RetroArch/gfx/drivers/d3d.c

1763 lines
44 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - 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 <formats/image.h>
#include <compat/strl.h>
#include <compat/posix_string.h>
#include <file/file_path.h>
#include <string/stdstring.h>
#include <retro_math.h>
#include "d3d.h"
#include "../video_coord_array.h"
#include "../../configuration.h"
#include "../../dynamic.h"
#include "../video_driver.h"
#ifdef HAVE_THREADS
#include "../video_thread_wrapper.h"
#endif
#include "../common/win32_common.h"
#ifndef _XBOX
#define HAVE_MONITOR
#define HAVE_WINDOW
#endif
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#endif
#include "../font_driver.h"
#include "../../core.h"
#include "../../defines/d3d_defines.h"
#include "../../verbosity.h"
#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#if defined(HAVE_CG)
#define HAVE_SHADERS
#endif
#ifdef HAVE_HLSL
#include "../drivers_shader/shader_hlsl.h"
#endif
#endif
static LPDIRECT3D g_pD3D;
static bool d3d_init_luts(d3d_video_t *d3d)
{
unsigned i;
settings_t *settings = config_get_ptr();
if (!d3d->renderchain_driver || !d3d->renderchain_driver->add_lut)
return true;
for (i = 0; i < d3d->shader.luts; i++)
{
if (!d3d->renderchain_driver->add_lut(
d3d->renderchain_data,
d3d->shader.lut[i].id, d3d->shader.lut[i].path,
d3d->shader.lut[i].filter == RARCH_FILTER_UNSPEC ?
settings->bools.video_smooth :
(d3d->shader.lut[i].filter == RARCH_FILTER_LINEAR)))
return false;
}
return true;
}
static bool d3d_init_imports(d3d_video_t *d3d)
{
retro_ctx_memory_info_t mem_info;
state_tracker_t *state_tracker = NULL;
struct state_tracker_info tracker_info = {0};
if (!d3d->shader.variables)
return true;
if (!d3d->renderchain_driver || !d3d->renderchain_driver->add_state_tracker)
return true;
mem_info.id = RETRO_MEMORY_SYSTEM_RAM;
core_get_memory(&mem_info);
tracker_info.wram = (uint8_t*)mem_info.data;
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 = state_tracker_init(&tracker_info);
if (!state_tracker)
{
RARCH_ERR("[D3D]: Failed to initialize state tracker.\n");
return false;
}
d3d->renderchain_driver->add_state_tracker(
d3d->renderchain_data, state_tracker);
return true;
}
static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info)
{
unsigned current_width, current_height, out_width, out_height;
unsigned i = 0;
struct LinkInfo link_info = {0};
(void)i;
(void)current_width;
(void)current_height;
(void)out_width;
(void)out_height;
/* Setup information for first pass. */
#ifndef _XBOX
link_info.pass = &d3d->shader.pass[0];
#endif
link_info.tex_w = link_info.tex_h =
video_info->input_scale * RARCH_SCALE_BASE;
if (!renderchain_d3d_init_first(&d3d->renderchain_driver,
&d3d->renderchain_data))
{
RARCH_ERR("[D3D]: Renderchain could not be initialized.\n");
return false;
}
if (!d3d->renderchain_driver || !d3d->renderchain_data)
return false;
if (
!d3d->renderchain_driver->init(
d3d,
&d3d->video_info,
d3d->dev, &d3d->final_viewport, &link_info,
d3d->video_info.rgb32)
)
{
RARCH_ERR("[D3D]: Failed to init render chain.\n");
return false;
}
RARCH_LOG("[D3D]: Renderchain driver: %s\n", d3d->renderchain_driver->ident);
#ifndef _XBOX
current_width = link_info.tex_w;
current_height = link_info.tex_h;
out_width = 0;
out_height = 0;
for (i = 1; i < d3d->shader.passes; i++)
{
d3d->renderchain_driver->convert_geometry(d3d->renderchain_data,
&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 (!d3d->renderchain_driver->add_pass(
d3d->renderchain_data, &link_info))
{
RARCH_ERR("[D3D]: Failed to add pass.\n");
return false;
}
}
#endif
