RetroArch/gfx/d3d9/d3d.cpp

1143 lines
31 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2014 - 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/>.
*/
#include "d3d9.hpp"
#include "render_chain.hpp"
#include "../gfx_common.h"
#ifndef _XBOX
#include "../context/win32_common.h"
#endif
#include "../../compat/posix_string.h"
#include "../../performance.h"
#ifndef _XBOX
#define HAVE_MONITOR
#define HAVE_WINDOW
#endif
#ifdef HAVE_MONITOR
#define IDI_ICON 1
#define MAX_MONITORS 9
namespace Monitor
{
static HMONITOR last_hm;
static HMONITOR all_hms[MAX_MONITORS];
static unsigned num_mons;
}
static BOOL CALLBACK monitor_enum_proc(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData)
{
Monitor::all_hms[Monitor::num_mons++] = hMonitor;
return TRUE;
}
// Multi-monitor support.
RECT d3d_monitor_rect(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
Monitor::num_mons = 0;
EnumDisplayMonitors(NULL, NULL, monitor_enum_proc, 0);
if (!Monitor::last_hm)
Monitor::last_hm = MonitorFromWindow(GetDesktopWindow(), MONITOR_DEFAULTTONEAREST);
HMONITOR hm_to_use = Monitor::last_hm;
unsigned fs_monitor = g_settings.video.monitor_index;
if (fs_monitor && fs_monitor <= Monitor::num_mons && Monitor::all_hms[fs_monitor - 1])
{
hm_to_use = Monitor::all_hms[fs_monitor - 1];
d3d->cur_mon_id = fs_monitor - 1;
}
else
{
for (unsigned i = 0; i < Monitor::num_mons; i++)
{
if (Monitor::all_hms[i] == hm_to_use)
{
d3d->cur_mon_id = i;
break;
}
}
}
MONITORINFOEX current_mon;
memset(&current_mon, 0, sizeof(current_mon));
current_mon.cbSize = sizeof(MONITORINFOEX);
GetMonitorInfo(hm_to_use, (MONITORINFO*)&current_mon);
return current_mon.rcMonitor;
}
#endif
static void d3d_deinitialize(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (d3d->font_ctx && d3d->font_ctx->deinit)
d3d->font_ctx->deinit(d3d);
d3d_deinit_chain(d3d);
#ifdef HAVE_CG
d3d_deinit_shader(d3d);
#endif
d3d->needs_restore = false;
}
#ifdef HAVE_WINDOW
extern LRESULT CALLBACK WindowProc(HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam);
#endif
static bool d3d_init_base(void *data, const video_info_t *info)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
D3DPRESENT_PARAMETERS d3dpp;
d3d_make_d3dpp(d3d, info, &d3dpp);
d3d->g_pD3D = D3DCREATE_CTX(D3D_SDK_VERSION);
if (!d3d->g_pD3D)
{
RARCH_ERR("Failed to create D3D interface!\n");
return false;
}
if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice(
d3d->cur_mon_id,
D3DDEVTYPE_HAL,
d3d->hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp,
&d3d->dev)))
{
RARCH_WARN("[D3D]: Failed to init device with hardware vertex processing (code: 0x%x). Trying to fall back to software vertex processing.\n",
(unsigned)d3d->d3d_err);
if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice(
d3d->cur_mon_id,
D3DDEVTYPE_HAL,
d3d->hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3d->dev)))
{
RARCH_ERR("Failed to initialize device.\n");
return false;
}
}
return true;
}
static void d3d_calculate_rect(void *data, unsigned width, unsigned height,
bool keep, float desired_aspect);
static bool d3d_initialize(void *data, const video_info_t *info)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
bool ret = true;
if (!d3d->g_pD3D)
ret = d3d_init_base(d3d, info);
else if (d3d->needs_restore)
{
D3DPRESENT_PARAMETERS d3dpp;
d3d_make_d3dpp(d3d, info, &d3dpp);
if (d3d->dev->Reset(&d3dpp) != D3D_OK)
{
HRESULT res = d3d->dev->TestCooperativeLevel();
const char *err;
switch (res)
{
case D3DERR_DEVICELOST:
err = "DEVICELOST";
break;
case D3DERR_DEVICENOTRESET:
err = "DEVICENOTRESET";
break;
case D3DERR_DRIVERINTERNALERROR:
err = "DRIVERINTERNALERROR";
break;
default:
err = "Unknown";
}
// Try to recreate the device completely ...
