RetroArch/gfx/drivers_display/gfx_display_d3d10.c
libretroadmin aab64da1be (Font driver/drivers display) All the font_init_first implementations
were exactly the same, cut down on code duplication
2022-06-26 17:27:59 +02:00

292 lines
9.7 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2018 - Daniel De Matteis
* Copyright (C) 2014-2018 - Ali Bouhlel
*
* 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 <http://www.gnu.org/licenses/>.
*/
#define CINTERFACE
#include <retro_miscellaneous.h>
#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include "../gfx_display.h"
#include "../../retroarch.h"
#include "../common/d3d10_common.h"
static void gfx_display_d3d10_blend_begin(void *data)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_enable,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
}
static void gfx_display_d3d10_blend_end(void *data)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_disable,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
}
static void gfx_display_d3d10_draw(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
int vertex_count = 1;
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10 || !draw || !draw->texture)
return;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
d3d10_set_shader(d3d10->device, &d3d10->shaders[draw->pipeline_id]);
d3d10->device->lpVtbl->Draw(d3d10->device, draw->coords->vertices, 0);
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_enable,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
d3d10_set_shader(d3d10->device, &d3d10->sprites.shader);
D3D10SetVertexBuffer(d3d10->device, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0);
d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
return;
default:
break;
}
if (draw->coords->vertex && draw->coords->tex_coord && draw->coords->color)
vertex_count = draw->coords->vertices;
if (!d3d10->sprites.enabled || vertex_count > d3d10->sprites.capacity)
return;
if (d3d10->sprites.offset + vertex_count > d3d10->sprites.capacity)
d3d10->sprites.offset = 0;
{
void* mapped_vbo = NULL;
d3d10_sprite_t* sprite = NULL;
d3d10->sprites.vbo->lpVtbl->Map(d3d10->sprites.vbo,
D3D10_MAP_WRITE_NO_OVERWRITE, 0,
(void**)&mapped_vbo);
sprite = (d3d10_sprite_t*)mapped_vbo + d3d10->sprites.offset;
if (vertex_count == 1)
{
sprite->pos.x = draw->x / (float)d3d10->viewport.Width;
sprite->pos.y =
(d3d10->viewport.Height - draw->y - draw->height)
/ (float)d3d10->viewport.Height;
sprite->pos.w = draw->width / (float)d3d10->viewport.Width;
sprite->pos.h = draw->height / (float)d3d10->viewport.Height;
sprite->coords.u = 0.0f;
sprite->coords.v = 0.0f;
sprite->coords.w = 1.0f;
sprite->coords.h = 1.0f;
if (draw->scale_factor)
sprite->params.scaling = draw->scale_factor;
else
sprite->params.scaling = 1.0f;
sprite->params.rotation = draw->rotation;
sprite->colors[3] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[0], 0xFF * draw->coords->color[1],
0xFF * draw->coords->color[2], 0xFF * draw->coords->color[3]);
sprite->colors[2] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[4], 0xFF * draw->coords->color[5],
0xFF * draw->coords->color[6], 0xFF * draw->coords->color[7]);
sprite->colors[1] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[8], 0xFF * draw->coords->color[9],
0xFF * draw->coords->color[10], 0xFF * draw->coords->color[11]);
sprite->colors[0] = DXGI_COLOR_RGBA(
0xFF * draw->coords->color[12], 0xFF * draw->coords->color[13],
0xFF * draw->coords->color[14], 0xFF * draw->coords->color[15]);
}
else
{
int i;
const float* vertex = draw->coords->vertex;
const float* tex_coord = draw->coords->tex_coord;
