RetroArch/360/xdk360_video.cpp

529 lines
16 KiB
C++

/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* Some code herein may be based on code found in BSNES.
*
* SSNES 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.
*
* SSNES 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 SSNES.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <xtl.h>
#include "../driver.h"
#include "xdk360_video.h"
#include "../general.h"
#include "../message.h"
#include "shared.h"
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
static bool g_quitting;
static bool g_first_msg;
unsigned g_frame_count;
void *g_d3d;
static void xdk360_gfx_free(void * data)
{
if (g_d3d)
return;
xdk360_video_t *vid = (xdk360_video_t*)data;
if (!vid)
return;
D3DResource_Release((D3DResource *)vid->lpTexture);
D3DResource_Release((D3DResource *)vid->vertex_buf);
D3DResource_Release((D3DResource *)vid->pVertexDecl);
D3DResource_Release((D3DResource *)vid->pPixelShader);
D3DResource_Release((D3DResource *)vid->pVertexShader);
D3DDevice_Release(vid->xdk360_render_device);
Direct3D_Release();
free(vid);
}
static void set_viewport(bool force_full)
{
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice_Clear(vid->xdk360_render_device, 0, NULL, D3DCLEAR_TARGET,
0xff000000, 1.0f, 0, FALSE);
int width = vid->video_mode.fIsHiDef ? 1280 : 640;
int height = vid->video_mode.fIsHiDef ? 720 : 480;
int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp;
float m_zNear, m_zFar;
m_viewport_x_temp = 0;
m_viewport_y_temp = 0;
m_viewport_width_temp = width;
m_viewport_height_temp = height;
m_zNear = 0.0f;
m_zFar = 1.0f;
if (!force_full)
{
float desired_aspect = g_settings.video.aspect_ratio;
float device_aspect = (float)width / height;
float delta;
// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
//if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM)
//{
// m_viewport_x_temp = g_console.custom_viewport_x;
// m_viewport_y_temp = g_console.custom_viewport_y;
// m_viewport_width_temp = g_console.custom_viewport_width;
// m_viewport_height_temp = g_console.custom_viewport_height;
//}
if (device_aspect > desired_aspect)
{
delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
m_viewport_x_temp = (int)(width * (0.5 - delta));
m_viewport_width_temp = (int)(2.0 * width * delta);
width = (unsigned)(2.0 * width * delta);
}
else
{
delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
m_viewport_y_temp = (int)(height * (0.5 - delta));
m_viewport_height_temp = (int)(2.0 * height * delta);
height = (unsigned)(2.0 * height * delta);
}
}
D3DVIEWPORT9 vp = {0};
vp.Width = m_viewport_width_temp;
vp.Height = m_viewport_height_temp;
vp.X = m_viewport_x_temp;
vp.Y = m_viewport_y_temp;
vp.MinZ = m_zNear;
vp.MaxZ = m_zFar;
D3DDevice_SetViewport(vid->xdk360_render_device, &vp);
//if(gl->overscan_enable && !force_full)
//{
// m_left = -gl->overscan_amount/2;
// m_right = 1 + gl->overscan_amount/2;
// m_bottom = -gl->overscan_amount/2;
//}
}
void xdk360_set_orientation(uint32_t orientation)
{
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
XMMATRIX matWorld;
FLOAT angle;
switch(orientation)
{
case ORIENTATION_NORMAL:
angle = M_PI * 0 / 180;
break;
case ORIENTATION_VERTICAL:
angle = M_PI * 270 / 180;
break;
case ORIENTATION_FLIPPED:
angle = M_PI * 180 / 180;
break;
case ORIENTATION_FLIPPED_ROTATED:
angle = M_PI * 90 / 180;
break;
}
vid->modelViewProj = XMMatrixRotationZ(angle);
}
void xdk360_set_aspect_ratio(uint32_t aspectratio_index)
{
switch(aspectratio_index)
{
case ASPECT_RATIO_4_3:
