ppsspp/Windows/D3D9Base.cpp
2014-08-23 10:20:57 +02:00

124 lines
2.9 KiB
C++

#include "Common/CommonWindows.h"
#include <d3d9.h>
#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 LPDIRECT3D9 d3d;
static int adapterId;
static LPDIRECT3DDEVICE9 device;
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() {
device->EndScene();
device->Present(NULL, NULL, NULL, NULL);
device->BeginScene();
}
Thin3DContext *D3D9_CreateThin3DContext() {
return T3DCreateDX9Context(d3d, adapterId, device);
}
bool D3D9_Init(HWND hWnd, bool windowed, std::string *error_message) {
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (!d3d) {
ELOG("Failed to create D3D context");
return false;
}
RECT rc;
GetClientRect(hWnd, &rc);
int xres = rc.right - rc.left;
int yres = rc.bottom - rc.top;
D3DCAPS9 d3dCaps;
D3DDISPLAYMODE d3ddm;
if (FAILED(d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm))) {
d3d->Release();
return false;
}
adapterId = D3DADAPTER_DEFAULT;
if (FAILED(d3d->GetDeviceCaps(adapterId, D3DDEVTYPE_HAL, &d3dCaps))) {
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) {
d3d->Release();
return false;
}
}
DWORD dwBehaviorFlags = D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE;
if (d3dCaps.VertexProcessingCaps != 0)
dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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;
hr = d3d->CreateDevice(adapterId, D3DDEVTYPE_HAL, hWnd, dwBehaviorFlags, &pp, &device);
if (FAILED(hr)) {
ELOG("Failed to create D3D device");
d3d->Release();
return false;
}
device->BeginScene();
DX9::pD3Ddevice = device;
LoadD3DX9Dynamic();
DX9::CompileShaders();
DX9::fbo_init();
return true;
}
void D3D9_Resize(HWND window) {
}
void D3D9_Shutdown() {
device->EndScene();
device->Release();
d3d->Release();
hWnd = NULL;
}