RetroArch/xdk/xdk_d3d.cpp

944 lines
28 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
* Copyright (C) 2011-2013 - 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 <http://www.gnu.org/licenses/>.
*/
#ifdef _XBOX
#include <xtl.h>
#include <xgraphics.h>
#endif
#include "../driver.h"
#include "xdk_d3d.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
#include "../xdk/xdk_resources.h"
#if defined(_XBOX1)
unsigned font_x, font_y;
#elif defined(_XBOX360)
#include "../360/frontend-xdk/menu.h"
extern CRetroArch app;
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,
};
#endif
static void check_window(void *data)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
bool quit, resize;
d3d->ctx_driver->check_window(&quit,
&resize, NULL, NULL, g_extern.frame_count);
if (quit)
d3d->quitting = true;
else if (resize)
d3d->should_resize = true;
}
#ifdef HAVE_HLSL
static bool hlsl_shader_init(void)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
const char *shader_path = g_settings.video.cg_shader_path;
return hlsl_init(g_settings.video.cg_shader_path, d3d->d3d_render_device);
}
#endif
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->font_ctx->deinit(d3d);
d3d->ctx_driver->destroy();
free(d3d);
}
#ifdef _XBOX360
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 ];
}
#endif
static void xdk_d3d_set_viewport(bool force_full)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
unsigned width, height; // Set the viewport based on the current resolution
int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp;
float m_zNear, m_zFar;
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
d3d->ctx_driver->get_video_size(&width, &height);
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_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
{
delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
m_viewport_x_temp = g_extern.console.screen.viewports.custom_vp.x;
m_viewport_y_temp = g_extern.console.screen.viewports.custom_vp.y;
m_viewport_width_temp = g_extern.console.screen.viewports.custom_vp.width;
m_viewport_height_temp = g_extern.console.screen.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);
#ifdef _XBOX1
font_x = vp.X;
font_y = vp.Y;
#endif
//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 = 0;
switch(orientation)
{
case ORIENTATION_NORMAL:
angle = M_PI * 0 / 180;
break;
case ORIENTATION_FLIPPED_ROTATED:
angle = M_PI * 90 / 180;
break;
case ORIENTATION_FLIPPED:
angle = M_PI * 180 / 180;
break;
case ORIENTATION_VERTICAL:
angle = M_PI * 270 / 180;
break;
}
#if defined(HAVE_HLSL)
/* TODO: Move to D3DXMATRIX here */
hlsl_set_proj_matrix(XMMatrixRotationZ(angle));
#elif defined(_XBOX1)
D3DXMATRIX p_out, p_rotate;
D3DXMatrixIdentity(&p_out);
D3DXMatrixRotationZ(&p_rotate, angle);
d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_rotate);
d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &p_out);
d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &p_out);
#endif
}
#ifdef HAVE_FBO
void xdk_d3d_deinit_fbo(void *data)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
if (d3d->fbo_inited)
{
if (d3d->lpTexture_ot)
{
d3d->lpTexture_ot->Release();
d3d->lpTexture_ot = NULL;
}
if (d3d->lpSurface)
{
d3d->lpSurface->Release();
d3d->lpSurface = NULL;
}
d3d->fbo_inited = false;
}
}
void xdk_d3d_init_fbo(void *data)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
if(!g_settings.video.render_to_texture)
return;
xdk_d3d_deinit_fbo(d3d);
d3d->d3d_render_device->CreateTexture(d3d->tex_w * g_settings.video.fbo.scale_x, d3d->tex_h * g_settings.video.fbo.scale_y,
1, 0, g_extern.console.screen.gamma_correction ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_X8R8G8B8 ) : D3DFMT_X8R8G8B8,
0, &d3d->lpTexture_ot, NULL);
d3d->d3d_render_device->CreateRenderTarget(d3d->tex_w * g_settings.video.fbo.scale_x, d3d->tex_h * g_settings.video.fbo.scale_y,
g_extern.console.screen.gamma_correction ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_X8R8G8B8 ) : D3DFMT_X8R8G8B8, 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_inited = true;
}
#endif
static bool xdk_d3d_set_shader(void *data, enum rarch_shader_type type, const char *path)
{
(void)data;
(void)type;
(void)path;
return false;
}
void xdk_d3d_generate_pp(D3DPRESENT_PARAMETERS *d3dpp, const video_info_t *video)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
memset(d3dpp, 0, sizeof(*d3dpp));
d3d->texture_fmt = video->rgb32 ? D3DFMT_X8R8G8B8 : D3DFMT_LIN_R5G6B5;
d3d->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
unsigned width, height;
d3d->ctx_driver->get_video_size(&width, &height);
d3dpp->BackBufferWidth = d3d->win_width = width;
d3dpp->BackBufferHeight = d3d->win_height = height;
#if defined(_XBOX1)
// Get the "video mode"
DWORD video_mode = XGetVideoFlags();
// Check if we are able to use progressive mode
if(video_mode & XC_VIDEO_FLAGS_HDTV_480p)
d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
else
d3dpp->Flags = D3DPRESENTFLAG_INTERLACED;
// Only valid in PAL mode, not valid for HDTV modes!
