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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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* Copyright (C) 2012-2014 - OV2
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*
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* 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.
*
* Minimum version : Direct3D 9.0 (2002)
* Minimum OS : Windows 98, Windows 2000, Windows ME
* Recommended OS : Windows XP
*/
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#define CINTERFACE
#ifdef _XBOX
#include <xtl.h>
#include <xgraphics.h>
#endif
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#include <formats/image.h>
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#include <compat/strl.h>
#include <compat/posix_string.h>
#include <file/file_path.h>
#include <string/stdstring.h>
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#include <retro_math.h>
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#include <d3d9.h>
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#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include <defines/d3d_defines.h>
#include "../common/d3d_common.h"
#include "../common/d3d9_common.h"
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#include "../video_coord_array.h"
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#include "../../configuration.h"
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#include "../../dynamic.h"
#include "../../frontend/frontend_driver.h"
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#include "../common/win32_common.h"
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#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
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#endif
#ifdef HAVE_GFX_WIDGETS
#include "../gfx_widgets.h"
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#endif
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#include "../font_driver.h"
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#include "../../core.h"
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#include "../../verbosity.h"
#include "../../retroarch.h"
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#ifdef __WINRT__
#error "UWP does not support D3D9"
#endif
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/* TODO/FIXME - Temporary workaround for D3D9 not being able to poll flags during init */
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static gfx_ctx_driver_t d3d9_fake_context;
LPDIRECT3D9 g_pD3D9;
static enum rarch_shader_type supported_shader_type = RARCH_SHADER_NONE;
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extern d3d9_renderchain_driver_t cg_d3d9_renderchain;
extern d3d9_renderchain_driver_t hlsl_d3d9_renderchain;
static uint32_t d3d9_get_flags(void *data)
{
uint32_t flags = 0;
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BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION);
BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING);
if (supported_shader_type == RARCH_SHADER_CG)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_CG);
else if (supported_shader_type == RARCH_SHADER_HLSL)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_HLSL);
return flags;
}
static bool d3d9_set_shader(void *data,
enum rarch_shader_type type, const char *path)
{
#if defined(HAVE_CG) || defined(HAVE_HLSL)
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 (type != supported_shader_type)
{
RARCH_WARN("[D3D9]: Shader preset %s is using unsupported shader type %s, falling back to stock %s.\n",
path, video_shader_type_to_str(type), video_shader_type_to_str(supported_shader_type));
break;
}
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_restore(d3d))
{
RARCH_ERR("[D3D9]: Failed to set shader.\n");
return false;
}
return true;
#else
return false;
#endif
}
static void d3d9_deinit_chain(d3d9_video_t *d3d)
{
if (!d3d || !d3d->renderchain_driver)
return;
if (d3d->renderchain_driver->chain_free)
d3d->renderchain_driver->chain_free(d3d->renderchain_data);
d3d->renderchain_driver = NULL;
d3d->renderchain_data = NULL;
}
static bool renderchain_d3d_init_first(
enum gfx_ctx_api api,
const d3d9_renderchain_driver_t **renderchain_driver,
void **renderchain_handle)
{
switch (api)
{
case GFX_CTX_DIRECT3D9_API:
{
static const d3d9_renderchain_driver_t *renderchain_d3d_drivers[] =
{
#if defined(_WIN32) && defined(HAVE_CG)
&cg_d3d9_renderchain,
#endif
#if defined(_WIN32) && defined(HAVE_HLSL)
&hlsl_d3d9_renderchain,
#endif
NULL
};
unsigned i;
for (i = 0; renderchain_d3d_drivers[i]; i++)
{
void *data = renderchain_d3d_drivers[i]->chain_new();
if (!data)
continue;
*renderchain_driver = renderchain_d3d_drivers[i];
*renderchain_handle = data;
if (string_is_equal(renderchain_d3d_drivers[i]->ident, "cg_d3d9"))
supported_shader_type = RARCH_SHADER_CG;
else if (string_is_equal(renderchain_d3d_drivers[i]->ident, "hlsl_d3d9"))
supported_shader_type = RARCH_SHADER_HLSL;
return true;
}
}
break;
case GFX_CTX_NONE:
default:
break;
}
return false;
}
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static bool d3d9_init_chain(d3d9_video_t *d3d,
unsigned input_scale,
bool rgb32)
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{
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unsigned i = 0;
