#include "Common/CommonWindows.h" #include #include "GPU/Directx9/helper/global.h" #include "GPU/Directx9/helper/fbo.h" #include "base/logging.h" #include "util/text/utf8.h" #include "i18n/i18n.h" #include "Core/Config.h" #include "Windows/D3D9Base.h" #include "thin3d/thin3d.h" #include "thin3d/d3dx9_loader.h" static bool has9Ex = false; static LPDIRECT3D9 d3d; static LPDIRECT3D9EX d3dEx; static int adapterId; static LPDIRECT3DDEVICE9 device; static LPDIRECT3DDEVICE9EX deviceEx; static HDC hDC; // Private GDI Device Context static HGLRC hRC; // Permanent Rendering Context static HWND hWnd; // Holds Our Window Handle static int xres, yres; // TODO: Make config? static bool enableGLDebug = true; void D3D9_SwapBuffers() { if (has9Ex) { deviceEx->EndScene(); deviceEx->PresentEx(NULL, NULL, NULL, NULL, 0); deviceEx->BeginScene(); } else { device->EndScene(); device->Present(NULL, NULL, NULL, NULL); device->BeginScene(); } } Thin3DContext *D3D9_CreateThin3DContext() { return T3DCreateDX9Context(d3d, d3dEx, adapterId, device, deviceEx); } typedef HRESULT (*DIRECT3DCREATE9EX)(UINT, IDirect3D9Ex**); bool IsWin7OrLater() { DWORD version = GetVersion(); DWORD major = (DWORD)(LOBYTE(LOWORD(version))); DWORD minor = (DWORD)(HIBYTE(LOWORD(version))); return (major > 6) || ((major == 6) && (minor >= 1)); } bool D3D9_Init(HWND hWnd, bool windowed, std::string *error_message) { DIRECT3DCREATE9EX g_pfnCreate9ex; HMODULE hD3D9 = LoadLibrary(TEXT("d3d9.dll")); if (!hD3D9) { ELOG("Missing d3d9.dll"); *error_message = "D3D9.dll missing"; return false; } g_pfnCreate9ex = (DIRECT3DCREATE9EX)GetProcAddress(hD3D9, "Direct3DCreate9Ex"); has9Ex = (g_pfnCreate9ex != NULL); if (has9Ex) { HRESULT result = g_pfnCreate9ex(D3D_SDK_VERSION, &d3dEx); d3d = d3dEx; if (FAILED(result)) { *error_message = "D3D9Ex available but context creation failed"; return false; } } else { d3d = Direct3DCreate9(D3D_SDK_VERSION); if (!d3d) { *error_message = "Failed to create D3D9 context"; return false; } } FreeLibrary(hD3D9); D3DCAPS9 d3dCaps; D3DDISPLAYMODE d3ddm; if (FAILED(d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm))) { *error_message = "GetAdapterDisplayMode failed"; d3d->Release(); return false; } adapterId = D3DADAPTER_DEFAULT; if (FAILED(d3d->GetDeviceCaps(adapterId, D3DDEVTYPE_HAL, &d3dCaps))) { *error_message = "GetDeviceCaps failed (???)"; d3d->Release(); return false; } HRESULT hr; if (FAILED(hr = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24S8))) { if (hr == D3DERR_NOTAVAILABLE) { *error_message = "D24S8 depth/stencil not available"; d3d->Release(); return false; } } DWORD dwBehaviorFlags = D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE; if (d3dCaps.VertexProcessingCaps != 0) dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; RECT rc; GetClientRect(hWnd, &rc); int xres = rc.right - rc.left; int yres = rc.bottom - rc.top; D3DPRESENT_PARAMETERS pp; memset(&pp, 0, sizeof(pp)); pp.BackBufferWidth = xres; pp.BackBufferHeight = yres; pp.BackBufferFormat = d3ddm.Format; pp.MultiSampleType = D3DMULTISAMPLE_NONE; pp.SwapEffect = D3DSWAPEFFECT_DISCARD; pp.Windowed = windowed; pp.hDeviceWindow = hWnd; pp.EnableAutoDepthStencil = true; pp.AutoDepthStencilFormat = D3DFMT_D24S8; pp.PresentationInterval = (g_Config.bVSync) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; if (has9Ex) { if (windowed && IsWin7OrLater()) { // This new flip mode gives higher performance. // TODO: This makes it slower? //pp.BackBufferCount = 2; //pp.SwapEffect = D3DSWAPEFFECT_FLIPEX; } hr = d3dEx->CreateDeviceEx(adapterId, D3DDEVTYPE_HAL, hWnd, dwBehaviorFlags, &pp, NULL, &deviceEx); device = deviceEx; } else { hr = d3d->CreateDevice(adapterId, D3DDEVTYPE_HAL, hWnd, dwBehaviorFlags, &pp, &device); } if (FAILED(hr)) { *error_message = "Failed to create D3D device"; d3d->Release(); return false; } device->BeginScene(); DX9::pD3Ddevice = device; DX9::pD3DdeviceEx = deviceEx; LoadD3DX9Dynamic(); if (!DX9::CompileShaders(*error_message)) { *error_message = "Unable to compile shaders: " + *error_message; device->EndScene(); device->Release(); d3d->Release(); DX9::pD3Ddevice = nullptr; DX9::pD3DdeviceEx = nullptr; device = nullptr; UnloadD3DXDynamic(); return false; } DX9::fbo_init(d3d); if (deviceEx && IsWin7OrLater()) { // TODO: This makes it slower? //deviceEx->SetMaximumFrameLatency(1); } return true; } void D3D9_Resize(HWND window) { // TODO! } void D3D9_Shutdown() { DX9::DestroyShaders(); DX9::fbo_shutdown(); device->EndScene(); device->Release(); d3d->Release(); UnloadD3DXDynamic(); DX9::pD3Ddevice = nullptr; DX9::pD3DdeviceEx = nullptr; device = nullptr; hWnd = nullptr; }