RARCH_WARN("[D3D]: Attempting to recover from dead state (%s).\n", err);
d3d_deinitialize(d3d);
d3d->g_pD3D->Release();
d3d->g_pD3D = NULL;
ret = d3d_init_base(d3d, info);
if (ret)
RARCH_LOG("[D3D]: Recovered from dead state.\n");
else
return ret;
}
}
if (!ret)
return ret;
d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, info->force_aspect, g_extern.system.aspect_ratio);
#ifdef HAVE_CG
if (!d3d_init_shader(d3d))
{
RARCH_ERR("Failed to initialize Cg.\n");
return false;
}
#endif
if (!d3d_init_chain(d3d, info))
{
RARCH_ERR("Failed to initialize render chain.\n");
return false;
}
d3d->font_ctx = d3d_font_init_first(d3d, g_settings.video.font_path, g_settings.video.font_size);
if (!d3d->font_ctx)
{
RARCH_ERR("Failed to initialize font.\n");
return false;
}
return true;
}
bool d3d_restore(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d_deinitialize(d3d);
d3d->needs_restore = !d3d_initialize(d3d, &d3d->video_info);
if (d3d->needs_restore)
RARCH_ERR("[D3D]: Restore error.\n");
return !d3d->needs_restore;
}
#ifdef HAVE_OVERLAY
static void d3d_overlay_render(void *data, overlay_t &overlay)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (!overlay.tex)
return;
struct overlay_vertex
{
float x, y, z;
float u, v;
float r, g, b, a;
} vert[4];
if (!overlay.vert_buf)
{
d3d->dev->CreateVertexBuffer(
sizeof(vert),
#ifdef _XBOX
0,
#else
d3d->dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
#endif
0,
D3DPOOL_MANAGED,
&overlay.vert_buf,
NULL);
}
for (unsigned i = 0; i < 4; i++)
{
vert[i].z = 0.5f;
vert[i].r = vert[i].g = vert[i].b = 1.0f;
vert[i].a = overlay.alpha_mod;
}
float overlay_width = d3d->final_viewport.Width;
float overlay_height = d3d->final_viewport.Height;
vert[0].x = overlay.vert_coords.x * overlay_width;
vert[1].x = (overlay.vert_coords.x + overlay.vert_coords.w) * overlay_width;
vert[2].x = overlay.vert_coords.x * overlay_width;
vert[3].x = (overlay.vert_coords.x + overlay.vert_coords.w) * overlay_width;
vert[0].y = overlay.vert_coords.y * overlay_height;
vert[1].y = overlay.vert_coords.y * overlay_height;
vert[2].y = (overlay.vert_coords.y + overlay.vert_coords.h) * overlay_height;
vert[3].y = (overlay.vert_coords.y + overlay.vert_coords.h) * overlay_height;
vert[0].u = overlay.tex_coords.x;
vert[1].u = overlay.tex_coords.x + overlay.tex_coords.w;
vert[2].u = overlay.tex_coords.x;
vert[3].u = overlay.tex_coords.x + overlay.tex_coords.w;
vert[0].v = overlay.tex_coords.y;
vert[1].v = overlay.tex_coords.y;
vert[2].v = overlay.tex_coords.y + overlay.tex_coords.h;
vert[3].v = overlay.tex_coords.y + overlay.tex_coords.h;
// Align texels and vertices.
