RetroArch/gfx/drivers/d3d9hlsl.c

1623 lines
47 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
* Copyright (C) 2012-2014 - OV2
*
* 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/>.
*/
/* Direct3D 9 driver with HLSL runtime backend.
*
* Minimum version : Direct3D 9.0 (2002)
* Minimum OS : Windows 98, Windows 2000, Windows ME
* Recommended OS : Windows XP
* Requirements : HLSL or fixed function backend
*/
#define CINTERFACE
#ifdef _XBOX
#include <xtl.h>
#include <xgraphics.h>
#endif
#include <formats/image.h>
#include <compat/strl.h>
#include <compat/posix_string.h>
#include <file/file_path.h>
#include <string/stdstring.h>
#include <retro_math.h>
#include <string.h>
#include <retro_inline.h>
#include <retro_math.h>
#include <d3d9.h>
#include <d3dx9shader.h>
#include "d3d_shaders/opaque.hlsl.d3d9.h"
#include "d3d9_renderchain.h"
#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include <defines/d3d_defines.h>
#include "../common/d3d_common.h"
#include "../common/d3d9_common.h"
#include "../video_coord_array.h"
#include "../../configuration.h"
#include "../../dynamic.h"
#include "../../frontend/frontend_driver.h"
#include "../common/win32_common.h"
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#endif
#ifdef HAVE_GFX_WIDGETS
#include "../gfx_widgets.h"
#endif
#include "../font_driver.h"
#include "../../core.h"
#include "../../verbosity.h"
#include "../../retroarch.h"
#ifdef __WINRT__
#error "UWP does not support D3D9"
#endif
/* TODO/FIXME - Temporary workaround for D3D9 not being able to poll flags during init */
static gfx_ctx_driver_t d3d9_hlsl_fake_context;
/* BEGIN HLSL RENDERCHAIN */
#define RARCH_HLSL_MAX_SHADERS 16
typedef struct hlsl_renderchain
{
struct d3d9_renderchain chain;
struct shader_pass stock_shader;
} hlsl_renderchain_t;
static void *d3d9_hlsl_get_constant_by_name(LPD3DXCONSTANTTABLE prog, const char *name)
{
char lbl[64];
lbl[0] = '\0';
snprintf(lbl, sizeof(lbl), "$%s", name);
return d3d9x_constant_table_get_constant_by_name(prog, NULL, lbl);
}
static INLINE void d3d9_hlsl_set_param_2f(LPD3DXCONSTANTTABLE prog, LPDIRECT3DDEVICE9 userdata, const char *name, const void *values)
{
D3DXHANDLE param = (D3DXHANDLE)d3d9_hlsl_get_constant_by_name(prog, name);
if (param)
d3d9x_constant_table_set_float_array(userdata, prog, (void*)param, values, 2);
}
static INLINE void d3d9_hlsl_set_param_1f(LPD3DXCONSTANTTABLE prog, LPDIRECT3DDEVICE9 userdata, const char *name, const void *value)
{
D3DXHANDLE param = (D3DXHANDLE)d3d9_hlsl_get_constant_by_name(prog, name);
float *val = (float*)value;
if (param)
d3d9x_constant_table_set_float(prog, userdata, (void*)param, *val);
}
static INLINE void d3d9_hlsl_bind_program(LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass)
{
IDirect3DDevice9_SetVertexShader(dev, (LPDIRECT3DVERTEXSHADER9)pass->vprg);
IDirect3DDevice9_SetPixelShader(dev, (LPDIRECT3DPIXELSHADER9)pass->fprg);
}
static INLINE void d3d9_hlsl_set_param_matrix(LPD3DXCONSTANTTABLE prog, LPDIRECT3DDEVICE9 userdata,
const char *name, const void *values)
{
D3DXHANDLE param = (D3DXHANDLE)d3d9_hlsl_get_constant_by_name(prog, name);
if (param)
d3d9x_constant_table_set_matrix(userdata, prog, (void*)param, (D3DMATRIX*)values);
}
static bool d3d9_hlsl_load_program_from_file(
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass,
const char *prog)
{
ID3DXBuffer *listing_f = NULL;
ID3DXBuffer *listing_v = NULL;
ID3DXBuffer *code_f = NULL;
ID3DXBuffer *code_v = NULL;
if (string_is_empty(prog))
return false;
if (!d3d9x_compile_shader_from_file(prog, NULL, NULL,
"main_fragment", "ps_3_0", 0, &code_f, &listing_f, &pass->ftable))
{
RARCH_ERR("Could not compile fragment shader program (%s)..\n", prog);
goto error;
}
if (!d3d9x_compile_shader_from_file(prog, NULL, NULL,
"main_vertex", "vs_3_0", 0, &code_v, &listing_v, &pass->vtable))
{
RARCH_ERR("Could not compile vertex shader program (%s)..\n", prog);
goto error;
}
IDirect3DDevice9_CreatePixelShader(dev,
(const DWORD*)code_f->lpVtbl->GetBufferPointer(code_f),
(LPDIRECT3DPIXELSHADER9*)&pass->fprg);
IDirect3DDevice9_CreateVertexShader(dev,
(const DWORD*)code_v->lpVtbl->GetBufferPointer(code_v),
(LPDIRECT3DVERTEXSHADER9*)&pass->vprg);
code_f->lpVtbl->Release(code_f);
code_v->lpVtbl->Release(code_v);
return true;
error:
RARCH_ERR("Cg/HLSL error:\n");
if (listing_f)
RARCH_ERR("Fragment:\n%s\n", (char*)listing_f->lpVtbl->GetBufferPointer(listing_f));
if (listing_v)
RARCH_ERR("Vertex:\n%s\n", (char*)listing_v->lpVtbl->GetBufferPointer(listing_v));
listing_f->lpVtbl->Release(listing_f);
listing_v->lpVtbl->Release(listing_v);
return false;
}
static bool d3d9_hlsl_load_program(
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass,
const char *prog)
{
ID3DXBuffer *listing_f = NULL;
ID3DXBuffer *listing_v = NULL;
ID3DXBuffer *code_f = NULL;
ID3DXBuffer *code_v = NULL;
if (!d3d9x_compile_shader(prog, strlen(prog), NULL, NULL,
"main_fragment", "ps_3_0", 0, &code_f, &listing_f,
&pass->ftable ))
{
RARCH_ERR("Could not compile stock fragment shader..\n");
goto error;
}
if (!d3d9x_compile_shader(prog, strlen(prog), NULL, NULL,
"main_vertex", "vs_3_0", 0, &code_v, &listing_v,
&pass->vtable ))
{
RARCH_ERR("Could not compile stock vertex shader..\n");
goto error;
}
IDirect3DDevice9_CreatePixelShader(dev,
(const DWORD*)code_f->lpVtbl->GetBufferPointer(code_f),
