mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-25 17:10:12 +00:00
371 lines
9.6 KiB
C++
371 lines
9.6 KiB
C++
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2015 - Daniel De Matteis
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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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#include "d3d.h"
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#include "d3d_wrapper.h"
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#ifndef _XBOX
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#include "render_chain.h"
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#endif
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void d3d_swap(void *data, LPDIRECT3DDEVICE dev)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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if (!d3d)
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return;
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#if defined(_XBOX1)
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D3DDevice_Swap(0);
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#elif defined(_XBOX360)
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D3DDevice_Present(dev);
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#else
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if (dev->Present(NULL, NULL, NULL, NULL) != D3D_OK)
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{
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RARCH_ERR("[D3D]: Present() failed.\n");
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d3d->needs_restore = true;
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}
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#endif
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}
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void d3d_set_transform(LPDIRECT3DDEVICE dev,
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D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX *matrix)
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{
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#ifdef _XBOX1
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D3DDevice_SetTransform(state, matrix);
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#elif !defined(_XBOX360)
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/* XBox 360 D3D9 does not support fixed-function pipeline. */
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dev->SetTransform(state, matrix);
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#endif
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}
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LPDIRECT3DTEXTURE d3d_texture_new(LPDIRECT3DDEVICE dev,
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const char *path, unsigned width, unsigned height,
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unsigned miplevels, unsigned usage, D3DFORMAT format,
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D3DPOOL pool, unsigned filter, unsigned mipfilter,
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D3DCOLOR color_key, D3DXIMAGE_INFO *src_info,
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PALETTEENTRY *palette)
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{
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HRESULT hr;
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LPDIRECT3DTEXTURE buf;
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if (!dev)
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return NULL;
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if (path)
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hr = D3DXCreateTextureFromFileExA(dev,
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path, width, height, miplevels, usage, format,
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pool, filter, mipfilter, color_key, src_info,
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palette, &buf);
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else
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{
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hr = dev->CreateTexture(width, height, miplevels, usage,
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format, pool, &buf
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#ifndef _XBOX1
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, NULL
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#endif
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);
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}
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if (FAILED(hr))
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return NULL;
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return buf;
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}
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void d3d_texture_free(LPDIRECT3DTEXTURE tex)
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{
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if (tex)
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tex->Release();
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tex = NULL;
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}
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LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev,
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unsigned length, unsigned usage, unsigned fvf,
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D3DPOOL pool, void *handle)
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{
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HRESULT hr;
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LPDIRECT3DVERTEXBUFFER buf;
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#if defined(_XBOX1)
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hr = IDirect3DDevice8_CreateVertexBuffer(dev, length, usage, fvf, pool,
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&buf);
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#elif defined(_XBOX360)
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hr = IDirect3DDevice9_CreateVertexBuffer(dev, length, usage, fvf, pool,
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&buf, NULL);
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#else
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hr = dev->CreateVertexBuffer(length, usage, fvf, pool, &buf, NULL);
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#endif
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if (FAILED(hr))
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return NULL;
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return buf;
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}
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void d3d_vertex_buffer_unlock(LPDIRECT3DVERTEXBUFFER vertbuf)
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{
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/* This is a stub on Xbox 1, see docs. */
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#ifndef _XBOX1
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#ifdef _XBOX360
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D3DVertexBuffer_Unlock(vertbuf);
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#else
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vertbuf->Unlock();
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#endif
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#endif
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}
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void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf)
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{
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#ifdef _XBOX1
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BYTE *buf;
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#else
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void *buf;
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#endif
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#if defined(_XBOX1)
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buf = D3DVertexBuffer_Lock2(vertbuf, 0);
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#elif defined(_XBOX360)
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buf = D3DVertexBuffer_Lock(vertbuf, 0, 0, 0);
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#else
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vertbuf->Lock(0, sizeof(buf), &buf, 0);
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#endif
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if (!buf)
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return NULL;
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return buf;
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}
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void d3d_vertex_buffer_free(LPDIRECT3DVERTEXBUFFER buf)
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{
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if (buf)
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buf->Release();
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buf = NULL;
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}
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void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no,
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LPDIRECT3DVERTEXBUFFER stream_vertbuf, unsigned offset_bytes,
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unsigned stride)
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{
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#if defined(_XBOX1)
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IDirect3DDevice8_SetStreamSource(dev, stream_no, stream_vertbuf, stride);
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#elif defined(_XBOX360)
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D3DDevice_SetStreamSource_Inline(dev, stream_no, stream_vertbuf,
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offset_bytes, stride);
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#else
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dev->SetStreamSource(stream_no, stream_vertbuf, offset_bytes, stride);
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#endif
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}
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void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned value)
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{
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#if defined(_XBOX1)
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
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D3D__TextureState[sampler][D3DTSS_ADDRESSU] = value;
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#elif defined(_XBOX360)
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D3DDevice_SetSamplerState_AddressU_Inline(dev, sampler, value);
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#else
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dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, value);
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#endif
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}
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void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned value)
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{
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#if defined(_XBOX1)
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
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D3D__TextureState[sampler][D3DTSS_ADDRESSV] = value;
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#elif defined(_XBOX360)
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D3DDevice_SetSamplerState_AddressV_Inline(dev, sampler, value);
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#else
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dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, value);
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#endif
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}
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void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned value)
