RetroArch/gfx/d3d/d3d.cpp
2015-02-11 20:28:54 +01:00

1961 lines
49 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifdef _XBOX
#include <xtl.h>
#include <xgraphics.h>
#endif
#include "d3d.h"
#ifndef _XBOX
#include "render_chain.h"
#endif
#include "../video_viewport.h"
#include "../video_monitor.h"
#ifndef _XBOX
#include "../drivers_context/win32_common.h"
#include "../drivers_context/win32_dwm_common.h"
#define HAVE_MONITOR
#define HAVE_WINDOW
#endif
#include <compat/posix_string.h>
#include <file/file_path.h>
#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(void *data);
static void d3d_free_overlay(void *data, 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
namespace Monitor
{
static HMONITOR last_hm;
static HMONITOR all_hms[MAX_MONITORS];
static unsigned num_mons;
}
#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)
{
d3d_video_t *d3d = (d3d_video_t*)data;
(void)d3d;
(void)data;
#if defined(HAVE_HLSL)
RARCH_LOG("D3D]: Using HLSL shader backend.\n");
const shader_backend_t *backend = &hlsl_backend;
const char *shader_path = g_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(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
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)
{
d3d_video_t *d3d = (d3d_video_t*)data;
D3DPRESENT_PARAMETERS d3dpp;
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(void *data, const video_info_t *info)
{
d3d_video_t *d3d = (d3d_video_t*)data;
bool ret = true;
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");
else
return ret;
}
}
if (!ret)
return ret;
d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height,
info->force_aspect, g_extern.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(g_settings.video.font_path, "game:\\media\\Arial_12.xpr",
sizeof(g_settings.video.font_path));
#endif
d3d->font_ctx = d3d_font_init_first(d3d, g_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)
{
if (g_settings.video.scale_integer)
{
struct rarch_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 (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
{
const rarch_viewport_t &custom =
g_extern.console.screen.viewports.custom_vp;
d3d_set_viewport(d3d, custom.x, custom.y,
custom.width, custom.height);
}
else
{
float device_aspect = static_cast<float>(width) /
static_cast<float>(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;
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;
if (d3d->ctx_driver && d3d->ctx_driver->check_window)
d3d->ctx_driver->check_window(d3d, &quit, &resize,
&d3d->screen_width, &d3d->screen_height, g_extern.frame_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;
switch (aspect_ratio_idx)
{
case ASPECT_RATIO_SQUARE:
video_viewport_set_square_pixel(
g_extern.system.av_info.geometry.base_width,
g_extern.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;
}
g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value;
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;
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 = g_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 && g_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(g_settings.video.shader_path, RARCH_SHADER_NONE);
if (g_settings.video.shader_enable && type == RARCH_SHADER_CG)
d3d->cg_shader = g_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 rarch_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;
#if defined(_XBOX1)
api = GFX_CTX_DIRECT3D8_API;
major = 8;
#endif
return gfx_ctx_init_first(driver.video_data,
g_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;
#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_hm = 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_hms[Monitor::num_mons++] = 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::num_mons = 0;
EnumDisplayMonitors(NULL, NULL, d3d_monitor_enum_proc, 0);
if (!Monitor::last_hm)
Monitor::last_hm = MonitorFromWindow(
GetDesktopWindow(), MONITOR_DEFAULTTONEAREST);
hm_to_use = Monitor::last_hm;
fs_monitor = g_settings.video.monitor_index;
if (fs_monitor && fs_monitor <= Monitor::num_mons
&& Monitor::all_hms[fs_monitor - 1])
{
hm_to_use = Monitor::all_hms[fs_monitor - 1];
d3d->cur_mon_id = fs_monitor - 1;
}
else
{
for (i = 0; i < Monitor::num_mons; i++)
{
if (Monitor::all_hms[i] != hm_to_use)
continue;
d3d->cur_mon_id = i;
break;
}
}
memset(&current_mon, 0, sizeof(current_mon));
current_mon.cbSize = sizeof(MONITORINFOEX);
GetMonitorInfo(hm_to_use, (MONITORINFO*)&current_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_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_t *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 i = 0;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
(void)i;
/* 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
LinkInfo link_info = {0};
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;
}
unsigned current_width = link_info.tex_w;
unsigned current_height = link_info.tex_h;
unsigned out_width = 0;
unsigned 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;
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(void *data,
struct texture_image *out_img,
int x, int y, int w, int h, bool force_fullscreen)
{
float fX, fY;
void *verts = NULL;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
#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;
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;
}
bool 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++;
video_shader_pass *dummy_pass = (video_shader_pass*)
&d3d->shader.pass[d3d->shader.passes - 1];
dummy_pass->fbo.scale_x = dummy_pass->fbo.scale_y = 1.0f;
dummy_pass->fbo.type_x = dummy_pass->fbo.type_y = RARCH_SCALE_VIEWPORT;
dummy_pass->filter = RARCH_FILTER_UNSPEC;
}
else
{
video_shader_pass *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
float pos_x = g_settings.video.msg_pos_x;
float pos_y = g_settings.video.msg_pos_y;
float font_size = g_settings.video.font_size;
if (params)
{
pos_x = params->x;
pos_y = params->y;
font_size *= params->scale;
}
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;
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;
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 ?
g_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(void *data, 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;
d3d_video_t *d3d = (d3d_video_t*)data;
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
// set vertex decl 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()
};
LPDIRECT3DVERTEXDECLARATION vertex_decl;
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(void *data, overlay_t *overlay)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (!d3d)
return;
d3d_texture_free(overlay->tex);
d3d_vertex_buffer_free(overlay->vert_buf);
}
static void d3d_free_overlays(void *data)
{
unsigned i;
d3d_video_t *d3d = (d3d_video_t*)data;
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;
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;
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;
d3d_free_overlays(data);
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)
{
unsigned i = 0;
D3DVIEWPORT screen_vp;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
(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,
g_extern.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 (g_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 (g_extern.is_menu
&& driver.menu_ctx && driver.menu_ctx->frame)
driver.menu_ctx->frame(driver.menu);
#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)
{
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
LPDIRECT3DSURFACE target = NULL;
LPDIRECT3DSURFACE dest = NULL;
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;
}
D3DLOCKED_RECT rect;
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)
{
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;
D3DLOCKED_RECT d3dlr;
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;
#ifdef _XBOX
d3d->menu_texture_enable = state;
d3d->menu_texture_full_screen = full_screen;
#else
if (!d3d || !d3d->menu)
return;
d3d->menu->enabled = state;
d3d->menu->fullscreen = full_screen;
#endif
}
#endif
static const video_poke_interface_t d3d_poke_interface = {
NULL,
#ifdef HAVE_FBO
NULL,
#endif
NULL,
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,
#ifdef HAVE_OVERLAY
d3d_get_overlay_interface,
#endif
d3d_get_poke_interface
};