if (!d3d_init_luts(d3d))
{
RARCH_ERR("[D3D]: Failed to init LUTs.\n");
return false;
}
if (!d3d_init_imports(d3d))
{
RARCH_ERR("[D3D]: Failed to init imports.\n");
return false;
}
return true;
}
static bool d3d_init_singlepass(d3d_video_t *d3d)
{
#ifndef _XBOX
struct video_shader_pass *pass = NULL;
if (!d3d)
return false;
memset(&d3d->shader, 0, sizeof(d3d->shader));
d3d->shader.passes = 1;
pass = (struct video_shader_pass*)
&d3d->shader.pass[0];
pass->fbo.valid = true;
pass->fbo.scale_y = 1.0;
pass->fbo.type_y = RARCH_SCALE_VIEWPORT;
pass->fbo.scale_x = pass->fbo.scale_y;
pass->fbo.type_x = pass->fbo.type_y;
if (!string_is_empty(d3d->shader_path))
strlcpy(pass->source.path, d3d->shader_path,
sizeof(pass->source.path));
#endif
return true;
}
#ifdef HAVE_FBO
static bool d3d_init_multipass(d3d_video_t *d3d)
{
unsigned i;
bool use_extra_pass = false;
struct video_shader_pass *pass = NULL;
config_file_t *conf = !string_is_empty(d3d->shader_path) ? config_file_new(d3d->shader_path) : NULL;
if (!conf)
{
RARCH_ERR("[D3D]: Failed to load preset.\n");
return false;
}
memset(&d3d->shader, 0, sizeof(d3d->shader));
#ifdef HAVE_SHADERPIPELINE
if (!video_shader_read_conf_cgp(conf, &d3d->shader))
{
config_file_free(conf);
RARCH_ERR("[D3D]: Failed to parse CGP file.\n");
return false;
}
#endif
config_file_free(conf);
#ifdef HAVE_SHADERPIPELINE
if (!string_is_empty(d3d->shader_path))
video_shader_resolve_relative(&d3d->shader, d3d->shader_path);
#endif
RARCH_LOG("[D3D]: 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_y = 1.0f;
d3d->shader.pass[i].fbo.scale_x = 1.0f;
d3d->shader.pass[i].fbo.type_x = RARCH_SCALE_INPUT;
d3d->shader.pass[i].fbo.type_y = RARCH_SCALE_INPUT;
}
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++;
pass = (struct 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;
pass->filter = RARCH_FILTER_UNSPEC;
}
else
{
pass = (struct 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 bool d3d_process_shader(d3d_video_t *d3d)
{
#ifdef HAVE_FBO
if (d3d && !string_is_empty(d3d->shader_path) &&
string_is_equal_fast(path_get_extension(d3d->shader_path), "cgp", 3))
return d3d_init_multipass(d3d);
#endif
return d3d_init_singlepass(d3d);
}
static void d3d_viewport_info(void *data, struct video_viewport *vp)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if ( !d3d ||
!d3d->renderchain_driver ||
!d3d->renderchain_driver->viewport_info)
return;
d3d->renderchain_driver->viewport_info(d3d, vp);
}
static void d3d_overlay_render(d3d_video_t *d3d, video_frame_info_t *video_info,
overlay_t *overlay)
{
struct video_viewport vp;
void *verts;
unsigned i;
float vert[4][9];
float overlay_width, overlay_height;
unsigned width = video_info->width;
unsigned height = video_info->height;
if (!d3d || !overlay || !overlay->tex)
return;
if (!overlay->vert_buf)
{
overlay->vert_buf = d3d_vertex_buffer_new(
d3d->dev, sizeof(vert), 0, 0, D3DPOOL_MANAGED, NULL);
if (!overlay->vert_buf)
return;
}
for (i = 0; i < 4; i++)
{
vert[i][2] = 0.5f;
vert[i][5] = 1.0f;
vert[i][6] = 1.0f;
vert[i][7] = 1.0f;
vert[i][8] = overlay->alpha_mod;
}
d3d_viewport_info(d3d, &vp);
overlay_width = vp.width;
overlay_height = vp.height;
vert[0][0] = overlay->vert_coords[0] * overlay_width;
vert[1][0] = (overlay->vert_coords[0] + overlay->vert_coords[2])
* overlay_width;
vert[2][0] = overlay->vert_coords[0] * overlay_width;
vert[3][0] = (overlay->vert_coords[0] + overlay->vert_coords[2])
* overlay_width;
vert[0][1] = overlay->vert_coords[1] * overlay_height;
vert[1][1] = overlay->vert_coords[1] * overlay_height;