(LPDIRECT3DPIXELSHADER9*)&pass->fprg);
IDirect3DDevice9_CreateVertexShader(dev,
(const DWORD*)code_v->lpVtbl->GetBufferPointer(code_v),
(LPDIRECT3DVERTEXSHADER9*)&pass->vprg);
code_f->lpVtbl->Release(code_f);
code_v->lpVtbl->Release(code_v);
return true;
error:
RARCH_ERR("Cg/HLSL error:\n");
if (listing_f)
RARCH_ERR("Fragment:\n%s\n", (char*)listing_f->lpVtbl->GetBufferPointer(listing_f));
if (listing_v)
RARCH_ERR("Vertex:\n%s\n", (char*)listing_v->lpVtbl->GetBufferPointer(listing_v));
listing_f->lpVtbl->Release(listing_f);
listing_v->lpVtbl->Release(listing_v);
return false;
}
static void hlsl_d3d9_renderchain_set_shader_params(
d3d9_renderchain_t *chain,
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)
{
float frame_cnt;
float video_size[2];
float texture_size[2];
float output_size[2];
void *fprg = pass->ftable;
void *vprg = pass->vtable;
video_size[0] = video_w;
video_size[1] = video_h;
texture_size[0] = tex_w;
texture_size[1] = tex_h;
output_size[0] = viewport_w;
output_size[1] = viewport_h;
d3d9x_constant_table_set_defaults(dev, fprg);
d3d9x_constant_table_set_defaults(dev, vprg);
d3d9_hlsl_set_param_2f(vprg, dev, "IN.video_size", &video_size);
d3d9_hlsl_set_param_2f(fprg, dev, "IN.video_size", &video_size);
d3d9_hlsl_set_param_2f(vprg, dev, "IN.texture_size", &texture_size);
d3d9_hlsl_set_param_2f(fprg, dev, "IN.texture_size", &texture_size);
d3d9_hlsl_set_param_2f(vprg, dev, "IN.output_size", &output_size);
d3d9_hlsl_set_param_2f(fprg, dev, "IN.output_size", &output_size);
frame_cnt = chain->frame_count;
if (pass->info.pass->frame_count_mod)
frame_cnt = chain->frame_count
% pass->info.pass->frame_count_mod;
d3d9_hlsl_set_param_1f(fprg, dev, "IN.frame_count", &frame_cnt);
d3d9_hlsl_set_param_1f(vprg, dev, "IN.frame_count", &frame_cnt);
}
static bool hlsl_d3d9_renderchain_init_shader_fvf(
d3d9_renderchain_t *chain,
struct shader_pass *pass)
{
static const D3DVERTEXELEMENT9 decl[4] =
{
{0, offsetof(Vertex, x), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_POSITION, 0},
{0, offsetof(Vertex, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_COLOR, 0},
{0, offsetof(Vertex, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
return d3d9_vertex_declaration_new(chain->dev,
decl, (void**)&pass->vertex_decl);
}
static bool hlsl_d3d9_renderchain_create_first_pass(
LPDIRECT3DDEVICE9 dev,
d3d9_renderchain_t *chain,
const struct LinkInfo *info,
unsigned _fmt)
{
unsigned i;
struct shader_pass pass = { 0 };
unsigned fmt =
(_fmt == RETRO_PIXEL_FORMAT_RGB565)
? D3D9_RGB565_FORMAT
: D3D9_XRGB8888_FORMAT;
pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
pass.attrib_map = (struct unsigned_vector_list*)
unsigned_vector_list_new();
chain->prev.ptr = 0;
for (i = 0; i < TEXTURES; i++)
{
int32_t filter = d3d_translate_filter(info->pass->filter);
chain->prev.last_width[i] = 0;
chain->prev.last_height[i] = 0;
chain->prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9)
d3d9_vertex_buffer_new(
chain->dev, 4 * sizeof(struct Vertex),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
if (!chain->prev.vertex_buf[i])
return false;
chain->prev.tex[i] = (LPDIRECT3DTEXTURE9)
d3d9_texture_new(chain->dev,
info->tex_w, info->tex_h, 1, 0, fmt,
D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false);
if (!chain->prev.tex[i])
return false;
IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)chain->prev.tex[i]);
IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_MINFILTER, filter);
IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_MAGFILTER, filter);
IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)NULL);
}
d3d9_hlsl_load_program_from_file(chain->dev,
&pass, info->pass->source.path);
if (!hlsl_d3d9_renderchain_init_shader_fvf(chain, &pass))
return false;
shader_pass_vector_list_append(chain->passes, pass);
return true;
}
static void hlsl_d3d9_renderchain_calc_and_set_shader_mvp(
hlsl_renderchain_t *chain,
struct shader_pass *pass,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
struct d3d_matrix proj, ortho, rot, matrix;
d3d_matrix_identity(&ortho);
d3d_matrix_ortho_off_center_lh(&ortho, 0,
vp_width, 0, vp_height, 0, 1);
d3d_matrix_identity(&rot);
d3d_matrix_rotation_z(&rot, rotation * (D3D_PI / 2.0));
d3d_matrix_multiply(&proj, &ortho, &rot);
d3d_matrix_transpose(&matrix, &proj);
d3d9_hlsl_set_param_matrix(pass->vtable,
chain->chain.dev, "modelViewProj", (const void*)&matrix);
}
static INLINE void d3d9_hlsl_renderchain_set_vertices_on_change(
d3d9_renderchain_t *chain,
struct shader_pass *pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation
)
{
struct Vertex vert[4];
void *verts = NULL;
const struct
LinkInfo *info = (const struct LinkInfo*)&pass->info;
float _u = (float)(width) / info->tex_w;
float _v = (float)(height) / info->tex_h;
pass->last_width = width;
pass->last_height = height;
/* Copied from D3D8 driver */
vert[0].x = 0.0f;
vert[0].y = 1.0f;
vert[0].z = 1.0f;
vert[1].x = 1.0f;
vert[1].y = 1.0f;
vert[1].z = 1.0f;
vert[2].x = 0.0f;
vert[2].y = 0.0f;
vert[2].z = 1.0f;
vert[3].x = 1.0f;
vert[3].y = 0.0f;
vert[3].z = 1.0f;
vert[0].u = 0.0f;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].u = 0.0f;
vert[1].u = _u;
vert[2].v = _v;
vert[3].u = _u;
vert[3].v = _v;
vert[0].color = 0xFFFFFFFF;
vert[1].color = 0xFFFFFFFF;
vert[2].color = 0xFFFFFFFF;
vert[3].color = 0xFFFFFFFF;
/* Align texels and vertices.