if(XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I)
{
if(video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
d3dpp->FullScreen_RefreshRateInHz = 60;
else
d3dpp->FullScreen_RefreshRateInHz = 50;
}
if(XGetAVPack() == XC_AV_PACK_HDTV)
{
if(video_mode & XC_VIDEO_FLAGS_HDTV_480p)
d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
else if(video_mode & XC_VIDEO_FLAGS_HDTV_720p)
d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE;
else if(video_mode & XC_VIDEO_FLAGS_HDTV_1080i)
d3dpp->Flags = D3DPRESENTFLAG_INTERLACED;
}
if(g_extern.console.rmenu.state.rmenu_widescreen.enable)
d3dpp->Flags |= D3DPRESENTFLAG_WIDESCREEN;
d3dpp->BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp->FullScreen_PresentationInterval = d3d->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp->SwapEffect = D3DSWAPEFFECT_COPY;
#elif defined(_XBOX360)
if(!g_extern.console.rmenu.state.rmenu_widescreen.enable)
d3dpp->Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
if(g_extern.console.screen.gamma_correction)
{
d3dpp->BackBufferFormat = (D3DFORMAT)MAKESRGBFMT(d3d->texture_fmt);
d3dpp->FrontBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8);
}
else
{
d3dpp->BackBufferFormat = d3d->texture_fmt;
d3dpp->FrontBufferFormat = D3DFMT_LE_X8R8G8B8;
}
d3dpp->MultiSampleQuality = 0;
d3dpp->PresentationInterval = d3d->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp->SwapEffect = D3DSWAPEFFECT_DISCARD;
#endif
d3dpp->BackBufferCount = 2;
d3dpp->MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp->EnableAutoDepthStencil = FALSE;
}
static void xdk_d3d_init_textures(void *data, const video_info_t *video)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
D3DPRESENT_PARAMETERS d3dpp;
D3DVIEWPORT vp = {0};
xdk_d3d_generate_pp(&d3dpp, video);
d3d->texture_fmt = video->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5;
d3d->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
if (d3d->lpTexture)
{
d3d->lpTexture->Release();
d3d->lpTexture = NULL;
}
d3d->d3d_render_device->CreateTexture(d3d->tex_w, d3d->tex_h, 1, 0, d3d->texture_fmt,
0, &d3d->lpTexture
#ifdef _XBOX360
, NULL
#endif
);
D3DLOCKED_RECT d3dlr;
d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch);
d3d->lpTexture->UnlockRect(0);
d3d->last_width = d3d->tex_w;
d3d->last_height = d3d->tex_h;
#if defined(_XBOX1)
d3d->d3d_render_device->SetRenderState(D3DRS_LIGHTING, FALSE);
#elif defined(_XBOX360)
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
0xff000000, 1.0f, 0);
#endif
vp.Width = d3d->win_width;
vp.Height = d3d->win_height;
d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE);
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
d3d->d3d_render_device->SetViewport(&vp);
if(g_extern.console.screen.viewports.custom_vp.width == 0)
g_extern.console.screen.viewports.custom_vp.width = vp.Width;
if(g_extern.console.screen.viewports.custom_vp.height == 0)
g_extern.console.screen.viewports.custom_vp.height = vp.Height;
}
static void xdk_d3d_reinit_textures(void *data, const video_info_t *video)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
unsigned old_base_size = d3d->base_size;
unsigned old_width = d3d->tex_w;
unsigned old_height = d3d->tex_h;
d3d->texture_fmt = video->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5;
d3d->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
//FIXME - temporary hack
d3d->tex_w = d3d->tex_h = 512;
if (old_base_size != d3d->base_size || old_width != d3d->tex_w || old_height != d3d->tex_h)
{
RARCH_LOG("Reinitializing textures (%u x %u @ %u bpp)\n", d3d->tex_w,
d3d->tex_h, d3d->base_size * CHAR_BIT);
xdk_d3d_init_textures(d3d, video);
#ifdef HAVE_FBO
if (d3d->tex_w > old_width || d3d->tex_h > old_height)
{
RARCH_LOG("Reiniting FBO.\n");
xdk_d3d_init_fbo(d3d);
}
#endif
}
else
RARCH_LOG("Reinitializing textures skipped.\n");
}
static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
if (driver.video_data)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
// Reinitialize textures as we might have changed pixel formats.