vert[2][1] = (overlay->vert_coords[1] + overlay->vert_coords[3])
* overlay_height;
vert[3][1] = (overlay->vert_coords[1] + overlay->vert_coords[3])
* overlay_height;
vert[0][3] = overlay->tex_coords[0];
vert[1][3] = overlay->tex_coords[0] + overlay->tex_coords[2];
vert[2][3] = overlay->tex_coords[0];
vert[3][3] = overlay->tex_coords[0] + overlay->tex_coords[2];
vert[0][4] = overlay->tex_coords[1];
vert[1][4] = overlay->tex_coords[1];
vert[2][4] = overlay->tex_coords[1] + overlay->tex_coords[3];
vert[3][4] = overlay->tex_coords[1] + overlay->tex_coords[3];
/* Align texels and vertices. */
for (i = 0; i < 4; i++)
{
vert[i][0] -= 0.5f;
vert[i][1] += 0.5f;
}
verts = d3d_vertex_buffer_lock(overlay->vert_buf);
memcpy(verts, vert, sizeof(vert));
d3d_vertex_buffer_unlock(overlay->vert_buf);
d3d_enable_blend_func(d3d->dev);
#if defined(HAVE_D3D9)
{
LPDIRECT3DVERTEXDECLARATION vertex_decl;
/* set vertex declaration 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()
};
d3d_vertex_declaration_new(d3d->dev, &vElems, (void**)&vertex_decl);
d3d_set_vertex_declaration(d3d->dev, vertex_decl);
d3d_vertex_declaration_free(vertex_decl);
}
#endif
d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf,
0, sizeof(*vert));
if (overlay->fullscreen)
{
D3DVIEWPORT vp_full;
vp_full.X = 0;
vp_full.Y = 0;
vp_full.Width = width;
vp_full.Height = height;
vp_full.MinZ = 0.0f;
vp_full.MaxZ = 1.0f;
d3d_set_viewports(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_disable_blend_func(d3d->dev);
d3d_set_viewports(d3d->dev, &d3d->final_viewport);
}
static void d3d_free_overlay(d3d_video_t *d3d, overlay_t *overlay)
{
if (!d3d)
return;
d3d_texture_free(overlay->tex);
d3d_vertex_buffer_free(overlay->vert_buf, NULL);
}
static void d3d_deinit_chain(d3d_video_t *d3d)
{
if (!d3d || !d3d->renderchain_driver)
return;
if (d3d->renderchain_driver->chain_free)
d3d->renderchain_driver->chain_free(d3d->renderchain_data);
d3d->renderchain_driver = NULL;
d3d->renderchain_data = NULL;
}
static void d3d_deinitialize(d3d_video_t *d3d)
{
if (!d3d)
return;
font_driver_free_osd();
d3d_deinit_chain(d3d);
}
#if defined(HAVE_D3D8) && !defined(_XBOX)
#define FS_PRESENTINTERVAL(pp) ((pp)->FullScreen_PresentationInterval)
#else
#define FS_PRESENTINTERVAL(pp) ((pp)->PresentationInterval)
#endif
void d3d_make_d3dpp(void *data,
const video_info_t *info, D3DPRESENT_PARAMETERS *d3dpp)
{
d3d_video_t *d3d = (d3d_video_t*)data;
settings_t *settings = config_get_ptr();
#ifdef _XBOX360
/* TODO/FIXME - get rid of global state dependencies. */
global_t *global = global_get_ptr();
#endif
memset(d3dpp, 0, sizeof(*d3dpp));
#ifdef _XBOX
d3dpp->Windowed = false;
#else
d3dpp->Windowed = settings->bools.video_windowed_fullscreen
|| !info->fullscreen;
#endif
FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_IMMEDIATE;
if (info->vsync)
{
switch (settings->uints.video_swap_interval)
{
default:
case 1:
FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_ONE;
break;
case 2:
FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_TWO;
break;
case 3:
FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_THREE;
break;
case 4:
FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_FOUR;
break;
}
}
d3dpp->SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp->BackBufferCount = 2;
#ifdef _XBOX
d3dpp->BackBufferFormat =
#ifdef _XBOX360
global->console.screen.gamma_correction ?
(D3DFORMAT)MAKESRGBFMT(info->rgb32 ?
D3DFMT_X8R8G8B8 : D3DFMT_LIN_R5G6B5) :
#endif
info->rgb32 ? D3DFMT_X8R8G8B8 : D3DFMT_LIN_R5G6B5;
#else
d3dpp->hDeviceWindow = win32_get_window();
d3dpp->BackBufferFormat = !d3dpp->Windowed ?
