RetroArch/gfx/common/d3d_common.cpp
2015-11-23 12:03:38 +01:00

559 lines
14 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2015 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "../../verbosity.h"
#include "d3d_common.h"
static LPDIRECT3DDEVICE d3d_wrapper_dev;
static bool d3d_restore_device(LPDIRECT3DDEVICE dev)
{
if (!dev)
{
if (!d3d_wrapper_dev)
return false;
dev = d3d_wrapper_dev;
}
d3d_wrapper_dev = dev;
return true;
}
bool d3d_swap(void *data, LPDIRECT3DDEVICE dev)
{
if (!d3d_restore_device(dev))
return false;
#if defined(_XBOX1)
D3DDevice_Swap(0);
#elif defined(_XBOX360)
D3DDevice_Present(dev);
#else
if (dev->Present(NULL, NULL, NULL, NULL) != D3D_OK)
{
RARCH_ERR("[D3D]: Present() failed.\n");
return false;
}
#endif
return true;
}
void d3d_set_transform(LPDIRECT3DDEVICE dev,
D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX *matrix)
{
if (!d3d_restore_device(dev))
return;
#ifdef _XBOX1
D3DDevice_SetTransform(state, matrix);
#elif !defined(_XBOX360)
/* XBox 360 D3D9 does not support fixed-function pipeline. */
dev->SetTransform(state, matrix);
#endif
}
LPDIRECT3DTEXTURE d3d_texture_new(LPDIRECT3DDEVICE dev,
const char *path, unsigned width, unsigned height,
unsigned miplevels, unsigned usage, D3DFORMAT format,
D3DPOOL pool, unsigned filter, unsigned mipfilter,
D3DCOLOR color_key, D3DXIMAGE_INFO *src_info,
PALETTEENTRY *palette)
{
HRESULT hr;
LPDIRECT3DTEXTURE buf;
if (!d3d_restore_device(dev))
return NULL;
if (path)
hr = D3DXCreateTextureFromFileExA(dev,
path, width, height, miplevels, usage, format,
pool, filter, mipfilter, color_key, src_info,
palette, &buf);
else
{
hr = dev->CreateTexture(width, height, miplevels, usage,
format, pool, &buf
#ifndef _XBOX1
, NULL
#endif
);
}
if (FAILED(hr))
return NULL;
return buf;
}
void d3d_texture_free(LPDIRECT3DTEXTURE tex)
{
if (tex)
tex->Release();
tex = NULL;
}
bool d3d_vertex_declaration_new(LPDIRECT3DDEVICE dev,
const void *vertex_data, void **decl_data)
{
#ifndef _XBOX1
const D3DVERTEXELEMENT *vertex_elements = (const D3DVERTEXELEMENT*)vertex_data;
LPDIRECT3DVERTEXDECLARATION **vertex_decl = (LPDIRECT3DVERTEXDECLARATION**)decl_data;
if (SUCCEEDED(dev->CreateVertexDeclaration(vertex_elements, (IDirect3DVertexDeclaration9**)vertex_decl)))
return true;
#endif
return false;
}
LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev,
unsigned length, unsigned usage,
unsigned fvf, D3DPOOL pool, void *handle)
{
HRESULT hr;
LPDIRECT3DVERTEXBUFFER buf;
if (!d3d_restore_device(dev))
return NULL;
#ifndef _XBOX
if (usage == 0)
{
if (dev->GetSoftwareVertexProcessing())
usage = D3DUSAGE_SOFTWAREPROCESSING;
}
#endif
#if defined(HAVE_D3D8)
hr = IDirect3DDevice8_CreateVertexBuffer(dev, length, usage, fvf, pool,
&buf);
#elif defined(HAVE_D3D9)
hr = IDirect3DDevice9_CreateVertexBuffer(dev, length, usage, fvf, pool,
&buf, NULL);
#else
hr = dev->CreateVertexBuffer(length, usage, fvf, pool, &buf, NULL);
#endif
if (FAILED(hr))
return NULL;
return buf;
}
void d3d_vertex_buffer_unlock(LPDIRECT3DVERTEXBUFFER vertbuf)
{
/* This is a stub on Xbox 1, see docs. */
#ifndef _XBOX1
#ifdef _XBOX360
D3DVertexBuffer_Unlock(vertbuf);
#else
vertbuf->Unlock();
#endif
#endif
}
void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf)
{
void *buf;
#if defined(_XBOX1)
buf = (void*)D3DVertexBuffer_Lock2(vertbuf, 0);
#elif defined(_XBOX360)
buf = D3DVertexBuffer_Lock(vertbuf, 0, 0, 0);
#else
vertbuf->Lock(0, sizeof(buf), &buf, 0);
#endif
if (!buf)
return NULL;
return buf;
}
void d3d_vertex_buffer_free(void *vertex_data, void *vertex_declaration)
{
if (vertex_data)
{
LPDIRECT3DVERTEXBUFFER buf = (LPDIRECT3DVERTEXBUFFER)vertex_data;
buf->Release();
buf = NULL;
}
#ifdef HAVE_D3D9
if (vertex_declaration)
{
LPDIRECT3DVERTEXDECLARATION vertex_decl = (LPDIRECT3DVERTEXDECLARATION)vertex_declaration;
vertex_decl->Release();
vertex_decl = NULL;
}
#endif
}
void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no,
LPDIRECT3DVERTEXBUFFER stream_vertbuf, unsigned offset_bytes,
unsigned stride)
{
if (!d3d_restore_device(dev))
return;
#if defined(HAVE_D3D8)
