mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-22 10:49:02 +00:00
173 lines
4.7 KiB
C++
173 lines
4.7 KiB
C++
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2014 - 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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#ifndef D3DVIDEO_HPP__
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#define D3DVIDEO_HPP__
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#ifdef HAVE_CONFIG_H
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#include "../../config.h"
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#endif
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#ifndef _XBOX
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#define HAVE_WINDOW
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#endif
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#if defined(_XBOX1)
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#ifndef HAVE_D3D8
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#define HAVE_D3D8
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#endif
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#else
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#ifndef HAVE_D3D9
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#define HAVE_D3D9
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#endif
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#endif
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#include "../../general.h"
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#include "../../driver.h"
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#include "../shader_parse.h"
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#include "../fonts/d3d_font.h"
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#include "../gfx_context.h"
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#include "../gfx_common.h"
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#ifdef HAVE_CG
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#include <Cg/cg.h>
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#include <Cg/cgD3D9.h>
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#endif
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#include "d3d_defines.h"
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#include <string>
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#include <vector>
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class RenderChain;
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#ifndef _XBOX
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#define D3DDevice_SetSamplerState_AddressU(dev, sampler, type) dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, type)
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#define D3DDevice_SetSamplerState_AddressV(dev, sampler, type) dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, type)
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#define D3DDevice_SetSamplerState_MinFilter(dev, sampler, type) dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, type)
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#define D3DDevice_SetSamplerState_MagFilter(dev, sampler, type) dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, type)
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#define D3DDevice_DrawPrimitive(dev, type, start, count) \
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if (SUCCEEDED(dev->BeginScene())) \
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{ \
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dev->DrawPrimitive(type, start, count); \
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dev->EndScene(); \
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}
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#define D3DTexture_LockRectClear(pass, tex, level, lockedrect, rect, flags) \
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if (SUCCEEDED(tex->LockRect(level, &lockedrect, rect, flags))) \
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{ \
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memset(lockedrect.pBits, level, pass.info.tex_h * lockedrect.Pitch); \
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tex->UnlockRect(0); \
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}
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#define D3DDevice_Presents(d3d, dev) \
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if (dev->Present(NULL, NULL, NULL, NULL) != D3D_OK) \
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{ \
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RARCH_ERR("[D3D]: Present() failed.\n"); \
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d3d->needs_restore = true; \
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}
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#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) device->CreateVertexBuffer(Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, NULL)
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#define D3DDevice_SetStreamSources(device, streamNumber, pStreamData, OffsetInBytes, Stride) device->SetStreamSource(streamNumber, pStreamData, OffsetInBytes, Stride)
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#define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \
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if (SUCCEEDED(first.tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK))) \
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{ \
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for (unsigned y = 0; y < height; y++) \
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{ \
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const uint8_t *in = (const uint8_t*)frame + y * pitch; \
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uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch; \
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memcpy(out, in, width * d3d->pixel_size); \
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} \
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first.tex->UnlockRect(0); \
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}
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#endif
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typedef struct
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{
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struct Coords
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{
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float x, y, w, h;
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};
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Coords tex_coords;
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Coords vert_coords;
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unsigned tex_w, tex_h;
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bool fullscreen;
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bool enabled;
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float alpha_mod;
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LPDIRECT3DTEXTURE tex;
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LPDIRECT3DVERTEXBUFFER vert_buf;
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} overlay_t;
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bool d3d_init_shader(void *data);
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void d3d_deinit_shader(void *data);
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void d3d_make_d3dpp(void *data, const video_info_t *info, D3DPRESENT_PARAMETERS *d3dpp);
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typedef struct d3d_video
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{
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const d3d_font_renderer_t *font_ctx;
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const gfx_ctx_driver_t *ctx_driver;
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bool should_resize;
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bool quitting;
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#ifdef HAVE_WINDOW
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WNDCLASSEX windowClass;
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#endif
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HWND hWnd;
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LPDIRECT3D g_pD3D;
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LPDIRECT3DDEVICE dev;
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#ifndef _XBOX
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LPD3DXFONT font;
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#endif
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HRESULT d3d_err;
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unsigned cur_mon_id;
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unsigned screen_width;
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unsigned screen_height;
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unsigned dev_rotation;
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D3DVIEWPORT final_viewport;
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std::string cg_shader;
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struct gfx_shader shader;
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video_info_t video_info;
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bool needs_restore;
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#ifdef HAVE_CG
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CGcontext cgCtx;
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#endif
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RECT font_rect;
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RECT font_rect_shifted;
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uint32_t font_color;
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#ifdef HAVE_OVERLAY
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bool overlays_enabled;
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std::vector<overlay_t> overlays;
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#endif
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#ifdef HAVE_MENU
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overlay_t *menu;
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#endif
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void *chain;
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} d3d_video_t;
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#ifndef _XBOX
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extern "C" bool dinput_handle_message(void *dinput, UINT message, WPARAM wParam, LPARAM lParam);
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#endif
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#endif
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