D3DFMT_X8R8G8B8 : D3DFMT_UNKNOWN;
#endif
if (!d3dpp->Windowed)
{
#ifdef _XBOX
gfx_ctx_mode_t mode;
unsigned width = 0;
unsigned height = 0;
video_context_driver_get_video_size(&mode);
width = mode.width;
height = mode.height;
mode.width = 0;
mode.height = 0;
video_driver_set_size(&width, &height);
#endif
video_driver_get_size(&d3dpp->BackBufferWidth,
&d3dpp->BackBufferHeight);
}
#ifdef _XBOX
d3dpp->MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp->EnableAutoDepthStencil = FALSE;
#if defined(_XBOX1)
/* Get the "video mode" */
DWORD video_mode = XGetVideoFlags();
/* Check if we are able to use progressive mode. */
if (video_mode & XC_VIDEO_FLAGS_HDTV_480p)
d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
else
d3dpp->Flags = D3DPRESENTFLAG_INTERLACED;
/* Only valid in PAL mode, not valid for HDTV modes. */
if (XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I)
{
if (video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
d3dpp->FullScreen_RefreshRateInHz = 60;
else
d3dpp->FullScreen_RefreshRateInHz = 50;
}
if (XGetAVPack() == XC_AV_PACK_HDTV)
{
if (video_mode & XC_VIDEO_FLAGS_HDTV_480p)
d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
else if (video_mode & XC_VIDEO_FLAGS_HDTV_720p)
d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
else if (video_mode & XC_VIDEO_FLAGS_HDTV_1080i)
d3dpp->Flags = D3DPRESENTFLAG_INTERLACED;
}
if (widescreen_mode)
d3dpp->Flags |= D3DPRESENTFLAG_WIDESCREEN;
#elif defined(_XBOX360)
#if 0
if (!widescreen_mode)
d3dpp->Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
#endif
if (global->console.screen.gamma_correction)
d3dpp->FrontBufferFormat = (D3DFORMAT)
MAKESRGBFMT(D3DFMT_LE_X8R8G8B8);
else
d3dpp->FrontBufferFormat = D3DFMT_LE_X8R8G8B8;
d3dpp->MultiSampleQuality = 0;
#endif
#endif
}
static bool d3d_init_base(void *data, const video_info_t *info)
{
D3DPRESENT_PARAMETERS d3dpp;
HWND focus_window = NULL;
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_make_d3dpp(d3d, info, &d3dpp);
g_pD3D = D3DCREATE_CTX(D3D_SDK_VERSION);
if (!g_pD3D)
{
RARCH_ERR("[D3D]: Failed to create D3D interface.\n");
return false;
}
#ifdef _XBOX360
d3d->cur_mon_id = 0;
#endif
#ifndef _XBOX
focus_window = win32_get_window();
#endif
if (!d3d_create_device(&d3d->dev, &d3dpp,
g_pD3D,
focus_window,
d3d->cur_mon_id)
)
{
RARCH_ERR("[D3D]: Failed to initialize device.\n");
return false;
}
return true;
}
static void d3d_calculate_rect(void *data,
unsigned *width, unsigned *height,
int *x, int *y,
bool force_full,
bool allow_rotate)
{
gfx_ctx_aspect_t aspect_data;
float device_aspect = (float)*width / *height;
d3d_video_t *d3d = (d3d_video_t*)data;
settings_t *settings = config_get_ptr();
video_driver_get_size(width, height);
aspect_data.aspect = &device_aspect;
aspect_data.width = *width;
aspect_data.height = *height;
video_context_driver_translate_aspect(&aspect_data);
*x = 0;
*y = 0;
if (settings->bools.video_scale_integer && !force_full)
{
struct video_viewport vp;
vp.x = 0;
vp.y = 0;
vp.width = 0;
vp.height = 0;
vp.full_width = 0;
vp.full_height = 0;
video_viewport_get_scaled_integer(&vp,
*width,
*height,
video_driver_get_aspect_ratio(),
d3d->keep_aspect);
*x = vp.x;
*y = vp.y;
*width = vp.width;
*height = vp.height;
}
else if (d3d->keep_aspect && !force_full)
{
float desired_aspect = video_driver_get_aspect_ratio();
#if defined(HAVE_MENU)
if (settings->uints.video_aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
{
video_viewport_t *custom = video_viewport_get_custom();
*x = custom->x;
*y = custom->y;
*width = custom->width;
*height = custom->height;
}
else
#endif
{
float delta;
if (fabsf(device_aspect - desired_aspect) < 0.0001f)
{
/* If the aspect ratios of screen and desired aspect
* ratio are sufficiently equal (floating point stuff),
* assume they are actually equal.