const float* color = draw->coords->color;
for (i = 0; i < vertex_count; i++)
{
d3d10_vertex_t* v = (d3d10_vertex_t*)sprite;
v->position[0] = *vertex++;
v->position[1] = *vertex++;
v->texcoord[0] = *tex_coord++;
v->texcoord[1] = *tex_coord++;
v->color[0] = *color++;
v->color[1] = *color++;
v->color[2] = *color++;
v->color[3] = *color++;
sprite++;
}
d3d10_set_shader(d3d10->device, &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]);
d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
d3d10->sprites.vbo->lpVtbl->Unmap(d3d10->sprites.vbo);
}
d3d10_set_texture_and_sampler(d3d10->device, 0, (d3d10_texture_t*)draw->texture);
d3d10->device->lpVtbl->Draw(d3d10->device, vertex_count,
d3d10->sprites.offset);
d3d10->sprites.offset += vertex_count;
if (vertex_count > 1)
{
d3d10_set_shader(d3d10->device, &d3d10->sprites.shader);
d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
}
return;
}
static void gfx_display_d3d10_draw_pipeline(gfx_display_ctx_draw_t* draw,
gfx_display_t *p_disp,
void *data, unsigned video_width, unsigned video_height)
{
d3d10_video_t* d3d10 = (d3d10_video_t*)data;
if (!d3d10 || !draw)
return;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
{
video_coord_array_t* ca = &p_disp->dispca;
if (!d3d10->menu_pipeline_vbo)
{
D3D10_BUFFER_DESC desc;
D3D10_SUBRESOURCE_DATA vertex_data;
desc.ByteWidth = ca->coords.vertices * 2 * sizeof(float);
desc.Usage = D3D10_USAGE_IMMUTABLE;
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
vertex_data.pSysMem = ca->coords.vertex;
vertex_data.SysMemPitch = 0;
vertex_data.SysMemSlicePitch = 0;
d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc,
&vertex_data, &d3d10->menu_pipeline_vbo);
}
D3D10SetVertexBuffer(d3d10->device, 0, d3d10->menu_pipeline_vbo, 2 * sizeof(float), 0);
draw->coords->vertices = ca->coords.vertices;
d3d10->device->lpVtbl->OMSetBlendState(d3d10->device,
d3d10->blend_pipeline,
NULL, D3D10_DEFAULT_SAMPLE_MASK);
break;
}
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
D3D10SetVertexBuffer(d3d10->device, 0, d3d10->frame.vbo, sizeof(d3d10_vertex_t), 0);
draw->coords->vertices = 4;
break;
default:
return;
}
d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
d3d10->ubo_values.time += 0.01f;
{
void *mapped_ubo = NULL;
d3d10->ubo->lpVtbl->Map(d3d10->ubo, D3D10_MAP_WRITE_DISCARD, 0,
(void**)&mapped_ubo);
*(d3d10_uniform_t*)mapped_ubo = d3d10->ubo_values;
d3d10->ubo->lpVtbl->Unmap(d3d10->ubo);
}
}
void gfx_display_d3d10_scissor_begin(void *data,
unsigned video_width, unsigned video_height,
int x, int y, unsigned width, unsigned height)
{
D3D10_RECT rect;
d3d10_video_t *d3d10 = (d3d10_video_t*)data;
if (!d3d10 || !width || !height)
return;
rect.left = x;
rect.top = y;
rect.right = width + x;
rect.bottom = height + y;
d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &rect);
}
void gfx_display_d3d10_scissor_end(void *data,
unsigned video_width, unsigned video_height)
{
D3D10_RECT rect;
d3d10_video_t *d3d10 = (d3d10_video_t*)data;
if (!d3d10)
return;
rect.left = 0;
rect.top = 0;
rect.right = video_width;
rect.bottom = video_height;
d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &rect);
}
gfx_display_ctx_driver_t gfx_display_ctx_d3d10 = {
gfx_display_d3d10_draw,
gfx_display_d3d10_draw_pipeline,
gfx_display_d3d10_blend_begin,
gfx_display_d3d10_blend_end,
NULL, /* get_default_mvp */
NULL, /* get_default_vertices */
NULL, /* get_default_tex_coords */
FONT_DRIVER_RENDER_D3D10_API,
GFX_VIDEO_DRIVER_DIRECT3D10,
"d3d10",
true,
gfx_display_d3d10_scissor_begin,
gfx_display_d3d10_scissor_end
};