mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-24 08:30:16 +00:00
278 lines
7.4 KiB
C
278 lines
7.4 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - 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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#define CINTERFACE
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#include <retro_miscellaneous.h>
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#include <gfx/math/matrix_4x4.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/d3d_common.h"
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#include "../common/d3d8_common.h"
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static const float d3d8_vertexes[] = {
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0, 0,
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1, 0,
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0, 1,
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1, 1
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};
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static const float d3d8_tex_coords[] = {
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0, 1,
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1, 1,
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0, 0,
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1, 0
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};
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static const float *gfx_display_d3d8_get_default_vertices(void)
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{
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return &d3d8_vertexes[0];
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}
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static const float *gfx_display_d3d8_get_default_tex_coords(void)
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{
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return &d3d8_tex_coords[0];
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}
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static void *gfx_display_d3d8_get_default_mvp(void *data)
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{
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static math_matrix_4x4 id;
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matrix_4x4_identity(id);
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return &id;
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}
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static INT32 gfx_display_prim_to_d3d8_enum(
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enum gfx_display_prim_type prim_type)
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{
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switch (prim_type)
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{
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case GFX_DISPLAY_PRIM_TRIANGLES:
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case GFX_DISPLAY_PRIM_TRIANGLESTRIP:
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return D3DPT_COMM_TRIANGLESTRIP;
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case GFX_DISPLAY_PRIM_NONE:
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default:
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break;
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}
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/* TOD/FIXME - hack */
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return 0;
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}
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static void gfx_display_d3d8_blend_begin(void *data)
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{
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d3d8_video_t *d3d = (d3d8_video_t*)data;
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if (!d3d)
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return;
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d3d8_enable_blend_func(d3d->dev);
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}
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static void gfx_display_d3d8_blend_end(void *data)
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{
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d3d8_video_t *d3d = (d3d8_video_t*)data;
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if (!d3d)
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return;
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d3d8_disable_blend_func(d3d->dev);
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}
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static void gfx_display_d3d8_viewport(gfx_display_ctx_draw_t *draw, void *data) { }
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static void gfx_display_d3d8_bind_texture(gfx_display_ctx_draw_t *draw,
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d3d8_video_t *d3d)
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{
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LPDIRECT3DDEVICE8 dev = d3d->dev;
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d3d8_set_texture(d3d->dev, 0, (void*)draw->texture);
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d3d8_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP);
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d3d8_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP);
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d3d8_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
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d3d8_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
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}
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static void gfx_display_d3d8_draw(gfx_display_ctx_draw_t *draw,
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void *data,
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unsigned video_width,
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unsigned video_height)
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{
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unsigned i;
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math_matrix_4x4 mop, m1, m2;
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d3d8_video_t *d3d = (d3d8_video_t*)data;
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Vertex * pv = NULL;
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const float *vertex = NULL;
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const float *tex_coord = NULL;
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const float *color = NULL;
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if (!d3d || !draw || draw->pipeline.id)
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return;
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if ((d3d->menu_display.offset + draw->coords->vertices )
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> (unsigned)d3d->menu_display.size)
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return;
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pv = (Vertex*)
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d3d8_vertex_buffer_lock(d3d->menu_display.buffer);
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if (!pv)
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return;
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pv += d3d->menu_display.offset;
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vertex = draw->coords->vertex;
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tex_coord = draw->coords->tex_coord;
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color = draw->coords->color;
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if (!vertex)
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vertex = gfx_display_d3d8_get_default_vertices();
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if (!tex_coord)
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tex_coord = gfx_display_d3d8_get_default_tex_coords();
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for (i = 0; i < draw->coords->vertices; i++)
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{
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int colors[4];
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colors[0] = *color++ * 0xFF;
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colors[1] = *color++ * 0xFF;
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colors[2] = *color++ * 0xFF;
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colors[3] = *color++ * 0xFF;