*
* Fixes infamous 'half-texel offset' issue of D3D9
* http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx.
*/
/* Maybe we do need something like this left out for now */
#if 0
for (i = 0; i < 4; i++)
{
vert[i].x -= 0.5f;
vert[i].y += 0.5f;
}
#endif
IDirect3DVertexBuffer9_Lock(pass->vertex_buf, 0, 0, &verts, 0);
memcpy(verts, vert, sizeof(vert));
IDirect3DVertexBuffer9_Unlock(pass->vertex_buf);
}
static void hlsl_d3d9_renderchain_set_vertices(
d3d9_video_t *d3d,
hlsl_renderchain_t *chain,
struct shader_pass *pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
uint64_t frame_count,
unsigned rotation)
{
if (pass->last_width != width || pass->last_height != height)
d3d9_hlsl_renderchain_set_vertices_on_change(&chain->chain,
pass, width, height, out_width, out_height,
vp_width, vp_height, rotation);
hlsl_d3d9_renderchain_calc_and_set_shader_mvp(chain, pass,
vp_width, vp_height, rotation);
hlsl_d3d9_renderchain_set_shader_params(&chain->chain,
chain->chain.dev,
pass,
width, height,
pass->info.tex_w, pass->info.tex_h,
vp_width, vp_height);
}
static void d3d9_hlsl_deinit_progs(hlsl_renderchain_t *chain)
{
if (chain->chain.passes->count >= 1)
{
unsigned i;
d3d9_vertex_buffer_free(NULL,
chain->chain.passes->data[0].vertex_decl);
for (i = 1; i < chain->chain.passes->count; i++)
{
if (chain->chain.passes->data[i].tex)
IDirect3DTexture9_Release(chain->chain.passes->data[i].tex);
chain->chain.passes->data[i].tex = NULL;
d3d9_vertex_buffer_free(
chain->chain.passes->data[i].vertex_buf,
chain->chain.passes->data[i].vertex_decl);
}
}
}
static void d3d9_hlsl_destroy_resources(hlsl_renderchain_t *chain)
{
unsigned i;
for (i = 0; i < TEXTURES; i++)
{
if (chain->chain.prev.tex[i])
IDirect3DTexture9_Release(chain->chain.prev.tex[i]);
if (chain->chain.prev.vertex_buf[i])
d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL);
}
d3d9_hlsl_deinit_progs(chain);
for (i = 0; i < chain->chain.luts->count; i++)
{
if (chain->chain.luts->data[i].tex)
IDirect3DTexture9_Release(chain->chain.luts->data[i].tex);
}
}
static void hlsl_d3d9_renderchain_free(void *data)
{
hlsl_renderchain_t *chain = (hlsl_renderchain_t*)data;
if (!chain)
return;
d3d9_hlsl_destroy_resources(chain);
d3d9_renderchain_destroy_passes_and_luts(&chain->chain);
free(chain);
}
static bool hlsl_d3d9_renderchain_init(
d3d9_video_t *d3d,
hlsl_renderchain_t *chain,
LPDIRECT3DDEVICE9 dev,
const D3DVIEWPORT9 *final_viewport,
const struct LinkInfo *info,
unsigned fmt
)
{
chain->chain.dev = dev;
chain->chain.final_viewport = (D3DVIEWPORT9*)final_viewport;
chain->chain.frame_count = 0;
chain->chain.pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
if (!hlsl_d3d9_renderchain_create_first_pass(dev, &chain->chain, info, fmt))
return false;
if (!d3d9_hlsl_load_program(chain->chain.dev, &chain->stock_shader, stock_hlsl_program))
return false;
d3d9_hlsl_bind_program(dev, &chain->stock_shader);
return true;
}
static void hlsl_d3d9_renderchain_render_pass(
hlsl_renderchain_t *chain,
struct shader_pass *pass,
unsigned pass_index)
{
/* Currently we override the passes shader program
with the stock shader as at least the last pass
is not setup correctly */
#if 0
d3d9_hlsl_bind_program(chain->chain.dev, pass);
#else
d3d9_hlsl_bind_program(chain->chain.dev, &chain->stock_shader);
#endif
IDirect3DDevice9_SetTexture(chain->chain.dev, 0,
(IDirect3DBaseTexture9*)pass->tex);
/* D3D8 sets the sampler address modes -
I've left them out for the time being
but maybe this is a bug in d3d9 */
#if 0
IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
#endif
IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_MINFILTER,
d3d_translate_filter(pass->info.pass->filter));
IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_MAGFILTER,
d3d_translate_filter(pass->info.pass->filter));
IDirect3DDevice9_SetVertexDeclaration(
chain->chain.dev, pass->vertex_decl);
IDirect3DDevice9_SetStreamSource(
chain->chain.dev, 0, pass->vertex_buf,
0,sizeof(struct Vertex));
#if 0
/* Set orig texture. */
d3d9_hlsl_renderchain_bind_orig(chain, chain->dev, pass);
/* Set prev textures. */
d3d9_hlsl_renderchain_bind_prev(chain, chain->dev, pass);
/* Set lookup textures */
for (i = 0; i < chain->luts->count; i++)
{
CGparameter vparam;
CGparameter fparam = d3d9_hlsl_get_constant_by_name(
