mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-24 00:20:01 +00:00
aab64da1be
were exactly the same, cut down on code duplication
292 lines
9.7 KiB
C
292 lines
9.7 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2018 - Daniel De Matteis
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* Copyright (C) 2014-2018 - Ali Bouhlel
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#define CINTERFACE
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#include <retro_miscellaneous.h>
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#ifdef HAVE_CONFIG_H
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#include "../../config.h"
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#endif
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#include "../gfx_display.h"
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#include "../../retroarch.h"
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#include "../common/d3d10_common.h"
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static void gfx_display_d3d10_blend_begin(void *data)
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{
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d3d10_video_t* d3d10 = (d3d10_video_t*)data;
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d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
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d3d10->blend_enable,
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NULL, D3D10_DEFAULT_SAMPLE_MASK);
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}
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static void gfx_display_d3d10_blend_end(void *data)
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{
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d3d10_video_t* d3d10 = (d3d10_video_t*)data;
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d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
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d3d10->blend_disable,
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NULL, D3D10_DEFAULT_SAMPLE_MASK);
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}
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static void gfx_display_d3d10_draw(gfx_display_ctx_draw_t *draw,
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void *data, unsigned video_width, unsigned video_height)
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{
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int vertex_count = 1;
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d3d10_video_t* d3d10 = (d3d10_video_t*)data;
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if (!d3d10 || !draw || !draw->texture)
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return;
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switch (draw->pipeline_id)
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{
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case VIDEO_SHADER_MENU:
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case VIDEO_SHADER_MENU_2:
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case VIDEO_SHADER_MENU_3:
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case VIDEO_SHADER_MENU_4:
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case VIDEO_SHADER_MENU_5:
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case VIDEO_SHADER_MENU_6:
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d3d10_set_shader(d3d10->device, &d3d10->shaders[draw->pipeline_id]);
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d3d10->device->lpVtbl->Draw(d3d10->device, draw->coords->vertices, 0);
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d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
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d3d10->blend_enable,
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NULL, D3D10_DEFAULT_SAMPLE_MASK);
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d3d10_set_shader(d3d10->device, &d3d10->sprites.shader);
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D3D10SetVertexBuffer(d3d10->device, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0);
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d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
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D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
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return;
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default:
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break;
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}
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if (draw->coords->vertex && draw->coords->tex_coord && draw->coords->color)
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vertex_count = draw->coords->vertices;
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if (!d3d10->sprites.enabled || vertex_count > d3d10->sprites.capacity)
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return;
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if (d3d10->sprites.offset + vertex_count > d3d10->sprites.capacity)
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d3d10->sprites.offset = 0;
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{
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void* mapped_vbo = NULL;
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d3d10_sprite_t* sprite = NULL;
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d3d10->sprites.vbo->lpVtbl->Map(d3d10->sprites.vbo,
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D3D10_MAP_WRITE_NO_OVERWRITE, 0,
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(void**)&mapped_vbo);
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sprite = (d3d10_sprite_t*)mapped_vbo + d3d10->sprites.offset;
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if (vertex_count == 1)
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{
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sprite->pos.x = draw->x / (float)d3d10->viewport.Width;
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sprite->pos.y =
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(d3d10->viewport.Height - draw->y - draw->height)
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/ (float)d3d10->viewport.Height;
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sprite->pos.w = draw->width / (float)d3d10->viewport.Width;
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sprite->pos.h = draw->height / (float)d3d10->viewport.Height;
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sprite->coords.u = 0.0f;
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sprite->coords.v = 0.0f;
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sprite->coords.w = 1.0f;
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sprite->coords.h = 1.0f;
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if (draw->scale_factor)
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sprite->params.scaling = draw->scale_factor;
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else
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sprite->params.scaling = 1.0f;
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sprite->params.rotation = draw->rotation;
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sprite->colors[3] = DXGI_COLOR_RGBA(
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0xFF * draw->coords->color[0], 0xFF * draw->coords->color[1],
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0xFF * draw->coords->color[2], 0xFF * draw->coords->color[3]);
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sprite->colors[2] = DXGI_COLOR_RGBA(
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0xFF * draw->coords->color[4], 0xFF * draw->coords->color[5],
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0xFF * draw->coords->color[6], 0xFF * draw->coords->color[7]);
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sprite->colors[1] = DXGI_COLOR_RGBA(
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0xFF * draw->coords->color[8], 0xFF * draw->coords->color[9],
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0xFF * draw->coords->color[10], 0xFF * draw->coords->color[11]);
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sprite->colors[0] = DXGI_COLOR_RGBA(
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0xFF * draw->coords->color[12], 0xFF * draw->coords->color[13],
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0xFF * draw->coords->color[14], 0xFF * draw->coords->color[15]);
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}
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else
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{
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int i;
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const float* vertex = draw->coords->vertex;
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const float* tex_coord = draw->coords->tex_coord;
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const float* color = draw->coords->color;
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for (i = 0; i < vertex_count; i++)
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{
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d3d10_vertex_t* v = (d3d10_vertex_t*)sprite;
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v->position[0] = *vertex++;
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v->position[1] = *vertex++;
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v->texcoord[0] = *tex_coord++;
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v->texcoord[1] = *tex_coord++;
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v->color[0] = *color++;
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v->color[1] = *color++;
