mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-27 05:05:51 +00:00
841 lines
25 KiB
C++
841 lines
25 KiB
C++
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2012 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef _XBOX
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#include <xtl.h>
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#endif
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#include "../driver.h"
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#include "xdk_d3d9.h"
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#ifdef HAVE_HLSL
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#include "../gfx/shader_hlsl.h"
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#endif
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#include "./../gfx/gfx_context.h"
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#include "../general.h"
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#include "../message.h"
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#ifdef _XBOX360
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#include "../gfx/fonts/xdk360_fonts.h"
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#endif
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#include "../xdk/xdk_resources.h"
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extern video_console_t video_console;
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extern xdk360_video_font_t m_Font;
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const DWORD g_MapLinearToSrgbGpuFormat[] =
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{
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GPUTEXTUREFORMAT_1_REVERSE,
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GPUTEXTUREFORMAT_1,
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GPUTEXTUREFORMAT_8,
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GPUTEXTUREFORMAT_1_5_5_5,
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GPUTEXTUREFORMAT_5_6_5,
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GPUTEXTUREFORMAT_6_5_5,
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GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16,
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GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16,
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GPUTEXTUREFORMAT_8_A,
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GPUTEXTUREFORMAT_8_B,
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GPUTEXTUREFORMAT_8_8,
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GPUTEXTUREFORMAT_Cr_Y1_Cb_Y0_REP,
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GPUTEXTUREFORMAT_Y1_Cr_Y0_Cb_REP,
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GPUTEXTUREFORMAT_16_16_EDRAM,
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GPUTEXTUREFORMAT_8_8_8_8_A,
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GPUTEXTUREFORMAT_4_4_4_4,
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GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16,
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GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16,
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GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16,
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GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16,
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GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16,
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GPUTEXTUREFORMAT_16_16_16_16_EDRAM,
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GPUTEXTUREFORMAT_24_8,
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GPUTEXTUREFORMAT_24_8_FLOAT,
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GPUTEXTUREFORMAT_16,
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GPUTEXTUREFORMAT_16_16,
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GPUTEXTUREFORMAT_16_16_16_16,
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GPUTEXTUREFORMAT_16_EXPAND,
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GPUTEXTUREFORMAT_16_16_EXPAND,
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GPUTEXTUREFORMAT_16_16_16_16_EXPAND,
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GPUTEXTUREFORMAT_16_FLOAT,
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GPUTEXTUREFORMAT_16_16_FLOAT,
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GPUTEXTUREFORMAT_16_16_16_16_FLOAT,
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GPUTEXTUREFORMAT_32,
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GPUTEXTUREFORMAT_32_32,
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GPUTEXTUREFORMAT_32_32_32_32,
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GPUTEXTUREFORMAT_32_FLOAT,
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GPUTEXTUREFORMAT_32_32_FLOAT,
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GPUTEXTUREFORMAT_32_32_32_32_FLOAT,
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GPUTEXTUREFORMAT_32_AS_8,
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GPUTEXTUREFORMAT_32_AS_8_8,
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GPUTEXTUREFORMAT_16_MPEG,
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GPUTEXTUREFORMAT_16_16_MPEG,
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GPUTEXTUREFORMAT_8_INTERLACED,
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GPUTEXTUREFORMAT_32_AS_8_INTERLACED,
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GPUTEXTUREFORMAT_32_AS_8_8_INTERLACED,
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GPUTEXTUREFORMAT_16_INTERLACED,
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GPUTEXTUREFORMAT_16_MPEG_INTERLACED,
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GPUTEXTUREFORMAT_16_16_MPEG_INTERLACED,
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GPUTEXTUREFORMAT_DXN,
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GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16,
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GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16,
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GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16,
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GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16,
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GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16,
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GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16,
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GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16,
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GPUTEXTUREFORMAT_32_32_32_FLOAT,
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GPUTEXTUREFORMAT_DXT3A,
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GPUTEXTUREFORMAT_DXT5A,
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GPUTEXTUREFORMAT_CTX1,
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GPUTEXTUREFORMAT_DXT3A_AS_1_1_1_1,
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GPUTEXTUREFORMAT_8_8_8_8_GAMMA_EDRAM,
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GPUTEXTUREFORMAT_2_10_10_10_FLOAT_EDRAM,
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};
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static void check_window(xdk_d3d_video_t *d3d)
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{
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bool quit, resize;
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gfx_ctx_check_window(&quit,
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&resize, NULL, NULL,
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d3d->frame_count);
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if (quit)
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d3d->quitting = true;
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else if (resize)
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d3d->should_resize = true;
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}
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static void xdk_d3d_free(void * data)
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{
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#ifdef RARCH_CONSOLE
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if (driver.video_data)
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return;