pass->fprg, chain->luts->data[i].id);
int bound_index = -1;
if (fparam)
{
unsigned index = cgGetParameterResourceIndex(fparam);
bound_index = index;
d3d9_renderchain_add_lut_internal(chain, index, i);
}
vparam = d3d9_hlsl_get_constant_by_name(pass->vprg,
chain->luts->data[i].id);
if (vparam)
{
unsigned index = cgGetParameterResourceIndex(vparam);
if (index != (unsigned)bound_index)
d3d9_renderchain_add_lut_internal(chain, index, i);
}
}
/* We only bother binding passes which are two indices behind. */
if (pass_index >= 3)
d3d9_hlsl_renderchain_bind_pass(chain, chain->chain.dev,
pass, pass_index);
#endif
IDirect3DDevice9_BeginScene(chain->chain.dev);
IDirect3DDevice9_DrawPrimitive(chain->chain.dev,
D3DPT_TRIANGLESTRIP, 0, 2);
IDirect3DDevice9_EndScene(chain->chain.dev);
/* So we don't render with linear filter into render targets,
* which apparently looked odd (too blurry). */
IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
d3d9_renderchain_unbind_all(&chain->chain);
}
static void hlsl_d3d9_renderchain_render(
d3d9_video_t *d3d,
const void *frame,
unsigned width, unsigned height,
unsigned pitch, unsigned rotation)
{
LPDIRECT3DSURFACE9 back_buffer, target;
unsigned i, current_width, current_height,
out_width = 0, out_height = 0;
struct shader_pass *last_pass = NULL;
struct shader_pass *first_pass = NULL;
hlsl_renderchain_t *chain = (hlsl_renderchain_t*)
d3d->renderchain_data;
d3d9_renderchain_start_render(&chain->chain);
current_width = width;
current_height = height;
first_pass = (struct shader_pass*)
&chain->chain.passes->data[0];
d3d9_convert_geometry(
&first_pass->info,
&out_width, &out_height,
current_width, current_height, chain->chain.final_viewport);
d3d9_blit_to_texture(first_pass->tex,
frame,
first_pass->info.tex_w,
first_pass->info.tex_h,
width,
height,
first_pass->last_width,
first_pass->last_height,
pitch,
chain->chain.pixel_size);
/* Grab back buffer. */
d3d9_device_get_render_target(
chain->chain.dev, 0, (void**)&back_buffer);
/* In-between render target passes. */
for (i = 0; i < chain->chain.passes->count - 1; i++)
{
D3DVIEWPORT9 viewport = {0};
struct shader_pass *from_pass = (struct shader_pass*)
&chain->chain.passes->data[i];
struct shader_pass *to_pass = (struct shader_pass*)
&chain->chain.passes->data[i + 1];
IDirect3DTexture9_GetSurfaceLevel(
(LPDIRECT3DTEXTURE9)to_pass->tex, 0, (IDirect3DSurface9**)&target);
IDirect3DDevice9_SetRenderTarget(chain->chain.dev, 0, target);
d3d9_convert_geometry(&from_pass->info,
&out_width, &out_height,
current_width, current_height, chain->chain.final_viewport);
/* Clear out whole FBO. */
viewport.Width = to_pass->info.tex_w;
viewport.Height = to_pass->info.tex_h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(
chain->chain.dev, (D3DVIEWPORT9*)&viewport);
IDirect3DDevice9_Clear(
chain->chain.dev, 0, 0, D3DCLEAR_TARGET,
0, 1, 0);
viewport.Width = out_width;
viewport.Height = out_height;
IDirect3DDevice9_SetViewport(
chain->chain.dev, (D3DVIEWPORT9*)&viewport);
hlsl_d3d9_renderchain_set_vertices(
d3d,
chain, from_pass,
current_width, current_height,
out_width, out_height,
out_width, out_height,
chain->chain.frame_count, 0);
hlsl_d3d9_renderchain_render_pass(chain,
from_pass,
i + 1);
current_width = out_width;
current_height = out_height;
IDirect3DSurface9_Release(target);
}
/* Final pass */
IDirect3DDevice9_SetRenderTarget(chain->chain.dev, 0, back_buffer);
last_pass = (struct shader_pass*)&chain->chain.passes->
data[chain->chain.passes->count - 1];
d3d9_convert_geometry(&last_pass->info,
&out_width, &out_height,
current_width, current_height, chain->chain.final_viewport);
IDirect3DDevice9_SetViewport(
chain->chain.dev, (D3DVIEWPORT9*)chain->chain.final_viewport);
hlsl_d3d9_renderchain_set_vertices(
d3d,
chain, last_pass,
current_width, current_height,
out_width, out_height,
chain->chain.final_viewport->Width,
chain->chain.final_viewport->Height,
chain->chain.frame_count, rotation);
hlsl_d3d9_renderchain_render_pass(chain, last_pass,
chain->chain.passes->count);
chain->chain.frame_count++;
if (back_buffer)
IDirect3DSurface9_Release(back_buffer);
d3d9_renderchain_end_render(&chain->chain);
d3d9_hlsl_bind_program(chain->chain.dev, &chain->stock_shader);
hlsl_d3d9_renderchain_calc_and_set_shader_mvp(
chain, &chain->stock_shader,
chain->chain.final_viewport->Width,
