RetroArch/gfx/drivers_display/gfx_display_d3d8.c

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - 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/>.
*/
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#define CINTERFACE
#include <retro_miscellaneous.h>
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#include <gfx/math/matrix_4x4.h>
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#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
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#include "../gfx_display.h"
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#include "../../retroarch.h"
#include "../common/d3d_common.h"
#include "../common/d3d8_common.h"
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static const float d3d8_vertexes[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
static const float d3d8_tex_coords[] = {
0, 1,
1, 1,
0, 0,
1, 0
};
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static const float *gfx_display_d3d8_get_default_vertices(void)
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{
return &d3d8_vertexes[0];
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}
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static const float *gfx_display_d3d8_get_default_tex_coords(void)
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{
return &d3d8_tex_coords[0];
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}
static void *gfx_display_d3d8_get_default_mvp(void *data)
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{
static math_matrix_4x4 id;
matrix_4x4_identity(id);
return &id;
}
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static INT32 gfx_display_prim_to_d3d8_enum(
enum gfx_display_prim_type prim_type)
{
switch (prim_type)
{
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case GFX_DISPLAY_PRIM_TRIANGLES:
case GFX_DISPLAY_PRIM_TRIANGLESTRIP:
return D3DPT_COMM_TRIANGLESTRIP;
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case GFX_DISPLAY_PRIM_NONE:
default:
break;
}
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/* TOD/FIXME - hack */
return 0;
}
static void gfx_display_d3d8_blend_begin(void *data)
{
d3d8_video_t *d3d = (d3d8_video_t*)data;
if (!d3d)
return;
d3d8_enable_blend_func(d3d->dev);
}
static void gfx_display_d3d8_blend_end(void *data)
{
d3d8_video_t *d3d = (d3d8_video_t*)data;
if (!d3d)
return;
d3d8_disable_blend_func(d3d->dev);
}
static void gfx_display_d3d8_viewport(gfx_display_ctx_draw_t *draw, void *data) { }
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static void gfx_display_d3d8_bind_texture(gfx_display_ctx_draw_t *draw,
d3d8_video_t *d3d)
{
LPDIRECT3DDEVICE8 dev = d3d->dev;
d3d8_set_texture(d3d->dev, 0, (void*)draw->texture);
d3d8_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP);
d3d8_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP);
d3d8_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
d3d8_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
}
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static void gfx_display_d3d8_draw(gfx_display_ctx_draw_t *draw,
void *data,
unsigned video_width,
unsigned video_height)
{
unsigned i;
math_matrix_4x4 mop, m1, m2;
d3d8_video_t *d3d = (d3d8_video_t*)data;
Vertex * pv = NULL;
const float *vertex = NULL;
const float *tex_coord = NULL;
const float *color = NULL;
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if (!d3d || !draw || draw->pipeline.id)
return;
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if ((d3d->menu_display.offset + draw->coords->vertices )
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> (unsigned)d3d->menu_display.size)
return;
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pv = (Vertex*)
d3d8_vertex_buffer_lock(d3d->menu_display.buffer);
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if (!pv)
return;
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pv += d3d->menu_display.offset;
vertex = draw->coords->vertex;
tex_coord = draw->coords->tex_coord;
color = draw->coords->color;
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if (!vertex)
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vertex = gfx_display_d3d8_get_default_vertices();
if (!tex_coord)
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tex_coord = gfx_display_d3d8_get_default_tex_coords();
for (i = 0; i < draw->coords->vertices; i++)
{
int colors[4];
