RetroArch/gfx/d3d/render_chain_xdk.cpp
2015-04-10 07:44:07 +02:00

466 lines
13 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2015 - 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/>.
*/
#include <string.h>
#include <retro_inline.h>
#include "render_chain_driver.h"
typedef struct xdk_renderchain
{
void *empty;
unsigned pixel_size;
LPDIRECT3DDEVICE dev;
const video_info_t *video_info;
LPDIRECT3DTEXTURE tex;
LPDIRECT3DVERTEXBUFFER vertex_buf;
unsigned last_width;
unsigned last_height;
#ifdef HAVE_D3D9
LPDIRECT3DVERTEXDECLARATION vertex_decl;
#else
void *vertex_decl;
#endif
unsigned tex_w;
unsigned tex_h;
} xdk_renderchain_t;
static void renderchain_set_mvp(void *data, unsigned vp_width,
unsigned vp_height, unsigned rotation)
{
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
#if defined(_XBOX360) && defined(HAVE_HLSL)
hlsl_set_proj_matrix(XMMatrixRotationZ(rotation * (M_PI / 2.0)));
if (d3d->shader && d3d->shader->set_mvp)
d3d->shader->set_mvp(d3d, NULL);
#elif defined(HAVE_D3D8)
D3DXMATRIX p_out, p_rotate, mat;
D3DXMatrixOrthoOffCenterLH(&mat, 0, vp_width, vp_height, 0, 0.0f, 1.0f);
D3DXMatrixIdentity(&p_out);
D3DXMatrixRotationZ(&p_rotate, rotation * (M_PI / 2.0));
d3d_set_transform(d3dr, D3DTS_WORLD, &p_rotate);
d3d_set_transform(d3dr, D3DTS_VIEW, &p_out);
d3d_set_transform(d3dr, D3DTS_PROJECTION, &p_out);
#endif
}
static void xdk_renderchain_clear(void *data)
{
xdk_renderchain_t *chain = (xdk_renderchain_t*)data;
d3d_texture_free(chain->tex);
d3d_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl);
}
static bool xdk_renderchain_init_shader_fvf(void *data, void *pass_data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_video_t *pass = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;
(void)pass_data;
#if defined(_XBOX360)
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()
};
if (FAILED(d3dr->CreateVertexDeclaration(VertexElements, &chain->vertex_decl)))
return false;
#endif
return true;
}
static bool renderchain_create_first_pass(void *data,
const video_info_t *info)
{
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;
chain->vertex_buf = d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex),
D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED,
NULL);
if (!chain->vertex_buf)
return false;
chain->tex = (LPDIRECT3DTEXTURE)d3d_texture_new(d3dr, NULL,
chain->tex_w, chain->tex_h, 1, 0,
info->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5,
0, 0, 0, 0, NULL, NULL);
if (!chain->tex)
return false;
d3d_set_sampler_address_u(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
#ifdef _XBOX1
d3dr->SetRenderState(D3DRS_LIGHTING, FALSE);
#endif
d3dr->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
d3dr->SetRenderState(D3DRS_ZENABLE, FALSE);
if (!xdk_renderchain_init_shader_fvf(chain, chain))
return false;
return true;
}
static void renderchain_set_vertices(void *data, unsigned pass,
unsigned width, unsigned height)
{
d3d_video_t *d3d = (d3d_video_t*)data;
runloop_t *runloop = rarch_main_get_ptr();
xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;
if (chain->last_width != width || chain->last_height != height)
{
unsigned i;
Vertex vert[4];
void *verts = NULL;
chain->last_width = width;
chain->last_height = height;
float tex_w = width;
float tex_h = height;
#ifdef _XBOX360
tex_w /= ((float)chain->tex_w);
tex_h /= ((float)chain->tex_h);
#endif
vert[0].x = -1.0f;
vert[1].x = 1.0f;
vert[2].x = -1.0f;
vert[3].x = 1.0f;
vert[0].y = -1.0f;
vert[1].y = -1.0f;
vert[2].y = 1.0f;
vert[3].y = 1.0f;
#if defined(_XBOX1)
vert[0].z = 1.0f;
vert[1].z = 1.0f;
vert[2].z = 1.0f;
vert[3].z = 1.0f;
vert[0].rhw = 0.0f;
vert[1].rhw = tex_w;
vert[2].rhw = 0.0f;
vert[3].rhw = tex_w;
vert[0].u = tex_h;
vert[1].u = tex_h;
vert[2].u = 0.0f;
vert[3].u = 0.0f;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].v = 0.0f;
vert[3].v = 0.0f;
#elif defined(_XBOX360)
vert[0].u = 0.0f;
vert[1].u = tex_w;
vert[2].u = 0.0f;
vert[3].u = tex_w;
vert[0].v = tex_h;
vert[1].v = tex_h;
vert[2].v = 0.0f;
vert[3].v = 0.0f;
#endif
/* Align texels and vertices. */
for (i = 0; i < 4; i++)
{
vert[i].x -= 0.5f / ((float)chain->tex_w);
vert[i].y += 0.5f / ((float)chain->tex_h);
}
verts = d3d_vertex_buffer_lock(chain->vertex_buf);
memcpy(verts, vert, sizeof(vert));
d3d_vertex_buffer_unlock(chain->vertex_buf);
}
#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#ifdef _XBOX
if (d3d->shader)
{
renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation);
if (d3d->shader->use)
d3d->shader->use(d3d, pass);
if (d3d->shader->set_params)
d3d->shader->set_params(d3d, width, height, chain->tex_w,
chain->tex_h, d3d->screen_width,
d3d->screen_height, runloop->frames.video.count,
NULL, NULL, NULL, 0);
}
#endif
#endif
}
static void renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
D3DLOCKED_RECT d3dlr;
xdk_renderchain_t *chain = (xdk_renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
d3d_frame_postprocess(chain);
if (chain->last_width != width || chain->last_height != height)
{
d3d_lockrectangle_clear(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
}
/* Set the texture to NULL so D3D doesn't complain about it being in use... */