*/
}
else if (device_aspect > desired_aspect)
{
delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f;
*x = (int)(roundf(*width * (0.5f - delta)));
*width = (unsigned)(roundf(2.0f * (*width) * delta));
}
else
{
delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f;
*y = (int)(roundf(*height * (0.5f - delta)));
*height = (unsigned)(roundf(2.0f * (*height) * delta));
}
}
}
}
static void d3d_set_viewport(void *data,
unsigned width, unsigned height,
bool force_full,
bool allow_rotate)
{
D3DVIEWPORT viewport;
int x = 0;
int y = 0;
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_calculate_rect(data, &width, &height, &x, &y,
force_full, allow_rotate);
/* 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;
if (d3d->renderchain_driver && d3d->renderchain_driver->set_font_rect)
d3d->renderchain_driver->set_font_rect(d3d, NULL);
}
static bool d3d_initialize(d3d_video_t *d3d, const video_info_t *info)
{
unsigned width, height;
bool ret = true;
settings_t *settings = config_get_ptr();
if (!d3d)
return false;
if (!g_pD3D)
ret = d3d_init_base(d3d, info);
else if (d3d->needs_restore)
{
D3DPRESENT_PARAMETERS d3dpp;
d3d_make_d3dpp(d3d, info, &d3dpp);
if (!d3d_reset(d3d->dev, &d3dpp))
{
d3d_deinitialize(d3d);
d3d_device_free(NULL, g_pD3D);
g_pD3D = NULL;
ret = d3d_init_base(d3d, info);
if (ret)
RARCH_LOG("[D3D]: Recovered from dead state.\n");
}
}
if (!ret)
return ret;
if (!d3d_init_chain(d3d, info))
{
RARCH_ERR("[D3D]: Failed to initialize render chain.\n");
return false;
}
video_driver_get_size(&width, &height);
d3d_set_viewport(d3d,
width, height, false, true);
#if defined(_XBOX360)
strlcpy(settings->paths.path_font, "game:\\media\\Arial_12.xpr",
sizeof(settings->paths.path_font));
#endif
font_driver_init_osd(d3d, false,
info->is_threaded,
FONT_DRIVER_RENDER_DIRECT3D_API);
return true;
}
static bool d3d_restore(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (!d3d)
return false;
d3d_deinitialize(d3d);
if (!d3d_initialize(d3d, &d3d->video_info))
{
RARCH_ERR("[D3D]: Restore error.\n");
return false;
}
d3d->needs_restore = false;
return true;
}
static void d3d_set_nonblock_state(void *data, bool state)
{
unsigned interval = state ? 0 : 1;
d3d_video_t *d3d = (d3d_video_t*)data;
if (!d3d)
return;
d3d->video_info.vsync = !state;
video_context_driver_swap_interval(&interval);
#ifndef _XBOX
d3d->needs_restore = true;
d3d_restore(d3d);
#endif
}
static bool d3d_alive(void *data)
{
gfx_ctx_size_t size_data;
unsigned temp_width = 0;
unsigned temp_height = 0;
bool ret = false;
d3d_video_t *d3d = (d3d_video_t*)data;
bool quit = false;
bool resize = false;
/* Needed because some context drivers don't track their sizes */
video_driver_get_size(&temp_width, &temp_height);
size_data.quit = &quit;
size_data.resize = &resize;
size_data.width = &temp_width;
size_data.height = &temp_height;
if (video_context_driver_check_window(&size_data))
{
if (quit)
d3d->quitting = quit;
if (resize)
{
d3d->should_resize = true;
video_driver_set_resize(temp_width, temp_height);
d3d_restore(d3d);
}
ret = !quit;
}
if (temp_width != 0 && temp_height != 0)
video_driver_set_size(&temp_width, &temp_height);
return ret;
}
static bool d3d_suppress_screensaver(void *data, bool enable)
{
bool enabled = enable;
return video_context_driver_suppress_screensaver(&enabled);
}
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_driver_set_viewport_square_pixel();
break;
case ASPECT_RATIO_CORE:
video_driver_set_viewport_core();
break;
case ASPECT_RATIO_CONFIG:
video_driver_set_viewport_config();
break;
default:
break;
}
video_driver_set_aspect_ratio_value(
aspectratio_lut[aspect_ratio_idx].value);
if (!d3d)
return;
d3d->keep_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,
video_frame_info_t *video_info,
const char *msg,
const void *params, void *font)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (d3d->renderchain_driver->set_font_rect && params)
d3d->renderchain_driver->set_font_rect(d3d, params);
font_driver_render_msg(video_info, NULL, 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)
{
gfx_ctx_input_t inp;
#ifdef HAVE_MONITOR
bool windowed_full;
RECT mon_rect;
MONITORINFOEX current_mon;