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colors[0] = *color++ * 0xFF;
colors[1] = *color++ * 0xFF;
colors[2] = *color++ * 0xFF;
colors[3] = *color++ * 0xFF;
pv[i].x = *vertex++;
pv[i].y = *vertex++;
pv[i].z = 0.5f;
pv[i].u = *tex_coord++;
pv[i].v = *tex_coord++;
#if 1
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if ((void*)draw->texture)
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{
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D3DSURFACE_DESC desc;
if (d3d8_texture_get_level_desc((void*)draw->texture, 0, &desc))
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{
pv[i].u *= desc.Width;
pv[i].v *= desc.Height;
}
}
#endif
pv[i].color =
D3DCOLOR_ARGB(
colors[3], /* A */
colors[0], /* R */
colors[1], /* G */
colors[2] /* B */
);
}
d3d8_vertex_buffer_unlock(d3d->menu_display.buffer);
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if (!draw->matrix_data)
draw->matrix_data = gfx_display_d3d8_get_default_mvp(d3d);
/* ugh */
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matrix_4x4_scale(m1, 2.0, 2.0, 0);
matrix_4x4_translate(mop, -1.0, -1.0, 0);
matrix_4x4_multiply(m2, mop, m1);
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matrix_4x4_multiply(m1,
*((math_matrix_4x4*)draw->matrix_data), m2);
matrix_4x4_scale(mop,
(draw->width / 2.0) / video_width,
(draw->height / 2.0) / video_height, 0);
matrix_4x4_multiply(m2, mop, m1);
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matrix_4x4_translate(mop,
(draw->x + (draw->width / 2.0)) / video_width,
(draw->y + (draw->height / 2.0)) / video_height,
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0);
matrix_4x4_multiply(m1, mop, m2);
matrix_4x4_multiply(m2, d3d->mvp_transposed, m1);
d3d_matrix_transpose(&m1, &m2);
d3d8_set_mvp(d3d->dev, &m1);
if (draw && draw->texture)
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gfx_display_d3d8_bind_texture(draw, d3d);
d3d8_draw_primitive(d3d->dev,
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gfx_display_prim_to_d3d8_enum(draw->prim_type),
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d3d->menu_display.offset,
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draw->coords->vertices -
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((draw->prim_type == GFX_DISPLAY_PRIM_TRIANGLESTRIP)
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? 2 : 0));
d3d->menu_display.offset += draw->coords->vertices;
}
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static void gfx_display_d3d8_draw_pipeline(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height) { }
static void gfx_display_d3d8_restore_clear_color(void) { }
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static void gfx_display_d3d8_clear_color(
gfx_display_ctx_clearcolor_t *clearcolor, void *data)
{
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DWORD clear_color = 0;
d3d8_video_t *d3d = (d3d8_video_t*)data;
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if (!d3d || !clearcolor)
return;
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clear_color = D3DCOLOR_ARGB(
BYTE_CLAMP(clearcolor->a * 255.0f), /* A */
BYTE_CLAMP(clearcolor->r * 255.0f), /* R */
BYTE_CLAMP(clearcolor->g * 255.0f), /* G */
BYTE_CLAMP(clearcolor->b * 255.0f) /* B */
);
d3d8_clear(d3d->dev, 0, NULL, D3D_COMM_CLEAR_TARGET, clear_color, 0, 0);
}
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static bool gfx_display_d3d8_font_init_first(
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void **font_handle, void *video_data,
const char *font_path, float font_size,
bool is_threaded)
{
font_data_t **handle = (font_data_t**)font_handle;
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if (!(*handle = font_driver_init_first(video_data,
font_path, font_size, true,
is_threaded,
FONT_DRIVER_RENDER_D3D8_API)))
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return false;
return true;
}
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gfx_display_ctx_driver_t gfx_display_ctx_d3d8 = {
gfx_display_d3d8_draw,
gfx_display_d3d8_draw_pipeline,
gfx_display_d3d8_viewport,
gfx_display_d3d8_blend_begin,
gfx_display_d3d8_blend_end,
gfx_display_d3d8_restore_clear_color,
gfx_display_d3d8_clear_color,
gfx_display_d3d8_get_default_mvp,
gfx_display_d3d8_get_default_vertices,
gfx_display_d3d8_get_default_tex_coords,
gfx_display_d3d8_font_init_first,
GFX_VIDEO_DRIVER_DIRECT3D8,
"d3d8",
false,
NULL,
NULL
};