d3d_set_texture(d3dr, 0, NULL);
d3d_texture_blit(chain->pixel_size, chain->tex,
&d3dlr, frame, width, height, pitch);
}
static void xdk_renderchain_deinit(void *data)
{
xdk_renderchain_t *renderchain = (xdk_renderchain_t*)data;
if (renderchain)
free(renderchain);
}
static void xdk_renderchain_deinit_shader(void *data)
{
(void)data;
/* stub */
}
static void xdk_renderchain_free(void *data)
{
d3d_video_t *chain = (d3d_video_t*)data;
if (!chain)
return;
xdk_renderchain_deinit_shader(chain);
xdk_renderchain_deinit(chain->renderchain_data);
xdk_renderchain_clear(chain->renderchain_data);
#ifndef DONT_HAVE_STATE_TRACKER
#ifndef _XBOX
if (chain->tracker)
state_tracker_free(chain->tracker);
#endif
#endif
}
void *xdk_renderchain_new(void)
{
xdk_renderchain_t *renderchain = (xdk_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return NULL;
return renderchain;
}
static bool xdk_renderchain_init_shader(void *data, void *renderchain_data)
{
const char *shader_path = NULL;
d3d_video_t *d3d = (d3d_video_t*)data;
settings_t *settings = config_get_ptr();
if (!d3d)
return false;
#if defined(HAVE_HLSL)
RARCH_LOG("D3D]: Using HLSL shader backend.\n");
shader_path = settings->video.shader_path;
d3d->shader = &hlsl_backend;
if (!d3d->shader)
return false;
return d3d->shader->init(d3d, shader_path);
#endif
return true;
}
static bool xdk_renderchain_init(void *data,
const void *_video_info,
void *dev_data,
const void *final_viewport_data,
const void *info_data,
unsigned fmt
)
{
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
global_t *global = global_get_ptr();
const video_info_t *video_info = (const video_info_t*)_video_info;
const LinkInfo *link_info = (const LinkInfo*)info_data;
xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;
(void)final_viewport_data;
(void)fmt;
chain->dev = (LPDIRECT3DDEVICE)dev_data;
//chain->video_info = video_info;
chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
chain->tex_w = link_info->tex_w;
chain->tex_h = link_info->tex_h;
if (!renderchain_create_first_pass(d3d, video_info))
return false;
if (global->console.screen.viewports.custom_vp.width == 0)
global->console.screen.viewports.custom_vp.width = d3d->screen_width;
if (global->console.screen.viewports.custom_vp.height == 0)
global->console.screen.viewports.custom_vp.height = d3d->screen_height;
return true;
}
static void xdk_renderchain_set_final_viewport(void *data,
void *renderchain_data, const void *viewport_data)
{
(void)data;
(void)renderchain_data;
(void)viewport_data;
/* stub */
}
static bool xdk_renderchain_render(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch, unsigned rotation)
{
unsigned i;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
settings_t *settings = config_get_ptr();
xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;
renderchain_blit_to_texture(chain, frame, width, height, pitch);
renderchain_set_vertices(d3d, 1, width, height);
d3d_set_texture(d3dr, 0, chain->tex);
d3d_set_viewport(chain->dev, &d3d->final_viewport);
d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ?
D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ?
D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d_set_vertex_declaration(d3dr, chain->vertex_decl);
for (i = 0; i < 4; i++)
d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex));
d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation);
return true;
}
static bool xdk_renderchain_add_lut(void *data,
const char *id, const char *path, bool smooth)
{
xdk_renderchain_t *chain = (xdk_renderchain_t*)data;
(void)data;
(void)id;
(void)path;
(void)smooth;
/* stub */
return true;
}
static bool xdk_renderchain_add_pass(void *data, const void *info_data)
{
(void)data;
(void)info_data;
/* stub */
return true;
}
static void xdk_renderchain_add_state_tracker(void *data, void *tracker_data)
{
(void)data;
(void)tracker_data;
/* stub */
}
static void xdk_renderchain_convert_geometry(
void *data, const void *info_data,
unsigned *out_width, unsigned *out_height,
unsigned width, unsigned height,
void *final_viewport_data)
{
(void)data;
(void)info_data;
(void)out_width;
(void)out_height;
(void)width;
(void)height;
(void)final_viewport_data;
/* stub */
}
static bool xdk_renderchain_reinit(void *data,
const void *video_data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
const video_info_t *video = (const video_info_t*)video_data;
xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;
if (!d3d)
return false;
chain->pixel_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
chain->tex_w = chain->tex_h = RARCH_SCALE_BASE * video->input_scale;
RARCH_LOG(
"Reinitializing renderchain - and textures (%u x %u @ %u bpp)\n",
chain->tex_w, chain->tex_h, chain->pixel_size * CHAR_BIT);
return true;
}
renderchain_driver_t xdk_renderchain = {
xdk_renderchain_free,
xdk_renderchain_new,
xdk_renderchain_init_shader,
xdk_renderchain_init_shader_fvf,
xdk_renderchain_reinit,
xdk_renderchain_init,
xdk_renderchain_set_final_viewport,
xdk_renderchain_add_pass,
xdk_renderchain_add_lut,
xdk_renderchain_add_state_tracker,
xdk_renderchain_render,
xdk_renderchain_convert_geometry,
"xdk",
};