for (unsigned i = 0; i < 4; i++)
{
vert[i].x -= 0.5f;
vert[i].y += 0.5f;
}
void *verts;
overlay.vert_buf->Lock(0, sizeof(vert), &verts, 0);
memcpy(verts, vert, sizeof(vert));
overlay.vert_buf->Unlock();
// enable alpha
d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
d3d->dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
d3d->dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
// set vertex decl 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()
};
LPDIRECT3DVERTEXDECLARATION vertex_decl;
d3d->dev->CreateVertexDeclaration(vElems, &vertex_decl);
d3d->dev->SetVertexDeclaration(vertex_decl);
vertex_decl->Release();
d3d->dev->SetStreamSource(0, overlay.vert_buf, 0, sizeof(overlay_vertex));
if (overlay.fullscreen)
{
// set viewport to full window
D3DVIEWPORT vp_full;
vp_full.X = 0;
vp_full.Y = 0;
vp_full.Width = d3d->screen_width;
vp_full.Height = d3d->screen_height;
vp_full.MinZ = 0.0f;
vp_full.MaxZ = 1.0f;
d3d->dev->SetViewport(&vp_full);
}
// render overlay
d3d->dev->SetTexture(0, overlay.tex);
d3d->dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d->dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
d3d->dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
d3d->dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
if (SUCCEEDED(d3d->dev->BeginScene()))
{
d3d->dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
d3d->dev->EndScene();
}
// restore previous state
d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
d3d->dev->SetViewport(&d3d->final_viewport);
}
#endif
static void d3d_set_viewport(void *data, int x, int y, unsigned width, unsigned height)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
D3DVIEWPORT viewport;
// 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;
d3d_set_font_rect(d3d, NULL);
}
static void d3d_calculate_rect(void *data, unsigned width, unsigned height,
bool keep, float desired_aspect)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (g_settings.video.scale_integer)
{
struct rarch_viewport vp = {0};
gfx_scale_integer(&vp, width, height, desired_aspect, keep);
d3d_set_viewport(d3d, vp.x, vp.y, vp.width, vp.height);
}
else if (!keep)
d3d_set_viewport(d3d, 0, 0, width, height);
else
{
if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
{
const rarch_viewport_t &custom = g_extern.console.screen.viewports.custom_vp;
d3d_set_viewport(d3d, custom.x, custom.y, custom.width, custom.height);
}
else
{
float device_aspect = static_cast<float>(width) / static_cast<float>(height);
if (fabsf(device_aspect - desired_aspect) < 0.0001f)
d3d_set_viewport(d3d, 0, 0, width, height);
else if (device_aspect > desired_aspect)
{
float delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f;
d3d_set_viewport(d3d, int(roundf(width * (0.5f - delta))), 0, unsigned(roundf(2.0f * width * delta)), height);
}
else
{
float delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f;
d3d_set_viewport(d3d, 0, int(roundf(height * (0.5f - delta))), width, unsigned(roundf(2.0f * height * delta)));
}
}
}
}
static bool d3d_frame(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch,
const char *msg)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (!frame)
return true;
RARCH_PERFORMANCE_INIT(d3d_frame);
RARCH_PERFORMANCE_START(d3d_frame);
// We cannot recover in fullscreen.
if (d3d->needs_restore && IsIconic(d3d->hWnd))
return true;
if (d3d->needs_restore && !d3d_restore(d3d))
{
RARCH_ERR("[D3D]: Failed to restore.\n");
return false;
}
if (d3d->should_resize)
{
d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, d3d->video_info.force_aspect, g_extern.system.aspect_ratio);
d3d->chain->set_final_viewport(d3d->final_viewport);
d3d_recompute_pass_sizes(d3d);
d3d->should_resize = false;
}
// render_chain() only clears out viewport, clear out everything.
D3DVIEWPORT screen_vp;
screen_vp.X = 0;
screen_vp.Y = 0;
screen_vp.MinZ = 0;
screen_vp.MaxZ = 1;
screen_vp.Width = d3d->screen_width;
screen_vp.Height = d3d->screen_height;
d3d->dev->SetViewport(&screen_vp);
d3d->dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
// Insert black frame first, so we can screenshot, etc.
