/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2015 - 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 "d3d.h" #include "d3d_wrapper.h" #ifndef _XBOX #include "render_chain.h" #endif void d3d_swap(void *data, LPDIRECT3DDEVICE dev) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; #if defined(_XBOX1) D3DDevice_Swap(0); #elif defined(_XBOX360) D3DDevice_Present(dev); #else if (dev->Present(NULL, NULL, NULL, NULL) != D3D_OK) { RARCH_ERR("[D3D]: Present() failed.\n"); d3d->needs_restore = true; } #endif } void d3d_set_transform(LPDIRECT3DDEVICE dev, D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX *matrix) { #ifdef _XBOX1 D3DDevice_SetTransform(state, matrix); #elif !defined(_XBOX360) /* XBox 360 D3D9 does not support fixed-function pipeline. */ dev->SetTransform(state, matrix); #endif } LPDIRECT3DTEXTURE d3d_texture_new(LPDIRECT3DDEVICE dev, const char *path, unsigned width, unsigned height, unsigned miplevels, unsigned usage, D3DFORMAT format, D3DPOOL pool, unsigned filter, unsigned mipfilter, D3DCOLOR color_key, D3DXIMAGE_INFO *src_info, PALETTEENTRY *palette) { HRESULT hr; LPDIRECT3DTEXTURE buf; if (!dev) return NULL; if (path) hr = D3DXCreateTextureFromFileExA(dev, path, width, height, miplevels, usage, format, pool, filter, mipfilter, color_key, src_info, palette, &buf); else { hr = dev->CreateTexture(width, height, miplevels, usage, format, pool, &buf #ifndef _XBOX1 , NULL #endif ); } if (FAILED(hr)) return NULL; return buf; } void d3d_texture_free(LPDIRECT3DTEXTURE tex) { if (tex) tex->Release(); tex = NULL; } LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev, unsigned length, unsigned usage, unsigned fvf, D3DPOOL pool, void *handle) { HRESULT hr; LPDIRECT3DVERTEXBUFFER buf; #if defined(HAVE_D3D8) hr = IDirect3DDevice8_CreateVertexBuffer(dev, length, usage, fvf, pool, &buf); #elif defined(HAVE_D3D9) hr = IDirect3DDevice9_CreateVertexBuffer(dev, length, usage, fvf, pool, &buf, NULL); #else hr = dev->CreateVertexBuffer(length, usage, fvf, pool, &buf, NULL); #endif if (FAILED(hr)) return NULL; return buf; } void d3d_vertex_buffer_unlock(LPDIRECT3DVERTEXBUFFER vertbuf) { /* This is a stub on Xbox 1, see docs. */ #ifndef _XBOX1 #ifdef _XBOX360 D3DVertexBuffer_Unlock(vertbuf); #else vertbuf->Unlock(); #endif #endif } void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf) { void *buf; #if defined(_XBOX1) buf = (void*)D3DVertexBuffer_Lock2(vertbuf, 0); #elif defined(_XBOX360) buf = D3DVertexBuffer_Lock(vertbuf, 0, 0, 0); #else vertbuf->Lock(0, sizeof(buf), &buf, 0); #endif if (!buf) return NULL; return buf; } void d3d_vertex_buffer_free(void *vertex_data, void *vertex_declaration) { if (vertex_data) { LPDIRECT3DVERTEXBUFFER buf = (LPDIRECT3DVERTEXBUFFER)vertex_data; buf->Release(); buf = NULL; } #ifdef HAVE_D3D9 if (vertex_declaration) { LPDIRECT3DVERTEXDECLARATION vertex_decl = (LPDIRECT3DVERTEXDECLARATION)vertex_declaration; vertex_decl->Release(); vertex_decl = NULL; } #endif } void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no, LPDIRECT3DVERTEXBUFFER stream_vertbuf, unsigned offset_bytes, unsigned stride) { #if defined(HAVE_D3D8) IDirect3DDevice8_SetStreamSource(dev, stream_no, stream_vertbuf, stride); #elif defined(_XBOX360) D3DDevice_SetStreamSource_Inline(dev, stream_no, stream_vertbuf, offset_bytes, stride); #else dev->SetStreamSource(stream_no, stream_vertbuf, offset_bytes, stride); #endif } void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev, unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); D3D__TextureState[sampler][D3DTSS_ADDRESSU] = value; #elif defined(_XBOX360) D3DDevice_SetSamplerState_AddressU_Inline(dev, sampler, value); #else dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, value); #endif } void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev, unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); D3D__TextureState[sampler][D3DTSS_ADDRESSV] = value; #elif defined(_XBOX360) D3DDevice_SetSamplerState_AddressV_Inline(dev, sampler, value); #else dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, value); #endif } void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev, unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); D3D__TextureState[sampler][D3DTSS_MINFILTER] = value; #elif defined(_XBOX360) D3DDevice_SetSamplerState_MinFilter(dev, sampler, value); #else dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, value); #endif } void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev, unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); D3D__TextureState[sampler][D3DTSS_MAGFILTER] = value; #elif defined(_XBOX360) D3DDevice_SetSamplerState_MagFilter(dev, sampler, value); #else dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, value); #endif } void d3d_draw_primitive(LPDIRECT3DDEVICE dev, D3DPRIMITIVETYPE type, unsigned start, unsigned count) { #if defined(_XBOX1) D3DDevice_DrawVertices(type, start, D3DVERTEXCOUNT(type, count)); #elif defined(_XBOX360) D3DDevice_DrawVertices(dev, type, start, D3DVERTEXCOUNT(type, count)); #else if (SUCCEEDED(dev->BeginScene())) { dev->DrawPrimitive(type, start, count); dev->EndScene(); } #endif } void d3d_clear(LPDIRECT3DDEVICE dev, unsigned count, const D3DRECT *rects, unsigned flags, D3DCOLOR color, float z, unsigned stencil) { #if defined(_XBOX1) D3DDevice_Clear(count, rects, flags, color, z, stencil); #elif defined(_XBOX360) D3DDevice_Clear(dev, count, rects, flags, color, z, stencil, false); #else dev->Clear(count, rects, flags, color, z, stencil); #endif } void d3d_lockrectangle_clear(void *data, LPDIRECT3DTEXTURE tex, unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect, unsigned rectangle_height, unsigned flags) { #if defined(_XBOX) d3d_video_t *d3d = (d3d_video_t*)data; D3DTexture_LockRect(tex, level, lock_rect, rect, flags); memset(lock_rect->pBits, 0, d3d->tex_h * lock_rect->Pitch); #else if (SUCCEEDED(tex->LockRect(level, lock_rect, rect, flags))) { memset(lock_rect->pBits, level, rectangle_height * lock_rect->Pitch); tex->UnlockRect(0); } #endif } void d3d_set_viewport(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp) { (void)dev; #if defined(_XBOX360) D3DDevice_SetViewport(dev, vp); #elif defined(_XBOX1) D3DDevice_SetViewport(vp); #else dev->SetViewport(vp); #endif } void d3d_set_texture(LPDIRECT3DDEVICE dev, unsigned sampler, LPDIRECT3DTEXTURE tex) { #if defined(_XBOX1) D3DDevice_SetTexture(sampler, tex); #elif defined(_XBOX360) unsigned fetchConstant = GPU_CONVERT_D3D_TO_HARDWARE_TEXTUREFETCHCONSTANT(sampler); uint64_t pendingMask3 = D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant); D3DDevice_SetTexture(dev, sampler, tex, pendingMask3); #else dev->SetTexture(sampler, tex); #endif } HRESULT d3d_set_vertex_shader(LPDIRECT3DDEVICE dev, unsigned index, void *data) { #if defined(_XBOX1) return dev->SetVertexShader(index); #elif defined(_XBOX360) LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data; D3DDevice_SetVertexShader(dev, shader); return S_OK; #else LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data; return dev->SetVertexShader(shader); #endif } void d3d_texture_blit(void *data, unsigned pixel_size, LPDIRECT3DTEXTURE tex, D3DLOCKED_RECT *lr, const void *frame, unsigned width, unsigned height, unsigned pitch) { unsigned y; d3d_video_t *d3d = (d3d_video_t*)data; (void)y; if (!d3d) return; #ifdef _XBOX /* Set the texture to NULL so D3D doesn't complain about it being in use... */ d3d_set_texture(d3d->dev, 0, NULL); D3DTexture_LockRect(tex, 0, lr, NULL, D3DLOCK_NOSYSLOCK); #if defined(_XBOX360) D3DSURFACE_DESC desc; tex->GetLevelDesc(0, &desc); XGCopySurface(lr->pBits, lr->Pitch, width, height, desc.Format, NULL, frame, pitch, desc.Format, NULL, 0, 0); #elif defined(_XBOX1) for (y = 0; y < height; y++) { const uint8_t *in = (const uint8_t*)frame + y * pitch; uint8_t *out = (uint8_t*)lr->pBits + y * lr->Pitch; memcpy(out, in, width * d3d->pixel_size); } #endif D3DTexture_UnlockRect(tex, 0); #else if (SUCCEEDED(tex->LockRect(0, lr, NULL, D3DLOCK_NOSYSLOCK))) { for (y = 0; y < height; y++) { const uint8_t *in = (const uint8_t*)frame + y * pitch; uint8_t *out = (uint8_t*)lr->pBits + y * lr->Pitch; memcpy(out, in, width * pixel_size); } tex->UnlockRect(0); } #endif }