchain_free(void *data) { d3d_video_t *chain = (d3d_video_t*)data; if (!chain) return; renderchain_clear(chain); //renderchain_destroy_stock_shader(chain); #ifndef DONT_HAVE_STATE_TRACKER #ifndef _XBOX if (chain->tracker) state_tracker_free(chain->tracker); #endif #endif } bool renderchain_init_shader_fvf(void *data, void *pass_) { d3d_video_t *chain = (d3d_video_t*)data; d3d_video_t *pass = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; #if defined(_XBOX360) 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() }; if (FAILED(d3dr->CreateVertexDeclaration(VertexElements, &pass->vertex_decl))) return false; #endif return true; } static bool renderchain_create_first_pass(void *data, const video_info_t *info) { d3d_video_t *chain = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; 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 = (LPDIRECT3DTEXTURE)d3d_texture_new(d3dr, NULL, chain->tex_w, chain->tex_h, 1, 0, info->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5, 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 d3dr->SetRenderState(D3DRS_LIGHTING, FALSE); #endif d3dr->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); d3dr->SetRenderState(D3DRS_ZENABLE, FALSE); if (!renderchain_init_shader_fvf(chain, chain)) return false; return true; } static bool renderchain_init(void *data, const video_info_t *info) { d3d_video_t *chain = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; global_t *global = global_get_ptr(); chain->pixel_size = info->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); if (!renderchain_create_first_pass(chain, info)) return false; if (global->console.screen.viewports.custom_vp.width == 0) global->console.screen.viewports.custom_vp.width = chain->screen_width; if (global->console.screen.viewports.custom_vp.height == 0) global->console.screen.viewports.custom_vp.height = chain->screen_height; return true; } static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height) { d3d_video_t *d3d = (d3d_video_t*)data; runloop_t *runloop = rarch_main_get_ptr(); if (d3d->last_width != width || d3d->last_height != height) { unsigned i; Vertex vert[4]; void *verts = NULL; d3d->last_width = width; d3d->last_height = height; float tex_w = width; float tex_h = height; #ifdef _XBOX360 tex_w /= ((float)d3d->tex_w); tex_h /= ((float)d3d->tex_h); #endif vert[0].x = -1.0f; vert[1].x = 1.0f; vert[2].x = -1.0f; vert[3].x = 1.0f; vert[0].y = -1.0f; vert[1].y = -1.0f; vert[2].y = 1.0f; vert[3].y = 1.0f; #if defined(_XBOX1) vert[0].z = 1.0f; vert[1].z = 1.0f; vert[2].z = 1.0f; vert[3].z = 1.0f; vert[0].rhw = 0.0f; vert[1].rhw = tex_w; vert[2].rhw = 0.0f; vert[3].rhw = tex_w; vert[0].u = tex_h; vert[1].u = tex_h; vert[2].u = 0.0f; vert[3].u = 0.0f; vert[0].v = 0.0f; vert[1].v = 0.0f; vert[2].v = 0.0f; vert[3].v = 0.0f; #elif defined(_XBOX360) vert[0].u = 0.0f; vert[1].u = tex_w; vert[2].u = 0.0f; vert[3].u = tex_w; vert[0].v = tex_h; vert[1].v = tex_h; vert[2].v = 0.0f; vert[3].v = 0.0f; #endif /* Align texels and vertices. */ for (i = 0; i < 4; i++) { vert[i].x -= 0.5f / ((float)d3d->tex_w); vert[i].y += 0.5f / ((float)d3d->tex_h); } verts = d3d_vertex_buffer_lock(d3d->vertex_buf); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(d3d->vertex_buf); } #if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL) #ifdef _XBOX if (d3d->shader) { renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); if (d3d->shader->use) d3d->shader->use(d3d, pass); if (d3d->shader->set_params) d3d->shader->set_params(d3d, width, height, d3d->tex_w, d3d->tex_h, d3d->screen_width, d3d->screen_height, runloop->frames.video.count, NULL, NULL, NULL, 0); } #endif #endif } static void renderchain_blit_to_texture(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch) { D3DLOCKED_RECT d3dlr; d3d_video_t *d3d = (d3d_video_t*)data; driver_t *driver = driver_get_ptr(); if (d3d->last_width != width || d3d->last_height != height) { d3d_lockrectangle_clear(d3d, d3d->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); } d3d_texture_blit(driver->video_data, 0, d3d->tex, &d3dlr, frame, width, height, pitch); } static void renderchain_render_pass(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; runloop_t *runloop = rarch_main_get_ptr(); settings_t *settings = config_get_ptr(); global_t *global = global_get_ptr(); #if defined(_XBOX1) d3dr->SetFlickerFilter(global->console.screen.flicker_filter_index); d3dr->SetSoftDisplayFilter(global->console.softfilter_enable); #endif renderchain_blit_to_texture(d3d, frame, width, height, pitch); renderchain_set_vertices(d3d, 1, width, height); d3d_set_texture(d3dr, 0, d3d->tex); d3d_set_viewport(d3d->dev, &d3d->final_viewport); d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); #if defined(_XBOX1) d3d_set_vertex_shader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1, NULL); #elif defined(_XBOX360) D3DDevice_SetVertexDeclaration(d3dr, d3d->vertex_decl); #endif for (i = 0; i < 4; i++) d3d_set_stream_source(d3dr, i, d3d->vertex_buf, 0, sizeof(Vertex)); d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); }