chain->chain.final_viewport->Height, 0);
}
static bool hlsl_d3d9_renderchain_add_pass(
hlsl_renderchain_t *chain,
const struct LinkInfo *info)
{
struct shader_pass pass;
pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
pass.attrib_map = (struct unsigned_vector_list*)
unsigned_vector_list_new();
pass.pool = D3DPOOL_DEFAULT;
d3d9_hlsl_load_program_from_file(
chain->chain.dev, &pass, info->pass->source.path);
if (hlsl_d3d9_renderchain_init_shader_fvf(&chain->chain, &pass))
return d3d9_renderchain_add_pass(&chain->chain, &pass,
info);
return false;
}
/* END HLSL RENDERCHAIN */
static uint32_t d3d9_hlsl_get_flags(void *data)
{
uint32_t flags = 0;
BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION);
BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING);
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_HLSL);
return flags;
}
static void d3d9_hlsl_deinitialize(d3d9_video_t *d3d)
{
font_driver_free_osd();
hlsl_d3d9_renderchain_free(d3d->renderchain_data);
d3d9_vertex_buffer_free(d3d->menu_display.buffer,
d3d->menu_display.decl);
d3d->renderchain_data = NULL;
d3d->menu_display.buffer = NULL;
d3d->menu_display.decl = NULL;
}
static bool d3d9_hlsl_init_base(
d3d9_video_t *d3d, const video_info_t *info)
{
D3DPRESENT_PARAMETERS d3dpp;
#ifndef _XBOX
HWND focus_window = win32_get_window();
#endif
memset(&d3dpp, 0, sizeof(d3dpp));
g_pD3D9 = (LPDIRECT3D9)d3d9_create();
/* this needs g_pD3D9 created first */
d3d9_make_d3dpp(d3d, info, &d3dpp);
if (!g_pD3D9)
return false;
if (!d3d9_create_device(&d3d->dev, &d3dpp,
g_pD3D9,
focus_window,
d3d->cur_mon_id)
)
return false;
return true;
}
static bool renderchain_d3d_hlsl_init_first(
enum gfx_ctx_api api,
void **renderchain_handle)
{
hlsl_renderchain_t *renderchain =
(hlsl_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return false;
d3d9_init_renderchain(&renderchain->chain);
*renderchain_handle = renderchain;
return true;
}
static bool d3d9_hlsl_init_chain(d3d9_video_t *d3d,
unsigned input_scale, bool rgb32)
{
struct LinkInfo link_info;
#ifndef _XBOX
unsigned current_width, current_height, out_width, out_height;
#endif
unsigned i = 0;
settings_t *settings = config_get_ptr();
bool video_smooth = settings->bools.video_smooth;
/* Setup information for first pass. */
link_info.pass = NULL;
link_info.tex_w = input_scale * RARCH_SCALE_BASE;
link_info.tex_h = input_scale * RARCH_SCALE_BASE;
link_info.pass = &d3d->shader.pass[0];
if (!renderchain_d3d_hlsl_init_first(GFX_CTX_DIRECT3D9_API,
&d3d->renderchain_data))
return false;
if (!d3d->renderchain_data)
return false;
RARCH_LOG("[D3D9]: Using HLSL shader backend.\n");
if (
!hlsl_d3d9_renderchain_init(
d3d, d3d->renderchain_data,
d3d->dev, &d3d->final_viewport, &link_info,
rgb32
? RETRO_PIXEL_FORMAT_XRGB8888
: RETRO_PIXEL_FORMAT_RGB565
)
)
return false;
d3d9_log_info(&link_info);
#ifndef _XBOX
current_width = link_info.tex_w;
current_height = link_info.tex_h;
out_width = 0;
out_height = 0;
for (i = 1; i < d3d->shader.passes; i++)
{
d3d9_convert_geometry(
&link_info,
&out_width, &out_height,
current_width, current_height, &d3d->final_viewport);
link_info.pass = &d3d->shader.pass[i];
link_info.tex_w = next_pow2(out_width);
link_info.tex_h = next_pow2(out_height);
current_width = out_width;
current_height = out_height;
if (!hlsl_d3d9_renderchain_add_pass(
d3d->renderchain_data, &link_info))
{
RARCH_ERR("[D3D9]: Failed to add pass.\n");
return false;
}
d3d9_log_info(&link_info);
}
#endif
{
hlsl_renderchain_t *_chain = (hlsl_renderchain_t*)d3d->renderchain_data;
d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain;
for (i = 0; i < d3d->shader.luts; i++)
{
if (!d3d9_renderchain_add_lut(
chain,
d3d->shader.lut[i].id,
d3d->shader.lut[i].path,
d3d->shader.lut[i].filter == RARCH_FILTER_UNSPEC
? video_smooth
: (d3d->shader.lut[i].filter == RARCH_FILTER_LINEAR)))
{
RARCH_ERR("[D3D9]: Failed to init LUTs.\n");
return false;
}
}
}
return true;
}
static bool d3d9_hlsl_initialize(
d3d9_video_t *d3d, const video_info_t *info)
{
unsigned width, height;
bool ret = true;
if (!g_pD3D9)
ret = d3d9_hlsl_init_base(d3d, info);
else if (d3d->needs_restore)
{
D3DPRESENT_PARAMETERS d3dpp;
d3d9_make_d3dpp(d3d, info, &d3dpp);
/* The D3DX font driver uses POOL_DEFAULT resources
* and will prevent a clean reset here
