Clean up and add missing bits to 360 D3D9.

This commit is contained in:
Themaister 2012-01-07 14:54:55 +01:00
parent da26925118
commit 2b1344c3cf

View File

@ -25,56 +25,49 @@
#include "config.h"
#endif
// pixel shader
const CHAR* g_strPixelShaderProgram =
" struct PS_IN "
" { "
" float4 Color : COLOR; " // Interpolated color from
" }; " // the vertex shader
" "
" float4 main( PS_IN In ) : COLOR "
" { "
" return In.Color; " // Output color
" } ";
// vertex shader
const CHAR* g_strVertexShaderProgram =
" float4x4 matWVP : register(c0); "
" "
" struct VS_IN "
" "
" { "
" float4 ObjPos : POSITION; " // Object space position
" float4 Color : COLOR; " // Vertex color
" }; "
" "
" struct VS_OUT "
" { "
" float4 ProjPos : POSITION; " // Projected space position
" float4 Color : COLOR; "
" }; "
" "
" VS_OUT main( VS_IN In ) "
" { "
" VS_OUT Out; "
" Out.ProjPos = mul( matWVP, In.ObjPos ); " // Transform vertex into
" Out.Color = In.Color; " // Projected space and
" return Out; " // Transfer color
" } ";
static const char* g_strPixelShaderProgram =
" sampler2D tex : register(s0); "
" struct PS_IN "
" { "
" float2 coord : TEXCOORD0; "
" }; "
" "
" float4 main(PS_IN in) : COLOR "
" { "
" return tex2D(tex, in.coord); "
" } ";
static const char* g_strVertexShaderProgram =
" struct VS_IN "
" "
" { "
" float2 pos : POSITION; "
" float2 coord : TEXCOORD0; "
" }; "
" "
" struct VS_OUT "
" { "
" float4 pos : POSITION; "
" float2 coord : TEXCOORD0; "
" }; "
" "
" VS_OUT main(VS_IN in) "
" { "
" VS_OUT out; "
" out.pos = float4(in.pos, 0.0, 1.0); "
" out.coord = in.coord; "
" return out; "
" } ";
typedef struct DrawVerticeFormats
{
float x, y, z, w;
unsigned int color;
float u, v;
float x, y;
float u, v;
} DrawVerticeFormats;
typedef struct xdk360_video xdk360_video_t;
static bool g_quitting;
typedef struct gl
typedef struct xdk360_video
{
IDirect3D9* xdk360_device;
IDirect3DDevice9* xdk360_render_device;
@ -82,176 +75,153 @@ typedef struct gl
IDirect3DPixelShader9* pPixelShader;
IDirect3DVertexDeclaration9* pVertexDecl;
IDirect3DVertexBuffer9* vertex_buf;
LPDIRECT3DTEXTURE9 lpTexture;
XMMATRIX matWVP;
IDirect3DTexture9* lpTexture;
unsigned frame_count;
} gl_t;
} xdk360_video_t;
static void xdk360_gfx_free(void *data)
{
gl_t *vid = (gl_t*)data;
xdk360_video_t *vid = (xdk360_video_t*)data;
if (!vid)
return;
vid->lpTexture->Release();
vid->vertex_buf->Release();
vid->pVertexDecl->Release();
vid->pPixelShader->Release();
vid->pVertexShader->Release();
vid->xdk360_render_device->Release();
vid->xdk360_device->Release();
free(vid);
}
static void *xdk360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
gl_t * gl = (gl_t*)calloc(1, sizeof(gl_t));
if (!gl)
xdk360_video_t *gl = (xdk360_video_t*)calloc(1, sizeof(xdk360_video_t));
if (!gl)
return NULL;
gl->xdk360_device = Direct3DCreate9( D3D_SDK_VERSION );
gl->xdk360_device = Direct3DCreate9(D3D_SDK_VERSION);
if (!gl->xdk360_device)
{
free(gl);
return NULL;
}
/* Set up the structure used to create the Direct3D device */
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
d3dpp.BackBufferWidth = 1280;
d3dpp.BackBufferHeight = 720;
d3dpp.BackBufferFormat = ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 );
d3dpp.FrontBufferFormat = ( D3DFORMAT )MAKESRGBFMT( D3DFMT_LE_X8R8G8B8 );
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.BackBufferWidth = 1280;
d3dpp.BackBufferHeight = 720;
d3dpp.BackBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_A8R8G8B8);
d3dpp.FrontBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8);
