/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2012 - Hans-Kristian Arntzen * Copyright (C) 2011-2012 - 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 . */ #ifdef _XBOX #include #endif #include "../driver.h" #include "xdk_d3d9.h" #ifdef HAVE_HLSL #include "../gfx/shader_hlsl.h" #endif #include "./../gfx/gfx_context.h" #include "../general.h" #include "../message.h" #ifdef HAVE_CONFIG_H #include "config.h" #endif #ifdef _XBOX360 #include "../gfx/fonts/xdk360_fonts.h" #endif #include "../xdk/xdk_resources.h" extern video_console_t video_console; extern xdk360_video_font_t m_Font; const DWORD g_MapLinearToSrgbGpuFormat[] = { GPUTEXTUREFORMAT_1_REVERSE, GPUTEXTUREFORMAT_1, GPUTEXTUREFORMAT_8, GPUTEXTUREFORMAT_1_5_5_5, GPUTEXTUREFORMAT_5_6_5, GPUTEXTUREFORMAT_6_5_5, GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16, GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16, GPUTEXTUREFORMAT_8_A, GPUTEXTUREFORMAT_8_B, GPUTEXTUREFORMAT_8_8, GPUTEXTUREFORMAT_Cr_Y1_Cb_Y0_REP, GPUTEXTUREFORMAT_Y1_Cr_Y0_Cb_REP, GPUTEXTUREFORMAT_16_16_EDRAM, GPUTEXTUREFORMAT_8_8_8_8_A, GPUTEXTUREFORMAT_4_4_4_4, GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16, GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16, GPUTEXTUREFORMAT_16_16_16_16_EDRAM, GPUTEXTUREFORMAT_24_8, GPUTEXTUREFORMAT_24_8_FLOAT, GPUTEXTUREFORMAT_16, GPUTEXTUREFORMAT_16_16, GPUTEXTUREFORMAT_16_16_16_16, GPUTEXTUREFORMAT_16_EXPAND, GPUTEXTUREFORMAT_16_16_EXPAND, GPUTEXTUREFORMAT_16_16_16_16_EXPAND, GPUTEXTUREFORMAT_16_FLOAT, GPUTEXTUREFORMAT_16_16_FLOAT, GPUTEXTUREFORMAT_16_16_16_16_FLOAT, GPUTEXTUREFORMAT_32, GPUTEXTUREFORMAT_32_32, GPUTEXTUREFORMAT_32_32_32_32, GPUTEXTUREFORMAT_32_FLOAT, GPUTEXTUREFORMAT_32_32_FLOAT, GPUTEXTUREFORMAT_32_32_32_32_FLOAT, GPUTEXTUREFORMAT_32_AS_8, GPUTEXTUREFORMAT_32_AS_8_8, GPUTEXTUREFORMAT_16_MPEG, GPUTEXTUREFORMAT_16_16_MPEG, GPUTEXTUREFORMAT_8_INTERLACED, GPUTEXTUREFORMAT_32_AS_8_INTERLACED, GPUTEXTUREFORMAT_32_AS_8_8_INTERLACED, GPUTEXTUREFORMAT_16_INTERLACED, GPUTEXTUREFORMAT_16_MPEG_INTERLACED, GPUTEXTUREFORMAT_16_16_MPEG_INTERLACED, GPUTEXTUREFORMAT_DXN, GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16, GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16, GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16, GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16, GPUTEXTUREFORMAT_32_32_32_FLOAT, GPUTEXTUREFORMAT_DXT3A, GPUTEXTUREFORMAT_DXT5A, GPUTEXTUREFORMAT_CTX1, GPUTEXTUREFORMAT_DXT3A_AS_1_1_1_1, GPUTEXTUREFORMAT_8_8_8_8_GAMMA_EDRAM, GPUTEXTUREFORMAT_2_10_10_10_FLOAT_EDRAM, }; static void check_window(xdk_d3d_video_t *d3d) { bool quit, resize; gfx_ctx_check_window(&quit, &resize, NULL, NULL, d3d->frame_count); if (quit) d3d->quitting = true; else if (resize) d3d->should_resize = true; } static void xdk_d3d_free(void * data) { #ifdef RARCH_CONSOLE if (driver.video_data) return; #endif xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; if (!d3d) return; #ifdef HAVE_HLSL hlsl_deinit(); #endif d3d->d3d_render_device->Release(); d3d->d3d_device->Release(); free(d3d); } void xdk_video_font_draw_text(xdk360_video_font_t *font, float fOriginX, float fOriginY, const wchar_t * strText, float fMaxPixelWidth ) { if( strText == NULL || strText[0] == L'\0') return; xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data; D3DDevice *pd3dDevice = vid->d3d_render_device; // Set the color as a vertex shader constant float vColor[4]; vColor[0] = ( ( 0xffffffff & 0x00ff0000 ) >> 16L ) / 255.0F; vColor[1] = ( ( 0xffffffff & 0x0000ff00 ) >> 8L ) / 255.0F; vColor[2] = ( ( 0xffffffff & 0x000000ff ) >> 0L ) / 255.0F; vColor[3] = ( ( 0xffffffff & 0xff000000 ) >> 24L ) / 255.0F; d3d9_render_msg_pre(font); // Perform the actual storing of the color constant here to prevent // a load-hit-store by inserting work between the store and the use of // the vColor array. pd3dDevice->SetVertexShaderConstantF( 1, vColor, 1 ); // Set the starting screen position if((fOriginX < 0.0f)) fOriginX += font->m_rcWindow.x2; if( fOriginY < 0.0f ) fOriginY += font->m_rcWindow.y2; font->m_fCursorX = floorf( fOriginX ); font->m_fCursorY = floorf( fOriginY ); // Adjust for padding fOriginY -= font->m_fFontTopPadding; // Add window offsets float Winx = 0.0f; float Winy = 0.0f; fOriginX += Winx; fOriginY += Winy; font->m_fCursorX += Winx; font->m_fCursorY += Winy; // Begin drawing the vertices // Declared as volatile to force writing in ascending // address order. It prevents out of sequence writing in write combined // memory. volatile float * pVertex; unsigned long dwNumChars = wcslen(strText); HRESULT hr = pd3dDevice->BeginVertices( D3DPT_QUADLIST, 4 * dwNumChars, sizeof( XMFLOAT4 ) , ( VOID** )&pVertex ); // The ring buffer may run out of space when tiling, doing z-prepasses, // or using BeginCommandBuffer. If so, make the buffer larger. if( hr < 0 ) RARCH_ERR( "Ring buffer out of memory.\n" ); // Draw four vertices for each glyph while( *strText ) { wchar_t letter; // Get the current letter in the string letter = *strText++; // Handle the newline character if( letter == L'\n' ) { font->m_fCursorX = fOriginX; font->m_fCursorY += font->m_fFontYAdvance * font->m_fYScaleFactor; continue; } // Translate unprintable characters const GLYPH_ATTR * pGlyph = &font->m_Glyphs[ ( letter <= font->m_cMaxGlyph ) ? font->m_TranslatorTable[letter] : 0 ]; float fOffset = font->m_fXScaleFactor * (float)pGlyph->wOffset; float fAdvance = font->m_fXScaleFactor * (float)pGlyph->wAdvance; float fWidth = font->m_fXScaleFactor * (float)pGlyph->wWidth; float fHeight = font->m_fYScaleFactor * font->m_fFontHeight; // Setup the screen coordinates font->m_fCursorX += fOffset; float X4 = font->m_fCursorX; float X1 = X4; float X3 = X4 + fWidth; float X2 = X1 + fWidth; float Y1 = font->m_fCursorY; float Y3 = Y1 + fHeight; float Y2 = Y1; float Y4 = Y3; font->m_fCursorX += fAdvance; // Add the vertices to draw this glyph unsigned long tu1 = pGlyph->tu1; // Convert shorts to 32 bit longs for in register merging unsigned long tv1 = pGlyph->tv1; unsigned long tu2 = pGlyph->tu2; unsigned long tv2 = pGlyph->tv2; // NOTE: The vertexs are 2 floats for the screen coordinates, // followed by two USHORTS for the u/vs of the character, // terminated with the ARGB 32 bit color. // This makes for 16 bytes per vertex data (Easier to read) // Second NOTE: The uvs are merged and written using a DWORD due // to the write combining hardware being only able to handle 32, // 64 and 128 writes. Never store to write combined memory with // 8 or 16 bit instructions. You've been warned. pVertex[0] = X1; pVertex[1] = Y1; ((volatile unsigned long *)pVertex)[2] = (tu1<<16)|tv1; // Merged using big endian rules pVertex[3] = 