g_settings.video.aspect_ratio = 1.33333333333;
strlcpy(g_console.aspect_ratio_name, "4:3", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_5_4:
g_settings.video.aspect_ratio = 1.25;
strlcpy(g_console.aspect_ratio_name, "5:4", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_8_7:
g_settings.video.aspect_ratio = 1.14287142857;
strlcpy(g_console.aspect_ratio_name, "8:7", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_16_9:
g_settings.video.aspect_ratio = 1.777778;
strlcpy(g_console.aspect_ratio_name, "16:9", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_16_10:
g_settings.video.aspect_ratio = 1.6;
strlcpy(g_console.aspect_ratio_name, "16:10", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_16_15:
g_settings.video.aspect_ratio = 3.2;
strlcpy(g_console.aspect_ratio_name, "16:15", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_19_14:
g_settings.video.aspect_ratio = 1.36;
strlcpy(g_console.aspect_ratio_name, "19:14", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_2_1:
g_settings.video.aspect_ratio = 2.0;
strlcpy(g_console.aspect_ratio_name, "2:1", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_3_2:
g_settings.video.aspect_ratio = 1.5;
strlcpy(g_console.aspect_ratio_name, "3:2", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_3_4:
g_settings.video.aspect_ratio = 1.5;
strlcpy(g_console.aspect_ratio_name, "3:4", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_1_1:
g_settings.video.aspect_ratio = 1.0;
strlcpy(g_console.aspect_ratio_name, "1:1", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_AUTO:
strlcpy(g_console.aspect_ratio_name, "(Auto)", sizeof(g_console.aspect_ratio_name));
break;
case ASPECT_RATIO_CUSTOM:
strlcpy(g_console.aspect_ratio_name, "(Custom)", sizeof(g_console.aspect_ratio_name));
break;
}
g_settings.video.force_aspect = false;
set_viewport(false);
}
static void *xdk360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
HRESULT ret;
if (g_d3d)
return g_d3d;
xdk360_video_t *vid = (xdk360_video_t*)calloc(1, sizeof(xdk360_video_t));
if (!vid)
return NULL;
vid->xdk360_device = Direct3DCreate9(D3D_SDK_VERSION);
if (!vid->xdk360_device)
{
free(vid);
return NULL;
}
// Get video settings
memset(&vid->video_mode, 0, sizeof(vid->video_mode));
XGetVideoMode(&vid->video_mode);
memset(&vid->d3dpp, 0, sizeof(vid->d3dpp));
// no letterboxing in 4:3 mode (if widescreen is
// unsupported
if(!vid->video_mode.fIsWideScreen)
vid->d3dpp.Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
vid->d3dpp.BackBufferWidth = vid->video_mode.fIsHiDef ? 1280 : 640;
vid->d3dpp.BackBufferHeight = vid->video_mode.fIsHiDef ? 720 : 480;
vid->d3dpp.BackBufferFormat = g_console.gamma_correction_enable ? (D3DFORMAT)MAKESRGBFMT(D3DFMT_A8R8G8B8) : D3DFMT_A8R8G8B8;
vid->d3dpp.FrontBufferFormat = g_console.gamma_correction_enable ? (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8) : D3DFMT_LE_X8R8G8B8;
vid->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
vid->d3dpp.MultiSampleQuality = 0;
vid->d3dpp.BackBufferCount = 2;
vid->d3dpp.EnableAutoDepthStencil = FALSE;
vid->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
vid->d3dpp.PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
// D3DCREATE_HARDWARE_VERTEXPROCESSING is ignored on 360
ret = Direct3D_CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &vid->d3dpp, &vid->xdk360_render_device);
ID3DXBuffer* pShaderCodeV = NULL;
ID3DXBuffer* pShaderCodeP = NULL;
ID3DXBuffer* pErrorMsg = NULL;
HRESULT hr = D3DXCompileShaderFromFile(