if (g_settings.video.black_frame_insertion)
{
if (d3d->dev->Present(NULL, NULL, NULL, NULL) != D3D_OK)
{
RARCH_ERR("[D3D]: Present() failed.\n");
d3d->needs_restore = true;
return true;
}
d3d->dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
}
if (!d3d->chain->render(frame, width, height, pitch, d3d->dev_rotation))
{
RARCH_ERR("[D3D]: Failed to render scene.\n");
return false;
}
if (d3d->font_ctx && d3d->font_ctx->render_msg)
d3d->font_ctx->render_msg(d3d, msg, NULL);
#ifdef HAVE_MENU
if (d3d->rgui.enabled)
d3d_overlay_render(d3d, d3d->rgui);
#endif
#ifdef HAVE_OVERLAY
if (d3d->overlays_enabled)
{
for (unsigned i = 0; i < d3d->overlays.size(); i++)
d3d_overlay_render(d3d, d3d->overlays[i]);
}
#endif
RARCH_PERFORMANCE_STOP(d3d_frame);
if (d3d && d3d->ctx_driver && d3d->ctx_driver->update_window_title)
d3d->ctx_driver->update_window_title();
if (d3d && d3d->ctx_driver && d3d->ctx_driver->swap_buffers)
d3d->ctx_driver->swap_buffers();
return true;
}
static void d3d_set_nonblock_state(void *data, bool state)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d->video_info.vsync = !state;
d3d_restore(d3d);
}
static bool d3d_alive(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
bool quit = false, resize = false;
if (d3d->ctx_driver && d3d->ctx_driver->check_window)
d3d->ctx_driver->check_window(&quit, &resize, &d3d->screen_width,
&d3d->screen_height, g_extern.frame_count);
else if (resize)
d3d->should_resize = true;
return !quit;
}
static bool d3d_focus(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (d3d && d3d->ctx_driver && d3d->ctx_driver->has_focus)
return d3d->ctx_driver->has_focus();
return false;
}
static void d3d_set_rotation(void *data, unsigned rot)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d->dev_rotation = rot;
}
#ifdef HAVE_OVERLAY
void d3d_free_overlay(void *data, overlay_t *overlay)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (overlay->tex)
overlay->tex->Release();
if (overlay->vert_buf)
overlay->vert_buf->Release();
}
void d3d_free_overlays(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
for (unsigned i = 0; i < d3d->overlays.size(); i++)
d3d_free_overlay(d3d, &d3d->overlays[i]);
d3d->overlays.clear();
}
#endif
static void d3d_free(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d_deinitialize(d3d);
#ifdef HAVE_OVERLAY
d3d_free_overlays(d3d);
#endif
#ifdef HAVE_MENU
d3d_free_overlay(d3d, &d3d->rgui);
#endif
if (d3d->dev)
d3d->dev->Release();
if (d3d->g_pD3D)
d3d->g_pD3D->Release();
#ifdef HAVE_MONITOR
Monitor::last_hm = MonitorFromWindow(d3d->hWnd, MONITOR_DEFAULTTONEAREST);
#endif
DestroyWindow(d3d->hWnd);
delete d3d;
#ifndef _XBOX
UnregisterClass("RetroArch", GetModuleHandle(NULL));
#endif
}
static void d3d_viewport_info(void *data, struct rarch_viewport *vp)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
vp->x = d3d->final_viewport.X;
vp->y = d3d->final_viewport.Y;
vp->width = d3d->final_viewport.Width;
vp->height = d3d->final_viewport.Height;
vp->full_width = d3d->screen_width;
vp->full_height = d3d->screen_height;
}
static bool d3d_read_viewport(void *data, uint8_t *buffer)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
RARCH_PERFORMANCE_INIT(d3d_read_viewport);
RARCH_PERFORMANCE_START(d3d_read_viewport);
bool ret = true;
LPDIRECT3DSURFACE target = NULL;
LPDIRECT3DSURFACE dest = NULL;
if (FAILED(d3d->d3d_err = d3d->dev->GetRenderTarget(0, &target)))
{