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struct LinkInfo link_info;
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#ifndef _XBOX
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unsigned current_width, current_height, out_width, out_height;
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#endif
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/* Setup information for first pass. */
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link_info.pass = NULL;
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link_info.tex_w = input_scale * RARCH_SCALE_BASE;
link_info.tex_h = input_scale * RARCH_SCALE_BASE;
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link_info.pass = &d3d->shader.pass[0];
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if (!renderchain_d3d_init_first(GFX_CTX_DIRECT3D9_API,
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&d3d->renderchain_driver,
&d3d->renderchain_data))
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{
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RARCH_ERR("[D3D9]: Renderchain could not be initialized.\n");
return false;
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}
if (!d3d->renderchain_driver || !d3d->renderchain_data)
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return false;
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if (
!d3d->renderchain_driver->init(
d3d,
d3d->dev, &d3d->final_viewport, &link_info,
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rgb32)
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)
{
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RARCH_ERR("[D3D9]: Failed to init render chain.\n");
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return false;
}
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RARCH_LOG("[D3D9]: Renderchain driver: \"%s\".\n", d3d->renderchain_driver->ident);
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d3d9_log_info(&link_info);
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#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++)
{
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d3d9_convert_geometry(
&link_info,
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&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);
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current_width = out_width;
current_height = out_height;
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if (!d3d->renderchain_driver->add_pass(
d3d->renderchain_data, &link_info))
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{
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RARCH_ERR("[D3D9]: Failed to add pass.\n");
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return false;
}
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d3d9_log_info(&link_info);
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}
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#endif
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if (d3d->renderchain_driver)
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{
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if (d3d->renderchain_driver->add_lut)
{
unsigned i;
settings_t *settings = config_get_ptr();
bool video_smooth = settings->bools.video_smooth;
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for (i = 0; i < d3d->shader.luts; i++)
{
if (!d3d->renderchain_driver->add_lut(
d3d->renderchain_data,
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)))
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{
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RARCH_ERR("[D3D9]: Failed to init LUTs.\n");
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return false;
}
}
}
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}
return true;
}
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static void d3d9_deinitialize(d3d9_video_t *d3d)
{
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if (!d3d)
return;
font_driver_free_osd();
d3d9_deinit_chain(d3d);
d3d9_vertex_buffer_free(d3d->menu_display.buffer,
d3d->menu_display.decl);
d3d->menu_display.buffer = NULL;
d3d->menu_display.decl = NULL;
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}
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static bool d3d9_init_base(d3d9_video_t *d3d, const video_info_t *info)
{
D3DPRESENT_PARAMETERS d3dpp;
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#ifndef _XBOX
HWND focus_window = win32_get_window();
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#endif
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memset(&d3dpp, 0, sizeof(d3dpp));
g_pD3D9 = (LPDIRECT3D9)d3d9_create();
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/* this needs g_pD3D9 created first */
d3d9_make_d3dpp(d3d, info, &d3dpp);
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if (!g_pD3D9)
return false;
if (!d3d9_create_device(&d3d->dev, &d3dpp,
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g_pD3D9,
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focus_window,
d3d->cur_mon_id)
)
return false;
return true;
}
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static bool d3d9_initialize(d3d9_video_t *d3d, const video_info_t *info)
{
unsigned width, height;
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bool ret = true;
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settings_t *settings = config_get_ptr();