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{
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#if defined(_XBOX1)
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
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D3D__TextureState[sampler][D3DTSS_MINFILTER] = value;
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#elif defined(_XBOX360)
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D3DDevice_SetSamplerState_MinFilter(dev, sampler, value);
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#else
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dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, value);
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#endif
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}
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void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned value)
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{
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#if defined(_XBOX1)
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
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D3D__TextureState[sampler][D3DTSS_MAGFILTER] = value;
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#elif defined(_XBOX360)
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D3DDevice_SetSamplerState_MagFilter(dev, sampler, value);
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#else
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dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, value);
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#endif
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}
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void d3d_draw_primitive(LPDIRECT3DDEVICE dev,
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D3DPRIMITIVETYPE type, unsigned start, unsigned count)
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{
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#if defined(_XBOX1)
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D3DDevice_DrawVertices(type, start, D3DVERTEXCOUNT(type, count));
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#elif defined(_XBOX360)
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D3DDevice_DrawVertices(dev, type, start, D3DVERTEXCOUNT(type, count));
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#else
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if (SUCCEEDED(dev->BeginScene()))
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{
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dev->DrawPrimitive(type, start, count);
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dev->EndScene();
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}
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#endif
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}
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void d3d_clear(LPDIRECT3DDEVICE dev,
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unsigned count, const D3DRECT *rects, unsigned flags,
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D3DCOLOR color, float z, unsigned stencil)
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{
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#if defined(_XBOX1)
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D3DDevice_Clear(count, rects, flags, color, z, stencil);
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#elif defined(_XBOX360)
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D3DDevice_Clear(dev, count, rects, flags, color, z,
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stencil, false);
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#else
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dev->Clear(count, rects, flags, color, z, stencil);
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#endif
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}
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void d3d_lockrectangle_clear(void *data,
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LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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unsigned flags)
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{
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#if defined(_XBOX)
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d3d_video_t *chain = (d3d_video_t*)data;
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D3DTexture_LockRect(tex, level, lock_rect, rect, flags);
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memset(lock_rect->pBits, 0, chain->tex_h * lock_rect->Pitch);
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#else
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Pass *pass = (Pass*)data;
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if (SUCCEEDED(tex->LockRect(level, lock_rect, rect, flags)))
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{
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memset(lock_rect->pBits, level, pass->info.tex_h * lock_rect->Pitch);
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tex->UnlockRect(0);
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}
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#endif
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}
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void d3d_set_viewport(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp)
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{
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(void)dev;
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#if defined(_XBOX360)
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D3DDevice_SetViewport(dev, vp);
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#elif defined(_XBOX1)
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D3DDevice_SetViewport(vp);
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#else
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dev->SetViewport(vp);
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#endif
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}
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void d3d_set_texture(LPDIRECT3DDEVICE dev, unsigned sampler,
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LPDIRECT3DTEXTURE tex)
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{
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#if defined(_XBOX1)
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D3DDevice_SetTexture(sampler, tex);
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#elif defined(_XBOX360)
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unsigned fetchConstant =
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GPU_CONVERT_D3D_TO_HARDWARE_TEXTUREFETCHCONSTANT(sampler);
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uint64_t pendingMask3 =
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D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS)
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+ fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS)
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+ fetchConstant);
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D3DDevice_SetTexture(dev, sampler, tex, pendingMask3);
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#else
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dev->SetTexture(0, tex);
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#endif
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}
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HRESULT d3d_set_vertex_shader(LPDIRECT3DDEVICE dev, unsigned index,
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void *data)
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{
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#if defined(_XBOX1)
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return dev->SetVertexShader(index);
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#elif defined(_XBOX360)
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LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data;
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D3DDevice_SetVertexShader(dev, shader);
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return S_OK;
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#else
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LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data;
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return dev->SetVertexShader(shader);
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#endif
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}
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void d3d_texture_blit(void *data, void *renderchain_data,
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LPDIRECT3DTEXTURE tex, D3DLOCKED_RECT *lr, const void *frame,
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unsigned width, unsigned height, unsigned pitch)
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{
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unsigned y;
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d3d_video_t *d3d = (d3d_video_t*)data;
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(void)data;
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(void)d3d;
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(void)y;
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if (!d3d)
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return;
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#ifdef _XBOX
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d3d_set_texture(d3d->dev, 0, NULL); // Set the texture to null so D3D don't complain about it being in use...
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D3DTexture_LockRect(tex, 0, lr, NULL, D3DLOCK_NOSYSLOCK);
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#if defined(_XBOX360)
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D3DSURFACE_DESC desc;
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tex->GetLevelDesc(0, &desc);
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XGCopySurface(lr->pBits, lr->Pitch, width, height, desc.Format, NULL,
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frame, pitch, desc.Format, NULL, 0, 0);
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#elif defined(_XBOX1)
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for (y = 0; y < height; y++)
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{
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const uint8_t *in = (const uint8_t*)frame + y * pitch;
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uint8_t *out = (uint8_t*)lr->pBits + y * lr->Pitch;
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memcpy(out, in, width * d3d->pixel_size);
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}
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#endif
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D3DTexture_UnlockRect(tex, 0);
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#else
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renderchain_t *chain = (renderchain_t*)renderchain_data;
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if (!chain)
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return;
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if (SUCCEEDED(tex->LockRect(0, lr, NULL, D3DLOCK_NOSYSLOCK)))
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{
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for (y = 0; y < height; y++)
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{
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const uint8_t *in = (const uint8_t*)frame + y * pitch;
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uint8_t *out = (uint8_t*)lr->pBits + y * lr->Pitch;
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memcpy(out, in, width * chain->pixel_size);
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}
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tex->UnlockRect(0);
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}
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#endif
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}
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