diff --git a/xdk/render_chain_xdk.cpp b/xdk/render_chain_xdk.cpp index c82e92ffbd..44aacce4dc 100644 --- a/xdk/render_chain_xdk.cpp +++ b/xdk/render_chain_xdk.cpp @@ -285,3 +285,52 @@ static void renderchain_blit_to_texture(void *data, const void *frame, D3DTexture_LockRect(d3d->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch); } + +static bool d3d_init_shader(void *data) +{ + d3d_video_t *d3d = (d3d_video_t*)data; + const gl_shader_backend_t *backend = NULL; + + const char *shader_path = g_settings.video.shader_path; + enum rarch_shader_type type = gfx_shader_parse_type(shader_path, DEFAULT_SHADER_TYPE); + + switch (type) + { + case RARCH_SHADER_HLSL: +#ifdef HAVE_HLSL + RARCH_LOG("[D3D]: Using HLSL shader backend.\n"); + backend = &hlsl_backend; +#endif + break; + } + + if (!backend) + { + RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n"); + return true; + } + + + d3d->shader = backend; + return d3d->shader->init(d3d, shader_path); +} + +#ifdef HAVE_SHADERS +void d3d_deinit_shader(void *data) +{ + d3d_video_t *d3d = (d3d_video_t*)data; +#ifdef HAVE_CG + if (!d3d->cgCtx) + return; + + cgD3D9UnloadAllPrograms(); + cgD3D9SetDevice(NULL); + cgDestroyContext(d3d->cgCtx); + d3d->cgCtx = NULL; +#else + if (d3d->shader && d3d->shader->deinit) + d3d->shader->deinit(); + d3d->shader = NULL; +#endif +} +#endif diff --git a/xdk/xdk_d3d.cpp b/xdk/xdk_d3d.cpp index 7e8f525e36..84a88594ee 100644 --- a/xdk/xdk_d3d.cpp +++ b/xdk/xdk_d3d.cpp @@ -38,55 +38,7 @@ #include "render_chain_xdk.cpp" -static bool d3d_init_shader(void *data) -{ - d3d_video_t *d3d = (d3d_video_t*)data; - const gl_shader_backend_t *backend = NULL; - - const char *shader_path = g_settings.video.shader_path; - enum rarch_shader_type type = gfx_shader_parse_type(shader_path, DEFAULT_SHADER_TYPE); - - switch (type) - { - case RARCH_SHADER_HLSL: -#ifdef HAVE_HLSL - RARCH_LOG("[D3D]: Using HLSL shader backend.\n"); - backend = &hlsl_backend; -#endif - break; - } - - if (!backend) - { - RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n"); - return true; - } - - - d3d->shader = backend; - return d3d->shader->init(d3d, shader_path); -} - -#ifdef HAVE_SHADERS -void d3d_deinit_shader(void *data) -{ - d3d_video_t *d3d = (d3d_video_t*)data; -#ifdef HAVE_CG - if (!d3d->cgCtx) - return; - - cgD3D9UnloadAllPrograms(); - cgD3D9SetDevice(NULL); - cgDestroyContext(d3d->cgCtx); - d3d->cgCtx = NULL; -#else - if (d3d->shader && d3d->shader->deinit) - d3d->shader->deinit(); - d3d->shader = NULL; -#endif -} -#endif - +//OK static void d3d_deinit_chain(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -100,7 +52,7 @@ static void d3d_deinit_chain(void *data) #endif } - +//OK static void d3d_deinitialize(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -145,6 +97,7 @@ static void d3d_free(void *data) #endif } +//OK static void d3d_viewport_info(void *data, struct rarch_viewport *vp) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -158,6 +111,7 @@ static void d3d_viewport_info(void *data, struct rarch_viewport *vp) vp->full_height = d3d->screen_height; } +//OK static void d3d_set_rotation(void *data, unsigned rot) { (void)data; @@ -207,7 +161,7 @@ static bool d3d_init_chain(void *data, const video_info_t *info) if (!renderchain_init(d3d->chain, &d3d->video_info, d3dr, d3d->cgCtx, &d3d->final_viewport, &link_info, d3d->video_info.rgb32 ? ARGB : RGB565)) { - RARCH_ERR("[D3D9]: Failed to init render chain.\n"); + RARCH_ERR("[D3D]: Failed to init render chain.\n"); return false; } @@ -231,7 +185,7 @@ static bool d3d_init_chain(void *data, const video_info_t *info) if (!renderchain_add_pass(d3d->chain, &link_info)) { - RARCH_ERR("[D3D9]: Failed to add pass.\n"); + RARCH_ERR("[D3D]: Failed to add pass.\n"); return false; } } @@ -247,7 +201,7 @@ static bool d3d_init_chain(void *data, const video_info_t *info) #ifndef DONT_HAVE_STATE_TRACKER if (!d3d_init_imports(d3d)) { - RARCH_ERR("[D3D9]: Failed to init imports.\n"); + RARCH_ERR("[D3D]: Failed to init imports.