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if (!g_pD3D9)
ret = d3d9_init_base(d3d, info);
else if (d3d->needs_restore)
{
D3DPRESENT_PARAMETERS d3dpp;
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d3d9_make_d3dpp(d3d, info, &d3dpp);
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/* 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 */
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#ifdef HAVE_MENU
menu_driver_ctl(RARCH_MENU_CTL_DEINIT, NULL);
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#endif
if (!d3d9_reset(d3d->dev, &d3dpp))
{
d3d9_deinitialize(d3d);
d3d9_device_free(NULL, g_pD3D9);
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g_pD3D9 = NULL;
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ret = d3d9_init_base(d3d, info);
if (ret)
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RARCH_LOG("[D3D9]: Recovered from dead state.\n");
}
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#ifdef HAVE_MENU
menu_driver_init(info->is_threaded);
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#endif
}
if (!ret)
return ret;
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if (!d3d9_init_chain(d3d, info->input_scale, info->rgb32))
{
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RARCH_ERR("[D3D9]: Failed to initialize render chain.\n");
return false;
}
video_driver_get_size(&width, &height);
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d3d9_set_viewport(d3d,
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width, height, false, true);
font_driver_init_osd(d3d, info,
false,
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info->is_threaded,
FONT_DRIVER_RENDER_D3D9_API);
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{
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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},
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D3DDECL_END()
};
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if (!d3d9_vertex_declaration_new(d3d->dev,
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(void*)VertexElements, (void**)&d3d->menu_display.decl))
return false;
}
d3d->menu_display.offset = 0;
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d3d->menu_display.size = 1024;
d3d->menu_display.buffer = d3d9_vertex_buffer_new(
d3d->dev, d3d->menu_display.size * sizeof(Vertex),
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D3DUSAGE_WRITEONLY,
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#ifdef _XBOX
0,
#else
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D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
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#endif
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D3DPOOL_DEFAULT,
NULL);
if (!d3d->menu_display.buffer)
return false;
d3d_matrix_ortho_off_center_lh(&d3d->mvp_transposed, 0, 1, 0, 1, 0, 1);
d3d_matrix_transpose(&d3d->mvp, &d3d->mvp_transposed);
d3d9_set_render_state(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE);
d3d9_set_render_state(d3d->dev, D3DRS_SCISSORTESTENABLE, TRUE);
return true;
}
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static bool d3d9_init_internal(d3d9_video_t *d3d,
const video_info_t *info, input_driver_t **input,
void **input_data)
{
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#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();
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overlay_t *menu = (overlay_t*)calloc(1, sizeof(*menu));
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if (!menu)
return false;
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d3d->menu = menu;
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d3d->cur_mon_id = 0;
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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
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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
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win32_window_init(&d3d->windowClass, true, NULL);
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#endif
#ifdef HAVE_MONITOR
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win32_monitor_info(&current_mon, &hm_to_use, &d3d->cur_mon_id);
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mon_rect = current_mon.rcMonitor;
g_win32_resize_width = info->width;
g_win32_resize_height = info->height;
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windowed_full = settings->bools.video_windowed_fullscreen;
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full_x = (windowed_full || info->width == 0) ?
(mon_rect.right - mon_rect.left) : info->width;
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full_y = (windowed_full || info->height == 0) ?
(mon_rect.bottom - mon_rect.top) : info->height;
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RARCH_LOG("[D3D9]: Monitor size: %dx%d.\n",
(int)(mon_rect.right - mon_rect.left),
(int)(mon_rect.bottom - mon_rect.top));
#else
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{
d3d9_get_video_size(d3d, &full_x, &full_y);
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}
#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);
}
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#ifdef HAVE_WINDOW
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video_driver_get_size(&win_width, &win_height);
