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https://github.com/libretro/RetroArch
synced 2025-03-03 04:14:00 +00:00
win32: add overlay to d3d9
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b8178a60eb
commit
a61afbde52
@ -394,6 +394,8 @@ D3DVideo::D3DVideo(const video_info_t *info) :
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{
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gfx_set_dwm();
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std::memset(&overlay,0,sizeof(overlay));
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std::memset(&windowClass, 0, sizeof(windowClass));
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windowClass.cbSize = sizeof(windowClass);
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windowClass.style = CS_HREDRAW | CS_VREDRAW;
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@ -449,7 +451,11 @@ D3DVideo::D3DVideo(const video_info_t *info) :
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driver.video_display = 0;
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driver.video_window = (uintptr_t)hWnd;
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show_cursor(!info->fullscreen);
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show_cursor(!info->fullscreen
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#ifdef HAVE_OVERLAY
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|| overlay.overlay_enabled
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#endif
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);
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Callback::quit = false;
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ShowWindow(hWnd, SW_RESTORE);
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@ -485,6 +491,12 @@ void D3DVideo::deinit()
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D3DVideo::~D3DVideo()
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{
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deinit();
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#ifdef HAVE_OVERLAY
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if(overlay.tex)
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overlay.tex->Release();
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if(overlay.vert_buf)
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overlay.vert_buf->Release();
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#endif
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if (dev)
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dev->Release();
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if (g_pD3D)
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@ -558,6 +570,10 @@ bool D3DVideo::frame(const void *frame,
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dev->EndScene();
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}
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if(overlay.overlay_enabled) {
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overlay_render();
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}
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RARCH_PERFORMANCE_STOP(d3d_frame);
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if (dev->Present(nullptr, nullptr, nullptr, nullptr) != D3D_OK)
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@ -1157,6 +1173,175 @@ void D3DVideo::resize(unsigned new_width, unsigned new_height)
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}
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}
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#ifdef HAVE_OVERLAY
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bool D3DVideo::overlay_load(const uint32_t *image, unsigned width, unsigned height)
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{
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if(overlay.tex)
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overlay.tex->Release();
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if (FAILED(dev->CreateTexture(width, height, 1,
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0,
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D3DFMT_A8R8G8B8,
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D3DPOOL_MANAGED,
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&overlay.tex, nullptr)))
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{
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RARCH_ERR("[D3D9]: Failed to create overlay texture\n");
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return false;
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}
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D3DLOCKED_RECT d3dlr;
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if (SUCCEEDED(overlay.tex->LockRect(0, &d3dlr, nullptr, D3DLOCK_NOSYSLOCK)))
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{
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std::memcpy(d3dlr.pBits, image, height * d3dlr.Pitch);
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overlay.tex->UnlockRect(0);
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}
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overlay_tex_geom(0, 0, 1, 1); // Default. Stretch to whole screen.
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overlay_vertex_geom(0, 0, 1, 1);
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return true;
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}
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void D3DVideo::overlay_tex_geom(float x, float y, float w, float h)
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{
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overlay.tex_coords.x = x;
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overlay.tex_coords.y = y;
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overlay.tex_coords.w = w;
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overlay.tex_coords.h = h;
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}
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void D3DVideo::overlay_vertex_geom(float x, float y, float w, float h)
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{
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y = 1.0f - y;
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h = -h;
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overlay.vert_coords.x = x;
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overlay.vert_coords.y = y;
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overlay.vert_coords.w = w;
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overlay.vert_coords.h = h;
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}
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void D3DVideo::overlay_enable(bool state)
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{
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overlay.overlay_enabled = state;
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show_cursor(state);
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}
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void D3DVideo::overlay_full_screen(bool enable)
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{
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overlay.overlay_fullscreen = enable;
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}
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void D3DVideo::overlay_set_alpha(float mod)
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{
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overlay.overlay_alpha_mod = mod;
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}
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void D3DVideo::overlay_render()
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{
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if(!overlay.vert_buf) {
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dev->CreateVertexBuffer(
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4 * sizeof(Vertex),
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dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
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0,
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D3DPOOL_MANAGED,
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&overlay.vert_buf,
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nullptr);
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}
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Vertex vert[4];
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for (unsigned i = 0; i < 4; i++)
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vert[i].z = 0.5f;
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float overlay_width = final_viewport.Width;
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float overlay_height = final_viewport.Height;
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vert[0].x = overlay.vert_coords.x * overlay_width;
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vert[1].x = (overlay.vert_coords.x + overlay.vert_coords.w) * overlay_width;
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vert[2].x = overlay.vert_coords.x * overlay_width;
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vert[3].x = (overlay.vert_coords.x + overlay.vert_coords.w) * overlay_width;
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vert[0].y = overlay.vert_coords.y * overlay_height;
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vert[1].y = overlay.vert_coords.y * overlay_height;
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vert[2].y = (overlay.vert_coords.y + overlay.vert_coords.h) * overlay_height;
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vert[3].y = (overlay.vert_coords.y + overlay.vert_coords.h) * overlay_height;
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vert[0].u = overlay.tex_coords.x;
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vert[1].u = overlay.tex_coords.x + overlay.tex_coords.w;
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vert[2].u = overlay.tex_coords.x;
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vert[3].u = overlay.tex_coords.x + overlay.tex_coords.w;
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vert[0].v = overlay.tex_coords.y;
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vert[1].v = overlay.tex_coords.y;
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vert[2].v = overlay.tex_coords.y + overlay.tex_coords.h;
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vert[3].v = overlay.tex_coords.y + overlay.tex_coords.h;
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// unnecessary, but just in case
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vert[0].lut_u = 0.0f;
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vert[1].lut_u = 1.0f;
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vert[2].lut_u = 0.0f;
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vert[3].lut_u = 1.0f;
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vert[0].lut_v = 0.0f;
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vert[1].lut_v = 0.0f;
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vert[2].lut_v = 1.0f;
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vert[3].lut_v = 1.0f;
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// Align texels and vertices.