IDirect3DDevice8_SetStreamSource(dev, stream_no, stream_vertbuf, stride);
#elif defined(_XBOX360)
D3DDevice_SetStreamSource_Inline(dev, stream_no, stream_vertbuf,
offset_bytes, stride);
#else
dev->SetStreamSource(stream_no, stream_vertbuf, offset_bytes, stride);
#endif
}
void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev,
unsigned sampler, unsigned value)
{
if (!d3d_restore_device(dev))
return;
#if defined(_XBOX1)
D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
D3D__TextureState[sampler][D3DTSS_ADDRESSU] = value;
#elif defined(_XBOX360)
D3DDevice_SetSamplerState_AddressU_Inline(dev, sampler, value);
#else
dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, value);
#endif
}
void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev,
unsigned sampler, unsigned value)
{
if (!d3d_restore_device(dev))
return;
#if defined(_XBOX1)
D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
D3D__TextureState[sampler][D3DTSS_ADDRESSV] = value;
#elif defined(_XBOX360)
D3DDevice_SetSamplerState_AddressV_Inline(dev, sampler, value);
#else
dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, value);
#endif
}
void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev,
unsigned sampler, unsigned value)
{
if (!d3d_restore_device(dev))
return;
#if defined(_XBOX1)
D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
D3D__TextureState[sampler][D3DTSS_MINFILTER] = value;
#elif defined(_XBOX360)
D3DDevice_SetSamplerState_MinFilter(dev, sampler, value);
#else
dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, value);
#endif
}
void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev,
unsigned sampler, unsigned value)
{
if (!d3d_restore_device(dev))
return;
#if defined(_XBOX1)
D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
D3D__TextureState[sampler][D3DTSS_MAGFILTER] = value;
#elif defined(_XBOX360)
D3DDevice_SetSamplerState_MagFilter(dev, sampler, value);
#else
dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, value);
#endif
}
void d3d_draw_primitive(LPDIRECT3DDEVICE dev,
D3DPRIMITIVETYPE type, unsigned start, unsigned count)
{
if (!d3d_restore_device(dev))
return;
#if defined(_XBOX1)
D3DDevice_DrawVertices(type, start, D3DVERTEXCOUNT(type, count));
#elif defined(_XBOX360)
D3DDevice_DrawVertices(dev, type, start, D3DVERTEXCOUNT(type, count));
#else
if (SUCCEEDED(dev->BeginScene()))
{
dev->DrawPrimitive(type, start, count);
dev->EndScene();
}
#endif
}
void d3d_clear(LPDIRECT3DDEVICE dev,
unsigned count, const D3DRECT *rects, unsigned flags,
D3DCOLOR color, float z, unsigned stencil)
{
if (!d3d_restore_device(dev))
return;
#if defined(_XBOX1)
D3DDevice_Clear(count, rects, flags, color, z, stencil);
#elif defined(_XBOX360)
D3DDevice_Clear(dev, count, rects, flags, color, z,
stencil, false);
#else
dev->Clear(count, rects, flags, color, z, stencil);
#endif
}
bool d3d_lock_rectangle(LPDIRECT3DTEXTURE tex,
unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags)
{
#if defined(_XBOX)
D3DTexture_LockRect(tex, level, lock_rect, rect, flags);
return true;
#else
if (SUCCEEDED(tex->LockRect(level, lock_rect, rect, flags)))
return true;
return false;
#endif
}
void d3d_unlock_rectangle(LPDIRECT3DTEXTURE tex)
{
#ifndef _XBOX
tex->UnlockRect(0);
#endif
}
void d3d_lock_rectangle_clear(LPDIRECT3DTEXTURE tex,
unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags)
{
#if defined(_XBOX)
level = 0;
#endif
memset(lock_rect->pBits, level, rectangle_height * lock_rect->Pitch);
d3d_unlock_rectangle(tex);
}
void d3d_set_viewport(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp)
{
if (!d3d_restore_device(dev))
return;
#if defined(_XBOX360)
D3DDevice_SetViewport(dev, vp);
#elif defined(_XBOX1)
D3DDevice_SetViewport(vp);
#else
dev->SetViewport(vp);
#endif
}
void d3d_set_texture(LPDIRECT3DDEVICE dev, unsigned sampler,
LPDIRECT3DTEXTURE tex)
{
if (!d3d_restore_device(dev))
return;
#if defined(_XBOX1)
D3DDevice_SetTexture(sampler, tex);
#elif defined(_XBOX360)
unsigned fetchConstant =
GPU_CONVERT_D3D_TO_HARDWARE_TEXTUREFETCHCONSTANT(sampler);
uint64_t pendingMask3 =
D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS)
+ fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS)
+ fetchConstant);
D3DDevice_SetTexture(dev, sampler, tex, pendingMask3);
#else
dev->SetTexture(sampler, tex);
#endif
}
HRESULT d3d_set_vertex_shader(LPDIRECT3DDEVICE dev, unsigned index,
void *data)
{
if (!d3d_restore_device(dev))
return -1;
#if defined(_XBOX1)
return dev->SetVertexShader(index);
#elif defined(_XBOX360)
LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data;
D3DDevice_SetVertexShader(dev, shader);
return S_OK;
#else
LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data;
return dev->SetVertexShader(shader);
#endif
}
void d3d_texture_blit(unsigned pixel_size,
LPDIRECT3DTEXTURE tex, D3DLOCKED_RECT *lr, const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
#ifdef _XBOX
D3DTexture_LockRect(tex, 0, lr, NULL, D3DLOCK_NOSYSLOCK);
#if defined(_XBOX360)
D3DSURFACE_DESC desc;
tex->GetLevelDesc(0, &desc);
XGCopySurface(lr->pBits, lr->Pitch, width, height, desc.Format, NULL,
frame, pitch, desc.Format, NULL, 0, 0);
#elif defined(_XBOX1)
unsigned y;
for (y = 0; y < height; y++)
{
const uint8_t *in = (const uint8_t*)frame + y * pitch;
uint8_t *out = (uint8_t*)lr->pBits + y * lr->Pitch;
memcpy(out, in, width * pixel_size);
}
#endif
D3DTexture_UnlockRect(tex, 0);
#else
if (SUCCEEDED(tex->LockRect(0, lr, NULL, D3DLOCK_NOSYSLOCK)))
{
unsigned y;
for (y = 0; y < height; y++)
{
const uint8_t *in = (const uint8_t*)frame + y * pitch;
uint8_t *out = (uint8_t*)lr->pBits + y * lr->Pitch;
memcpy(out, in, width * pixel_size);
}
tex->UnlockRect(0);
}
#endif
}
void d3d_set_render_state(void *data, D3DRENDERSTATETYPE state, DWORD value)
{
LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
if (!dev)
return;
if (!d3d_restore_device(dev))
return;
dev->SetRenderState(state, value);
}
void d3d_enable_blend_func(void *data)
{
LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
if (!dev)
return;
if (!d3d_restore_device(dev))
return;
d3d_set_render_state(dev, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
d3d_set_render_state(dev, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
d3d_set_render_state(dev, D3DRS_ALPHABLENDENABLE, true);
}
void d3d_enable_alpha_blend_texture_func(void *data)
{
LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
if (!dev)
return;
if (!d3d_restore_device(dev))
return;
#ifndef _XBOX360
/* Also blend the texture with the set alpha value. */
dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
#endif
}
void d3d_frame_postprocess(void *data)
{
#if defined(_XBOX1)
LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
global_t *global = global_get_ptr();
if (!dev)
return;
if (!d3d_restore_device(dev))
return;
dev->SetFlickerFilter(global->console.screen.flicker_filter_index);
dev->SetSoftDisplayFilter(global->console.softfilter_enable);
#endif
}
void d3d_disable_blend_func(void *data)
{
LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
if (!dev)
return;
if (!d3d_restore_device(dev))
return;
d3d_set_render_state(dev, D3DRS_ALPHABLENDENABLE, false);
}
void d3d_set_vertex_declaration(void *data, void *vertex_data)
{
LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
#if defined(HAVE_D3D9)
LPDIRECT3DVERTEXDECLARATION decl = (LPDIRECT3DVERTEXDECLARATION)vertex_data;
#endif
if (!dev)
return;
if (!d3d_restore_device(dev))
return;
#ifdef _XBOX1
d3d_set_vertex_shader(dev, D3DFVF_XYZ | D3DFVF_TEX1, NULL);
#elif defined(HAVE_D3D9)
dev->SetVertexDeclaration(decl);
#endif
}
bool d3d_reset(LPDIRECT3DDEVICE dev, D3DPRESENT_PARAMETERS *d3dpp)
{
#ifndef _XBOX
HRESULT res;
#endif
const char *err = NULL;
if (dev->Reset(d3dpp) == D3D_OK)
return true;
/* Try to recreate the device completely. */
#ifndef _XBOX
res = dev->TestCooperativeLevel();
switch (res)
{
case D3DERR_DEVICELOST:
err = "DEVICELOST";
break;
case D3DERR_DEVICENOTRESET:
err = "DEVICENOTRESET";
break;
case D3DERR_DRIVERINTERNALERROR:
err = "DRIVERINTERNALERROR";
break;
default:
err = "Unknown";
}
RARCH_WARN("[D3D]: Attempting to recover from dead state (%s).\n",
err);
#else
RARCH_WARN("[D3D]: Attempting to recover from dead state.\n");
#endif
return false;
}