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win32_set_style(&current_mon, &hm_to_use, &win_width, &win_height,
info->fullscreen, windowed_full, &rect, &mon_rect, &style);
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win32_window_create(d3d, style, &mon_rect, win_width,
win_height, info->fullscreen);
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win32_set_window(&win_width, &win_height, info->fullscreen,
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windowed_full, &rect);
#endif
d3d->video_info = *info;
if (!d3d9_initialize(d3d, &d3d->video_info))
return false;
d3d9_fake_context.get_flags = d3d9_get_flags;
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#ifndef _XBOX_
d3d9_fake_context.get_metrics = win32_get_metrics;
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#endif
video_context_driver_set(&d3d9_fake_context);
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#if defined(HAVE_CG) || defined(HAVE_HLSL)
{
const char *shader_preset = retroarch_get_shader_preset();
enum rarch_shader_type type = video_shader_parse_type(shader_preset);
d3d9_set_shader(d3d, type, shader_preset);
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}
#endif
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d3d_input_driver(settings->arrays.input_joypad_driver,
settings->arrays.input_joypad_driver, input, input_data);
{
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char version_str[128];
D3DADAPTER_IDENTIFIER9 ident = {0};
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IDirect3D9_GetAdapterIdentifier(g_pD3D9, 0, 0, &ident);
version_str[0] = '\0';
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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));
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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);
}
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RARCH_LOG("[D3D9]: Init complete.\n");
return true;
}
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static void *d3d9_init(const video_info_t *info,
input_driver_t **input, void **input_data)
{
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d3d9_video_t *d3d = (d3d9_video_t*)calloc(1, sizeof(*d3d));
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if (!d3d)
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return NULL;
if (!d3d9_initialize_symbols(GFX_CTX_DIRECT3D9_API))
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{
free(d3d);
return NULL;
}
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#ifndef _XBOX
win32_window_reset();
win32_monitor_init();
#endif
/* Default values */
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d3d->dev = NULL;
d3d->dev_rotation = 0;
d3d->needs_restore = false;
#ifdef HAVE_OVERLAY
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d3d->overlays_enabled = false;
#endif
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d3d->should_resize = false;
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d3d->menu = NULL;
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if (!d3d9_init_internal(d3d, info, input, input_data))
{
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RARCH_ERR("[D3D9]: Failed to init D3D.\n");
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free(d3d);
return NULL;
}
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d3d->keep_aspect = info->force_aspect;
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return d3d;
}
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static void d3d9_free(void *data)
{
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d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return;
#ifdef HAVE_OVERLAY
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d3d9_free_overlays(d3d);
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if (d3d->overlays)
free(d3d->overlays);
d3d->overlays = NULL;
d3d->overlays_size = 0;
#endif
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d3d9_free_overlay(d3d, d3d->menu);
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if (d3d->menu)
free(d3d->menu);
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d3d->menu = NULL;
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d3d9_deinitialize(d3d);
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if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
d3d->shader_path = NULL;
d3d9_device_free(d3d->dev, g_pD3D9);
d3d->dev = NULL;
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g_pD3D9 = NULL;
d3d9_deinitialize_symbols();
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#ifndef _XBOX
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win32_monitor_from_window();
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win32_destroy_window();
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#endif
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free(d3d);
}
bool d3d9_restore(d3d9_video_t *d3d)
{
d3d9_deinitialize(d3d);
if (!d3d9_initialize(d3d, &d3d->video_info))
{
RARCH_ERR("[D3D9]: Restore error.\n");
return false;
}
d3d->needs_restore = false;
return true;
}
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static bool d3d9_frame(void *data, const void *frame,
unsigned frame_width, unsigned frame_height,
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uint64_t frame_count, unsigned pitch,