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for (unsigned i = 0; i < 4; i++)
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{
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vert[i].x -= 0.5f;
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vert[i].y += 0.5f;
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}
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void *verts;
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overlay.vert_buf->Lock(0, sizeof(vert), &verts, 0);
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std::memcpy(verts, vert, sizeof(vert));
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overlay.vert_buf->Unlock();
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dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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dev->SetStreamSource(0, overlay.vert_buf, 0, sizeof(Vertex));
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dev->SetStreamSource(1, overlay.vert_buf, 0, sizeof(Vertex));
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dev->SetStreamSource(2, overlay.vert_buf, 0, sizeof(Vertex));
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if(overlay.overlay_fullscreen)
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{
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// set viewport to full window
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D3DVIEWPORT9 vp_full;
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vp_full.X = 0;
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vp_full.Y = 0;
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vp_full.Width = screen_width;
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vp_full.Height = screen_height;
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vp_full.MinZ = 0.0f;
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vp_full.MaxZ = 1.0f;
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dev->SetViewport(&vp_full);
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// clear new area
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D3DRECT clear_rects[2];
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clear_rects[0].y2 = clear_rects[1].y2 = vp_full.Height;
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clear_rects[0].y1 = clear_rects[1].y1 = 0;
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clear_rects[0].x1 = 0;
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clear_rects[0].x2 = final_viewport.X;
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clear_rects[1].x1 = final_viewport.X + final_viewport.Width;
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clear_rects[1].x2 = vp_full.Width;
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dev->Clear(2, clear_rects, D3DCLEAR_TARGET, 0, 1, 0);
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}
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dev->SetTexture(0, overlay.tex);
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dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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if (SUCCEEDED(dev->BeginScene()))
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{
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dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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dev->EndScene();
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}
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dev->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
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dev->SetViewport(&final_viewport);
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}
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#endif
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static void *d3d9_init(const video_info_t *info, const input_driver_t **input,
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void **input_data)
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{
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@ -1242,6 +1427,57 @@ static bool d3d9_set_shader(void *data, enum rarch_shader_type type, const char
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return reinterpret_cast<D3DVideo*>(data)->set_shader(path);
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}
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#ifdef HAVE_OVERLAY
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static bool d3d9_overlay_load(void *data, const uint32_t *image, unsigned width, unsigned height)
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{
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return reinterpret_cast<D3DVideo*>(data)->overlay_load(image, width, height);
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}
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static void d3d9_overlay_tex_geom(void *data,
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float x, float y,
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float w, float h)
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{
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return reinterpret_cast<D3DVideo*>(data)->overlay_tex_geom(x, y, w, h);
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}
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static void d3d9_overlay_vertex_geom(void *data,
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float x, float y,
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float w, float h)
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{
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return reinterpret_cast<D3DVideo*>(data)->overlay_vertex_geom(x, y, w, h);
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}
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static void d3d9_overlay_enable(void *data, bool state)
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{
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return reinterpret_cast<D3DVideo*>(data)->overlay_enable(state);
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}
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static void d3d9_overlay_full_screen(void *data, bool enable)
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{
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return reinterpret_cast<D3DVideo*>(data)->overlay_full_screen(enable);
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}
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static void d3d9_overlay_set_alpha(void *data, float mod)
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{
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return reinterpret_cast<D3DVideo*>(data)->overlay_set_alpha(mod);
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}
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static const video_overlay_interface_t d3d9_overlay_interface = {
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d3d9_overlay_enable,
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d3d9_overlay_load,
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d3d9_overlay_tex_geom,
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d3d9_overlay_vertex_geom,
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d3d9_overlay_full_screen,
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d3d9_overlay_set_alpha,
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};
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static void d3d9_get_overlay_interface(void *data, const video_overlay_interface_t **iface)
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{
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(void)data;
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*iface = &d3d9_overlay_interface;
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}
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#endif
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const video_driver_t video_d3d9 = {
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d3d9_init,
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d3d9_frame,
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@ -1259,5 +1495,7 @@ const video_driver_t video_d3d9 = {
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d3d9_set_rotation,
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d3d9_viewport_info,
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d3d9_read_viewport,
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#ifdef HAVE_OVERLAY
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d3d9_get_overlay_interface,
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#endif
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};
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@ -52,6 +52,16 @@ class D3DVideo
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void resize(unsigned new_width, unsigned new_height);
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bool set_shader(const std::string &path);
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#ifdef HAVE_OVERLAY
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bool overlay_load(const uint32_t *image, unsigned width, unsigned height);
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void overlay_tex_geom(float x, float y, float w, float h);
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void overlay_vertex_geom(float x, float y, float w, float h);
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void overlay_enable(bool state);
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void overlay_full_screen(bool enable);
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void overlay_set_alpha(float mod);
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void overlay_render();
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#endif
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private:
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WNDCLASSEX windowClass;
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@ -102,6 +112,23 @@ class D3DVideo
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uint32_t font_color;
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void update_title();
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#ifdef HAVE_OVERLAY
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struct
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{
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struct Coords
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{
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float x, y, w, h;
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};
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Coords tex_coords;
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Coords vert_coords;
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bool overlay_enabled;
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bool overlay_fullscreen;
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float overlay_alpha_mod;
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IDirect3DTexture9 *tex;
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IDirect3DVertexBuffer9 *vert_buf;
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} overlay;
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#endif
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};
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#endif
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