RetroArch/gfx/d3d/render_chain_xdk.h

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static void renderchain_set_mvp(void *data, unsigned vp_width,
unsigned vp_height, unsigned rotation)
{
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d3d_video_t *d3d = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
#if defined(_XBOX360) && defined(HAVE_HLSL)
hlsl_set_proj_matrix(XMMatrixRotationZ(rotation * (M_PI / 2.0)));
if (d3d->shader && d3d->shader->set_mvp)
d3d->shader->set_mvp(d3d, NULL);
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#elif defined(HAVE_D3D8)
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D3DXMATRIX p_out, p_rotate, mat;
D3DXMatrixOrthoOffCenterLH(&mat, 0, vp_width, vp_height, 0, 0.0f, 1.0f);
D3DXMatrixIdentity(&p_out);
D3DXMatrixRotationZ(&p_rotate, rotation * (M_PI / 2.0));
d3d_set_transform(d3dr, D3DTS_WORLD, &p_rotate);
d3d_set_transform(d3dr, D3DTS_VIEW, &p_out);
d3d_set_transform(d3dr, D3DTS_PROJECTION, &p_out);
#endif
}
static void renderchain_clear(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
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d3d_texture_free(d3d->tex);
d3d_vertex_buffer_free(d3d->vertex_buf, d3d->vertex_decl);
}
static void renderchain_free(void *data)
{
d3d_video_t *chain = (d3d_video_t*)data;
if (!chain)
return;
renderchain_clear(chain);
#ifndef DONT_HAVE_STATE_TRACKER
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#ifndef _XBOX
if (chain->tracker)
state_tracker_free(chain->tracker);
#endif
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#endif
}
bool renderchain_init_shader_fvf(void *data, void *pass_)
{
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d3d_video_t *chain = (d3d_video_t*)data;
d3d_video_t *pass = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
#if defined(_XBOX360)
static const D3DVERTEXELEMENT 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()
};
if (FAILED(d3dr->CreateVertexDeclaration(VertexElements, &pass->vertex_decl)))
return false;
#endif
return true;
}
static bool renderchain_create_first_pass(void *data,
const video_info_t *info)
{
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d3d_video_t *chain = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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chain->vertex_buf = d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex),
D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED,
NULL);
if (!chain->vertex_buf)
return false;
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chain->tex = (LPDIRECT3DTEXTURE)d3d_texture_new(d3dr, NULL,
chain->tex_w, chain->tex_h, 1, 0,
info->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5,
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0, 0, 0, 0, NULL, NULL);
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if (!chain->tex)
return false;
d3d_set_sampler_address_u(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
#ifdef _XBOX1
d3dr->SetRenderState(D3DRS_LIGHTING, FALSE);
#endif
d3dr->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
d3dr->SetRenderState(D3DRS_ZENABLE, FALSE);
if (!renderchain_init_shader_fvf(chain, chain))
return false;
return true;
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}
static void renderchain_deinit_shader(void)
{
}
static bool renderchain_init_shader(void *data)
{
const char *shader_path = NULL;
d3d_video_t *d3d = (d3d_video_t*)data;
settings_t *settings = config_get_ptr();
if (!d3d)
return false;
#if defined(HAVE_HLSL)
RARCH_LOG("D3D]: Using HLSL shader backend.\n");
shader_path = settings->video.shader_path;
d3d->shader = &hlsl_backend;
if (!d3d->shader)
return false;
return d3d->shader->init(d3d, shader_path);
#endif
return false;
}
static bool renderchain_init(void *data, const video_info_t *info)
{
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d3d_video_t *chain = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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global_t *global = global_get_ptr();
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chain->pixel_size = info->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
if (!renderchain_create_first_pass(chain, info))
return false;
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if (global->console.screen.viewports.custom_vp.width == 0)
global->console.screen.viewports.custom_vp.width = chain->screen_width;
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if (global->console.screen.viewports.custom_vp.height == 0)
global->console.screen.viewports.custom_vp.height = chain->screen_height;
return true;
}
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static void renderchain_set_vertices(void *data, unsigned pass,
unsigned width, unsigned height)
{
