/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2015 - Daniel De Matteis * Copyright (C) 2012-2014 - OV2 * * 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 "d3d.h" #ifndef _XBOX #include "render_chain.h" #endif #include "../video_viewport.h" #include "../video_monitor.h" #include "../../runloop.h" #ifndef _XBOX #include "../drivers_context/win32_common.h" #include "../drivers_context/win32_dwm_common.h" #define HAVE_MONITOR #define HAVE_WINDOW #endif #include #include #include "../../performance.h" #if defined(HAVE_CG) #define HAVE_SHADERS #endif #ifdef HAVE_HLSL #include "../drivers_shader/shader_hlsl.h" #endif #include "d3d_defines.h" #if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL) #ifdef HAVE_HLSL #include "../drivers_shader/shader_hlsl.h" #endif #endif #if !defined(DONT_HAVE_STATE_TRACKER) && !defined(_XBOX) #include "../../dynamic.h" #endif /* forward declarations */ static void d3d_calculate_rect(d3d_video_t *d3d, unsigned width, unsigned height, bool keep, float desired_aspect); static bool d3d_init_luts(d3d_video_t *d3d); static void d3d_set_font_rect(d3d_video_t *d3d, const struct font_params *params); static bool d3d_process_shader(d3d_video_t *d3d); static bool d3d_init_multipass(d3d_video_t *d3d); static void d3d_deinit_chain(d3d_video_t *d3d); static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info); #ifdef HAVE_OVERLAY static void d3d_free_overlays(d3d_video_t *d3d); static void d3d_free_overlay(d3d_video_t *d3d, overlay_t *overlay); #endif #ifdef _XBOX static void d3d_reinit_renderchain(void *data, const video_info_t *video); static void renderchain_free(void *data); #endif void d3d_make_d3dpp(void *data, const video_info_t *info, D3DPRESENT_PARAMETERS *d3dpp); #ifdef HAVE_WINDOW #define IDI_ICON 1 #define MAX_MONITORS 9 extern LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static RECT d3d_monitor_rect(d3d_video_t *d3d); #endif #ifdef HAVE_MONITOR static HMONITOR monitor_last; static HMONITOR monitor_all[MAX_MONITORS]; static unsigned monitor_count; #endif static void d3d_deinit_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; (void)d3d; (void)data; #ifdef HAVE_CG if (!d3d->cgCtx) return; cgD3D9UnloadAllPrograms(); cgD3D9SetDevice(NULL); cgDestroyContext(d3d->cgCtx); d3d->cgCtx = NULL; #endif } static bool d3d_init_shader(void *data) { const char *shader_path = NULL; const shader_backend_t *backend = NULL; d3d_video_t *d3d = (d3d_video_t*)data; settings_t *settings = config_get_ptr(); (void)d3d; (void)data; #if defined(HAVE_HLSL) RARCH_LOG("D3D]: Using HLSL shader backend.\n"); backend = &hlsl_backend; shader_path = settings->video.shader_path; d3d->shader = backend; if (!d3d->shader) return false; return d3d->shader->init(d3d, shader_path); #elif defined(HAVE_CG) d3d->cgCtx = cgCreateContext(); if (!d3d->cgCtx) return false; RARCH_LOG("[D3D]: Created shader context.\n"); HRESULT ret = cgD3D9SetDevice(d3d->dev); if (FAILED(ret)) return false; return true; #elif defined(_XBOX1) return false; #endif } static void d3d_deinit_chain(d3d_video_t *d3d) { #ifdef _XBOX renderchain_free(d3d); #else if (d3d->chain) delete (renderchain_t *)d3d->chain; d3d->chain = NULL; #endif } static void d3d_deinitialize(d3d_video_t *d3d) { if (!d3d) return; 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 bool d3d_init_base(void *data, const video_info_t *info) { D3DPRESENT_PARAMETERS d3dpp; d3d_video_t *d3d = (d3d_video_t*)data; d3d_make_d3dpp(d3d, info, &d3dpp); d3d->g_pD3D = D3DCREATE_CTX(D3D_SDK_VERSION); if (!d3d->g_pD3D) { RARCH_ERR("Failed to create D3D interface.\n"); return false; } #ifdef _XBOX360 d3d->cur_mon_id = 0; #endif 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; } static bool d3d_initialize(d3d_video_t *d3d, const video_info_t *info) { bool ret = true; settings_t *settings = config_get_ptr(); global_t *global = global_get_ptr(); if (!d3d) return false; 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"); } } if (!ret) return ret; d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, info->force_aspect, global->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(settings->video.font_path, "game:\\media\\Arial_12.xpr", sizeof(settings->video.font_path)); #endif d3d->font_ctx = d3d_font_init_first(d3d, settings->video.font_path, 0); if (!d3d->font_ctx) { RARCH_ERR("Failed to initialize font.