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#endif
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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if (!d3d)
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return;
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#ifdef HAVE_HLSL
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hlsl_deinit();
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#endif
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d3d->d3d_render_device->Release();
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d3d->d3d_device->Release();
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free(d3d);
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}
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void xdk_video_font_draw_text(xdk360_video_font_t *font,
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float fOriginX, float fOriginY, const wchar_t * strText, float fMaxPixelWidth )
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{
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if( strText == NULL || strText[0] == L'\0')
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return;
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xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data;
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D3DDevice *pd3dDevice = vid->d3d_render_device;
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// Set the color as a vertex shader constant
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float vColor[4];
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vColor[0] = ( ( 0xffffffff & 0x00ff0000 ) >> 16L ) / 255.0F;
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vColor[1] = ( ( 0xffffffff & 0x0000ff00 ) >> 8L ) / 255.0F;
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vColor[2] = ( ( 0xffffffff & 0x000000ff ) >> 0L ) / 255.0F;
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vColor[3] = ( ( 0xffffffff & 0xff000000 ) >> 24L ) / 255.0F;
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d3d9_render_msg_pre(font);
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// Perform the actual storing of the color constant here to prevent
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// a load-hit-store by inserting work between the store and the use of
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// the vColor array.
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pd3dDevice->SetVertexShaderConstantF( 1, vColor, 1 );
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// Set the starting screen position
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if((fOriginX < 0.0f))
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fOriginX += font->m_rcWindow.x2;
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if( fOriginY < 0.0f )
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fOriginY += font->m_rcWindow.y2;
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font->m_fCursorX = floorf( fOriginX );
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font->m_fCursorY = floorf( fOriginY );
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// Adjust for padding
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fOriginY -= font->m_fFontTopPadding;
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// Add window offsets
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float Winx = 0.0f;
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float Winy = 0.0f;
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fOriginX += Winx;
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fOriginY += Winy;
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font->m_fCursorX += Winx;
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font->m_fCursorY += Winy;
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// Begin drawing the vertices
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// Declared as volatile to force writing in ascending
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// address order. It prevents out of sequence writing in write combined
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// memory.
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volatile float * pVertex;
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unsigned long dwNumChars = wcslen(strText);
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HRESULT hr = pd3dDevice->BeginVertices( D3DPT_QUADLIST, 4 * dwNumChars, sizeof( XMFLOAT4 ) ,
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( VOID** )&pVertex );
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// The ring buffer may run out of space when tiling, doing z-prepasses,
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// or using BeginCommandBuffer. If so, make the buffer larger.
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if( hr < 0 )
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RARCH_ERR( "Ring buffer out of memory.\n" );
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// Draw four vertices for each glyph
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while( *strText )
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{
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wchar_t letter;
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// Get the current letter in the string
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letter = *strText++;
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// Handle the newline character
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if( letter == L'\n' )
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{
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font->m_fCursorX = fOriginX;
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font->m_fCursorY += font->m_fFontYAdvance * font->m_fYScaleFactor;
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continue;
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}
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// Translate unprintable characters
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const GLYPH_ATTR * pGlyph = &font->m_Glyphs[ ( letter <= font->m_cMaxGlyph )
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? font->m_TranslatorTable[letter] : 0 ];
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float fOffset = font->m_fXScaleFactor * (float)pGlyph->wOffset;
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float fAdvance = font->m_fXScaleFactor * (float)pGlyph->wAdvance;
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float fWidth = font->m_fXScaleFactor * (float)pGlyph->wWidth;
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float fHeight = font->m_fYScaleFactor * font->m_fFontHeight;
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// Setup the screen coordinates
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font->m_fCursorX += fOffset;
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float X4 = font->m_fCursorX;
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float X1 = X4;
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float X3 = X4 + fWidth;
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float X2 = X1 + fWidth;
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float Y1 = font->m_fCursorY;
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float Y3 = Y1 + fHeight;
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float Y2 = Y1;
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float Y4 = Y3;
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font->m_fCursorX += fAdvance;
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// Add the vertices to draw this glyph
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unsigned long tu1 = pGlyph->tu1; // Convert shorts to 32 bit longs for in register merging
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unsigned long tv1 = pGlyph->tv1;
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unsigned long tu2 = pGlyph->tu2;
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unsigned long tv2 = pGlyph->tv2;
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// NOTE: The vertexs are 2 floats for the screen coordinates,
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// followed by two USHORTS for the u/vs of the character,
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// terminated with the ARGB 32 bit color.