* another approach would be to keep track of all created D3D
* font objects and free/realloc them around the d3d_reset call */
#ifdef HAVE_MENU
menu_driver_ctl(RARCH_MENU_CTL_DEINIT, NULL);
#endif
if (!d3d9_reset(d3d->dev, &d3dpp))
{
d3d9_hlsl_deinitialize(d3d);
IDirect3D9_Release(g_pD3D9);
g_pD3D9 = NULL;
ret = d3d9_hlsl_init_base(d3d, info);
if (ret)
RARCH_LOG("[D3D9]: Recovered from dead state.\n");
}
#ifdef HAVE_MENU
menu_driver_init(info->is_threaded);
#endif
}
if (!ret)
return ret;
if (!d3d9_hlsl_init_chain(d3d, info->input_scale, info->rgb32))
{
RARCH_ERR("[D3D9]: Failed to initialize render chain.\n");
return false;
}
video_driver_get_size(&width, &height);
d3d9_set_viewport(d3d,
width, height, false, true);
font_driver_init_osd(d3d, info,
false,
info->is_threaded,
FONT_DRIVER_RENDER_D3D9_API);
{
static const D3DVERTEXELEMENT9 VertexElements[4] = {
{0, offsetof(Vertex, x),
D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_POSITION,0},
{0, offsetof(Vertex, u),
D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_TEXCOORD,0},
{0, offsetof(Vertex, color),
D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
if (!d3d9_vertex_declaration_new(d3d->dev,
(void*)VertexElements, (void**)&d3d->menu_display.decl))
return false;
}
d3d->menu_display.offset = 0;
d3d->menu_display.size = 1024;
d3d->menu_display.buffer = d3d9_vertex_buffer_new(
d3d->dev, d3d->menu_display.size * sizeof(Vertex),
D3DUSAGE_WRITEONLY,
0,
D3DPOOL_DEFAULT,
NULL);
if (!d3d->menu_display.buffer)
return false;
d3d_matrix_identity(&d3d->mvp_transposed);
d3d_matrix_ortho_off_center_lh(&d3d->mvp_transposed, 0, 1, 0, 1, 0, 1);
d3d_matrix_transpose(&d3d->mvp, &d3d->mvp_transposed);
IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_SCISSORTESTENABLE, TRUE);
return true;
}
static bool d3d9_hlsl_restore(d3d9_video_t *d3d)
{
d3d9_hlsl_deinitialize(d3d);
if (!d3d9_hlsl_initialize(d3d, &d3d->video_info))
{
RARCH_ERR("[D3D9]: Restore error.\n");
return false;
}
d3d->needs_restore = false;
return true;
}
static bool d3d9_hlsl_set_shader(void *data,
enum rarch_shader_type type, const char *path)
{
d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return false;
if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
d3d->shader_path = NULL;
switch (type)
{
case RARCH_SHADER_CG:
case RARCH_SHADER_HLSL:
if (!string_is_empty(path))
d3d->shader_path = strdup(path);
break;
case RARCH_SHADER_NONE:
break;
default:
RARCH_WARN("[D3D9]: Only Cg shaders are supported. Falling back to stock.\n");
}
if (!d3d9_process_shader(d3d) || !d3d9_hlsl_restore(d3d))
{
RARCH_ERR("[D3D9]: Failed to set shader.\n");
return false;
}
return true;
}
static bool d3d9_hlsl_init_internal(d3d9_video_t *d3d,
const video_info_t *info, input_driver_t **input,
void **input_data)
{
#ifdef HAVE_MONITOR
bool windowed_full;
RECT mon_rect;
MONITORINFOEX current_mon;
HMONITOR hm_to_use;
#endif
#ifdef HAVE_WINDOW
DWORD style;
unsigned win_width = 0;
unsigned win_height = 0;
RECT rect = {0};
#endif
unsigned full_x = 0;
unsigned full_y = 0;
settings_t *settings = config_get_ptr();
overlay_t *menu = (overlay_t*)calloc(1, sizeof(*menu));
if (!menu)
return false;
d3d->menu = menu;
d3d->cur_mon_id = 0;
d3d->menu->tex_coords[0] = 0;
d3d->menu->tex_coords[1] = 0;
d3d->menu->tex_coords[2] = 1;
d3d->menu->tex_coords[3] = 1;
d3d->menu->vert_coords[0] = 0;
d3d->menu->vert_coords[1] = 1;
d3d->menu->vert_coords[2] = 1;
d3d->menu->vert_coords[3] = -1;
#ifdef HAVE_WINDOW
memset(&d3d->windowClass, 0, sizeof(d3d->windowClass));
d3d->windowClass.lpfnWndProc = wnd_proc_d3d_common;
#ifdef HAVE_DINPUT
if (string_is_equal(settings->arrays.input_driver, "dinput"))
d3d->windowClass.lpfnWndProc = wnd_proc_d3d_dinput;
#endif
#ifdef HAVE_WINRAWINPUT
if (string_is_equal(settings->arrays.input_driver, "raw"))
d3d->windowClass.lpfnWndProc = wnd_proc_d3d_winraw;
#endif
win32_window_init(&d3d->windowClass, true, NULL);
#endif
#ifdef HAVE_MONITOR
win32_monitor_info(&current_mon, &hm_to_use, &d3d->cur_mon_id);
mon_rect = current_mon.rcMonitor;
g_win32_resize_width = info->width;
g_win32_resize_height = info->height;
windowed_full = settings->bools.video_windowed_fullscreen;
full_x = (windowed_full || info->width == 0) ?
(mon_rect.right - mon_rect.left) : info->width;
full_y = (windowed_full || info->height == 0) ?