\n"); return false; } return true; } static void d3d_set_viewport(d3d_video_t *d3d, int x, int y, unsigned width, unsigned height) { D3DVIEWPORT viewport; /* D3D doesn't support negative X/Y viewports ... */ if (x < 0) x = 0; if (y < 0) y = 0; viewport.X = x; viewport.Y = y; viewport.Width = width; viewport.Height = height; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3d->final_viewport = viewport; #ifndef _XBOX d3d_set_font_rect(d3d, NULL); #endif } bool d3d_restore(d3d_video_t *d3d) { d3d_deinitialize(d3d); d3d->needs_restore = !d3d_initialize(d3d, &d3d->video_info); if (d3d->needs_restore) RARCH_ERR("[D3D]: Restore error.\n"); return !d3d->needs_restore; } static void d3d_calculate_rect(d3d_video_t *d3d, unsigned width, unsigned height, bool keep, float desired_aspect) { settings_t *settings = config_get_ptr(); global_t *global = global_get_ptr(); if (settings->video.scale_integer) { struct video_viewport vp = {0}; video_viewport_get_scaled_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 (settings->video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { const video_viewport_t *custom = &global->console.screen.viewports.custom_vp; if (custom) 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 void d3d_set_nonblock_state(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; d3d->video_info.vsync = !state; if (d3d->ctx_driver && d3d->ctx_driver->swap_interval) d3d->ctx_driver->swap_interval(d3d, state ? 0 : 1); } static bool d3d_alive(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; bool quit = false; bool resize = false; runloop_t *runloop = rarch_main_get_ptr(); if (d3d->ctx_driver && d3d->ctx_driver->check_window) d3d->ctx_driver->check_window(d3d, &quit, &resize, &d3d->screen_width, &d3d->screen_height, runloop->frames.video.count); if (quit) d3d->quitting = quit; else if (resize) d3d->should_resize = true; return !quit; } 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; } static bool d3d_suppress_screensaver(void *data, bool enable) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->ctx_driver && d3d->ctx_driver->suppress_screensaver) return d3d->ctx_driver->suppress_screensaver(d3d, enable); return false; } static bool d3d_has_windowed(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->ctx_driver && d3d->ctx_driver->has_windowed) return d3d->ctx_driver->has_windowed(d3d); return true; } static void d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { d3d_video_t *d3d = (d3d_video_t*)data; global_t *global = global_get_ptr(); switch (aspect_ratio_idx) { case ASPECT_RATIO_SQUARE: video_viewport_set_square_pixel( global->system.av_info.geometry.base_width, global->system.av_info.geometry.base_height); break; case ASPECT_RATIO_CORE: video_viewport_set_core(); break; case ASPECT_RATIO_CONFIG: video_viewport_set_config(); break; default: break; } global->system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value; if (!d3d) return; d3d->video_info.force_aspect = true; d3d->should_resize = true; } static void d3d_apply_state_changes(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d) d3d->should_resize = true; } static void d3d_set_osd_msg(void *data, const char *msg, const struct font_params *params, void *font) { 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); } /* Delay constructor due to lack of exceptions. */ static bool d3d_construct(d3d_video_t *d3d, const video_info_t *info, const input_driver_t **input, void **input_data) { unsigned full_x, full_y; driver_t *driver = driver_get_ptr(); settings_t *settings = config_get_ptr(); d3d->should_resize = false; #ifndef _XBOX gfx_set_dwm(); #endif #if defined(HAVE_MENU) && defined(HAVE_OVERLAY) if (d3d->menu) free(d3d->menu); d3d->menu = (overlay_t*)calloc(1, sizeof(overlay_t)); if (!d3d->menu) return false; 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 #if defined(HAVE_WINDOW) && !defined(_XBOX) 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 #ifdef HAVE_MONITOR RECT mon_rect = d3d_monitor_rect(d3d); bool windowed_full = 