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// This makes for 16 bytes per vertex data (Easier to read)
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// Second NOTE: The uvs are merged and written using a DWORD due
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// to the write combining hardware being only able to handle 32,
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// 64 and 128 writes. Never store to write combined memory with
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// 8 or 16 bit instructions. You've been warned.
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pVertex[0] = X1;
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pVertex[1] = Y1;
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((volatile unsigned long *)pVertex)[2] = (tu1<<16)|tv1; // Merged using big endian rules
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pVertex[3] = 0;
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pVertex[4] = X2;
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pVertex[5] = Y2;
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((volatile unsigned long *)pVertex)[6] = (tu2<<16)|tv1; // Merged using big endian rules
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pVertex[7] = 0;
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pVertex[8] = X3;
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pVertex[9] = Y3;
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((volatile unsigned long *)pVertex)[10] = (tu2<<16)|tv2; // Merged using big endian rules
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pVertex[11] = 0;
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pVertex[12] = X4;
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pVertex[13] = Y4;
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((volatile unsigned long *)pVertex)[14] = (tu1<<16)|tv2; // Merged using big endian rules
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pVertex[15] = 0;
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pVertex+=16;
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dwNumChars--;
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}
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// Since we allocated vertex data space based on the string length, we now need to
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// add some dummy verts for any skipped characters (like newlines, etc.)
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while( dwNumChars )
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{
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for(int i = 0; i < 16; i++)
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pVertex[i] = 0;
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pVertex += 16;
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dwNumChars--;
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}
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// Stop drawing vertices
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D3DDevice_EndVertices(pd3dDevice);
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// Undo window offsets
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font->m_fCursorX -= Winx;
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font->m_fCursorY -= Winy;
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d3d9_render_msg_post(font);
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}
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void xdk360_console_draw(void)
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{
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xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data;
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D3DDevice *m_pd3dDevice = vid->d3d_render_device;
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// The top line
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unsigned int nTextLine = ( video_console.m_nCurLine -
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video_console.m_cScreenHeight + video_console.m_cScreenHeightVirtual -
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video_console.m_nScrollOffset + 1 )
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% video_console.m_cScreenHeightVirtual;
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d3d9_render_msg_pre(&m_Font);
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for( unsigned int nScreenLine = 0; nScreenLine < video_console.m_cScreenHeight; nScreenLine++ )
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{
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xdk_video_font_draw_text(&m_Font, (float)( video_console.m_cxSafeAreaOffset ),
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(float)( video_console.m_cySafeAreaOffset + video_console.m_fLineHeight * nScreenLine ),
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video_console.m_Lines[nTextLine], 0.0f );
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nTextLine = ( nTextLine + 1 ) % video_console.m_cScreenHeightVirtual;