g_settings.video.cg_shader_path, //filepath
NULL, //macros
NULL, //includes
"main_vertex", // main function
"vs_2_0", // shader profile
0, // flags
&pShaderCodeV, // compiled operations
&pErrorMsg, // errors
&vid->constantTable); // constants
if (SUCCEEDED(hr))
{
SSNES_LOG("Vertex shader program from [%s] successfully compiled.\n", "game:\\media\\shaders\\stock.cg");
HRESULT hr = D3DXCompileShaderFromFile(
g_settings.video.cg_shader_path, //filepath
NULL, //macros
NULL, //includes
"main_fragment", // main function
"ps_2_0", // shader profile
0, // flags
&pShaderCodeP, // compiled operations
&pErrorMsg, // errors
NULL); // constants
}
if (FAILED(hr))
{
OutputDebugString(pErrorMsg ? (char*)pErrorMsg->GetBufferPointer() : "");
D3DDevice_Release(vid->xdk360_render_device);
Direct3D_Release();
free(vid);
return NULL;
}
else
{
SSNES_LOG("Pixel shader program from [%s] successfully compiled.\n", "game:\\media\\shaders\\stock.cg");
}
vid->pVertexShader = D3DDevice_CreateVertexShader((const DWORD*)pShaderCodeV->GetBufferPointer());
vid->pPixelShader = D3DDevice_CreatePixelShader((const DWORD*)pShaderCodeP->GetBufferPointer());
pShaderCodeV->Release();
pShaderCodeP->Release();
vid->lpTexture = (D3DTexture*) D3DDevice_CreateTexture(512, 512, 1, 1, 0, D3DFMT_LIN_X1R5G5B5,
0, D3DRTYPE_TEXTURE);
D3DLOCKED_RECT d3dlr;
D3DTexture_LockRect(vid->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch);
D3DTexture_UnlockRect(vid->lpTexture, 0);
vid->last_width = 512;
vid->last_height = 512;
vid->vertex_buf = D3DDevice_CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0, 0);
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 = (BYTE*)D3DVertexBuffer_Lock(vid->vertex_buf, 0, 0, 0);
memcpy(verts_ptr, init_verts, sizeof(init_verts));
D3DVertexBuffer_Unlock(vid->vertex_buf);
static const D3DVERTEXELEMENT9 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()
};
vid->pVertexDecl = D3DDevice_CreateVertexDeclaration(VertexElements);
D3DDevice_Clear(vid->xdk360_render_device, 0, NULL, D3DCLEAR_TARGET,
0xff000000, 1.0f, 0, FALSE);
D3DDevice_SetRenderState_CullMode(vid->xdk360_render_device, D3DCULL_NONE);
D3DDevice_SetRenderState_ZEnable(vid->xdk360_render_device, FALSE);
D3DVIEWPORT9 vp = {0};
vp.Width = vid->video_mode.fIsHiDef ? 1280 : 640;
vp.Height = vid->video_mode.fIsHiDef ? 720 : 480;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3DDevice_SetViewport(vid->xdk360_render_device, &vp);
vid->modelViewProj = XMMatrixIdentity();
return vid;
}
static bool xdk360_gfx_frame(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch, const char *msg)
{
xdk360_video_t *vid = (xdk360_video_t*)data;
g_frame_count++;
D3DDevice_Clear(vid->xdk360_render_device, 0, NULL, D3DCLEAR_TARGET,
0xff000000, 1.0f, 0, FALSE);
if (vid->last_width != width || vid->last_height != height || g_console.force_resize_enable)
{
D3DLOCKED_RECT d3dlr;
D3DTexture_LockRect(vid->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch);
D3DTexture_UnlockRect(vid->lpTexture, 0);
float tex_w = width / 512.0f;
float tex_h = height / 512.0f;
const 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 },
};
void *verts_ptr = (BYTE*)D3DVertexBuffer_Lock(vid->vertex_buf, 0, 0, 0);
memcpy(verts_ptr, verts, sizeof(verts));
D3DVertexBuffer_Unlock(vid->vertex_buf);
vid->last_width = width;
vid->last_height = height;
g_console.force_resize_enable = false;
}
vid->xdk360_render_device->SetVertexShaderConstantF(0, (FLOAT*)&vid->modelViewProj, 4);
vid->constantTable->SetDefaults(vid->xdk360_render_device);
