/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2015 - 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 . */ #include #include #include "render_chain_driver.h" typedef struct xdk_renderchain { void *empty; unsigned pixel_size; LPDIRECT3DDEVICE dev; const video_info_t *video_info; LPDIRECT3DTEXTURE tex; LPDIRECT3DVERTEXBUFFER vertex_buf; unsigned last_width; unsigned last_height; #ifdef HAVE_D3D9 LPDIRECT3DVERTEXDECLARATION vertex_decl; #else void *vertex_decl; #endif unsigned tex_w; unsigned tex_h; } xdk_renderchain_t; static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation) { d3d_video_t *d3d = (d3d_video_t*)data; 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); #elif defined(HAVE_D3D8) 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 xdk_renderchain_clear(void *data) { xdk_renderchain_t *chain = (xdk_renderchain_t*)data; d3d_texture_free(chain->tex); d3d_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl); } static bool xdk_renderchain_init_shader_fvf(void *data, void *pass_data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d_video_t *pass = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; (void)pass_data; #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, &chain->vertex_decl))) return false; #endif return true; } static bool renderchain_create_first_pass(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; chain->vertex_buf = d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, NULL); if (!chain->vertex_buf) return false; chain->tex = (LPDIRECT3DTEXTURE)d3d_texture_new(d3dr, NULL, chain->tex_w, chain->tex_h, 1, 0, info->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5, 0, 0, 0, 0, NULL, NULL); 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 (!xdk_renderchain_init_shader_fvf(chain, chain)) return false; return true; } static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height) { d3d_video_t *d3d = (d3d_video_t*)data; runloop_t *runloop = rarch_main_get_ptr(); xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; if (chain->last_width != width || chain->last_height != height) { unsigned i; Vertex vert[4]; void *verts = NULL; chain->last_width = width; chain->last_height = height; float tex_w = width; float tex_h = height; #ifdef _XBOX360 tex_w /= ((float)chain->tex_w); tex_h /= ((float)chain->tex_h); #endif vert[0].x = -1.0f; vert[1].x = 1.0f; vert[2].x = -1.0f; vert[3].x = 1.0f; vert[0].y = -1.0f; vert[1].y = -1.0f; vert[2].y = 1.0f; vert[3].y = 1.0f; #if defined(_XBOX1) 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) 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 /* Align texels and vertices. */ for (i = 0; i < 4; i++) { vert[i].x -= 0.5f / ((float)chain->tex_w); vert[i].y += 0.5f / ((float)chain->tex_h); } verts = d3d_vertex_buffer_lock(chain->vertex_buf); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(chain->vertex_buf); } #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) d3d->shader->set_params(d3d, width, height, chain->tex_w, chain->tex_h, d3d->screen_width, d3d->screen_height, runloop->frames.video.count, NULL, NULL, NULL, 0); } #endif #endif } static void renderchain_blit_to_texture(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch) { D3DLOCKED_RECT d3dlr; xdk_renderchain_t *chain = (xdk_renderchain_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; driver_t *driver = driver_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 if (chain->last_width != width || chain->last_height != height) { d3d_lockrectangle_clear(chain->tex, 0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK); } /* Set the texture to NULL so D3D doesn't complain about it being in use... */ d3d_set_texture(d3dr, 0, NULL); d3d_texture_blit(chain->pixel_size, chain->tex, &d3dlr, frame, width, height, pitch); } static void xdk_renderchain_deinit(void *data) { xdk_renderchain_t *renderchain = (xdk_renderchain_t*)data; if (renderchain) free(renderchain); } static void xdk_renderchain_deinit_shader(void *data) { (void)data; /* stub */ } static void xdk_renderchain_free(void *data) { d3d_video_t *chain = (d3d_video_t*)data; if (!chain) return; xdk_renderchain_deinit_shader(chain); xdk_renderchain_deinit(chain->renderchain_data); xdk_renderchain_clear(chain->renderchain_data); #ifndef DONT_HAVE_STATE_TRACKER #ifndef _XBOX if (chain->tracker) state_tracker_free(chain->tracker); #endif #endif } void *xdk_renderchain_new(void) { xdk_renderchain_t *renderchain = (xdk_renderchain_t*)calloc(1, sizeof(*renderchain)); if (!renderchain) return NULL; return renderchain; } static bool xdk_renderchain_init_shader(void *data, void *renderchain_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 true; } static bool xdk_renderchain_init(void *data, const void *_video_info, void *dev_data, const void *final_viewport_data, const void *info_data, unsigned fmt ) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; global_t *global = global_get_ptr(); const video_info_t *video_info = (const video_info_t*)_video_info; const LinkInfo *link_info = (const LinkInfo*)info_data; xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; (void)final_viewport_data; (void)fmt; chain->dev = (LPDIRECT3DDEVICE)dev_data; //chain->video_info = video_info; chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4; chain->tex_w = link_info->tex_w; chain->tex_h = link_info->tex_h; if (!renderchain_create_first_pass(d3d, video_info)) return false; if (global->console.screen.viewports.custom_vp.width == 0) global->console.screen.viewports.custom_vp.width = d3d->screen_width; if (global->console.screen.viewports.custom_vp.height == 0) global->console.screen.viewports.custom_vp.height = d3d->screen_height; return true; } static void xdk_renderchain_set_final_viewport(void *data, void *renderchain_data, const void *viewport_data) { (void)data; (void)renderchain_data; (void)viewport_data; /* stub */ } static bool xdk_renderchain_render(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; runloop_t *runloop = rarch_main_get_ptr(); settings_t *settings = config_get_ptr(); xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; renderchain_blit_to_texture(chain, frame, width, height, pitch); renderchain_set_vertices(d3d, 1, width, height); d3d_set_texture(d3dr, 0, chain->tex); d3d_set_viewport(chain->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); d3d_set_vertex_declaration(d3dr, chain->vertex_decl); for (i = 0; i < 4; i++) d3d_set_stream_source(d3dr, i, chain->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); return true; } static bool xdk_renderchain_add_lut(void *data, const char *id, const char *path, bool smooth) { xdk_renderchain_t *chain = (xdk_renderchain_t*)data; (void)data; (void)id; (void)path; (void)smooth; /* stub */ return true; } static bool xdk_renderchain_add_pass(void *data, const void *info_data) { (void)data; (void)info_data; /* stub */ return true; } static void xdk_renderchain_add_state_tracker(void *data, void *tracker_data) { (void)data; (void)tracker_data; /* stub */ } static void xdk_renderchain_convert_geometry( void *data, const void *info_data, unsigned *out_width, unsigned *out_height, unsigned width, unsigned height, void *final_viewport_data) { (void)data; (void)info_data; (void)out_width; (void)out_height; (void)width; (void)height; (void)final_viewport_data; /* stub */ } static bool xdk_renderchain_reinit(void *data, const void *video_data) { d3d_video_t *d3d = (d3d_video_t*)data; const video_info_t *video = (const video_info_t*)video_data; xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; if (!d3d) return false; chain->pixel_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); chain->tex_w = chain->tex_h = RARCH_SCALE_BASE * video->input_scale; RARCH_LOG( "Reinitializing renderchain - and textures (%u x %u @ %u bpp)\n", chain->tex_w, chain->tex_h, chain->pixel_size * CHAR_BIT); return true; } renderchain_driver_t xdk_renderchain = { xdk_renderchain_free, xdk_renderchain_new, xdk_renderchain_init_shader, xdk_renderchain_init_shader_fvf, xdk_renderchain_reinit, xdk_renderchain_init, xdk_renderchain_set_final_viewport, xdk_renderchain_add_pass, xdk_renderchain_add_lut, xdk_renderchain_add_state_tracker, xdk_renderchain_render, xdk_renderchain_convert_geometry, "xdk", };