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}
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d3d9_render_msg_post(&m_Font);
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}
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static void xdk_convert_texture_to_as16_srgb( D3DTexture *pTexture )
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{
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pTexture->Format.SignX = GPUSIGN_GAMMA;
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pTexture->Format.SignY = GPUSIGN_GAMMA;
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pTexture->Format.SignZ = GPUSIGN_GAMMA;
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XGTEXTURE_DESC desc;
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XGGetTextureDesc( pTexture, 0, &desc );
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//convert to AS_16_16_16_16 format
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pTexture->Format.DataFormat = g_MapLinearToSrgbGpuFormat[ (desc.Format & D3DFORMAT_TEXTUREFORMAT_MASK) >> D3DFORMAT_TEXTUREFORMAT_SHIFT ];
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}
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static void xdk_d3d_set_viewport(bool force_full)
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
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0xff000000, 1.0f, 0);
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int width = d3d->video_mode.fIsHiDef ? 1280 : 640;
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int height = d3d->video_mode.fIsHiDef ? 720 : 480;
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int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp;
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float m_zNear, m_zFar;
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m_viewport_x_temp = 0;
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m_viewport_y_temp = 0;
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m_viewport_width_temp = width;
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m_viewport_height_temp = height;
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m_zNear = 0.0f;
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m_zFar = 1.0f;
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if (!force_full)
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{
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float desired_aspect = g_settings.video.aspect_ratio;
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float device_aspect = (float)width / height;
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float delta;
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// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
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if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM)
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{
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delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
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m_viewport_x_temp = g_console.viewports.custom_vp.x;
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m_viewport_y_temp = g_console.viewports.custom_vp.y;
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m_viewport_width_temp = g_console.viewports.custom_vp.width;
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m_viewport_height_temp = g_console.viewports.custom_vp.height;
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}
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else if (device_aspect > desired_aspect)
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{
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delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
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m_viewport_x_temp = (int)(width * (0.5 - delta));
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m_viewport_width_temp = (int)(2.0 * width * delta);
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width = (unsigned)(2.0 * width * delta);
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}
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else
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{
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delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
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m_viewport_y_temp = (int)(height * (0.5 - delta));
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m_viewport_height_temp = (int)(2.0 * height * delta);
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height = (unsigned)(2.0 * height * delta);
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}
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}
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D3DVIEWPORT vp = {0};
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vp.Width = m_viewport_width_temp;
