//forward decls static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation); static void renderchain_blit_to_texture(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch); static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation); static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height); #if defined(_XBOX360) #define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \ d3d->tex->GetLevelDesc(0, &desc); \ XGCopySurface(d3dlr.pBits, d3dlr.Pitch, width, height, desc.Format, NULL, frame, pitch, desc.Format, NULL, 0, 0) #else #define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \ 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 * d3d->pixel_size); \ } #endif static void renderchain_clear(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->tex) d3d->tex->Release(); d3d->tex = NULL; if (d3d->vertex_buf) d3d->vertex_buf->Release(); d3d->vertex_buf = NULL; #ifdef _XBOX360 if (d3d->vertex_decl) d3d->vertex_decl->Release(); d3d->vertex_decl = NULL; #endif } static void renderchain_free(void *data) { d3d_video_t *chain = (d3d_video_t*)data; renderchain_clear(chain); //renderchain_destroy_stock_shader(chain); #ifndef DONT_HAVE_STATE_TRACKER if (chain->tracker) state_tracker_free(chain->tracker); #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) { HRESULT ret; d3d_video_t *chain = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; ret = D3DDevice_CreateVertexBuffers(d3dr, 4 * sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &chain->vertex_buf, NULL); if (FAILED(ret)) return false; ret = d3dr->CreateTexture(chain->tex_w, chain->tex_h, 1, 0, info->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5, 0, &chain->tex #ifdef _XBOX360 , NULL #endif ); if (FAILED(ret)) return false; D3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); D3DDevice_SetSamplerState_AddressV(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; chain->pixel_size = info->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); if (!renderchain_create_first_pass(chain, info)) return false; if (g_extern.console.screen.viewports.custom_vp.width == 0) g_extern.console.screen.viewports.custom_vp.width = chain->screen_width; if (g_extern.console.screen.viewports.custom_vp.height == 0) g_extern.console.screen.viewports.custom_vp.height = chain->screen_height; return true; } static void renderchain_render_pass(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; #ifndef _XBOX1 DWORD fetchConstant; UINT64 pendingMask3; #endif #ifdef _XBOX1 d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE)); #endif renderchain_blit_to_texture(d3d, frame, width, height, pitch); renderchain_set_vertices(d3d, 1, width, height); RD3DDevice_SetTexture(d3dr, 0, d3d->tex); RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport); D3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); D3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); #if defined(_XBOX1) RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1); #elif defined(_XBOX360) D3DDevice_SetVertexDeclaration(d3dr, d3d->vertex_decl); #endif for (unsigned i = 0; i < 4; i++) { D3DDevice_SetStreamSources(d3dr, i, d3d->vertex_buf, 0, sizeof(Vertex)); } D3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); g_extern.frame_count++; renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); } static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->last_width != width || d3d->last_height != height) { d3d->last_width = width; d3d->last_height = height; Vertex vert[4]; 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 (unsigned i = 0; i < 4; i++) { vert[i].x -= 0.5f / ((float)d3d->tex_w); vert[i].y += 0.5f / ((float)d3d->tex_h); } #if defined(_XBOX1) BYTE *verts; #elif defined(_XBOX360) void *verts; #endif RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts, 0); memcpy(verts, vert, sizeof(vert)); RD3DVertexBuffer_Unlock(d3d->vertex_buf); } 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, g_extern.frame_count, NULL, NULL, NULL, 0); } } 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(_XBOX1) 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)); RD3DDevice_SetTransform(d3dr, D3DTS_WORLD, &p_rotate); RD3DDevice_SetTransform(d3dr, D3DTS_VIEW, &p_out); RD3DDevice_SetTransform(d3dr, D3DTS_PROJECTION, &p_out); #endif } static void renderchain_blit_to_texture(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch) { D3DSURFACE_DESC desc; D3DLOCKED_RECT d3dlr; d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->last_width != width || d3d->last_height != height) { D3DTexture_LockRectClear(d3d, d3d->tex, 0, d3dlr, NULL, D3DLOCK_NOSYSLOCK); } D3DTexture_LockRect(d3d->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch); } static bool d3d_init_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; const gl_shader_backend_t *backend = NULL; const char *shader_path = g_settings.video.shader_path; enum rarch_shader_type type = gfx_shader_parse_type(shader_path, DEFAULT_SHADER_TYPE); switch (type) { case RARCH_SHADER_HLSL: #ifdef HAVE_HLSL RARCH_LOG("[D3D]: Using HLSL shader backend.\n"); backend = &hlsl_backend; #endif break; } if (!backend) { RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n"); return true; } d3d->shader = backend; return d3d->shader->init(d3d, shader_path); } #ifdef HAVE_SHADERS void d3d_deinit_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; #ifdef HAVE_CG if (!d3d->cgCtx) return; cgD3D9UnloadAllPrograms(); cgD3D9SetDevice(NULL); cgDestroyContext(d3d->cgCtx); d3d->cgCtx = NULL; #else if (d3d->shader && d3d->shader->deinit) d3d->shader->deinit(); d3d->shader = NULL; #endif } #endif