//TODO: Update the shader constants
D3DLOCKED_RECT d3dlr;
D3DTexture_LockRect(vid->lpTexture, 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));
}
D3DTexture_UnlockRect(vid->lpTexture, 0);
D3DDevice_SetTexture_Inline(vid->xdk360_render_device, 0, vid->lpTexture);
D3DDevice_SetSamplerState(vid->xdk360_render_device, 0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
D3DDevice_SetSamplerState(vid->xdk360_render_device, 0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
D3DDevice_SetSamplerState(vid->xdk360_render_device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
D3DDevice_SetSamplerState(vid->xdk360_render_device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
D3DDevice_SetVertexShader(vid->xdk360_render_device, vid->pVertexShader);
D3DDevice_SetPixelShader(vid->xdk360_render_device, vid->pPixelShader);
D3DDevice_SetVertexDeclaration(vid->xdk360_render_device, vid->pVertexDecl);
D3DDevice_SetStreamSource_Inline(vid->xdk360_render_device, 0, vid->vertex_buf, 0,
sizeof(DrawVerticeFormats));
D3DDevice_DrawVertices(vid->xdk360_render_device, D3DPT_TRIANGLESTRIP, 0, D3DVERTEXCOUNT(D3DPT_TRIANGLESTRIP, 2));
if (msg)
{
if(IS_TIMER_EXPIRED() || g_first_msg)
{
xdk360_console_format(msg);
g_first_msg = 0;
SET_TIMER_EXPIRATION(30);
}
xdk360_console_draw();
}
if(!vid->block_swap)
D3DDevice_Present(vid->xdk360_render_device);
return true;
}
static void xdk360_set_swap_block_swap (void * data, bool toggle)
{
(void)data;
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
vid->block_swap = toggle;
if(toggle)
SSNES_LOG("Swap is set to blocked.\n");
else
SSNES_LOG("Swap is set to non-blocked.\n");
}
static void xdk360_swap (void * data)
{
(void)data;
xdk360_video_t *vid = (xdk360_video_t*)g_d3d;
D3DDevice_Present(vid->xdk360_render_device);
}
static void xdk360_gfx_set_nonblock_state(void *data, bool state)
{
xdk360_video_t *vid = (xdk360_video_t*)data;
SSNES_LOG("D3D Vsync => %s\n", state ? "off" : "on");
if(state)
D3DDevice_SetRenderState_PresentInterval(vid->xdk360_render_device, D3DPRESENT_INTERVAL_IMMEDIATE);
else
D3DDevice_SetRenderState_PresentInterval(vid->xdk360_render_device, D3DPRESENT_INTERVAL_ONE);
}
static bool xdk360_gfx_alive(void *data)
{
(void)data;
return !g_quitting;
}
static bool xdk360_gfx_focus(void *data)
{
(void)data;
return true;
}
void xdk360_video_set_vsync(bool vsync)
{
xdk360_gfx_set_nonblock_state(g_d3d, vsync);
}
// 360 needs a working graphics stack before SSNESeven starts.
// To deal with this main.c,
// the top level module owns the instance, and is created beforehand.
// When SSNES gets around to init it, it is already allocated.
// When SSNES wants to free it, it is ignored.
void xdk360_video_init(void)
{
video_info_t video_info = {0};
// Might have to supply correct values here.
video_info.vsync = g_settings.video.vsync;
video_info.force_aspect = false;
video_info.smooth = g_settings.video.smooth;
video_info.input_scale = 2;
g_d3d = xdk360_gfx_init(&video_info, NULL, NULL);
g_first_msg = true;
HRESULT hr = xdk360_console_init("game:\\media\\Arial_12.xpr",
0xff000000, 0xffffffff );
if(FAILED(hr))
{
SSNES_ERR("Couldn't create debug console.\n");
}
}
void xdk360_video_deinit(void)
{
void *data = g_d3d;
g_d3d = NULL;
xdk360_console_deinit();
xdk360_gfx_free(data);
}
const video_driver_t video_xdk360 = {
xdk360_gfx_init,
xdk360_gfx_frame,
xdk360_gfx_set_nonblock_state,
xdk360_gfx_alive,
xdk360_gfx_focus,
NULL,
xdk360_gfx_free,
"xdk360",
xdk360_set_swap_block_swap,
xdk360_swap
};