0; pVertex[4] = X2; pVertex[5] = Y2; ((volatile unsigned long *)pVertex)[6] = (tu2<<16)|tv1; // Merged using big endian rules pVertex[7] = 0; pVertex[8] = X3; pVertex[9] = Y3; ((volatile unsigned long *)pVertex)[10] = (tu2<<16)|tv2; // Merged using big endian rules pVertex[11] = 0; pVertex[12] = X4; pVertex[13] = Y4; ((volatile unsigned long *)pVertex)[14] = (tu1<<16)|tv2; // Merged using big endian rules pVertex[15] = 0; pVertex+=16; dwNumChars--; } // Since we allocated vertex data space based on the string length, we now need to // add some dummy verts for any skipped characters (like newlines, etc.) while( dwNumChars ) { for(int i = 0; i < 16; i++) pVertex[i] = 0; pVertex += 16; dwNumChars--; } // Stop drawing vertices D3DDevice_EndVertices(pd3dDevice); // Undo window offsets font->m_fCursorX -= Winx; font->m_fCursorY -= Winy; d3d9_render_msg_post(font); } void xdk360_console_draw(void) { xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data; D3DDevice *m_pd3dDevice = vid->d3d_render_device; // The top line unsigned int nTextLine = ( video_console.m_nCurLine - video_console.m_cScreenHeight + video_console.m_cScreenHeightVirtual - video_console.m_nScrollOffset + 1 ) % video_console.m_cScreenHeightVirtual; d3d9_render_msg_pre(&m_Font); for( unsigned int nScreenLine = 0; nScreenLine < video_console.m_cScreenHeight; nScreenLine++ ) { xdk_video_font_draw_text(&m_Font, (float)( video_console.m_cxSafeAreaOffset ), (float)( video_console.m_cySafeAreaOffset + video_console.m_fLineHeight * nScreenLine ), video_console.m_Lines[nTextLine], 0.0f ); nTextLine = ( nTextLine + 1 ) % video_console.m_cScreenHeightVirtual; } d3d9_render_msg_post(&m_Font); } static void xdk_convert_texture_to_as16_srgb( D3DTexture *pTexture ) { pTexture->Format.SignX = GPUSIGN_GAMMA; pTexture->Format.SignY = GPUSIGN_GAMMA; pTexture->Format.SignZ = GPUSIGN_GAMMA; XGTEXTURE_DESC desc; XGGetTextureDesc( pTexture, 0, &desc ); //convert to AS_16_16_16_16 format pTexture->Format.DataFormat = g_MapLinearToSrgbGpuFormat[ (desc.Format & D3DFORMAT_TEXTUREFORMAT_MASK) >> D3DFORMAT_TEXTUREFORMAT_SHIFT ]; } static void xdk_d3d_set_viewport(bool force_full) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); int width = d3d->video_mode.fIsHiDef ? 1280 : 640; int height = d3d->video_mode.fIsHiDef ? 720 : 480; int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp; float m_zNear, m_zFar; m_viewport_x_temp = 0; m_viewport_y_temp = 0; m_viewport_width_temp = width; m_viewport_height_temp = height; m_zNear = 0.0f; m_zFar = 1.0f; if (!force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)width / height; float delta; // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM) { delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; m_viewport_x_temp = g_console.viewports.custom_vp.x; m_viewport_y_temp = g_console.viewports.custom_vp.y; m_viewport_width_temp = g_console.viewports.custom_vp.width; m_viewport_height_temp = g_console.viewports.custom_vp.height; } else if (device_aspect > desired_aspect) { delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; m_viewport_x_temp = (int)(width * (0.5 - delta)); m_viewport_width_temp = (int)(2.0 * width * delta); width = (unsigned)(2.0 * width * delta); } else { delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; m_viewport_y_temp = (int)(height * (0.5 - delta)); m_viewport_height_temp = (int)(2.0 * height * delta); height = (unsigned)(2.0 * height * delta); } } D3DVIEWPORT vp = {0}; vp.Width = m_viewport_width_temp; vp.Height = m_viewport_height_temp; vp.X = m_viewport_x_temp; vp.Y = m_viewport_y_temp; vp.MinZ = m_zNear; vp.MaxZ = m_zFar; d3d->d3d_render_device->SetViewport(&vp); //if(gl->overscan_enable && !force_full) //{ // m_left = -gl->overscan_amount/2; // m_right = 1 + gl->overscan_amount/2; // m_bottom = -gl->overscan_amount/2; //} } static void xdk_d3d_set_rotation(void * data, unsigned orientation) { (void)data; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; FLOAT angle; switch(orientation) { case ORIENTATION_NORMAL: angle = M_PI * 0 / 180; break; case ORIENTATION_VERTICAL: angle = M_PI * 270 / 180; break; case ORIENTATION_FLIPPED: angle = M_PI * 180 / 180; break; case ORIENTATION_FLIPPED_ROTATED: angle = M_PI * 90 / 180; break; } #ifdef HAVE_HLSL /* TODO: Move to D3DXMATRIX here */ hlsl_set_proj_matrix(XMMatrixRotationZ(angle)); #endif d3d->should_resize = TRUE; } #ifdef HAVE_FBO static void xdk_d3d_init_fbo(xdk_d3d_video_t *d3d) { if(!g_settings.video.render_to_texture) return; if (d3d->lpTexture_ot) { d3d->lpTexture_ot->Release(); d3d->lpTexture_ot = NULL; } if (d3d->lpSurface) { d3d->lpSurface->Release(); d3d->lpSurface = NULL; } d3d->d3d_render_device->CreateTexture(512 * g_settings.video.fbo_scale_x, 512 * g_settings.video.fbo_scale_y, 1, 0, g_console.gamma_correction ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 ) : D3DFMT_A8R8G8B8, 0, &d3d->lpTexture_ot , NULL ); d3d->d3d_render_device->CreateRenderTarget(512 * g_settings.video.fbo_scale_x, 512 * g_settings.video.fbo_scale_y, g_console.gamma_correction ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 ) : D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, 0, &d3d->lpSurface, NULL); d3d->lpTexture_ot_as16srgb = *d3d->lpTexture_ot; xdk_convert_texture_to_as16_srgb(d3d->lpTexture); xdk_convert_texture_to_as16_srgb(&d3d->lpTexture_ot_as16srgb); d3d->fbo_enabled = 1; } #endif static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data) { if (driver.video_data) return driver.video_data; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)calloc(1, sizeof(xdk_d3d_video_t)); if (!d3d) return NULL; d3d->d3d_device = direct3d_create_ctx(D3D_SDK_VERSION); if (!d3d->d3d_device) { free(d3d); return NULL; } memset(&d3d->d3dpp, 0, sizeof(d3d->d3dpp)); // no letterboxing in 4:3 mode (if widescreen is // unsupported // Get video settings memset(&d3d->video_mode, 0, sizeof(d3d->video_mode)); XGetVideoMode(&d3d->video_mode); if(!d3d->video_mode.fIsWideScreen) d3d->d3dpp.Flags |= D3DPRESENTFLAG_NO_LETTERBOX; g_console.menus_hd_enable = d3d->video_mode.fIsHiDef; d3d->d3dpp.BackBufferWidth = d3d->video_mode.fIsHiDef ? 1280 : 640; d3d->d3dpp.BackBufferHeight = d3d->video_mode.fIsHiDef ? 