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; #if defined(HAVE_WINDOW) && !defined(_XBOX) char buffer[128]; unsigned win_width = d3d->screen_width; unsigned win_height = d3d->screen_height; RECT rect = {0}; if (!info->fullscreen) { 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; } video_monitor_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 ); #if defined(HAVE_WINDOW) && !defined(_XBOX) if (!info->fullscreen && settings->ui.menubar_enable) { RECT rc_temp = {0, 0, win_height, 0x7FFF}; SetMenu(d3d->hWnd, LoadMenu(GetModuleHandle(NULL),MAKEINTRESOURCE(IDR_MENU))); SendMessage(d3d->hWnd, WM_NCCALCSIZE, FALSE, (LPARAM)&rc_temp); win_height += rc_temp.top + rect.top; SetWindowPos(d3d->hWnd, NULL, 0, 0, win_width, win_height, SWP_NOMOVE); } ShowWindow(d3d->hWnd, SW_RESTORE); UpdateWindow(d3d->hWnd); SetForegroundWindow(d3d->hWnd); SetFocus(d3d->hWnd); #endif #ifndef _XBOX #ifdef HAVE_SHADERS /* This should only be done once here * to avoid set_shader() to be overridden * later. */ enum rarch_shader_type type = video_shader_parse_type(settings->video.shader_path, RARCH_SHADER_NONE); if (settings->video.shader_enable && type == RARCH_SHADER_CG) d3d->cg_shader = 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; } static void d3d_viewport_info(void *data, struct video_viewport *vp) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d || !vp) return; 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; } static void d3d_set_rotation(void *data, unsigned rot) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d) d3d->dev_rotation = rot; } static void d3d_show_mouse(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse) d3d->ctx_driver->show_mouse(d3d, state); } static const gfx_ctx_driver_t *d3d_get_context(void *data) { /* Default to Direct3D9 for now. TODO: GL core contexts through ANGLE? */ enum gfx_ctx_api api = GFX_CTX_DIRECT3D9_API; unsigned major = 9, minor = 0; driver_t *driver = driver_get_ptr(); settings_t *settings = config_get_ptr(); #if defined(_XBOX1) api = GFX_CTX_DIRECT3D8_API; major = 8; #endif return gfx_ctx_init_first(driver->video_data, settings->video.context_driver, api, major, minor, false); } static void *d3d_init(const video_info_t *info, const input_driver_t **input, void **input_data) { d3d_video_t *vid = NULL; driver_t *driver = driver_get_ptr(); #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 vid = new d3d_video_t(); if (!vid) return NULL; vid->ctx_driver = d3d_get_context(vid); if (!vid->ctx_driver) { delete vid; return NULL; } /* Default values */ vid->g_pD3D = NULL; vid->dev = NULL; vid->dev_rotation = 0; vid->needs_restore = false; #ifdef HAVE_CG vid->cgCtx = NULL; #endif #ifdef HAVE_OVERLAY vid->overlays_enabled = false; #endif #ifdef _XBOX vid->should_resize = false; #else vid->menu = NULL; #endif 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; } static void d3d_free(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; d3d_deinitialize(d3d); #ifdef HAVE_OVERLAY d3d_free_overlays(d3d); #endif #if defined(HAVE_MENU) && !defined(_XBOX) d3d_free_overlay(d3d, d3d->menu); #endif #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 = MonitorFromWindow(d3d->hWnd, MONITOR_DEFAULTTONEAREST); DestroyWindow(d3d->hWnd); #endif if (d3d) delete d3d; #ifndef _XBOX UnregisterClass("RetroArch", GetModuleHandle(NULL)); #endif } #ifdef _XBOX #include "../../xdk/xdk_resources.h" #include "render_chain_xdk.h" #endif #ifdef HAVE_MONITOR static BOOL CALLBACK d3d_monitor_enum_proc(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) { monitor_all[monitor_count++] = hMonitor; return TRUE; } /* Multi-monitor support. */ static RECT d3d_monitor_rect(d3d_video_t *d3d) { unsigned fs_monitor, i; MONITORINFOEX current_mon; HMONITOR hm_to_use; monitor_count = 0; settings_t *settings = config_get_ptr(); EnumDisplayMonitors(NULL, NULL, d3d_monitor_enum_proc, 0); if (!monitor_last) monitor_last = MonitorFromWindow( GetDesktopWindow(), MONITOR_DEFAULTTONEAREST); hm_to_use = monitor_last; fs_monitor = settings->video.monitor_index; if (fs_monitor && fs_monitor <= monitor_count && monitor_all[fs_monitor - 1]) { hm_to_use = monitor_all[fs_monitor - 1]; d3d->cur_mon_id = fs_monitor - 1; } else { for (i = 0; i < monitor_count; i++) { if (monitor_all[i] != hm_to_use) continue; d3d->cur_mon_id = i; break; } } memset(¤t_mon, 0, sizeof(current_mon)); current_mon.cbSize = sizeof(MONITORINFOEX); GetMonitorInfo(hm_to_use, (MONITORINFO*)¤t_mon); return current_mon.rcMonitor; } #endif #ifndef _XBOX static void d3d_recompute_pass_sizes(d3d_video_t *d3d) { unsigned i; LinkInfo link_info = {0}; link_info.pass = &d3d->shader.pass[0]; link_info.tex_w = link_info.tex_h = d3d->video_info.input_scale * RARCH_SCALE_BASE; unsigned current_width = link_info.tex_w; unsigned current_height = link_info.tex_h; unsigned out_width = 0; unsigned out_height = 0; if (!renderchain_set_pass_size(d3d->chain, 0, current_width, current_height)) { RARCH_ERR("[D3D]: Failed to set pass size.\n"); return; } for (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.tex_w = next_pow2(out_width); link_info.tex_h = next_pow2(out_height); if (!renderchain_set_pass_size(d3d->chain, i, link_info.tex_w, link_info.tex_h)) { RARCH_ERR("[D3D]: Failed to set pass size.\n"); return; } current_width = out_width; current_height = out_height; link_info.pass = &d3d->shader.pass[i]; } } #endif #ifndef DONT_HAVE_STATE_TRACKER #ifndef _XBOX static bool d3d_init_imports(d3d_video_t *d3d) { state_tracker_t *state_tracker = NULL; state_tracker_info tracker_info = {0}; if (!d3d->shader.variables) return true; tracker_info.wram = (uint8_t*) pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM); tracker_info.info = d3d->shader.variable; tracker_info.info_elem = d3d->shader.variables; #ifdef HAVE_PYTHON if (*d3d->shader.script_path) { tracker_info.script = d3d->shader.script_path; tracker_info.script_is_file = true; } tracker_info.script_class = *d3d->shader.script_class ? d3d->shader.script_class : NULL; #endif state_tracker = state_tracker_init(&tracker_info); if (!state_tracker) { RARCH_ERR("Failed to initialize state tracker.\n"); return false; } renderchain_add_state_tracker(d3d->chain, state_tracker); return true; } #endif #endif static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info) { unsigned current_width, current_height, out_width, out_height; unsigned i = 0; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; #ifndef _XBOX LinkInfo link_info = {0}; #endif (void)i; (void)current_width; (void)current_height; (void)out_width; (void)out_height; /* Setup information for first pass. */ #ifdef _XBOX /* TODO - properly implement this. */ d3d_video_t *link_info = (d3d_video_t*)d3d; link_info->tex_w = link_info->tex_h = RARCH_SCALE_BASE * video_info->input_scale; //d3d_deinit_chain(d3d); #else link_info.pass = &d3d->shader.pass[0]; link_info.tex_w = link_info.tex_h = video_info->input_scale * RARCH_SCALE_BASE; #endif #ifdef _XBOX if (!renderchain_init(d3d, video_info)) { RARCH_ERR("[D3D]: Failed to init render chain.\n"); return false; } #else 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("[D3D9]: Failed to init render chain.\n"); return false; } current_width = link_info.tex_w; current_height = link_info.tex_h; out_width = 0; out_height = 0; for (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("[D3D9]: Failed to add pass.\n"); return false; } } if (!d3d_init_luts(d3d)) { RARCH_ERR("[D3D9]: Failed to init LUTs.\n"); return false; } #endif #ifndef _XBOX #ifndef DONT_HAVE_STATE_TRACKER if (!d3d_init_imports(d3d)) { RARCH_ERR("[D3D9]: Failed to init imports.\n"); return false; } #endif #endif return true; } #ifdef _XBOX static void d3d_reinit_renderchain(void *data, const video_info_t *video) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; 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); } #endif #ifdef _XBOX #ifdef HAVE_RMENU extern struct texture_image *menu_texture; #endif #ifdef _XBOX1 static bool texture_image_render(d3d_video_t *d3d, struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { float fX, fY; void *verts = NULL; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; if (!d3d) return false; if (!out_img->pixels || !out_img->vertex_buf) return false; fX = (float)(x); fY = (float)(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 */ verts = d3d_vertex_buffer_lock(out_img->vertex_buf); if (!verts) return