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vp.Height = m_viewport_height_temp;
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vp.X = m_viewport_x_temp;
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vp.Y = m_viewport_y_temp;
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vp.MinZ = m_zNear;
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vp.MaxZ = m_zFar;
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d3d->d3d_render_device->SetViewport(&vp);
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//if(gl->overscan_enable && !force_full)
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//{
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// m_left = -gl->overscan_amount/2;
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// m_right = 1 + gl->overscan_amount/2;
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// m_bottom = -gl->overscan_amount/2;
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//}
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}
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static void xdk_d3d_set_rotation(void * data, unsigned orientation)
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{
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(void)data;
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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FLOAT angle;
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switch(orientation)
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{
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case ORIENTATION_NORMAL:
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angle = M_PI * 0 / 180;
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break;
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case ORIENTATION_VERTICAL:
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angle = M_PI * 270 / 180;
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break;
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case ORIENTATION_FLIPPED:
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angle = M_PI * 180 / 180;
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break;
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case ORIENTATION_FLIPPED_ROTATED:
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angle = M_PI * 90 / 180;
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break;
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}
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#ifdef HAVE_HLSL
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/* TODO: Move to D3DXMATRIX here */
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hlsl_set_proj_matrix(XMMatrixRotationZ(angle));
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#endif
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d3d->should_resize = TRUE;
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}
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#ifdef HAVE_FBO
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static void xdk_d3d_init_fbo(xdk_d3d_video_t *d3d)
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{
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if(!g_settings.video.render_to_texture)
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return;
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if (d3d->lpTexture_ot)
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{
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d3d->lpTexture_ot->Release();
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d3d->lpTexture_ot = NULL;
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}
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if (d3d->lpSurface)
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{
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d3d->lpSurface->Release();
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d3d->lpSurface = NULL;
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}
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d3d->d3d_render_device->CreateTexture(512 * g_settings.video.fbo_scale_x, 512 * g_settings.video.fbo_scale_y,
|
|
1, 0, g_console.gamma_correction ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 ) : D3DFMT_A8R8G8B8,
|
|
0, &d3d->lpTexture_ot
|
|
, NULL
|
|
);
|
|
|
|
d3d->d3d_render_device->CreateRenderTarget(512 * g_settings.video.fbo_scale_x, 512 * g_settings.video.fbo_scale_y,
|
|
g_console.gamma_correction ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 ) : D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE,
|
|
0, 0, &d3d->lpSurface, NULL);
|
|
|
|
d3d->lpTexture_ot_as16srgb = *d3d->lpTexture_ot;
|
|
xdk_convert_texture_to_as16_srgb(d3d->lpTexture);
|
|
xdk_convert_texture_to_as16_srgb(&d3d->lpTexture_ot_as16srgb);
|
|
d3d->fbo_enabled = 1;
|
|
}
|
|
#endif
|
|
|
|
static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data)
|
|
{
|
|
if (driver.video_data)
|
|
return driver.video_data;
|
|
|
|
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)calloc(1, sizeof(xdk_d3d_video_t));