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.BackBufferCount = 2;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
/* Create the Direct3D device */
gl->xdk360_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
&gl->xdk360_render_device);
&gl->xdk360_render_device);
/* Buffers to hold compiled shaders and possible error messages */
ID3DXBuffer* pShaderCode = NULL;
ID3DXBuffer* pShaderCodeV = NULL;
ID3DXBuffer* pShaderCodeP = NULL;
ID3DXBuffer* pErrorMsg = NULL;
/* Create texture to render into */
if( FAILED( gl->xdk360_render_device->CreateTexture( 512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5,
0, &gl->lpTexture, NULL ) ) )
{
exit(1);
}
HRESULT hr = D3DXCompileShader(g_strVertexShaderProgram, (UINT)strlen(g_strVertexShaderProgram),
NULL, NULL, "main", "vs_2_0", 0, &pShaderCodeV, &pErrorMsg, NULL);
/* Create vertex buffer */
if( FAILED( gl->xdk360_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0,
0, 0, &gl->vertex_buf, NULL)))
if (SUCCEEDED(hr))
{
exit(1);
hr = D3DXCompileShader(g_strPixelShaderProgram, (UINT)strlen(g_strPixelShaderProgram),
NULL, NULL, "main", "ps_2_0", 0, &pShaderCodeP, &pErrorMsg, NULL);
}
/* Compile vertex shader */
HRESULT hr = D3DXCompileShader(g_strVertexShaderProgram, ( UINT )strlen(g_strVertexShaderProgram),
NULL, NULL, "main", "vs_2_0", 0, &pShaderCode, &pErrorMsg, NULL);
if (FAILED(hr))
{
OutputDebugStringA( pErrorMsg ? (CHAR *)pErrorMsg->GetBufferPointer() : "");
exit(1);
OutputDebugString(pErrorMsg ? (char*)pErrorMsg->GetBufferPointer() : "");
gl->xdk360_render_device->Release();
gl->xdk360_device->Release();
free(gl);
return NULL;
}
/* Create vertex shader */
gl->xdk360_render_device->CreateVertexShader((DWORD*)pShaderCode->GetBufferPointer(), &gl->pVertexShader);
gl->xdk360_render_device->CreateVertexShader(pShaderCodeV->GetBufferPointer(), &gl->pVertexShader);
gl->xdk360_render_device->CreatePixelShader(pShaderCodeP->GetBufferPointer(), &gl->pPixelShader);
pShaderCodeV->Release();
pShaderCodeP->Release();
/* Shader code is no longer required */
pShaderCode->Release();
pShaderCode = NULL;
gl->xdk360_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5,
0, &gl->lpTexture, NULL);
/* Compile pixel shader */
hr = D3DXCompileShader(g_strPixelShaderProgram, (UINT)strlen(g_strPixelShaderProgram),
NULL, NULL, "main", "ps_2_0", 0, &pShaderCode, &pErrorMsg, NULL);
gl->xdk360_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0,
0, 0, &gl->vertex_buf, NULL);
if (FAILED(hr))
static const DrawVerticeFormats init_verts[] = {
{ 0.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 0.0f, 1.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
};
void *verts_ptr;
gl->vertex_buf->Lock(0, sizeof(DrawVerticeFormats), &verts_ptr, 0);
memcpy(verts_ptr, init_verts, sizeof(init_verts));
gl->vertex_buf->Unlock();
static const D3DVERTEXELEMENT9 VertexElements[] =
{
OutputDebugStringA( pErrorMsg ? (CHAR *)pErrorMsg->GetBufferPointer() : "");
exit(1);
}
/* Create pixel shader */
gl->xdk360_render_device->CreatePixelShader((DWORD*)pShaderCode->GetBufferPointer(), &gl->pPixelShader);
/* Shader code no longer required */
pShaderCode->Release();
pShaderCode = NULL;
/* Define the vertex elements.*/
static const D3DVERTEXELEMENT9 VertexElements[3] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
};
/* Create a vertex declaration from the element descriptions.*/
gl->xdk360_render_device->CreateVertexDeclaration( VertexElements, &gl->pVertexDecl );
/* World matrix (identity in this sample)*/