false; /* Copy the new verts over the old verts */ memcpy(verts, newVerts, sizeof(newVerts)); d3d_vertex_buffer_unlock(out_img->vertex_buf); 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. */ d3d_set_texture(d3dr, 0, out_img->pixels); d3d_set_stream_source(d3dr, 0, out_img->vertex_buf, 0, sizeof(Vertex)); d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL); 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; d3d_set_viewport(d3dr, &vp); } d3d_draw_primitive(d3dr, D3DPT_QUADLIST, 0, 1); return true; } #endif #ifdef HAVE_MENU static void d3d_draw_texture(d3d_video_t *d3d) { if (!d3d) return; #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 #endif #ifdef HAVE_FBO static bool d3d_init_multipass(d3d_video_t *d3d) { unsigned i; bool use_extra_pass; video_shader_pass *pass = NULL; config_file_t *conf = config_file_new(d3d->cg_shader.c_str()); if (!conf) { RARCH_ERR("Failed to load preset.\n"); return false; } memset(&d3d->shader, 0, sizeof(d3d->shader)); if (!video_shader_read_conf_cgp(conf, &d3d->shader)) { config_file_free(conf); RARCH_ERR("Failed to parse CGP file.\n"); return false; } config_file_free(conf); video_shader_resolve_relative(&d3d->shader, d3d->cg_shader.c_str()); RARCH_LOG("[D3D9 Meta-Cg] Found %u shaders.\n", d3d->shader.passes); for (i = 0; i < d3d->shader.passes; i++) { if (d3d->shader.pass[i].fbo.valid) continue; d3d->shader.pass[i].fbo.scale_x = d3d->shader.pass[i].fbo.scale_y = 1.0f; d3d->shader.pass[i].fbo.type_x = d3d->shader.pass[i].fbo.type_y = RARCH_SCALE_INPUT; } use_extra_pass = d3d->shader.passes < GFX_MAX_SHADERS && d3d->shader.pass[d3d->shader.passes - 1].fbo.valid; if (use_extra_pass) { d3d->shader.passes++; pass = (video_shader_pass*) &d3d->shader.pass[d3d->shader.passes - 1]; pass->fbo.scale_x = pass->fbo.scale_y = 1.0f; pass->fbo.type_x = pass->fbo.type_y = RARCH_SCALE_VIEWPORT; pass->filter = RARCH_FILTER_UNSPEC; } else { pass = (video_shader_pass*) &d3d->shader.pass[d3d->shader.passes - 1]; pass->fbo.scale_x = pass->fbo.scale_y = 1.0f; pass->fbo.type_x = pass->fbo.type_y = RARCH_SCALE_VIEWPORT; } return true; } #endif static void d3d_set_font_rect(d3d_video_t *d3d, const struct font_params *params) { #ifndef _XBOX settings_t *settings = config_get_ptr(); float pos_x = settings->video.msg_pos_x; float pos_y = settings->video.msg_pos_y; float font_size = settings->video.font_size; if (params) { pos_x = params->x; pos_y = params->y; font_size *= params->scale; } if (!d3d) return; d3d->font_rect.left = d3d->final_viewport.X + d3d->final_viewport.Width * pos_x; d3d->font_rect.right = d3d->final_viewport.X + d3d->final_viewport.Width; d3d->font_rect.top = d3d->final_viewport.Y + (1.0f - pos_y) * d3d->final_viewport.Height - font_size; d3d->font_rect.bottom = d3d->final_viewport.Height; d3d->font_rect_shifted = d3d->font_rect; d3d->font_rect_shifted.left -= 2; d3d->font_rect_shifted.right -= 2; d3d->font_rect_shifted.top += 2; d3d->font_rect_shifted.bottom += 2; #endif } static bool d3d_init_singlepass(d3d_video_t *d3d) { #ifndef _XBOX video_shader_pass *pass = NULL; if (!d3d) return false; memset(&d3d->shader, 0, sizeof(d3d->shader)); d3d->shader.passes = 1; pass = (video_shader_pass*)&d3d->shader.pass[0]; pass->fbo.valid = true; pass->fbo.scale_x = pass->fbo.scale_y = 1.0; pass->fbo.type_x = pass->fbo.type_y = RARCH_SCALE_VIEWPORT; strlcpy(pass->source.path, d3d->cg_shader.c_str(), sizeof(pass->source.path)); #endif return true; } static bool d3d_process_shader(d3d_video_t *d3d) { #ifdef HAVE_FBO if (strcmp(path_get_extension( d3d->cg_shader.c_str()), "cgp") == 0) return d3d_init_multipass(d3d); #endif return d3d_init_singlepass(d3d); } #ifndef _XBOX static bool d3d_init_luts(d3d_video_t *d3d) { unsigned i; settings_t *settings = config_get_ptr(); for (i = 0; i < d3d->shader.luts; i++) { bool ret = renderchain_add_lut( d3d->chain, d3d->shader.lut[i].id, d3d->shader.lut[i].path, d3d->shader.lut[i].filter == RARCH_FILTER_UNSPEC ? settings->video.smooth : (d3d->shader.lut[i].filter == RARCH_FILTER_LINEAR)); if (!ret) return ret; } return true; } #endif #ifdef HAVE_OVERLAY static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay) { void *verts; unsigned i; struct