xdk_d3d_reinit_textures(d3d, video);
return driver.video_data;
}
//we'll just use driver.video_data throughout here because it needs to
//exist when we delegate initing to the context file
driver.video_data = (xdk_d3d_video_t*)calloc(1, sizeof(xdk_d3d_video_t));
if (!driver.video_data)
return NULL;
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
d3d->vsync = video->vsync;
/* FIXME: Hack */
d3d->tex_w = 512;
d3d->tex_h = 512;
#if defined(_XBOX1)
d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D8_API);
#elif defined(_XBOX360)
d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D9_API);
#endif
if (d3d->ctx_driver)
{
D3DPRESENT_PARAMETERS d3dpp;
xdk_d3d_generate_pp(&d3dpp, video);
d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &d3d->d3d_render_device);
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
}
else
{
free(d3d);
return NULL;
}
RARCH_LOG("Found D3D context: %s\n", d3d->ctx_driver->ident);
xdk_d3d_init_textures(d3d, video);
#if defined(_XBOX1)
// use an orthogonal matrix for the projection matrix
D3DXMATRIX mat;
D3DXMatrixOrthoOffCenterLH(&mat, 0, d3d->win_width , d3d->win_height , 0, 0.0f, 1.0f);
d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &mat);
// use an identity matrix for the world and view matrices
D3DXMatrixIdentity(&mat);
d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &mat);
d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &mat);
d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf);
const DrawVerticeFormats init_verts[] = {
{ -1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, 1.0f },
{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
};
BYTE *verts_ptr;
d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
memcpy(verts_ptr, init_verts, sizeof(init_verts));
d3d->vertex_buf->Unlock();
d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
#elif defined(_XBOX360)
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);
#endif
d3d->ctx_driver->get_video_size(&d3d->win_width, &d3d->win_height);
RARCH_LOG("Detecting screen resolution: %ux%u.\n", d3d->win_width, d3d->win_height);
d3d->ctx_driver->swap_interval(d3d->vsync ? 1 : 0);
#ifdef HAVE_HLSL
if (!hlsl_shader_init())
{
RARCH_ERR("Shader init failed.\n");
d3d->ctx_driver->destroy();
free(d3d);
return NULL;
}
RARCH_LOG("D3D: Loaded %u program(s).\n", d3d_hlsl_num());
#endif
#ifdef HAVE_FBO
xdk_d3d_init_fbo(d3d);
#endif
xdk_d3d_set_rotation(d3d, g_extern.console.screen.orientation);
//really returns driver.video_data to driver.video_data - see comment above
return d3d;
}
static bool xdk_d3d_frame(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch, const char *msg)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
#ifdef HAVE_FBO
D3DSurface* pRenderTarget0;
#endif
bool fps_enable = g_extern.console.rmenu.state.msg_fps.enable;
#ifdef _XBOX1
unsigned flicker_filter = g_extern.console.screen.state.flicker_filter.value;
bool soft_filter_enable = g_extern.console.screen.state.soft_filter.enable;
#endif
if (d3d->last_width != width || d3d->last_height != height)
{
D3DLOCKED_RECT d3dlr;
d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch);
d3d->lpTexture->UnlockRect(0);
#if defined(_XBOX1)
float tex_w = width; // / 512.0f;
float tex_h = height; // / 512.0f;
DrawVerticeFormats verts[] = {
{ -1.0f, -1.0f, 1.0f, 0.0f, tex_h },
{ 1.0f, -1.0f, 1.0f, tex_w, tex_h },
{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, tex_w, 0.0f },
};
#elif defined(_XBOX360)
float tex_w = width / ((float)d3d->tex_w);
float tex_h = height / ((float)d3d->tex_h);
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 },
};
#endif
// Align texels and vertices (D3D9 quirk).