(mon_rect.bottom - mon_rect.top) : info->height;
#else
d3d9_get_video_size(d3d, &full_x, &full_y);
#endif
{
unsigned new_width = info->fullscreen ? full_x : info->width;
unsigned new_height = info->fullscreen ? full_y : info->height;
video_driver_set_size(new_width, new_height);
}
#ifdef HAVE_WINDOW
video_driver_get_size(&win_width, &win_height);
win32_set_style(&current_mon, &hm_to_use, &win_width, &win_height,
info->fullscreen, windowed_full, &rect, &mon_rect, &style);
win32_window_create(d3d, style, &mon_rect, win_width,
win_height, info->fullscreen);
win32_set_window(&win_width, &win_height, info->fullscreen,
windowed_full, &rect);
#endif
d3d->video_info = *info;
if (!d3d9_hlsl_initialize(d3d, &d3d->video_info))
return false;
d3d9_hlsl_fake_context.get_flags = d3d9_hlsl_get_flags;
#ifndef _XBOX_
d3d9_hlsl_fake_context.get_metrics = win32_get_metrics;
#endif
video_context_driver_set(&d3d9_hlsl_fake_context);
{
const char *shader_preset = retroarch_get_shader_preset();
enum rarch_shader_type type = video_shader_parse_type(shader_preset);
d3d9_hlsl_set_shader(d3d, type, shader_preset);
}
d3d_input_driver(settings->arrays.input_joypad_driver,
settings->arrays.input_joypad_driver, input, input_data);
{
char version_str[128];
D3DADAPTER_IDENTIFIER9 ident = {0};
IDirect3D9_GetAdapterIdentifier(g_pD3D9, 0, 0, &ident);
version_str[0] = '\0';
snprintf(version_str, sizeof(version_str), "%u.%u.%u.%u",
HIWORD(ident.DriverVersion.HighPart),
LOWORD(ident.DriverVersion.HighPart),
HIWORD(ident.DriverVersion.LowPart),
LOWORD(ident.DriverVersion.LowPart));
RARCH_LOG("[D3D9]: Using GPU: \"%s\".\n", ident.Description);
RARCH_LOG("[D3D9]: GPU API Version: %s\n", version_str);
video_driver_set_gpu_device_string(ident.Description);
video_driver_set_gpu_api_version_string(version_str);
}
return true;
}
static void *d3d9_hlsl_init(const video_info_t *info,
input_driver_t **input, void **input_data)
{
d3d9_video_t *d3d = (d3d9_video_t*)calloc(1, sizeof(*d3d));
if (!d3d)
return NULL;
if (!d3d9_initialize_symbols(GFX_CTX_DIRECT3D9_API))
goto error;
#ifndef _XBOX
win32_window_reset();
win32_monitor_init();
#endif
/* Default values */
d3d->dev = NULL;
d3d->dev_rotation = 0;
d3d->needs_restore = false;
#ifdef HAVE_OVERLAY
d3d->overlays_enabled = false;
#endif
d3d->should_resize = false;
d3d->menu = NULL;
if (!d3d9_hlsl_init_internal(d3d, info, input, input_data))
goto error;
d3d->keep_aspect = info->force_aspect;
return d3d;
error:
RARCH_ERR("[D3D9]: Failed to init D3D.\n");
free(d3d);
return NULL;
}
static void d3d9_hlsl_free(void *data)
{
d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return;
#ifdef HAVE_OVERLAY
d3d9_free_overlays(d3d);
if (d3d->overlays)
free(d3d->overlays);
d3d->overlays = NULL;
d3d->overlays_size = 0;
#endif
d3d9_free_overlay(d3d, d3d->menu);
if (d3d->menu)
free(d3d->menu);
d3d->menu = NULL;
d3d9_hlsl_deinitialize(d3d);
if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
IDirect3DDevice9_Release(d3d->dev);
IDirect3D9_Release(g_pD3D9);
d3d->shader_path = NULL;
d3d->dev = NULL;
g_pD3D9 = NULL;
d3d9_deinitialize_symbols();
#ifndef _XBOX
win32_monitor_from_window();
win32_destroy_window();
#endif
free(d3d);
}
static bool d3d9_hlsl_frame(void *data, const void *frame,
unsigned frame_width, unsigned frame_height,
uint64_t frame_count, unsigned pitch,
const char *msg, video_frame_info_t *video_info)
{
D3DVIEWPORT9 screen_vp;
unsigned i = 0;
d3d9_video_t *d3d = (d3d9_video_t*)data;
unsigned width = video_info->width;
unsigned height = video_info->height;
bool statistics_show = video_info->statistics_show;
unsigned black_frame_insertion = video_info->black_frame_insertion;
struct font_params *osd_params = (struct font_params*)
&video_info->osd_stat_params;
const char *stat_text = video_info->stat_text;
bool menu_is_alive = video_info->menu_is_alive;
bool overlay_behind_menu = video_info->overlay_behind_menu;
#ifdef HAVE_GFX_WIDGETS
bool widgets_active = video_info->widgets_active;
#endif
if (!frame)
return true;
/* We cannot recover in fullscreen. */
if (d3d->needs_restore)
{
#ifndef _XBOX
HWND window = win32_get_window();
if (IsIconic(window))
return true;
#endif
if (!d3d9_hlsl_restore(d3d))
{
RARCH_ERR("[D3D9]: Failed to restore.\n");
return false;
}
}
if (d3d->should_resize)
{
hlsl_renderchain_t *_chain = (hlsl_renderchain_t*)d3d->renderchain_data;
d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain;
d3d9_set_viewport(d3d, width, height, false, true);
if (chain)
chain->final_viewport = (D3DVIEWPORT9*)&d3d->final_viewport;
d3d9_recompute_pass_sizes(chain->dev, chain, d3d);
d3d->should_resize = false;
}
/* render_chain() only clears out viewport,
* clear out everything. */
screen_vp.X = 0;
screen_vp.Y = 0;
screen_vp.MinZ = 0;
screen_vp.MaxZ = 1;
screen_vp.Width = width;
screen_vp.Height = height;
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
IDirect3DDevice9_Clear(d3d->dev, 0, 0, D3DCLEAR_TARGET,
0, 1, 0);
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev, 0,
(const float*)&d3d->mvp_transposed, 4);
hlsl_d3d9_renderchain_render(
d3d, frame, frame_width, frame_height,
pitch, d3d->dev_rotation);
if (black_frame_insertion && !d3d->menu->enabled)
{
unsigned n;
for (n = 0; n < video_info->black_frame_insertion; ++n)
{
#ifdef _XBOX
bool ret = true;
IDirect3DDevice9_Present(d3d->dev, NULL, NULL, NULL, NULL);
#else