720 : 480; if(g_console.gamma_correction) { d3d->d3dpp.BackBufferFormat = g_console.color_format ? (D3DFORMAT)MAKESRGBFMT(D3DFMT_A8R8G8B8) : (D3DFORMAT)MAKESRGBFMT(D3DFMT_LIN_A1R5G5B5); d3d->d3dpp.FrontBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8); } else { d3d->d3dpp.BackBufferFormat = g_console.color_format ? D3DFMT_A8R8G8B8 : D3DFMT_LIN_A1R5G5B5; d3d->d3dpp.FrontBufferFormat = D3DFMT_LE_X8R8G8B8; } d3d->d3dpp.MultiSampleQuality = 0; d3d->d3dpp.PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3d->d3dpp.BackBufferCount = 2; d3d->d3dpp.EnableAutoDepthStencil = FALSE; d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3d->d3dpp, &d3d->d3d_render_device); #ifdef HAVE_HLSL hlsl_init(g_settings.video.cg_shader_path, d3d->d3d_render_device); #endif d3d->d3d_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5, 0, &d3d->lpTexture , NULL ); #ifdef HAVE_FBO xdk_d3d_init_fbo(d3d); #endif D3DLOCKED_RECT d3dlr; d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch); d3d->lpTexture->UnlockRect(0); d3d->last_width = 512; d3d->last_height = 512; d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0, 0, 0, &d3d->vertex_buf, NULL); static const DrawVerticeFormats init_verts[] = { { -1.0f, -1.0f, 0.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f }, { -1.0f, 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 0.0f }, }; void *verts_ptr; d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, init_verts, sizeof(init_verts)); d3d->vertex_buf->Unlock(); 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() }; d3d->d3d_render_device->CreateVertexDeclaration(VertexElements, &d3d->v_decl); d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE); D3DVIEWPORT vp = {0}; vp.Width = d3d->video_mode.fIsHiDef ? 1280 : 640; vp.Height = d3d->video_mode.fIsHiDef ? 720 : 480; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d->d3d_render_device->SetViewport(&vp); if(g_console.viewports.custom_vp.width == 0) g_console.viewports.custom_vp.width = vp.Width; if(g_console.viewports.custom_vp.height == 0) g_console.viewports.custom_vp.height = vp.Height; xdk_d3d_set_rotation(d3d, g_console.screen_orientation); d3d->vsync = video->vsync; return d3d; } static bool xdk_d3d_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { if (!frame) return true; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; #ifdef HAVE_FBO D3DSurface* pRenderTarget0; #endif bool menu_enabled = g_console.menu_enable; if (d3d->last_width != width || d3d->last_height != height) { D3DLOCKED_RECT d3dlr; d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch); d3d->lpTexture->UnlockRect(0); float tex_w = width / 512.0f; float tex_h = height / 512.0f; DrawVerticeFormats verts[] = { { -1.0f, -1.0f, 0.0f, tex_h }, { 1.0f, -1.0f, tex_w, tex_h }, { -1.0f, 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, tex_w, 0.0f }, }; // Align texels and vertices (D3D9 quirk). for (unsigned i = 0; i < 4; i++) { verts[i].x -= 0.5f / 512.0f; verts[i].y += 0.5f / 512.0f; } void *verts_ptr; d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, verts, sizeof(verts)); d3d->vertex_buf->Unlock(); d3d->last_width = width; d3d->last_height = height; } #ifdef HAVE_FBO if (d3d->fbo_enabled) { d3d->d3d_render_device->GetRenderTarget(0, &pRenderTarget0); d3d->d3d_render_device->SetRenderTarget(0, d3d->lpSurface); } #endif if (d3d->should_resize) xdk_d3d_set_viewport(false); d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); d3d->frame_count++; d3d->d3d_render_device->SetTexture(0, d3d->lpTexture); #ifdef HAVE_HLSL hlsl_use(1); #endif #ifdef HAVE_FBO if(d3d->fbo_enabled) { #ifdef HAVE_HLSL hlsl_set_params(width, height, 512, 512, g_settings.video.fbo_scale_x * width, g_settings.video.fbo_scale_y * height, d3d->frame_count); #endif D3DVIEWPORT vp = {0}; vp.Width = g_settings.video.fbo_scale_x * width; vp.Height = g_settings.video.fbo_scale_y * height; vp.X = 0; vp.Y = 0; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d->d3d_render_device->SetViewport(&vp); } else #endif { #ifdef HAVE_HLSL hlsl_set_params(width, height, 512, 512, d3d->d3dpp.BackBufferWidth, d3d->d3dpp.BackBufferHeight, d3d->frame_count); #endif } D3DLOCKED_RECT d3dlr; d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); for (unsigned y = 0; y < height; y++) { const uint8_t *in = (const uint8_t*)frame + y * pitch; uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch; memcpy(out, in, width * sizeof(uint16_t)); } d3d->lpTexture->UnlockRect(0); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl); d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats)); d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); #ifdef HAVE_FBO if(d3d->fbo_enabled) { d3d->d3d_render_device->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, d3d->lpTexture_ot, NULL, 0, 0, NULL, 0, 0, NULL); d3d->d3d_render_device->SetRenderTarget(0, pRenderTarget0); pRenderTarget0->Release(); d3d->d3d_render_device->SetTexture(0, &d3d->lpTexture_ot_as16srgb); #ifdef HAVE_HLSL hlsl_use(2); hlsl_set_params(g_settings.video.fbo_scale_x * width, g_settings.video.fbo_scale_y * height, g_settings.video.fbo_scale_x * 512, g_settings.video.fbo_scale_y * 512, d3d->d3dpp.BackBufferWidth, d3d->d3dpp.BackBufferHeight, d3d->frame_count); #endif xdk_d3d_set_viewport(false); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl); d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats)); d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } #endif /* XBox 360 specific font code */ if (msg && !menu_enabled) { xdk360_console_format(msg); xdk360_console_draw(); } if(!d3d->block_swap) gfx_ctx_swap_buffers(); return true; } static void xdk_d3d_set_nonblock_state(void *data, bool state) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; if(d3d->vsync) { RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on"); gfx_ctx_set_swap_interval(state ? 0 : 1, TRUE); } } static bool xdk_d3d_alive(void *data) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; check_window(d3d); return !d3d->quitting; } static bool xdk_d3d_focus(void *data) { (void)data; return gfx_ctx_window_has_focus(); } static void xdk_d3d_start(void) { video_info_t video_info = {0}; video_info.vsync = g_settings.video.vsync; video_info.force_aspect = false; video_info.fullscreen = true; video_info.smooth = g_settings.video.smooth; video_info.input_scale = 2; driver.video_data = xdk_d3d_init(&video_info, NULL, NULL); xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; gfx_ctx_set_swap_interval(d3d->vsync ? 1 : 0, false); HRESULT hr = d3d9_init_font("game:\\media\\Arial_12.xpr"); if(hr < 0) { RARCH_ERR("Couldn't create debug console.\n"); } } static void xdk_d3d_restart(void) { } static void xdk_d3d_stop(void) { void *data = driver.video_data; driver.video_data = NULL; d3d9_deinit_font(); xdk_d3d_free(data); } static void xdk_d3d_apply_state_changes(void) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; d3d->should_resize = true; } const video_driver_t video_xdk_d3d = { xdk_d3d_init, xdk_d3d_frame, xdk_d3d_set_nonblock_state, xdk_d3d_alive, xdk_d3d_focus, NULL, xdk_d3d_free, "xdk_d3d", xdk_d3d_start, xdk_d3d_stop, xdk_d3d_restart, xdk_d3d_apply_state_changes, xdk_d3d_set_rotation, };