ret = false;
goto end;
}
if (FAILED(d3d->d3d_err = d3d->dev->CreateOffscreenPlainSurface(d3d->screen_width,
d3d->screen_height,
D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM,
&dest, NULL)))
{
ret = false;
goto end;
}
if (FAILED(d3d->d3d_err = d3d->dev->GetRenderTargetData(target, dest)))
{
ret = false;
goto end;
}
D3DLOCKED_RECT rect;
if (SUCCEEDED(dest->LockRect(&rect, NULL, D3DLOCK_READONLY)))
{
unsigned pitchpix = rect.Pitch / 4;
const uint32_t *pixels = (const uint32_t*)rect.pBits;
pixels += d3d->final_viewport.X;
pixels += (d3d->final_viewport.Height - 1) * pitchpix;
pixels -= d3d->final_viewport.Y * pitchpix;
for (unsigned y = 0; y < d3d->final_viewport.Height; y++, pixels -= pitchpix)
{
for (unsigned x = 0; x < d3d->final_viewport.Width; x++)
{
*buffer++ = (pixels[x] >> 0) & 0xff;
*buffer++ = (pixels[x] >> 8) & 0xff;
*buffer++ = (pixels[x] >> 16) & 0xff;
}
}
dest->UnlockRect();
}
else
ret = false;
end:
RARCH_PERFORMANCE_STOP(d3d_read_viewport);
if (target)
target->Release();
if (dest)
dest->Release();
return ret;
}
static bool d3d_set_shader(void *data, enum rarch_shader_type type, const char *path)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
std::string shader = "";
if (path && type == RARCH_SHADER_CG)
shader = path;
auto old_shader = d3d->cg_shader;
bool restore_old = false;
d3d->cg_shader = path;
if (!d3d_process_shader(d3d) || !d3d_restore(d3d))
{
RARCH_ERR("[D3D]: Setting shader failed.\n");
restore_old = true;
}
if (restore_old)
{
d3d->cg_shader = old_shader;
d3d_process_shader(d3d);
d3d_restore(d3d);
}
return !restore_old;
}
#ifdef HAVE_MENU
static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface);
#endif
#ifdef HAVE_OVERLAY
static void d3d_overlay_tex_geom(void *data,
unsigned index,
float x, float y,
float w, float h)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d->overlays[index].tex_coords.x = x;
d3d->overlays[index].tex_coords.y = y;
d3d->overlays[index].tex_coords.w = w;
d3d->overlays[index].tex_coords.h = h;
}
static void d3d_overlay_vertex_geom(void *data,
unsigned index,
float x, float y,
float w, float h)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
y = 1.0f - y;
h = -h;
d3d->overlays[index].vert_coords.x = x;
d3d->overlays[index].vert_coords.y = y;
d3d->overlays[index].vert_coords.w = w;
d3d->overlays[index].vert_coords.h = h;
}
static bool d3d_overlay_load(void *data, const texture_image *images, unsigned num_images)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d_free_overlays(data);
d3d->overlays.resize(num_images);
for (unsigned i = 0; i < num_images; i++)
{
unsigned width = images[i].width;
unsigned height = images[i].height;
overlay_t &overlay = d3d->overlays[i];
if (FAILED(d3d->dev->CreateTexture(width, height, 1,
0,
D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED,
&overlay.tex, NULL)))
{
RARCH_ERR("[D3D]: Failed to create overlay texture\n");
return false;
}
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(overlay.tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
{
uint32_t *dst = static_cast<uint32_t*>(d3dlr.pBits);
const uint32_t *src = images[i].pixels;
unsigned pitch = d3dlr.Pitch >> 2;
for (unsigned y = 0; y < height; y++, dst += pitch, src += width)
memcpy(dst, src, width << 2);
overlay.tex->UnlockRect(0);
}
overlay.tex_w = width;
overlay.tex_h = height;
d3d_overlay_tex_geom(d3d, i, 0, 0, 1, 1); // Default. Stretch to whole screen.