|
|
if (!d3d)
|
|
return NULL;
|
|
|
|
d3d->d3d_device = direct3d_create_ctx(D3D_SDK_VERSION);
|
|
if (!d3d->d3d_device)
|
|
{
|
|
free(d3d);
|
|
return NULL;
|
|
}
|
|
|
|
memset(&d3d->d3dpp, 0, sizeof(d3d->d3dpp));
|
|
|
|
// no letterboxing in 4:3 mode (if widescreen is
|
|
// unsupported
|
|
// Get video settings
|
|
memset(&d3d->video_mode, 0, sizeof(d3d->video_mode));
|
|
XGetVideoMode(&d3d->video_mode);
|
|
|
|
if(!d3d->video_mode.fIsWideScreen)
|
|
d3d->d3dpp.Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
|
|
|
|
g_console.menus_hd_enable = d3d->video_mode.fIsHiDef;
|
|
|
|
d3d->d3dpp.BackBufferWidth = d3d->video_mode.fIsHiDef ? 1280 : 640;
|
|
d3d->d3dpp.BackBufferHeight = d3d->video_mode.fIsHiDef ? 720 : 480;
|
|
|
|
if(g_console.gamma_correction)
|
|
{
|
|
d3d->d3dpp.BackBufferFormat = g_console.color_format ? (D3DFORMAT)MAKESRGBFMT(D3DFMT_A8R8G8B8) : (D3DFORMAT)MAKESRGBFMT(D3DFMT_LIN_A1R5G5B5);
|
|
d3d->d3dpp.FrontBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8);
|
|
}
|
|
else
|
|
{
|
|
d3d->d3dpp.BackBufferFormat = g_console.color_format ? D3DFMT_A8R8G8B8 : D3DFMT_LIN_A1R5G5B5;
|
|
d3d->d3dpp.FrontBufferFormat = D3DFMT_LE_X8R8G8B8;
|
|
}
|
|
d3d->d3dpp.MultiSampleQuality = 0;
|
|
d3d->d3dpp.PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
|
|
|
|
d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
|
|
d3d->d3dpp.BackBufferCount = 2;
|
|
d3d->d3dpp.EnableAutoDepthStencil = FALSE;
|
|
d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
|
|
d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING,
|
|
&d3d->d3dpp, &d3d->d3d_render_device);
|
|
|
|
#ifdef HAVE_HLSL
|
|
hlsl_init(g_settings.video.cg_shader_path, d3d->d3d_render_device);
|
|
#endif
|
|
|
|
d3d->d3d_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5,
|
|
0, &d3d->lpTexture
|
|
, NULL
|
|
);
|
|
|
|
#ifdef HAVE_FBO
|
|
xdk_d3d_init_fbo(d3d);
|
|
#endif
|
|
|
|
D3DLOCKED_RECT d3dlr;
|
|
d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
|
|
memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch);
|
|
d3d->lpTexture->UnlockRect(0);
|
|
|
|
d3d->last_width = 512;
|
|
d3d->last_height = 512;
|
|
|
|
d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
|
|
0, 0, 0, &d3d->vertex_buf, NULL);
|
|
|
|
static const DrawVerticeFormats init_verts[] = {
|
|
{ -1.0f, -1.0f, 0.0f, 1.0f },
|
|
{ 1.0f, -1.0f, 1.0f, 1.0f },
|
|
{ -1.0f, 1.0f, 0.0f, 0.0f },
|
|
{ 1.0f, 1.0f, 1.0f, 0.0f },
|
|
};
|
|
|
|
void *verts_ptr;
|
|
d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
|
|
memcpy(verts_ptr, init_verts, sizeof(init_verts));
|
|
d3d->vertex_buf->Unlock();
|
|
|
|
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()
|
|
};
|
|
|
|
d3d->d3d_render_device->CreateVertexDeclaration(VertexElements, &d3d->v_decl);
|
|
|
|
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
|
|
0xff000000, 1.0f, 0);
|
|
|
|
d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
|
|
D3DVIEWPORT vp = {0};
|
|
vp.Width = d3d->video_mode.fIsHiDef ? 1280 : 640;
|
|
vp.Height = d3d->video_mode.fIsHiDef ? 720 : 480;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
d3d->d3d_render_device->SetViewport(&vp);
|
|
|
|
if(g_console.viewports.custom_vp.width == 0)
|
|
g_console.viewports.custom_vp.width = vp.Width;
|
|
|
|
if(g_console.viewports.custom_vp.height == 0)
|
|
g_console.viewports.custom_vp.height = vp.Height;
|
|
|
|
xdk_d3d_set_rotation(d3d, g_console.screen_orientation);
|
|
|
|
d3d->vsync = video->vsync;
|
|
|
|
return d3d;
|
|
}
|
|
|
|
static bool xdk_d3d_frame(void *data, const void *frame,
|
|
unsigned width, unsigned height, unsigned pitch, const char *msg)
|
|
{
|
|
if (!frame)
|
|
return true;
|
|
|
|
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
|
|
#ifdef HAVE_FBO
|
|
D3DSurface* pRenderTarget0;
|
|
#endif
|
|
bool menu_enabled = g_console.menu_enable;
|
|
|
|
if (d3d->last_width != width || d3d->last_height != height)
|
|
{
|
|
D3DLOCKED_RECT d3dlr;
|
|
|
|
d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
|
|
memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch);
|
|
d3d->lpTexture->UnlockRect(0);
|
|
|
|
float tex_w = width / 512.0f;
|
|
float tex_h = height / 512.0f;
|
|
|
|
DrawVerticeFormats verts[] = {
|
|
{ -1.0f, -1.0f, 0.0f, tex_h },
|
|
{ 1.0f, -1.0f, tex_w, tex_h },
|
|
{ -1.0f, 1.0f, 0.0f, 0.0f },
|
|
{ 1.0f, 1.0f, tex_w, 0.0f },
|
|
};
|
|
|
|
// Align texels and vertices (D3D9 quirk).
|
|
for (unsigned i = 0; i < 4; i++)
|
|
{
|
|
verts[i].x -= 0.5f / 512.0f;
|
|
verts[i].y += 0.5f / 512.0f;
|
|
}
|
|
|
|
void *verts_ptr;
|
|
d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
|
|
memcpy(verts_ptr, verts, sizeof(verts));
|
|
d3d->vertex_buf->Unlock();
|
|
|
|
d3d->last_width = width;
|
|
d3d->last_height = height;
|
|
}
|
|
|
|
#ifdef HAVE_FBO
|
|
if (d3d->fbo_enabled)
|
|
{
|
|
d3d->d3d_render_device->GetRenderTarget(0, &pRenderTarget0);
|
|
d3d->d3d_render_device->SetRenderTarget(0, d3d->lpSurface);
|
|
}
|
|
#endif
|
|
|
|