bool ret = (IDirect3DDevice9_Present(d3d->dev,
NULL, NULL, NULL, NULL) != D3DERR_DEVICELOST);
#endif
if (!ret || d3d->needs_restore)
return true;
IDirect3DDevice9_Clear(d3d->dev, 0, 0, D3DCLEAR_TARGET,
0, 1, 0);
}
}
#ifdef HAVE_OVERLAY
if (d3d->overlays_enabled && overlay_behind_menu)
{
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev, 0,
(const float*)&d3d->mvp_transposed, 4);
for (i = 0; i < d3d->overlays_size; i++)
d3d9_overlay_render(d3d, width, height, &d3d->overlays[i], true);
}
#endif
#ifdef HAVE_MENU
if (d3d->menu && d3d->menu->enabled)
{
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev, 0,
(const float*)&d3d->mvp_transposed, 4);
d3d9_overlay_render(d3d, width, height, d3d->menu, false);
d3d->menu_display.offset = 0;
IDirect3DDevice9_SetVertexDeclaration(d3d->dev, (LPDIRECT3DVERTEXDECLARATION9)d3d->menu_display.decl);
IDirect3DDevice9_SetStreamSource(d3d->dev, 0,
(LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer,
0, sizeof(Vertex));
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
menu_driver_frame(menu_is_alive, video_info);
}
else if (statistics_show)
{
if (osd_params)
{
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
IDirect3DDevice9_BeginScene(d3d->dev);
font_driver_render_msg(d3d, stat_text,
(const struct font_params*)osd_params, NULL);
IDirect3DDevice9_EndScene(d3d->dev);
}
}
#endif
#ifdef HAVE_OVERLAY
if (d3d->overlays_enabled && !overlay_behind_menu)
{
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev, 0,
(const float*)&d3d->mvp_transposed, 4);
for (i = 0; i < d3d->overlays_size; i++)
d3d9_overlay_render(d3d, width, height, &d3d->overlays[i], true);
}
#endif
#ifdef HAVE_GFX_WIDGETS
if (widgets_active)
gfx_widgets_frame(video_info);
#endif
if (msg && *msg)
{
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
IDirect3DDevice9_BeginScene(d3d->dev);
font_driver_render_msg(d3d, msg, NULL, NULL);
IDirect3DDevice9_EndScene(d3d->dev);
}
win32_update_title();
IDirect3DDevice9_Present(d3d->dev, NULL, NULL, NULL, NULL);
return true;
}
static const video_poke_interface_t d3d9_hlsl_poke_interface = {
d3d9_hlsl_get_flags,
d3d9_load_texture,
d3d9_unload_texture,
d3d9_set_video_mode,
#if defined(_XBOX) || defined(__WINRT__)
NULL,
#else
/* UWP does not expose this information easily */
win32_get_refresh_rate,
#endif
NULL,
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
NULL, /* get_current_framebuffer */
NULL, /* get_proc_address */
d3d9_set_aspect_ratio,
d3d9_apply_state_changes,
d3d9_set_menu_texture_frame,
d3d9_set_menu_texture_enable,
d3d9_set_osd_msg,
win32_show_cursor,
NULL, /* grab_mouse_toggle */
NULL, /* get_current_shader */
NULL, /* get_current_software_framebuffer */
NULL, /* get_hw_render_interface */
NULL, /* set_hdr_max_nits */
NULL, /* set_hdr_paper_white_nits */
NULL, /* set_hdr_contrast */
NULL /* set_hdr_expand_gamut */
};
static void d3d9_hlsl_get_poke_interface(void *data,
const video_poke_interface_t **iface)
{
*iface = &d3d9_hlsl_poke_interface;
}
#ifdef HAVE_GFX_WIDGETS
static bool d3d9_hlsl_gfx_widgets_enabled(void *data)
{
return false; /* currently disabled due to memory issues */
}
#endif
static void d3d9_hlsl_set_resize(d3d9_video_t *d3d,
unsigned new_width, unsigned new_height)
{
/* No changes? */
if ( (new_width == d3d->video_info.width)
&& (new_height == d3d->video_info.height))
return;
d3d->video_info.width = new_width;
d3d->video_info.height = new_height;
video_driver_set_size(new_width, new_height);
}
static bool d3d9_hlsl_alive(void *data)
{
unsigned temp_width = 0;
unsigned temp_height = 0;
bool ret = false;
bool quit = false;
bool resize = false;
d3d9_video_t *d3d = (d3d9_video_t*)data;
/* Needed because some context drivers don't track their sizes */
video_driver_get_size(&temp_width, &temp_height);
win32_check_window(NULL, &quit, &resize, &temp_width, &temp_height);
if (quit)
d3d->quitting = quit;
if (resize)
{
d3d->should_resize = true;
d3d9_hlsl_set_resize(d3d, temp_width, temp_height);
d3d9_hlsl_restore(d3d);
}
ret = !quit;
if ( temp_width != 0 &&
temp_height != 0)
video_driver_set_size(temp_width, temp_height);
return ret;
}
static void d3d9_hlsl_set_nonblock_state(void *data, bool state,
bool adaptive_vsync_enabled,
unsigned swap_interval)
{
#ifdef _XBOX
int interval = 0;
#endif
d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return;
#ifdef _XBOX
if (!state)
interval = 1;
#endif
d3d->video_info.vsync = !state;
#ifdef _XBOX
IDirect3DDevice9_SetRenderState(d3d->dev,
D3DRS_PRESENTINTERVAL,
interval ?
D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE);
#else
d3d->needs_restore = true;
d3d9_hlsl_restore(d3d);
#endif
}
#ifdef _XBOX
static bool d3d9_hlsl_suppress_screensaver(void *data, bool enable)
{
return true;
}
#endif
video_driver_t video_d3d9_hlsl = {
d3d9_hlsl_init,
d3d9_hlsl_frame,
d3d9_hlsl_set_nonblock_state,
d3d9_hlsl_alive,
NULL, /* focus */
#ifdef _XBOX
d3d9_hlsl_suppress_screensaver,
#else
win32_suppress_screensaver,
#endif
d3d9_has_windowed,
d3d9_hlsl_set_shader,
d3d9_hlsl_free,
"d3d9_hlsl",
d3d9_set_viewport,
d3d9_set_rotation,
d3d9_viewport_info,
d3d9_read_viewport,
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
d3d9_get_overlay_interface,
#endif
#ifdef HAVE_VIDEO_LAYOUT
NULL,
#endif
d3d9_hlsl_get_poke_interface,
NULL, /* wrap_type_to_enum */
#ifdef HAVE_GFX_WIDGETS
d3d9_hlsl_gfx_widgets_enabled
#endif
};