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d3d_video_t *d3d = (d3d_video_t*)data;
runloop_t *runloop = rarch_main_get_ptr();
if (d3d->last_width != width || d3d->last_height != height)
{
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unsigned i;
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Vertex vert[4];
void *verts = NULL;
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d3d->last_width = width;
d3d->last_height = height;
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float tex_w = width;
float tex_h = height;
#ifdef _XBOX360
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tex_w /= ((float)d3d->tex_w);
tex_h /= ((float)d3d->tex_h);
#endif
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vert[0].x = -1.0f;
vert[1].x = 1.0f;
vert[2].x = -1.0f;
vert[3].x = 1.0f;
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vert[0].y = -1.0f;
vert[1].y = -1.0f;
vert[2].y = 1.0f;
vert[3].y = 1.0f;
#if defined(_XBOX1)
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vert[0].z = 1.0f;
vert[1].z = 1.0f;
vert[2].z = 1.0f;
vert[3].z = 1.0f;
vert[0].rhw = 0.0f;
vert[1].rhw = tex_w;
vert[2].rhw = 0.0f;
vert[3].rhw = tex_w;
vert[0].u = tex_h;
vert[1].u = tex_h;
vert[2].u = 0.0f;
vert[3].u = 0.0f;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].v = 0.0f;
vert[3].v = 0.0f;
#elif defined(_XBOX360)
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vert[0].u = 0.0f;
vert[1].u = tex_w;
vert[2].u = 0.0f;
vert[3].u = tex_w;
vert[0].v = tex_h;
vert[1].v = tex_h;
vert[2].v = 0.0f;
vert[3].v = 0.0f;
#endif
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/* Align texels and vertices. */
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for (i = 0; i < 4; i++)
{
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vert[i].x -= 0.5f / ((float)d3d->tex_w);
vert[i].y += 0.5f / ((float)d3d->tex_h);
}
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verts = d3d_vertex_buffer_lock(d3d->vertex_buf);
memcpy(verts, vert, sizeof(vert));
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d3d_vertex_buffer_unlock(d3d->vertex_buf);
}
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#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#ifdef _XBOX
if (d3d->shader)
{
renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation);
if (d3d->shader->use)
d3d->shader->use(d3d, pass);
if (d3d->shader->set_params)
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d3d->shader->set_params(d3d, width, height, d3d->tex_w,
d3d->tex_h, d3d->screen_width,
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d3d->screen_height, runloop->frames.video.count,
NULL, NULL, NULL, 0);
}
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#endif
#endif
}
static void renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
D3DLOCKED_RECT d3dlr;
d3d_video_t *d3d = (d3d_video_t*)data;
driver_t *driver = driver_get_ptr();
if (d3d->last_width != width || d3d->last_height != height)
{
d3d_lockrectangle_clear(d3d, d3d->tex,
0, &d3dlr, NULL, 0 /* FIXME - stub */, D3DLOCK_NOSYSLOCK);
}
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d3d_texture_blit(driver->video_data, 0, d3d->tex,
&d3dlr, frame, width, height, pitch);
}
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static void renderchain_render_pass(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch, unsigned rotation)
{
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unsigned i;
d3d_video_t *d3d = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
runloop_t *runloop = rarch_main_get_ptr();
settings_t *settings = config_get_ptr();
global_t *global = global_get_ptr();
#if defined(_XBOX1)
d3dr->SetFlickerFilter(global->console.screen.flicker_filter_index);
d3dr->SetSoftDisplayFilter(global->console.softfilter_enable);
#endif
renderchain_blit_to_texture(d3d, frame, width, height, pitch);
renderchain_set_vertices(d3d, 1, width, height);
d3d_set_texture(d3dr, 0, d3d->tex);
d3d_set_viewport(d3d->dev, &d3d->final_viewport);
d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ?
D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ?
D3DTEXF_LINEAR : D3DTEXF_POINT);
#if defined(_XBOX1)
d3d_set_vertex_shader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1, NULL);
#elif defined(_XBOX360)
D3DDevice_SetVertexDeclaration(d3dr, d3d->vertex_decl);
#endif
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for (i = 0; i < 4; i++)
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d3d_set_stream_source(d3dr, i, d3d->vertex_buf, 0, sizeof(Vertex));
d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation);
}
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void renderchain_set_final_viewport(void *data,
void *renderchain_data, const void *viewport_data)
{
(void)data;
(void)renderchain_data;
(void)viewport_data;
}