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const char *msg, video_frame_info_t *video_info)
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{
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D3DVIEWPORT9 screen_vp;
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unsigned i = 0;
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d3d9_video_t *d3d = (d3d9_video_t*)data;
unsigned width = video_info->width;
unsigned height = video_info->height;
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bool statistics_show = video_info->statistics_show;
unsigned black_frame_insertion = video_info->black_frame_insertion;
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struct font_params *osd_params = (struct font_params*)
&video_info->osd_stat_params;
const char *stat_text = video_info->stat_text;
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bool menu_is_alive = video_info->menu_is_alive;
bool overlay_behind_menu = video_info->overlay_behind_menu;
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#ifdef HAVE_GFX_WIDGETS
bool widgets_active = video_info->widgets_active;
#endif
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if (!frame)
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return true;
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/* We cannot recover in fullscreen. */
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if (d3d->needs_restore)
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{
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#ifndef _XBOX
HWND window = win32_get_window();
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if (IsIconic(window))
return true;
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#endif
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if (!d3d9_restore(d3d))
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{
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RARCH_ERR("[D3D9]: Failed to restore.\n");
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return false;
}
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}
if (d3d->should_resize)
{
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d3d9_set_viewport(d3d, width, height, false, true);
if (d3d->renderchain_driver->set_final_viewport)
d3d->renderchain_driver->set_final_viewport(d3d,
d3d->renderchain_data, &d3d->final_viewport);
d3d->should_resize = false;
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}
2015-05-20 17:28:12 -05:00
/* render_chain() only clears out viewport,
* clear out everything. */
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screen_vp.X = 0;
screen_vp.Y = 0;
screen_vp.MinZ = 0;
screen_vp.MaxZ = 1;
screen_vp.Width = width;
screen_vp.Height = height;
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d3d9_set_viewports(d3d->dev, &screen_vp);
d3d9_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
2014-01-09 18:44:25 +01:00
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d3d9_set_vertex_shader_constantf(d3d->dev, 0, (const float*)&d3d->mvp_transposed, 4);
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if (!d3d->renderchain_driver->render(
d3d, frame, frame_width, frame_height,
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pitch, d3d->dev_rotation))
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{
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RARCH_ERR("[D3D9]: Failed to render scene.\n");
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return false;
}
if (black_frame_insertion && !d3d->menu->enabled)
{
unsigned n;
for (n = 0; n < video_info->black_frame_insertion; ++n)
{
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#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;
d3d9_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
}
}
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#ifdef HAVE_OVERLAY
if (d3d->overlays_enabled && overlay_behind_menu)
{
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d3d9_set_vertex_shader_constantf(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
2014-01-09 18:44:25 +01:00
#ifdef HAVE_MENU
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if (d3d->menu && d3d->menu->enabled)
2016-01-07 06:49:10 +01:00
{
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d3d9_set_vertex_shader_constantf(d3d->dev, 0, (const
float*)&d3d->mvp_transposed, 4);
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d3d9_overlay_render(d3d, width, height, d3d->menu, false);
d3d->menu_display.offset = 0;
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d3d9_set_vertex_declaration(d3d->dev, (LPDIRECT3DVERTEXDECLARATION9)d3d->menu_display.decl);
d3d9_set_stream_source(d3d->dev, 0, (LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer, 0, sizeof(Vertex));
2018-05-03 22:06:04 +02:00
d3d9_set_viewports(d3d->dev, &screen_vp);
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menu_driver_frame(menu_is_alive, video_info);
2016-01-07 06:49:10 +01:00
}
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else if (statistics_show)
{
if (osd_params)
{
2018-05-03 22:06:04 +02:00
d3d9_set_viewports(d3d->dev, &screen_vp);
d3d9_begin_scene(d3d->dev);
font_driver_render_msg(d3d, stat_text,
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(const struct font_params*)osd_params, NULL);