for (unsigned i = 0; i < 4; i++)
{
verts[i].x -= 0.5f / ((float)d3d->tex_w);
verts[i].y += 0.5f / ((float)d3d->tex_h);
}
#if defined(_XBOX1)
BYTE *verts_ptr;
#elif defined(_XBOX360)
void *verts_ptr;
#endif
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_inited)
{
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->SetTexture(0, d3d->lpTexture);
#ifdef HAVE_HLSL
hlsl_use(1);
#endif
#ifdef HAVE_FBO
if(d3d->fbo_inited)
{
#ifdef HAVE_HLSL
hlsl_set_params(width, height, d3d->tex_w, d3d->tex_h, g_settings.video.fbo.scale_x * width,
g_settings.video.fbo.scale_y * height, g_extern.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, d3d->tex_w, d3d->tex_h, d3d->win_width,
d3d->win_height, g_extern.frame_count);
#endif
}
if(frame)
{
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 * d3d->base_size);
}
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);
#if defined(_XBOX1)
d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
d3d->d3d_render_device->BeginScene();
d3d->d3d_render_device->SetFlickerFilter(flicker_filter);
d3d->d3d_render_device->SetSoftDisplayFilter(soft_filter_enable);
d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
d3d->d3d_render_device->EndScene();
#elif defined(_XBOX360)
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
#ifdef HAVE_FBO
if(d3d->fbo_inited)
{
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 * d3d->tex_w, g_settings.video.fbo.scale_y * d3d->tex_h, d3d->win_width,
d3d->win_height, g_extern.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
#if defined(_XBOX1)
float mem_width = font_x + 30;
float mem_height = font_y + 50;
float msg_width = 60;
float msg_height = 365;
#elif defined(_XBOX360)
float mem_width = g_extern.console.rmenu.state.rmenu_hd.enable ? 160 : 100;
float mem_height = 70;
float msg_width = mem_width;
float msg_height = mem_height + 50;
#endif
if(fps_enable)
{
MEMORYSTATUS stat;
GlobalMemoryStatus(&stat);
char fps_txt[128];
char buf[128];
snprintf(buf, sizeof(buf), "%.2f MB free / %.2f MB total", stat.dwAvailPhys/(1024.0f*1024.0f), stat.dwTotalPhys/(1024.0f*1024.0f));
if (d3d->font_ctx)
d3d->font_ctx->render_msg_place(d3d, mem_width, mem_height, 0, 0, buf);
gfx_get_fps(fps_txt, sizeof(fps_txt), true);
if (d3d->font_ctx)
d3d->font_ctx->render_msg_place(d3d, mem_width, mem_height + 30, 0, 0, fps_txt);
}
if (msg)
d3d->font_ctx->render_msg_place(d3d, msg_width, msg_height, 0.0f, 0, msg);
#ifdef _XBOX360
if(g_extern.draw_menu)
{
app.Render();
XuiTimersRun();
}
else
#endif
gfx_ctx_xdk_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_xdk_set_swap_interval(state ? 0 : 1);
}
}
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.smooth = g_settings.video.smooth;
video_info.input_scale = 2;
video_info.fullscreen = true;
video_info.rgb32 = false;
driver.video_data = xdk_d3d_init(&video_info, NULL, NULL);
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
#if defined(_XBOX1)
font_x = 0;
font_y = 0;
#elif defined(_XBOX360)
snprintf(g_settings.video.font_path, sizeof(g_settings.video.font_path), "game:\\media\\Arial_12.xpr");
#endif
d3d->font_ctx = d3d_font_init_first(d3d, g_settings.video.font_path, g_settings.video.font_size);
}
static void xdk_d3d_restart(void)
{
}
static void xdk_d3d_stop(void)
{
void *data = driver.video_data;
xdk_d3d_free(data);
driver.video_data = NULL;
}
static void xdk_d3d_apply_state_changes(void)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
d3d->should_resize = true;
}
static void xdk_d3d_set_aspect_ratio(void *data, unsigned aspectratio_index)
{
(void)data;
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
if(g_settings.video.aspect_ratio_idx == ASPECT_RATIO_AUTO)
rarch_set_auto_viewport(g_extern.frame_cache.width, g_extern.frame_cache.height);
else if(g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CORE)
rarch_set_core_viewport();
g_settings.video.aspect_ratio = aspectratio_lut[g_settings.video.aspect_ratio_idx].value;
g_settings.video.force_aspect = false;
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_aspect_ratio,
xdk_d3d_set_rotation,
};