d3d_overlay_vertex_geom(d3d, i, 0, 0, 1, 1);
}
return true;
}
static void d3d_overlay_enable(void *data, bool state)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
for (unsigned i = 0; i < d3d->overlays.size(); i++)
d3d->overlays_enabled = state;
if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse)
d3d->ctx_driver->show_mouse(state);
}
static void d3d_overlay_full_screen(void *data, bool enable)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
for (unsigned i = 0; i < d3d->overlays.size(); i++)
d3d->overlays[i].fullscreen = enable;
}
static void d3d_overlay_set_alpha(void *data, unsigned index, float mod)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
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 void d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
switch (aspect_ratio_idx)
{
case ASPECT_RATIO_SQUARE:
gfx_set_square_pixel_viewport(g_extern.system.av_info.geometry.base_width, g_extern.system.av_info.geometry.base_height);
break;
case ASPECT_RATIO_CORE:
gfx_set_core_viewport();
break;
case ASPECT_RATIO_CONFIG:
gfx_set_config_viewport();
break;
default:
break;
}
g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value;
d3d->video_info.force_aspect = true;
d3d->should_resize = true;
return;
}
static void d3d_apply_state_changes(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d->should_resize = true;
}
static void d3d_set_osd_msg(void *data, const char *msg, void *userdata)
{
font_params_t *params = (font_params_t*)userdata;
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (params)
d3d_set_font_rect(d3d, params);
if (d3d->font_ctx && d3d->font_ctx->render_msg)
d3d->font_ctx->render_msg(d3d, msg, params);
}
static void d3d_show_mouse(void *data, bool state)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse)
d3d->ctx_driver->show_mouse(state);
}
#ifdef HAVE_MENU
static void d3d_set_rgui_texture_frame(void *data,
const void *frame, bool rgb32, unsigned width, unsigned height,
float alpha)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (!d3d->rgui.tex || d3d->rgui.tex_w != width || d3d->rgui.tex_h != height)
{
if (d3d->rgui.tex)
d3d->rgui.tex->Release();
if (FAILED(d3d->dev->CreateTexture(width, height, 1,
0, D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED,
&d3d->rgui.tex, NULL)))
{
RARCH_ERR("[D3D]: Failed to create rgui texture\n");
return;
}
d3d->rgui.tex_w = width;
d3d->rgui.tex_h = height;
}
d3d->rgui.alpha_mod = alpha;
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(d3d->rgui.tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
{
if (rgb32)
{
uint8_t *dst = (uint8_t*)d3dlr.pBits;
const uint32_t *src = (const uint32_t*)frame;
for (unsigned 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 (unsigned h = 0; h < height; h++, dst += d3dlr.Pitch >> 2, src += width)
{
for (unsigned 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;
}
}
}
d3d->rgui.tex->UnlockRect(0);
}
}
static void d3d_set_rgui_texture_enable(void *data, bool state, bool full_screen)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d->rgui.enabled = state;
d3d->rgui.fullscreen = full_screen;
}
#endif
static const video_poke_interface_t d3d_poke_interface = {
NULL,
#ifdef HAVE_FBO
NULL,
NULL,
#endif
d3d_set_aspect_ratio,
d3d_apply_state_changes,
#ifdef HAVE_MENU
d3d_set_rgui_texture_frame,
d3d_set_rgui_texture_enable,
#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;
}
// Delay constructor due to lack of exceptions.
static bool d3d_construct(void *data, const video_info_t *info, const input_driver_t **input,
void **input_data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d->should_resize = false;
#ifndef _XBOX
gfx_set_dwm();
#endif
#ifdef HAVE_MENU
memset(&d3d->rgui, 0, sizeof(d3d->rgui));
d3d->rgui.tex_coords.x = 0;
d3d->rgui.tex_coords.y = 0;
d3d->rgui.tex_coords.w = 1;
d3d->rgui.tex_coords.h = 1;
d3d->rgui.vert_coords.x = 0;
d3d->rgui.vert_coords.y = 1;
d3d->rgui.vert_coords.w = 1;
d3d->rgui.vert_coords.h = -1;
#endif
#ifdef HAVE_WINDOW
memset(&d3d->windowClass, 0, sizeof(d3d->windowClass));
d3d->windowClass.cbSize = sizeof(d3d->windowClass);
d3d->windowClass.style = CS_HREDRAW | CS_VREDRAW;
d3d->windowClass.lpfnWndProc = WindowProc;
d3d->windowClass.hInstance = NULL;
d3d->windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
d3d->windowClass.lpszClassName = "RetroArch";
d3d->windowClass.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON));
d3d->windowClass.hIconSm = (HICON)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON), IMAGE_ICON, 16, 16, 0);
if (!info->fullscreen)
d3d->windowClass.hbrBackground = (HBRUSH)COLOR_WINDOW;
RegisterClassEx(&d3d->windowClass);
#endif
#ifdef HAVE_MONITOR
RECT mon_rect = d3d_monitor_rect(d3d);
#endif
bool windowed_full = g_settings.video.windowed_fullscreen;
unsigned full_x = (windowed_full || info->width == 0) ? (mon_rect.right - mon_rect.left) : info->width;
unsigned 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));
d3d->screen_width = info->fullscreen ? full_x : info->width;
d3d->screen_height = info->fullscreen ? full_y : info->height;
unsigned win_width = d3d->screen_width;
unsigned win_height = d3d->screen_height;
#ifdef HAVE_WINDOW
if (!info->fullscreen)
{
RECT rect = {0};
rect.right = d3d->screen_width;
rect.bottom = d3d->screen_height;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
win_width = rect.right - rect.left;
win_height = rect.bottom - rect.top;
}
char buffer[128];
gfx_get_fps(buffer, sizeof(buffer), NULL, 0);
std::string title = buffer;
title += " || Direct3D";
d3d->hWnd = CreateWindowEx(0, "RetroArch", title.c_str(),
info->fullscreen ?