XMMATRIX matWorld = XMMatrixIdentity();
gl->xdk360_render_device->CreateVertexDeclaration(VertexElements, &gl->pVertexDecl);
/* View matrix*/
XMVECTOR vEyePt = XMVectorSet( 0.0f, 0.0f, -4.0f, 0.0f );
XMVECTOR vLookatPt = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );
XMVECTOR vUp = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
XMMATRIX matView = XMMatrixLookAtLH( vEyePt, vLookatPt, vUp );
/* Determine the aspect ratio*/
FLOAT fAspectRatio = ( FLOAT )d3dpp.BackBufferWidth / ( FLOAT )d3dpp.BackBufferHeight;
/* Projection matrix*/
XMMATRIX matProj = XMMatrixPerspectiveFovLH( XM_PI / 4, fAspectRatio, 1.0f, 200.0f );
/* World*view*projection*/
gl->matWVP = matWorld * matView * matProj;
/* Clear the backbuffer.*/
gl->xdk360_render_device->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
0xff000000, 1.0f, 0L );
gl->xdk360_render_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
0xff000000, 1.0f, 0);
return gl;
}
static bool xdk360_gfx_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
static bool xdk360_gfx_frame(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *vid = (gl_t*)data;
xdk360_video_t *vid = (xdk360_video_t*)data;
vid->frame_count++;
/* Clear the backbuffer.*/
vid->xdk360_render_device->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
0xff000000, 1.0f, 0L );
vid->xdk360_render_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
0xff000000, 1.0f, 0);
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(vid->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
{
for (unsigned y = 0; y < height; y++)
{
const uint8_t *in = (const uint8_t*)frame + y * pitch;
uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch;
memcpy(out, in, width * sizeof(uint16_t));
}
vid->lpTexture->UnlockRect(0);
}
vid->xdk360_render_device->SetTexture(0, vid->lpTexture);
vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DADDRESS_BORDER);
vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DADDRESS_BORDER);
vid->xdk360_render_device->SetVertexShader(vid->pVertexShader);
vid->xdk360_render_device->SetPixelShader(vid->pPixelShader);
vid->xdk360_render_device->SetVertexDeclaration(vid->pVertexDecl);
vid->xdk360_render_device->SetStreamSource(0, vid->vertex_buf, 0, sizeof(DrawVerticeFormats));
vid->xdk360_render_device->SetSampler(0, vid->lpTexture);
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(vid->lpTexture->LockRect(0, &d3dlr, nullptr, D3DLOCK_NOSYSLOCK)))
{
for (unsigned y = 0; y < height; y++)
{
const uint8_t *in = (const uint8_t*)(frame) + y * pitch;
uint8_t *out = (uint8_t*)(d3dlr.pBits) + y * d3dlr.Pitch;
memcpy(out, in, width * sizeof(uint16_t));
}
vid->lpTexture->UnlockRect(0);
}
/* Set shaders. */
vid->xdk360_render_device->SetVertexShader( vid->pVertexShader );
vid->xdk360_render_device->SetPixelShader( vid->pPixelShader );
// Set shader constants.
vid->xdk360_render_device->SetVertexShaderConstantF( 0, ( FLOAT* )&vid->matWVP, 4 );
// Set the vertex declaration.
vid->xdk360_render_device->SetVertexDeclaration( vid->pVertexDecl );
vid->xdk360_render_device->SetStreamSource(0, vid->vertex_buf, 0, sizeof(DrawVerticeFormats));
// Draw
vid->xdk360_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2 );
// Resolve
vid->xdk360_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
vid->xdk360_render_device->Present(NULL, NULL, NULL, NULL);
return true;
@ -275,7 +245,6 @@ static bool xdk360_gfx_focus(void *data)
return true;
}
const video_driver_t video_xdk360 = {
xdk360_gfx_init,
xdk360_gfx_frame,