RetroArch/gfx/d3d/d3d_wrapper.cpp
2015-01-17 06:30:39 +01:00

371 lines
9.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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 != NULL)
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(_XBOX1)
hr = IDirect3DDevice8_CreateVertexBuffer(dev, length, usage, fvf, pool,
&buf);
#elif defined(_XBOX360)
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)
{
#ifdef _XBOX1
BYTE *buf;
#else
void *buf;
#endif
#if defined(_XBOX1)
buf = 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(LPDIRECT3DVERTEXBUFFER buf)
{
if (buf)
buf->Release();
buf = NULL;
}
void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no,
LPDIRECT3DVERTEXBUFFER stream_vertbuf, unsigned offset_bytes,
unsigned stride)
{
#if defined(_XBOX1)
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 flags)
{
#if defined(_XBOX)
d3d_video_t *chain = (d3d_video_t*)data;
D3DTexture_LockRect(tex, level, lock_rect, rect, flags);
memset(lock_rect->pBits, 0, chain->tex_h * lock_rect->Pitch);
#else
Pass *pass = (Pass*)data;
if (SUCCEEDED(tex->LockRect(level, lock_rect, rect, flags)))
{
memset(lock_rect->pBits, level, pass->info.tex_h * 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(0, 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, void *renderchain_data,
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)data;
(void)d3d;
(void)y;
if (!d3d)
return;
#ifdef _XBOX
d3d_set_texture(d3d->dev, 0, NULL); // Set the texture to null so D3D don't complain about it being in use...
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
renderchain_t *chain = (renderchain_t*)renderchain_data;
if (!chain)
return;
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 * chain->pixel_size);
}
tex->UnlockRect(0);
}
#endif
}