HMONITOR hm_to_use;
#endif
#ifdef HAVE_SHADERS
enum rarch_shader_type type;
#endif
#ifdef HAVE_WINDOW
DWORD style;
unsigned win_width = 0;
unsigned win_height = 0;
RECT rect = {0};
#endif
unsigned full_x = 0;
unsigned full_y = 0;
settings_t *settings = config_get_ptr();
d3d->should_resize = false;
#if defined(HAVE_MENU)
d3d->menu = (overlay_t*)calloc(1, sizeof(*d3d->menu));
if (!d3d->menu)
return false;
d3d->menu->tex_coords[0] = 0;
d3d->menu->tex_coords[1] = 0;
d3d->menu->tex_coords[2] = 1;
d3d->menu->tex_coords[3] = 1;
d3d->menu->vert_coords[0] = 0;
d3d->menu->vert_coords[1] = 1;
d3d->menu->vert_coords[2] = 1;
d3d->menu->vert_coords[3] = -1;
#endif
memset(&d3d->windowClass, 0, sizeof(d3d->windowClass));
#ifdef HAVE_WINDOW
d3d->windowClass.lpfnWndProc = WndProcD3D;
win32_window_init(&d3d->windowClass, true, NULL);
#endif
#ifdef HAVE_MONITOR
win32_monitor_info(&current_mon, &hm_to_use, &d3d->cur_mon_id);
mon_rect = current_mon.rcMonitor;
g_resize_width = info->width;
g_resize_height = info->height;
windowed_full = settings->bools.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
{
gfx_ctx_mode_t mode;
video_context_driver_get_video_size(&mode);
full_x = mode.width;
full_y = mode.height;
}
#endif
{
unsigned new_width = info->fullscreen ? full_x : info->width;
unsigned new_height = info->fullscreen ? full_y : info->height;
video_driver_set_size(&new_width, &new_height);
}
#ifdef HAVE_WINDOW
video_driver_get_size(&win_width, &win_height);
win32_set_style(&current_mon, &hm_to_use, &win_width, &win_height,
info->fullscreen, windowed_full, &rect, &mon_rect, &style);
win32_window_create(d3d, style, &mon_rect, win_width,
win_height, info->fullscreen);
win32_set_window(&win_width, &win_height, info->fullscreen,
windowed_full, &rect);
#endif
#ifdef HAVE_SHADERS
/* This should only be done once here
* to avoid set_shader() to be overridden
* later. */
type =
video_shader_parse_type(settings->paths.path_shader, RARCH_SHADER_NONE);
if (settings->bools.video_shader_enable && type == RARCH_SHADER_CG)
{
if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
d3d->shader_path = strdup(settings->paths.path_shader);
}
if (!d3d_process_shader(d3d))
return false;
#endif
d3d->video_info = *info;
if (!d3d_initialize(d3d, &d3d->video_info))
return false;
inp.input = input;
inp.input_data = input_data;
video_context_driver_input_driver(&inp);
RARCH_LOG("[D3D]: Init complete.\n");
return true;
}
static void d3d_set_rotation(void *data, unsigned rot)
{
d3d_video_t *d3d = (d3d_video_t*)data;
struct video_ortho ortho = {0, 1, 0, 1, -1, 1};
if (!d3d)
return;
d3d->dev_rotation = rot;
}
static void d3d_show_mouse(void *data, bool state)
{
video_context_driver_show_mouse(&state);
}
static const gfx_ctx_driver_t *d3d_get_context(void *data)
{
/* Default to Direct3D9 for now.
TODO: GL core contexts through ANGLE? */
unsigned minor = 0;
settings_t *settings = config_get_ptr();
#if defined(HAVE_D3D8)
unsigned major = 8;
enum gfx_ctx_api api = GFX_CTX_DIRECT3D8_API;
#else
unsigned major = 9;
enum gfx_ctx_api api = GFX_CTX_DIRECT3D9_API;
#endif
return video_context_driver_init_first(data,
settings->arrays.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 *d3d = NULL;
const gfx_ctx_driver_t *ctx_driver = NULL;
#ifdef _XBOX
if (video_driver_get_ptr(false))
{
d3d = (d3d_video_t*)video_driver_get_ptr(false);
/* Reinitialize renderchain as we
* might have changed pixel formats.*/
if (d3d->renderchain_driver->reinit(d3d, (const void*)info))
{
d3d_deinit_chain(d3d);
d3d_init_chain(d3d, info);
input_driver_set(input, input_data);
video_driver_set_own_driver();
return d3d;
}
}
#endif
d3d = (d3d_video_t*)calloc(1, sizeof(*d3d));
if (!d3d)
goto error;
ctx_driver = d3d_get_context(d3d);
if (!ctx_driver)
goto error;
/* Default values */
d3d->dev = NULL;
d3d->dev_rotation = 0;
d3d->needs_restore = false;
#ifdef HAVE_OVERLAY
d3d->overlays_enabled = false;
#endif
#ifdef _XBOX
d3d->should_resize = false;
#else
#ifdef HAVE_MENU
d3d->menu = NULL;
#endif
#endif
video_context_driver_set((const gfx_ctx_driver_t*)ctx_driver);
if (!d3d_construct(d3d, info, input, input_data))
{
RARCH_ERR("[D3D]: Failed to init D3D.\n");
goto error;
}