if (d3d->should_resize)
|
|
xdk_d3d_set_viewport(false);
|
|
|
|
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
|
|
0xff000000, 1.0f, 0);
|
|
d3d->frame_count++;
|
|
|
|
d3d->d3d_render_device->SetTexture(0, d3d->lpTexture);
|
|
|
|
#ifdef HAVE_HLSL
|
|
hlsl_use(1);
|
|
#endif
|
|
|
|
#ifdef HAVE_FBO
|
|
if(d3d->fbo_enabled)
|
|
{
|
|
#ifdef HAVE_HLSL
|
|
hlsl_set_params(width, height, 512, 512, g_settings.video.fbo_scale_x * width,
|
|
g_settings.video.fbo_scale_y * height, d3d->frame_count);
|
|
#endif
|
|
D3DVIEWPORT vp = {0};
|
|
vp.Width = g_settings.video.fbo_scale_x * width;
|
|
vp.Height = g_settings.video.fbo_scale_y * height;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
d3d->d3d_render_device->SetViewport(&vp);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
#ifdef HAVE_HLSL
|
|
hlsl_set_params(width, height, 512, 512, d3d->d3dpp.BackBufferWidth,
|
|
d3d->d3dpp.BackBufferHeight, d3d->frame_count);
|
|
#endif
|
|
}
|
|
|
|
D3DLOCKED_RECT d3dlr;
|
|
d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
|
|
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 * sizeof(uint16_t));
|
|
}
|
|
d3d->lpTexture->UnlockRect(0);
|
|
|
|
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
|
|
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
|
|
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
|
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
|
|
|
d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl);
|
|
d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf,
|
|
0,
|
|
sizeof(DrawVerticeFormats));
|
|
|
|
d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
|
|
|
|
#ifdef HAVE_FBO
|
|
if(d3d->fbo_enabled)
|
|
{
|
|
d3d->d3d_render_device->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, d3d->lpTexture_ot,
|
|
NULL, 0, 0, NULL, 0, 0, NULL);
|
|
|
|
d3d->d3d_render_device->SetRenderTarget(0, pRenderTarget0);
|
|
pRenderTarget0->Release();
|
|
d3d->d3d_render_device->SetTexture(0, &d3d->lpTexture_ot_as16srgb);
|
|
|
|
#ifdef HAVE_HLSL
|
|
hlsl_use(2);
|
|
hlsl_set_params(g_settings.video.fbo_scale_x * width, g_settings.video.fbo_scale_y * height, g_settings.video.fbo_scale_x * 512, g_settings.video.fbo_scale_y * 512, d3d->d3dpp.BackBufferWidth,
|
|
d3d->d3dpp.BackBufferHeight, d3d->frame_count);
|
|
#endif
|
|
xdk_d3d_set_viewport(false);
|
|
|
|
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
|
|
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
|
|
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
|
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
|
d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl);
|
|
d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf,
|
|
0,
|
|
sizeof(DrawVerticeFormats));
|
|
d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
|
|
}
|
|
#endif
|
|
|
|
/* XBox 360 specific font code */
|
|
if (msg && !menu_enabled)
|
|
{
|
|
if(IS_TIMER_EXPIRED(d3d))
|
|
{
|
|
xdk360_console_format(msg);
|
|
SET_TIMER_EXPIRATION(d3d, 30);
|
|
}
|
|
|
|
xdk360_console_draw();
|
|
}
|
|
|
|
if(!d3d->block_swap)
|
|
gfx_ctx_swap_buffers();
|
|
|
|
return true;
|
|
}
|
|
|
|
static void xdk_d3d_set_nonblock_state(void *data, bool state)
|
|
{
|
|
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
|
|
|
|
if(d3d->vsync)
|
|
{
|
|
RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on");
|
|
gfx_ctx_set_swap_interval(state ? 0 : 1, TRUE);
|
|
}
|
|
}
|
|
|
|
static bool xdk_d3d_alive(void *data)
|
|
{
|
|
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
|
|
check_window(d3d);
|
|
return !d3d->quitting;
|
|
}
|
|
|
|
static bool xdk_d3d_focus(void *data)
|
|
{
|
|
(void)data;
|
|
return gfx_ctx_window_has_focus();
|
|
}
|
|
|
|
static void xdk_d3d_start(void)
|
|
{
|
|
video_info_t video_info = {0};
|
|
|
|
video_info.vsync = g_settings.video.vsync;
|
|
video_info.force_aspect = false;
|
|
video_info.fullscreen = true;
|
|
video_info.smooth = g_settings.video.smooth;
|
|
video_info.input_scale = 2;
|
|
|
|
driver.video_data = xdk_d3d_init(&video_info, NULL, NULL);
|
|
|
|
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
|
|
|
|
gfx_ctx_set_swap_interval(d3d->vsync ? 1 : 0, false);
|
|
|
|
HRESULT hr = d3d9_init_font("game:\\media\\Arial_12.xpr");
|
|
|
|
if(hr < 0)
|
|
{
|
|
RARCH_ERR("Couldn't create debug console.\n");
|
|
}
|
|
}
|
|
|
|
static void xdk_d3d_restart(void)
|
|
{
|
|
}
|
|
|
|
static void xdk_d3d_stop(void)
|
|
{
|
|
void *data = driver.video_data;
|
|
driver.video_data = NULL;
|
|
d3d9_deinit_font();
|
|
xdk_d3d_free(data);
|
|
}
|
|
|
|
static void xdk_d3d_apply_state_changes(void)
|
|
{
|
|
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
|
|
d3d->should_resize = true;
|
|
}
|
|
|
|
const video_driver_t video_xdk_d3d = {
|
|
xdk_d3d_init,
|
|
xdk_d3d_frame,
|
|
xdk_d3d_set_nonblock_state,
|
|
xdk_d3d_alive,
|
|
xdk_d3d_focus,
|
|
NULL,
|
|
xdk_d3d_free,
|
|
"xdk_d3d",
|
|
xdk_d3d_start,
|
|
xdk_d3d_stop,
|
|
xdk_d3d_restart,
|
|
xdk_d3d_apply_state_changes,
|
|
xdk_d3d_set_rotation,
|
|
};
|