overlay_vertex { float x, y, z; float u, v; float r, g, b, a; } vert[4]; float overlay_width, overlay_height; #ifndef _XBOX1 LPDIRECT3DVERTEXDECLARATION vertex_decl; /* set vertex declaration for overlay. */ D3DVERTEXELEMENT vElems[4] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; #endif if (!d3d) return; if (!overlay || !overlay->tex) return; if (!overlay->vert_buf) { overlay->vert_buf = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new( d3d->dev, sizeof(vert), d3d->dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, 0, D3DPOOL_MANAGED, NULL); if (!overlay->vert_buf) return; } for (i = 0; i < 4; i++) { vert[i].z = 0.5f; vert[i].r = vert[i].g = vert[i].b = 1.0f; vert[i].a = overlay->alpha_mod; } overlay_width = d3d->final_viewport.Width; overlay_height = d3d->final_viewport.Height; vert[0].x = overlay->vert_coords.x * overlay_width; vert[1].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width; vert[2].x = overlay->vert_coords.x * overlay_width; vert[3].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width; vert[0].y = overlay->vert_coords.y * overlay_height; vert[1].y = overlay->vert_coords.y * overlay_height; vert[2].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height; vert[3].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height; vert[0].u = overlay->tex_coords.x; vert[1].u = overlay->tex_coords.x + overlay->tex_coords.w; vert[2].u = overlay->tex_coords.x; vert[3].u = overlay->tex_coords.x + overlay->tex_coords.w; vert[0].v = overlay->tex_coords.y; vert[1].v = overlay->tex_coords.y; vert[2].v = overlay->tex_coords.y + overlay->tex_coords.h; vert[3].v = overlay->tex_coords.y + overlay->tex_coords.h; /* Align texels and vertices. */ for (i = 0; i < 4; i++) { vert[i].x -= 0.5f; vert[i].y += 0.5f; } overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(overlay->vert_buf); // enable alpha d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3d->dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); d3d->dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); #ifndef _XBOX1 d3d->dev->CreateVertexDeclaration(vElems, &vertex_decl); d3d->dev->SetVertexDeclaration(vertex_decl); vertex_decl->Release(); #endif d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf, 0, sizeof(overlay_vertex)); if (overlay->fullscreen) { /* Set viewport to full window. */ D3DVIEWPORT vp_full = {0}; vp_full.X = 0; vp_full.Y = 0; vp_full.Width = d3d->screen_width; vp_full.Height = d3d->screen_height; vp_full.MinZ = 0.0f; vp_full.MaxZ = 1.0f; d3d_set_viewport(d3d->dev, &vp_full); } /* Render overlay. */ d3d_set_texture(d3d->dev, 0, overlay->tex); d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* Restore previous state. */ d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); d3d_set_viewport(d3d->dev, &d3d->final_viewport); } static void d3d_free_overlay(d3d_video_t *d3d, overlay_t *overlay) { if (!d3d) return; d3d_texture_free(overlay->tex); d3d_vertex_buffer_free(overlay->vert_buf); } static void d3d_free_overlays(d3d_video_t *d3d) { unsigned i; if (!d3d) return; for (i = 0; i < d3d->overlays.size(); i++) d3d_free_overlay(d3d, &d3d->overlays[i]); d3d->overlays.clear(); } static void d3d_overlay_tex_geom(void *data, unsigned index, float x, float y, float w, float h) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; d3d->overlays[index].tex_coords.x = x; d3d->overlays[index].tex_coords.y = y; d3d->overlays[index].tex_coords.w = w; d3d->overlays[index].tex_coords.h = h; } static void d3d_overlay_vertex_geom(void *data, unsigned index, float x, float y, float w, float h) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; y = 1.0f - y; h = -h; d3d->overlays[index].vert_coords.x = x; d3d->overlays[index].vert_coords.y = y; d3d->overlays[index].vert_coords.w = w; d3d->overlays[index].vert_coords.h = h; } static bool d3d_overlay_load(void *data, const texture_image *images, unsigned num_images) { unsigned i, y; d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return false; d3d_free_overlays(d3d); d3d->overlays.resize(num_images); for (i = 0; i < num_images; i++) { D3DLOCKED_RECT d3dlr; unsigned width = images[i].width; unsigned height = images[i].height; overlay_t *overlay = (overlay_t*)&d3d->overlays[i]; overlay->tex = (LPDIRECT3DTEXTURE) d3d_texture_new(d3d->dev, NULL, width, height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL); if (!overlay->tex) { RARCH_ERR("[D3D]: Failed to create overlay texture\n"); return false; } if (SUCCEEDED(overlay->tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK))) { uint32_t *dst = (uint32_t*)(d3dlr.pBits); const uint32_t *src = images[i].pixels; unsigned pitch = d3dlr.Pitch >> 2; for (y = 0; y < height; y++, dst += pitch, src += width) memcpy(dst, src, width << 2); overlay->tex->UnlockRect(0); } overlay->tex_w = width; overlay->tex_h = height; /* Default. Stretch to whole screen. */ d3d_overlay_tex_geom(d3d, i, 0, 0, 1, 1); d3d_overlay_vertex_geom(d3d, i, 0, 0, 1, 1); } return true; } static void d3d_overlay_enable(void *data, bool state) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; for (i = 0; i < d3d->overlays.size(); i++) d3d->overlays_enabled = state; if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse) d3d->ctx_driver->show_mouse(d3d, state); } static void d3d_overlay_full_screen(void *data, bool enable) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; for (i = 0; i < d3d->overlays.size(); i++) d3d->overlays[i].fullscreen = enable; } static void d3d_overlay_set_alpha(void *data, unsigned index, float mod) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d) d3d->overlays[index].alpha_mod = mod; } static const video_overlay_interface_t d3d_overlay_interface = { d3d_overlay_enable, d3d_overlay_load, d3d_overlay_tex_geom, d3d_overlay_vertex_geom, d3d_overlay_full_screen, d3d_overlay_set_alpha, }; static void d3d_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &d3d_overlay_interface; } #endif static bool d3d_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { D3DVIEWPORT screen_vp; unsigned i = 0; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; runloop_t *runloop = rarch_main_get_ptr(); driver_t *driver = driver_get_ptr(); settings_t *settings = config_get_ptr(); global_t *global = global_get_ptr(); (void)i; 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, global->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; d3d_set_viewport(d3dr, &screen_vp); d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0); /* Insert black frame first, so we * can screenshot, etc. */ if (settings->video.black_frame_insertion) { d3d_swap(d3d, d3dr); if (d3d->needs_restore) return true; d3d_clear(d3dr, 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) { struct font_params font_parms = {0}; #ifdef _XBOX #if defined(_XBOX1) float msg_width = 60; float msg_height = 365; #elif defined(_XBOX360) float msg_width = d3d->resolution_hd_enable ? 160 : 100; float msg_height = 120; #endif font_parms.x = msg_width; font_parms.y = msg_height; font_parms.scale = 21; #endif d3d->font_ctx->render_msg(d3d, msg, &font_parms); } #ifdef HAVE_MENU #ifndef _XBOX if (d3d->menu && d3d->menu->enabled) d3d_overlay_render(d3d, d3d->menu); #endif #endif #ifdef HAVE_OVERLAY if (d3d->overlays_enabled) { for (i = 0; i < d3d->overlays.size(); i++) d3d_overlay_render(d3d, &d3d->overlays[i]); } #endif #ifdef HAVE_MENU if (runloop->is_menu && driver->menu_ctx && driver->menu_ctx->frame) driver->menu_ctx->frame(); #ifdef _XBOX /* TODO - should be refactored. */ if (d3d && d3d->menu_texture_enable) d3d_draw_texture(d3d); #endif #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; } static bool d3d_read_viewport(void *data, uint8_t *buffer) { #ifndef _XBOX D3DLOCKED_RECT rect; LPDIRECT3DSURFACE target = NULL; LPDIRECT3DSURFACE dest = NULL; #endif bool ret = true; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; RARCH_PERFORMANCE_INIT(d3d_read_viewport); RARCH_PERFORMANCE_START(d3d_read_viewport); (void)data; (void)buffer; #ifdef _XBOX ret = false; #else if (FAILED(d3d->d3d_err = d3dr->GetRenderTarget(0, &target))) { ret = false; goto end; } if (FAILED(d3d->d3d_err = d3dr->CreateOffscreenPlainSurface( d3d->screen_width, d3d->screen_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &dest, NULL))) { ret = false; goto end; } if (FAILED(d3d->d3d_err = d3dr->GetRenderTargetData(target, dest))) { ret = false; goto end; } if (SUCCEEDED(dest->LockRect(&rect, NULL, D3DLOCK_READONLY))) { unsigned x, y; unsigned pitchpix = rect.Pitch / 4; const uint32_t *pixels = (const uint32_t*)rect.pBits; pixels += d3d->final_viewport.X; pixels += (d3d->final_viewport.Height - 1) * pitchpix; pixels -= d3d->final_viewport.Y * pitchpix; for (y = 0; y < d3d->final_viewport.Height; y++, pixels -= pitchpix) { for (x = 0; x < d3d->final_viewport.Width; x++) { *buffer++ = (pixels[x] >> 0) & 0xff; *buffer++ = (pixels[x] >> 8) & 0xff; *buffer++ = (pixels[x] >> 16) & 0xff; } } dest->UnlockRect(); } else ret = false; end: RARCH_PERFORMANCE_STOP(d3d_read_viewport); if (target) target->Release(); if (dest) dest->Release(); #endif return ret; } static bool d3d_set_shader(void *data, enum rarch_shader_type type, const char *path) { bool restore_old = false; d3d_video_t *d3d = (d3d_video_t*)data; std::string shader = ""; switch (type) { case RARCH_SHADER_CG: if (path) shader = path; #ifdef HAVE_HLSL d3d->shader = &hlsl_backend; #endif break; default: break; } std::string old_shader = d3d->cg_shader; #ifdef HAVE_CG d3d->cg_shader = shader; #endif if (!d3d_process_shader(d3d) || !d3d_restore(d3d)) { RARCH_ERR("[D3D]: Setting shader failed.\n"); restore_old = true; } if (restore_old) { #ifdef HAVE_CG d3d->cg_shader = old_shader; #endif d3d_process_shader(d3d); d3d_restore(d3d); } return !restore_old; } #ifdef HAVE_MENU static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface); #endif #ifdef HAVE_MENU static void d3d_set_menu_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { #ifndef _XBOX D3DLOCKED_RECT d3dlr; #endif d3d_video_t *d3d = (d3d_video_t*)data; (void)frame; (void)rgb32; (void)width; (void)height; (void)alpha; #ifndef _XBOX if (!d3d->menu->tex || d3d->menu->tex_w != width || d3d->menu->tex_h != height) { if (d3d->menu) d3d_texture_free(d3d->menu->tex); d3d->menu->tex = (LPDIRECT3DTEXTURE) d3d_texture_new(d3d->dev, NULL, width, height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL); if (!d3d->menu->tex) { RARCH_ERR("[D3D]: Failed to create menu texture.\n"); return; } d3d->menu->tex_w = width; d3d->menu->tex_h = height; } d3d->menu->alpha_mod = alpha; if (SUCCEEDED(d3d->menu->tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK))) { unsigned h, w; if (rgb32) { uint8_t *dst = (uint8_t*)d3dlr.pBits; const uint32_t *src = (const uint32_t*)frame; for (h = 0; h < height; h++, dst += d3dlr.Pitch, src += width) { memcpy(dst, src, width * sizeof(uint32_t)); memset(dst + width * sizeof(uint32_t), 0, d3dlr.Pitch - width * sizeof(uint32_t)); } } else { uint32_t *dst = (uint32_t*)d3dlr.pBits; const uint16_t *src = (const uint16_t*)frame; for (h = 0; h < height; h++, dst += d3dlr.Pitch >> 2, src += width) { for (w = 0; w < width; w++) { uint16_t c = src[w]; uint32_t r = (c >> 12) & 0xf; uint32_t g = (c >> 8) & 0xf; uint32_t b = (c >> 4) & 0xf; uint32_t a = (c >> 0) & 0xf; r = ((r << 4) | r) << 16; g = ((g << 4) | g) << 8; b = ((b << 4) | b) << 0; a = ((a << 4) | a) << 24; dst[w] = r | g | b | a; } } } if (d3d->menu) d3d->menu->tex->UnlockRect(0); } #endif } static void d3d_set_menu_texture_enable(void *data, bool state, bool full_screen) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; #ifdef _XBOX d3d->menu_texture_enable = state; d3d->menu_texture_full_screen = full_screen; #else if (!d3d->menu) return; d3d->menu->enabled = state; d3d->menu->fullscreen = full_screen; #endif } #endif static const video_poke_interface_t d3d_poke_interface = { NULL, NULL, NULL, /* get_video_output_size */ NULL, /* get_video_output_prev */ NULL, /* get_video_output_next */ #ifdef HAVE_FBO NULL, #endif NULL, d3d_set_aspect_ratio, d3d_apply_state_changes, #ifdef HAVE_MENU d3d_set_menu_texture_frame, d3d_set_menu_texture_enable, #endif d3d_set_osd_msg, d3d_show_mouse, }; static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &d3d_poke_interface; } video_driver_t video_d3d = { d3d_init, d3d_frame, d3d_set_nonblock_state, d3d_alive, d3d_focus, d3d_suppress_screensaver, d3d_has_windowed, d3d_set_shader, d3d_free, "d3d", d3d_set_rotation, d3d_viewport_info, d3d_read_viewport, NULL, /* read_frame_raw */ #ifdef HAVE_OVERLAY d3d_get_overlay_interface, #endif d3d_get_poke_interface };