d3d->keep_aspect = info->force_aspect;
#ifdef _XBOX
video_driver_set_own_driver();
#endif
return d3d;
error:
video_context_driver_destroy();
if (d3d)
free(d3d);
return NULL;
}
#ifdef HAVE_OVERLAY
static void d3d_free_overlays(d3d_video_t *d3d)
{
unsigned i;
if (!d3d)
return;
for (i = 0; i < d3d->overlays_size; i++)
d3d_free_overlay(d3d, &d3d->overlays[i]);
free(d3d->overlays);
d3d->overlays = NULL;
d3d->overlays_size = 0;
}
#endif
static void d3d_free(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (!d3d)
return;
#ifdef HAVE_OVERLAY
d3d_free_overlays(d3d);
if (d3d->overlays)
free(d3d->overlays);
d3d->overlays = NULL;
d3d->overlays_size = 0;
#endif
#ifdef HAVE_MENU
d3d_free_overlay(d3d, d3d->menu);
if (d3d->menu)
free(d3d->menu);
d3d->menu = NULL;
#endif
d3d_deinitialize(d3d);
video_context_driver_free();
if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
d3d->shader_path = NULL;
d3d_device_free(d3d->dev, g_pD3D);
d3d->dev = NULL;
g_pD3D = NULL;
#ifndef _XBOX
win32_monitor_from_window();
#endif
if (d3d)
free(d3d);
#ifndef _XBOX
win32_destroy_window();
#endif
}
#ifdef HAVE_OVERLAY
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;
if (!d3d)
return;
d3d->overlays[index].tex_coords[0] = x;
d3d->overlays[index].tex_coords[1] = y;
d3d->overlays[index].tex_coords[2] = w;
d3d->overlays[index].tex_coords[3] = 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;
if (!d3d)
return;
y = 1.0f - y;
h = -h;
d3d->overlays[index].vert_coords[0] = x;
d3d->overlays[index].vert_coords[1] = y;
d3d->overlays[index].vert_coords[2] = w;
d3d->overlays[index].vert_coords[3] = h;
}
static bool d3d_overlay_load(void *data,
const void *image_data, unsigned num_images)
{
unsigned i, y;
overlay_t *new_overlays = NULL;
d3d_video_t *d3d = (d3d_video_t*)data;
const struct texture_image *images = (const struct texture_image*)
image_data;
if (!d3d)
return false;
d3d_free_overlays(d3d);
d3d->overlays = (overlay_t*)calloc(num_images, sizeof(*d3d->overlays));
d3d->overlays_size = 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 = 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 (d3d_lock_rectangle(overlay->tex, 0, &d3dlr,
NULL, 0, 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);
d3d_unlock_rectangle(overlay->tex);
}
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;
video_context_driver_show_mouse(&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 frame_width, unsigned frame_height,
uint64_t frame_count, unsigned pitch,
const char *msg, video_frame_info_t *video_info)
{
D3DVIEWPORT screen_vp;
unsigned i = 0;
d3d_video_t *d3d = (d3d_video_t*)data;
#ifndef _XBOX
HWND window = win32_get_window();
#endif
unsigned width = video_info->width;
unsigned height = video_info->height;
(void)i;
if (!frame)
return true;
/* We cannot recover in fullscreen. */
if (d3d->needs_restore)
{
#ifndef _XBOX
if (IsIconic(window))
return true;
#endif
if (!d3d_restore(d3d))
{
RARCH_ERR("[D3D]: Failed to restore.\n");
return false;
}
}
if (d3d->should_resize)
{
d3d_set_viewport(d3d, width, height, false, true);
if (d3d->renderchain_driver->set_final_viewport)
d3d->renderchain_driver->set_final_viewport(d3d,
d3d->renderchain_data, &d3d->final_viewport);
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 = width;
screen_vp.Height = height;
d3d_set_viewports(d3d->dev, &screen_vp);
d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
/* Insert black frame first, so we
* can screenshot, etc. */
if (video_info->black_frame_insertion)
{
if (!d3d_swap(d3d, d3d->dev) || d3d->needs_restore)
return true;
d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
}
if (!d3d->renderchain_driver->render(
d3d,
frame, frame_width, frame_height,
pitch, d3d->dev_rotation))
{
RARCH_ERR("[D3D]: Failed to render scene.\n");
return false;
}
if (msg)
{
struct font_params font_parms = {0};
font_driver_render_msg(video_info, NULL, msg, &font_parms);
}
#ifdef HAVE_MENU
if (d3d->menu && d3d->menu->enabled)
{
d3d_overlay_render(d3d, video_info, d3d->menu);
menu_driver_frame(video_info);
}
#endif
#ifdef HAVE_OVERLAY
if (d3d->overlays_enabled)
{
for (i = 0; i < d3d->overlays_size; i++)
d3d_overlay_render(d3d, video_info, &d3d->overlays[i]);