(WS_EX_TOPMOST | WS_POPUP) : WS_OVERLAPPEDWINDOW,
info->fullscreen ? mon_rect.left : CW_USEDEFAULT,
info->fullscreen ? mon_rect.top : CW_USEDEFAULT,
win_width, win_height,
NULL, NULL, NULL, d3d);
#endif
driver.display_type = RARCH_DISPLAY_WIN32;
driver.video_display = 0;
driver.video_window = (uintptr_t)d3d->hWnd;
#ifdef HAVE_WINDOW
if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse)
d3d->ctx_driver->show_mouse(!info->fullscreen
#ifdef HAVE_OVERLAY
|| d3d->overlays_enabled
#endif
);
ShowWindow(d3d->hWnd, SW_RESTORE);
UpdateWindow(d3d->hWnd);
SetForegroundWindow(d3d->hWnd);
SetFocus(d3d->hWnd);
#endif
// This should only be done once here
// to avoid set_shader() to be overridden
// later.
#ifdef HAVE_CG
enum rarch_shader_type type = gfx_shader_parse_type(g_settings.video.shader_path, RARCH_SHADER_NONE);
if (g_settings.video.shader_enable && type == RARCH_SHADER_CG)
d3d->cg_shader = g_settings.video.shader_path;
if (!d3d_process_shader(d3d))
return false;
#endif
d3d->video_info = *info;
if (!d3d_initialize(d3d, &d3d->video_info))
return false;
if (input && input_data &&
d3d->ctx_driver && d3d->ctx_driver->input_driver)
d3d->ctx_driver->input_driver(input, input_data);
RARCH_LOG("[D3D]: Init complete.\n");
return true;
}
static const gfx_ctx_driver_t *d3d_get_context(void)
{
// TODO: GL core contexts through ANGLE?
enum gfx_ctx_api api = GFX_CTX_DIRECT3D9_API;
unsigned major = 0;
unsigned minor = 0;
return gfx_ctx_init_first(api, major, minor);
}
static void *d3d_init(const video_info_t *info, const input_driver_t **input,
void **input_data)
{
D3DVideo *vid = new D3DVideo;
if (!vid)
return NULL;
vid->ctx_driver = d3d_get_context();
if (!vid->ctx_driver)
{
free(vid);
return NULL;
}
//default values
vid->g_pD3D = NULL;
vid->dev = NULL;
vid->font = NULL;
vid->dev_rotation = 0;
vid->needs_restore = false;
#ifdef HAVE_CG
vid->cgCtx = NULL;
#endif
#ifdef HAVE_OVERLAY
vid->overlays_enabled = false;
#endif
vid->chain = NULL;
if (!d3d_construct(vid, info, input, input_data))
{
RARCH_ERR("[D3D]: Failed to init D3D.\n");
free(vid);
return NULL;
}
return vid;
}
const video_driver_t video_d3d = {
d3d_init,
d3d_frame,
d3d_set_nonblock_state,
d3d_alive,
d3d_focus,
d3d_set_shader,
d3d_free,
"d3d9",
#ifdef HAVE_MENU
NULL,
#endif
d3d_set_rotation,
d3d_viewport_info,
d3d_read_viewport,
#ifdef HAVE_OVERLAY
d3d_get_overlay_interface,
#endif
d3d_get_poke_interface
};