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v->color[2] = *color++;
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v->color[3] = *color++;
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sprite++;
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}
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d3d10_set_shader(d3d10->device, &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]);
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d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
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D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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}
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d3d10->sprites.vbo->lpVtbl->Unmap(d3d10->sprites.vbo);
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}
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d3d10_set_texture_and_sampler(d3d10->device, 0, (d3d10_texture_t*)draw->texture);
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d3d10->device->lpVtbl->Draw(d3d10->device, vertex_count,
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d3d10->sprites.offset);
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d3d10->sprites.offset += vertex_count;
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if (vertex_count > 1)
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{
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d3d10_set_shader(d3d10->device, &d3d10->sprites.shader);
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d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
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D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
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}
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return;
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}
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static void gfx_display_d3d10_draw_pipeline(gfx_display_ctx_draw_t* draw,
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gfx_display_t *p_disp,
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void *data, unsigned video_width, unsigned video_height)
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{
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d3d10_video_t* d3d10 = (d3d10_video_t*)data;
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if (!d3d10 || !draw)
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return;
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switch (draw->pipeline_id)
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{
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case VIDEO_SHADER_MENU:
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case VIDEO_SHADER_MENU_2:
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{
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video_coord_array_t* ca = &p_disp->dispca;
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if (!d3d10->menu_pipeline_vbo)
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{
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D3D10_BUFFER_DESC desc;
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D3D10_SUBRESOURCE_DATA vertex_data;
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desc.ByteWidth = ca->coords.vertices * 2 * sizeof(float);
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desc.Usage = D3D10_USAGE_IMMUTABLE;
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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vertex_data.pSysMem = ca->coords.vertex;
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vertex_data.SysMemPitch = 0;
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vertex_data.SysMemSlicePitch = 0;
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d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc,
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&vertex_data, &d3d10->menu_pipeline_vbo);
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}
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D3D10SetVertexBuffer(d3d10->device, 0, d3d10->menu_pipeline_vbo, 2 * sizeof(float), 0);
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draw->coords->vertices = ca->coords.vertices;
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d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
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d3d10->blend_pipeline,
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NULL, D3D10_DEFAULT_SAMPLE_MASK);
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break;
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}
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case VIDEO_SHADER_MENU_3:
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case VIDEO_SHADER_MENU_4:
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case VIDEO_SHADER_MENU_5:
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case VIDEO_SHADER_MENU_6:
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D3D10SetVertexBuffer(d3d10->device, 0, d3d10->frame.vbo, sizeof(d3d10_vertex_t), 0);
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draw->coords->vertices = 4;
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break;
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default:
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return;
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}
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d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
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D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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d3d10->ubo_values.time += 0.01f;
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{
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void *mapped_ubo = NULL;
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d3d10->ubo->lpVtbl->Map(d3d10->ubo, D3D10_MAP_WRITE_DISCARD, 0,
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(void**)&mapped_ubo);
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*(d3d10_uniform_t*)mapped_ubo = d3d10->ubo_values;
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d3d10->ubo->lpVtbl->Unmap(d3d10->ubo);
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}
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}
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void gfx_display_d3d10_scissor_begin(void *data,
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unsigned video_width, unsigned video_height,
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int x, int y, unsigned width, unsigned height)
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{
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D3D10_RECT rect;
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d3d10_video_t *d3d10 = (d3d10_video_t*)data;
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if (!d3d10 || !width || !height)
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return;
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rect.left = x;
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rect.top = y;
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rect.right = width + x;
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rect.bottom = height + y;
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d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &rect);
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}
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void gfx_display_d3d10_scissor_end(void *data,
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unsigned video_width, unsigned video_height)
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{
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D3D10_RECT rect;
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d3d10_video_t *d3d10 = (d3d10_video_t*)data;
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if (!d3d10)
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return;
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rect.left = 0;
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rect.top = 0;
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rect.right = video_width;
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rect.bottom = video_height;
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d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &rect);
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}
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gfx_display_ctx_driver_t gfx_display_ctx_d3d10 = {
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gfx_display_d3d10_draw,
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gfx_display_d3d10_draw_pipeline,
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gfx_display_d3d10_blend_begin,
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gfx_display_d3d10_blend_end,
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NULL, /* get_default_mvp */
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NULL, /* get_default_vertices */
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NULL, /* get_default_tex_coords */
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FONT_DRIVER_RENDER_D3D10_API,
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GFX_VIDEO_DRIVER_DIRECT3D10,
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"d3d10",
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true,
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gfx_display_d3d10_scissor_begin,
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gfx_display_d3d10_scissor_end
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};
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