}
#endif
video_info->cb_update_window_title(
video_info->context_data, video_info);
video_info->cb_swap_buffers(
video_info->context_data, video_info);
return true;
}
static bool d3d_read_viewport(void *data, uint8_t *buffer, bool is_idle)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if ( !d3d ||
!d3d->renderchain_driver ||
!d3d->renderchain_driver->read_viewport)
return false;
return d3d->renderchain_driver->read_viewport(d3d, buffer, false);
}
static bool d3d_set_shader(void *data,
enum rarch_shader_type type, const char *path)
{
d3d_video_t *d3d = (d3d_video_t*)data;
char *old_shader = (d3d && !string_is_empty(d3d->shader_path)) ? strdup(d3d->shader_path) : NULL;
if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
d3d->shader_path = NULL;
switch (type)
{
case RARCH_SHADER_CG:
case RARCH_SHADER_HLSL:
if (!string_is_empty(path))
d3d->shader_path = strdup(path);
break;
default:
break;
}
if (!d3d_process_shader(d3d) || !d3d_restore(d3d))
{
RARCH_ERR("[D3D]: Setting shader failed.\n");
if (!string_is_empty(old_shader))
{
d3d->shader_path = strdup(old_shader);
d3d_process_shader(d3d);
d3d_restore(d3d);
}
free(old_shader);
return false;
}
return true;
}
#ifdef HAVE_MENU
static void d3d_set_menu_texture_frame(void *data,
const void *frame, bool rgb32, unsigned width, unsigned height,
float alpha)
{
D3DLOCKED_RECT d3dlr;
d3d_video_t *d3d = (d3d_video_t*)data;
(void)d3dlr;
(void)frame;
(void)rgb32;
(void)width;
(void)height;
(void)alpha;
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 = 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;
if (d3d_lock_rectangle(d3d->menu->tex, 0, &d3dlr,
NULL, 0, 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_unlock_rectangle(d3d->menu->tex);
}
}
static void d3d_set_menu_texture_enable(void *data,
bool state, bool full_screen)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (!d3d || !d3d->menu)
return;
d3d->menu->enabled = state;
d3d->menu->fullscreen = full_screen;
}
#endif
static void video_texture_load_d3d(d3d_video_t *d3d,
struct texture_image *ti,
enum texture_filter_type filter_type,
uintptr_t *id)
{
*id = (uintptr_t)d3d_texture_new(d3d->dev, NULL,
ti->width, ti->height, 1,
0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, 0, 0, 0,
NULL, NULL);
}
static int video_texture_load_wrap_d3d_mipmap(void *data)
{
uintptr_t id = 0;
video_texture_load_d3d((d3d_video_t*)video_driver_get_ptr(true),
(struct texture_image*)data, TEXTURE_FILTER_MIPMAP_LINEAR, &id);
return id;
}
static int video_texture_load_wrap_d3d(void *data)
{
uintptr_t id = 0;
video_texture_load_d3d((d3d_video_t*)video_driver_get_ptr(true),
(struct texture_image*)data, TEXTURE_FILTER_LINEAR, &id);
return id;
}
static uintptr_t d3d_load_texture(void *video_data, void *data,
bool threaded, enum texture_filter_type filter_type)
{
uintptr_t id = 0;
if (threaded)
{
custom_command_method_t func = video_texture_load_wrap_d3d;
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
case TEXTURE_FILTER_MIPMAP_NEAREST:
func = video_texture_load_wrap_d3d_mipmap;
break;
default:
func = video_texture_load_wrap_d3d;
break;
}
return video_thread_texture_load(data, func);
}
video_texture_load_d3d((d3d_video_t*)video_driver_get_ptr(false),
(struct texture_image*)data, filter_type, &id);
return id;
}
static void d3d_unload_texture(void *data, uintptr_t id)
{
LPDIRECT3DTEXTURE texid;
if (!id)
return;
texid = (LPDIRECT3DTEXTURE)id;
d3d_texture_free(texid);
}
static const video_poke_interface_t d3d_poke_interface = {
d3d_load_texture,
d3d_unload_texture,
NULL,
NULL,
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
NULL, /* get_current_framebuffer */
NULL, /* get_proc_address */
d3d_set_aspect_ratio,
d3d_apply_state_changes,
#ifdef HAVE_MENU
d3d_set_menu_texture_frame,
d3d_set_menu_texture_enable,
#else
NULL,
NULL,
#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,
NULL, /* focus */
d3d_suppress_screensaver,
NULL, /* has_windowed */
d3d_set_shader,
d3d_free,
"d3d",
d3d_set_viewport,
d3d_set_rotation,
d3d_viewport_info,
d3d_read_viewport,
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
d3d_get_overlay_interface,
#endif
d3d_get_poke_interface
};