\n"); return false; } #endif @@ -269,6 +223,7 @@ static void d3d_reinit_renderchain(void *data, const video_info_t *video) d3d_init_chain(d3d, video); } +//OK static bool d3d_init_base(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -282,17 +237,29 @@ static bool d3d_init_base(void *data, const video_info_t *info) return false; } - if (d3d->d3d_err = d3d->g_pD3D->CreateDevice(0, + if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice( + d3d->cur_mon_id, D3DDEVTYPE_HAL, - NULL, + d3d->hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, - &d3d->dev) != S_OK) + &d3d->dev))) { - RARCH_ERR("[D3D]: Failed to initialize device.\n"); - return false; - } + 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; } @@ -392,11 +359,11 @@ static void d3d_draw_texture(void *data) static void d3d_calculate_rect(void *data, unsigned width, unsigned height, bool keep, float desired_aspect); +//OK static bool d3d_initialize(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; bool ret = true; - if (!d3d->g_pD3D) ret = d3d_init_base(d3d, info); else if (d3d->needs_restore) @@ -474,6 +441,7 @@ static bool d3d_initialize(void *data, const video_info_t *info) } +//OK bool d3d_restore(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -490,6 +458,7 @@ bool d3d_restore(void *data) return !d3d->needs_restore; } +//OK static void d3d_set_viewport(void *data, int x, int y, unsigned width, unsigned height) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -515,6 +484,7 @@ static void d3d_set_viewport(void *data, int x, int y, unsigned width, unsigned #endif } +//OK static void d3d_calculate_rect(void *data, unsigned width, unsigned height, bool keep, float desired_aspect) { @@ -654,6 +624,7 @@ static bool d3d_frame(void *data, const void *frame, return true; } +//OK static void d3d_set_nonblock_state(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -663,6 +634,7 @@ static void d3d_set_nonblock_state(void *data, bool state) d3d->ctx_driver->swap_interval(d3d, state ? 0 : 1); } +//OK static bool d3d_alive(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -683,6 +655,7 @@ static bool d3d_alive(void *data) return !quit; } +//OK static bool d3d_focus(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -691,6 +664,7 @@ static bool d3d_focus(void *data) return false; } +//OK static void d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -718,6 +692,7 @@ static void d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) d3d->should_resize = true; } +//OK static void d3d_apply_state_changes(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -744,11 +719,17 @@ static void d3d_set_texture_enable(void *data, bool state, bool full_screen) } #endif +//OK static void d3d_set_osd_msg(void *data, const char *msg, const struct font_params *params) { d3d_video_t *d3d = (d3d_video_t*)data; - if (d3d->font_ctx && d3d->font_ctx->render_msg) +#ifndef _XBOX + if (params) + d3d_set_font_rect(d3d, params); +#endif + + if (d3d && d3d->font_ctx && d3d->font_ctx->render_msg) d3d->font_ctx->render_msg(d3d, msg, params); } @@ -877,11 +858,18 @@ static bool d3d_construct(void *data, const video_info_t *info, const input_driv SetFocus(d3d->hWnd); #endif -#ifdef HAVE_WINDOW - ShowWindow(d3d->hWnd, SW_RESTORE); - UpdateWindow(d3d->hWnd); - SetForegroundWindow(d3d->hWnd); - SetFocus(d3d->hWnd); +#if 0 +#ifdef HAVE_SHADERS + // This should only be done once here + // to avoid set_shader() to be overridden + // later. + 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 #endif d3d->video_info = *info; @@ -896,6 +884,7 @@ static bool d3d_construct(void *data, const video_info_t *info, const input_driv return true; } +//OK static const gfx_ctx_driver_t *d3d_get_context(void *data) { // TODO: GL core contexts through ANGLE? @@ -914,6 +903,7 @@ static const gfx_ctx_driver_t *d3d_get_context(void *data) static void *d3d_init(const video_info_t *info, const input_driver_t **input, void **input_data) { +#ifdef _XBOX if (driver.video_data) { d3d_video_t *vid = (d3d_video_t*)driver.video_data; @@ -929,6 +919,7 @@ static void *d3d_init(const video_info_t *info, const input_driver_t **input, vo driver.input_data_own = true; return driver.video_data; } +#endif d3d_video_t *vid = new d3d_video_t(); if (!vid)