ppsspp/Windows/D3D9Base.cpp
Henrik Rydgård cf9a6143ff Merge pull request #6869 from unknownbrackets/d3d9
d3d: Centralize more framebuffer management
2014-09-10 09:09:37 +02:00

185 lines
4.4 KiB
C++

#include "Common/CommonWindows.h"
#include <d3d9.h>
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/helper/fbo.h"
#include "base/logging.h"
#include "util/text/utf8.h"
#include "i18n/i18n.h"
#include "Core/Config.h"
#include "Windows/D3D9Base.h"
#include "thin3d/thin3d.h"
#include "thin3d/d3dx9_loader.h"
static bool has9Ex = false;
static LPDIRECT3D9 d3d;
static LPDIRECT3D9EX d3dEx;
static int adapterId;
static LPDIRECT3DDEVICE9 device;
static LPDIRECT3DDEVICE9EX deviceEx;
static HDC hDC; // Private GDI Device Context
static HGLRC hRC; // Permanent Rendering Context
static HWND hWnd; // Holds Our Window Handle
static int xres, yres;
// TODO: Make config?
static bool enableGLDebug = true;
void D3D9_SwapBuffers() {
if (has9Ex) {
deviceEx->EndScene();
deviceEx->PresentEx(NULL, NULL, NULL, NULL, 0);
deviceEx->BeginScene();
} else {
device->EndScene();
device->Present(NULL, NULL, NULL, NULL);
device->BeginScene();
}
}
Thin3DContext *D3D9_CreateThin3DContext() {
return T3DCreateDX9Context(d3d, d3dEx, adapterId, device, deviceEx);
}
typedef HRESULT (*DIRECT3DCREATE9EX)(UINT, IDirect3D9Ex**);
bool IsWin7OrLater() {
DWORD version = GetVersion();
DWORD major = (DWORD)(LOBYTE(LOWORD(version)));
DWORD minor = (DWORD)(HIBYTE(LOWORD(version)));
return (major > 6) || ((major == 6) && (minor >= 1));
}
bool D3D9_Init(HWND hWnd, bool windowed, std::string *error_message) {
DIRECT3DCREATE9EX g_pfnCreate9ex;
HMODULE hD3D9 = LoadLibrary(TEXT("d3d9.dll"));
g_pfnCreate9ex = (DIRECT3DCREATE9EX)GetProcAddress(hD3D9, "Direct3DCreate9Ex");
has9Ex = (g_pfnCreate9ex != NULL);
has9Ex = false;
if (has9Ex) {
HRESULT result = g_pfnCreate9ex(D3D_SDK_VERSION, &d3dEx);
d3d = d3dEx;
if (FAILED(result)) {
ELOG("Failed to create D3D9Ex context");
return false;
}
} else {
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (!d3d) {
ELOG("Failed to create D3D context");
return false;
}
}
FreeLibrary(hD3D9);
D3DCAPS9 d3dCaps;
D3DDISPLAYMODE d3ddm;
if (FAILED(d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm))) {
d3d->Release();
return false;
}
adapterId = D3DADAPTER_DEFAULT;
if (FAILED(d3d->GetDeviceCaps(adapterId, D3DDEVTYPE_HAL, &d3dCaps))) {
d3d->Release();
return false;
}
HRESULT hr;
if (FAILED(hr = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
d3ddm.Format,
D3DUSAGE_DEPTHSTENCIL,
D3DRTYPE_SURFACE,
D3DFMT_D24S8))) {
if (hr == D3DERR_NOTAVAILABLE) {
d3d->Release();
return false;
}
}
DWORD dwBehaviorFlags = D3DCREATE_MULTITHREADED | D3DCREATE_FPU_PRESERVE;
if (d3dCaps.VertexProcessingCaps != 0)
dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
RECT rc;
GetClientRect(hWnd, &rc);
int xres = rc.right - rc.left;
int yres = rc.bottom - rc.top;
D3DPRESENT_PARAMETERS pp;
memset(&pp, 0, sizeof(pp));
pp.BackBufferWidth = xres;
pp.BackBufferHeight = yres;
pp.BackBufferFormat = d3ddm.Format;
pp.MultiSampleType = D3DMULTISAMPLE_NONE;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.Windowed = windowed;
pp.hDeviceWindow = hWnd;
pp.EnableAutoDepthStencil = true;
pp.AutoDepthStencilFormat = D3DFMT_D24S8;
pp.PresentationInterval = (g_Config.bVSync) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
if (has9Ex) {
if (windowed && IsWin7OrLater()) {
// This new flip mode gives higher performance.
pp.BackBufferCount = 2;
pp.SwapEffect = D3DSWAPEFFECT_FLIPEX;
}
hr = d3dEx->CreateDeviceEx(adapterId, D3DDEVTYPE_HAL, hWnd, dwBehaviorFlags, &pp, NULL, &deviceEx);
device = deviceEx;
} else {
hr = d3d->CreateDevice(adapterId, D3DDEVTYPE_HAL, hWnd, dwBehaviorFlags, &pp, &device);
}
if (FAILED(hr)) {
ELOG("Failed to create D3D device");
if (has9Ex) {
d3dEx->Release();
} else {
d3d->Release();
}
return false;
}
device->BeginScene();
DX9::pD3Ddevice = device;
DX9::pD3DdeviceEx = deviceEx;
LoadD3DX9Dynamic();
DX9::CompileShaders();
DX9::fbo_init();
if (deviceEx && IsWin7OrLater()) {
deviceEx->SetMaximumFrameLatency(1);
}
return true;
}
void D3D9_Resize(HWND window) {
}
void D3D9_Shutdown() {
DX9::DestroyShaders();
DX9::fbo_shutdown();
device->EndScene();
device->Release();
d3d->Release();
DX9::pD3Ddevice = NULL;
DX9::pD3Ddevice = NULL;
hWnd = NULL;
}