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d3d9_end_scene(d3d->dev);
}
}
2014-01-09 18:44:25 +01:00
#endif
#ifdef HAVE_OVERLAY
if (d3d->overlays_enabled && !overlay_behind_menu)
2014-01-09 18:44:25 +01:00
{
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d3d9_set_vertex_shader_constantf(d3d->dev, 0, (const
float*)&d3d->mvp_transposed, 4);
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for (i = 0; i < d3d->overlays_size; i++)
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d3d9_overlay_render(d3d, width, height, &d3d->overlays[i], true);
2014-01-09 18:44:25 +01:00
}
#endif
#ifdef HAVE_GFX_WIDGETS
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if (widgets_active)
gfx_widgets_frame(video_info);
2019-02-21 17:09:08 +01:00
#endif
if (msg && *msg)
{
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d3d9_set_viewports(d3d->dev, &screen_vp);
d3d9_begin_scene(d3d->dev);
font_driver_render_msg(d3d, msg, NULL, NULL);
2018-05-03 22:06:04 +02:00
d3d9_end_scene(d3d->dev);
}
win32_update_title();
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IDirect3DDevice9_Present(d3d->dev, NULL, NULL, NULL, NULL);
2014-01-09 18:44:25 +01:00
return true;
2012-10-26 21:09:30 +02:00
}
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static const video_poke_interface_t d3d9_poke_interface = {
d3d9_get_flags,
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d3d9_load_texture,
d3d9_unload_texture,
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d3d9_set_video_mode,
#if defined(_XBOX) || defined(__WINRT__)
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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 */
2015-04-25 02:35:06 +02:00
NULL, /* get_current_framebuffer */
NULL, /* get_proc_address */
2018-01-23 06:43:03 +01:00
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,
2018-01-30 22:29:57 +01:00
NULL, /* grab_mouse_toggle */
NULL, /* get_current_shader */
NULL, /* get_current_software_framebuffer */
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917) * Add HDR support * Attempt to fix Mingw build and Metal builds * (D3D12) Fix relative header includes * Add missing hdr_sm5.hlsl.h * (d3d12_common.c) Some C89 build fixes * Fix MSVC build * - Attempt to fix build on mingw/msys unix with dirty hack - Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio - the define was seen as an error and was causing the first pipeline to error out - Make sure we manually set handle of backBuffer to NULL * Moving the release of the texture above the freeing of desc.srv_heap and desc.rtv_heap solves the hard crashes on teardown/setup in RA - it was crashing hard in d3d12_release_texture before * Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now because of several things that are Windows desktop-specific right now (GetWindowRect) * Add dirty GUID hack - should work for both mingw/msys on Windows/Linux as well as MSVC/Visual Studio (hopefully) * Change HAVE_D3D12_HDR to HAVE_DXGI_HDR * Move away from camelcase named variables * Fix RARCH_ERR logs - they need a newline at the end * d3d12_check_display_hdr_support - make it return a bool on return and set d3d12->hdr.support and d3d12->hdr.enable outside of the function * (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and move it to dxgi_common.c instead * (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and rename it dxgi_swapchain_color_space * (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and rename it dxgi_set_hdr_metadata * (DXGI) dxgi_check_display_hdr_support - better error handling? * Fix typo * Remove video_force_resolution * (D3D12) Address TODO/FIXME * (D3D12) Backport https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a - Fixed resource transition for present when HDR is off Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader * Move d3d12_hdr_uniform_t to dxgi_common.h and rename it dxgi_hdr_uniform_t * (D3D11) Add HDR support * Add TODO/FIXME notes * Cache hdr_enable in video_frame_info_t * Update comment
2021-09-03 06:15:25 +02:00
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 */
};
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static void d3d9_get_poke_interface(void *data,
const video_poke_interface_t **iface)
{
*iface = &d3d9_poke_interface;
}
#ifdef HAVE_GFX_WIDGETS
static bool d3d9_gfx_widgets_enabled(void *data)
{
return false; /* currently disabled due to memory issues */
}
#endif
2018-01-23 02:55:33 +01:00
video_driver_t video_d3d9 = {
2018-01-23 06:43:03 +01:00
d3d9_init,
d3d9_frame,
d3d9_set_nonblock_state,
d3d9_alive,
NULL, /* focus */
2018-01-23 06:43:03 +01:00
d3d9_suppress_screensaver,
2018-03-02 16:46:32 +01:00
d3d9_has_windowed,
2018-01-23 06:43:03 +01:00
d3d9_set_shader,
d3d9_free,
2018-01-23 02:55:33 +01:00
"d3d9",
2018-01-23 06:43:03 +01:00
d3d9_set_viewport,
d3d9_set_rotation,
d3d9_viewport_info,
d3d9_read_viewport,
NULL, /* read_frame_raw */
2013-03-27 15:55:59 +01:00
#ifdef HAVE_OVERLAY
2018-01-23 06:43:03 +01:00
d3d9_get_overlay_interface,
2019-04-01 04:00:58 +01:00
#endif
#ifdef HAVE_VIDEO_LAYOUT
NULL,
2013-03-27 15:55:59 +01:00
#endif
2019-02-22 03:13:11 +01:00
d3d9_get_poke_interface,
NULL, /* wrap_type_to_enum */
#ifdef HAVE_GFX_WIDGETS
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d3d9_gfx_widgets_enabled
2019-02-22 03:13:11 +01:00
#endif
2014-01-22 16:38:42 +01:00
};