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pv[i].x = *vertex++;
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pv[i].y = *vertex++;
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pv[i].z = 0.5f;
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pv[i].u = *tex_coord++;
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pv[i].v = *tex_coord++;
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#if 1
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if ((void*)draw->texture)
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{
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D3DSURFACE_DESC desc;
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if (d3d8_texture_get_level_desc((void*)draw->texture, 0, &desc))
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{
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pv[i].u *= desc.Width;
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pv[i].v *= desc.Height;
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}
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}
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#endif
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pv[i].color =
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D3DCOLOR_ARGB(
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colors[3], /* A */
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colors[0], /* R */
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colors[1], /* G */
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colors[2] /* B */
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);
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}
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d3d8_vertex_buffer_unlock(d3d->menu_display.buffer);
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if (!draw->matrix_data)
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draw->matrix_data = gfx_display_d3d8_get_default_mvp(d3d);
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/* ugh */
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matrix_4x4_scale(m1, 2.0, 2.0, 0);
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matrix_4x4_translate(mop, -1.0, -1.0, 0);
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matrix_4x4_multiply(m2, mop, m1);
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matrix_4x4_multiply(m1,
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*((math_matrix_4x4*)draw->matrix_data), m2);
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matrix_4x4_scale(mop,
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(draw->width / 2.0) / video_width,
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(draw->height / 2.0) / video_height, 0);
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matrix_4x4_multiply(m2, mop, m1);
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matrix_4x4_translate(mop,
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(draw->x + (draw->width / 2.0)) / video_width,
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(draw->y + (draw->height / 2.0)) / video_height,
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0);
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matrix_4x4_multiply(m1, mop, m2);
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matrix_4x4_multiply(m2, d3d->mvp_transposed, m1);
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d3d_matrix_transpose(&m1, &m2);
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d3d8_set_mvp(d3d->dev, &m1);
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if (draw && draw->texture)
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gfx_display_d3d8_bind_texture(draw, d3d);
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d3d8_draw_primitive(d3d->dev,
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gfx_display_prim_to_d3d8_enum(draw->prim_type),
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d3d->menu_display.offset,
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draw->coords->vertices -
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((draw->prim_type == GFX_DISPLAY_PRIM_TRIANGLESTRIP)
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? 2 : 0));
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d3d->menu_display.offset += draw->coords->vertices;
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}
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static void gfx_display_d3d8_draw_pipeline(gfx_display_ctx_draw_t *draw,
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void *data, unsigned video_width, unsigned video_height) { }
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static void gfx_display_d3d8_restore_clear_color(void) { }
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static void gfx_display_d3d8_clear_color(
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gfx_display_ctx_clearcolor_t *clearcolor, void *data)
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{
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DWORD clear_color = 0;
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d3d8_video_t *d3d = (d3d8_video_t*)data;
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if (!d3d || !clearcolor)
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return;
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clear_color = D3DCOLOR_ARGB(
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BYTE_CLAMP(clearcolor->a * 255.0f), /* A */
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BYTE_CLAMP(clearcolor->r * 255.0f), /* R */
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BYTE_CLAMP(clearcolor->g * 255.0f), /* G */
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BYTE_CLAMP(clearcolor->b * 255.0f) /* B */
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);
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d3d8_clear(d3d->dev, 0, NULL, D3D_COMM_CLEAR_TARGET, clear_color, 0, 0);
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}
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static bool gfx_display_d3d8_font_init_first(
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void **font_handle, void *video_data,
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const char *font_path, float font_size,
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bool is_threaded)
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{
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font_data_t **handle = (font_data_t**)font_handle;
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if (!(*handle = font_driver_init_first(video_data,
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font_path, font_size, true,
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is_threaded,
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FONT_DRIVER_RENDER_D3D8_API)))
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return false;
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return true;
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}
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gfx_display_ctx_driver_t gfx_display_ctx_d3d8 = {
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gfx_display_d3d8_draw,
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gfx_display_d3d8_draw_pipeline,
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gfx_display_d3d8_viewport,
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gfx_display_d3d8_blend_begin,
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gfx_display_d3d8_blend_end,
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gfx_display_d3d8_restore_clear_color,
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gfx_display_d3d8_clear_color,
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gfx_display_d3d8_get_default_mvp,
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gfx_display_d3d8_get_default_vertices,
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gfx_display_d3d8_get_default_tex_coords,
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gfx_display_d3d8_font_init_first,
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GFX_VIDEO_DRIVER_DIRECT3D8,
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"d3d8",
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false,
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NULL,
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NULL
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};
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