/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2014 - 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 . */ #ifdef _XBOX #include #include #endif #include "../driver.h" #include "xdk_d3d.h" #ifdef HAVE_HLSL #include "../gfx/shader_hlsl.h" #endif #include "./../gfx/gfx_context.h" #include "../general.h" #include "../message_queue.h" #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "../xdk/xdk_resources.h" static bool d3d_init_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; const gl_shader_backend_t *backend = NULL; const char *shader_path = g_settings.video.shader_path; enum rarch_shader_type type = gfx_shader_parse_type(shader_path, DEFAULT_SHADER_TYPE); switch (type) { case RARCH_SHADER_HLSL: #ifdef HAVE_HLSL RARCH_LOG("[D3D]: Using HLSL shader backend.\n"); backend = &hlsl_backend; #endif break; } if (!backend) { RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n"); return true; } d3d->shader = backend; return d3d->shader->init(d3d, shader_path); } static void d3d_deinit_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->shader && d3d->shader->deinit) d3d->shader->deinit(); d3d->shader = NULL; } static void d3d_deinit_chain(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->tex) d3d->tex->Release(); d3d->tex = NULL; if (d3d->vertex_buf) d3d->vertex_buf->Release(); d3d->vertex_buf = NULL; #ifndef _XBOX1 if (d3d->v_decl) d3d->v_decl->Release(); d3d->v_decl = NULL; #endif } static void d3d_deinitialize(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->font_ctx && d3d->font_ctx->deinit) d3d->font_ctx->deinit(d3d); d3d_deinit_chain(d3d); #ifdef HAVE_SHADERS d3d_deinit_shader(d3d); #endif d3d->needs_restore = false; } static void d3d_free(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d_deinitialize(d3d); #ifdef HAVE_OVERLAY //d3d_free_overlays(d3d); #endif #ifdef HAVE_MENU //d3d_free_overlay(d3d, d3d->rgui); #endif if (d3d->dev) d3d->dev->Release(); if (d3d->g_pD3D) d3d->g_pD3D->Release(); #ifdef HAVE_MONITOR Monitor::last_hm = MonitorFromWindow(d3d->hWnd, MONITOR_DEFAULTTONEAREST); DestroyWindow(d3d->hWnd); #endif if (d3d) free(d3d); #ifndef _XBOX UnregisterClass("RetroArch", GetModuleHandle(NULL)); #endif } static void d3d_set_viewport(void *data, int x, int y, unsigned width, unsigned height) { d3d_video_t *d3d = (d3d_video_t*)data; D3DVIEWPORT viewport; // D3D doesn't support negative X/Y viewports ... if (x < 0) x = 0; if (y < 0) y = 0; viewport.Width = width; viewport.Height = height; viewport.X = x; viewport.Y = y; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3d->final_viewport = viewport; //d3d_set_font_rect(d3d, NULL); } static void d3d_calculate_rect(void *data, unsigned width, unsigned height, bool keep, float desired_aspect) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = d3d->dev; if (g_settings.video.scale_integer) { struct rarch_viewport vp = {0}; gfx_scale_integer(&vp, width, height, desired_aspect, keep); d3d_set_viewport(d3d, vp.x, vp.y, vp.width, vp.height); } else if (!keep) d3d_set_viewport(d3d, 0, 0, width, height); else { if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { const rarch_viewport_t &custom = g_extern.console.screen.viewports.custom_vp; d3d_set_viewport(d3d, custom.x, custom.y, custom.width, custom.height); } else { float device_aspect = static_cast(width) / static_cast(height); if (fabsf(device_aspect - desired_aspect) < 0.0001f) d3d_set_viewport(d3d, 0, 0, width, height); else if (device_aspect > desired_aspect) { float delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f; d3d_set_viewport(d3d, int(roundf(width * (0.5f - delta))), 0, unsigned(roundf(2.0f * width * delta)), height); } else { float delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f; d3d_set_viewport(d3d, 0, int(roundf(height * (0.5f - delta))), width, unsigned(roundf(2.0f * height * delta))); } } } } static void d3d_set_rotation(void *data, unsigned rot) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->dev_rotation = rot; } static void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_viewport) { //renderchain_t *chain = (renderchain_t*)data; d3d_video_t *chain = (d3d_video_t*)data; chain->final_viewport = *final_viewport; } 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_SHADERS) 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(_XBOX1) D3DXMATRIX p_out, ortho, rot; D3DXMatrixOrthoOffCenterLH(&ortho, 0, vp_width, vp_height, 0, 0.0f, 1.0f); D3DXMatrixIdentity(&p_out); if (rotation) D3DXMatrixRotationZ(&rot, rotation * (M_PI / 2.0)); RD3DDevice_SetTransform(d3dr, D3DTS_WORLD, &rot); RD3DDevice_SetTransform(d3dr, D3DTS_VIEW, &p_out); RD3DDevice_SetTransform(d3dr, D3DTS_PROJECTION, &p_out); #endif } static bool d3d_set_shader(void *data, enum rarch_shader_type type, const char *path) { /* TODO - stub */ d3d_video_t *d3d = (d3d_video_t*)data; switch (type) { case RARCH_SHADER_CG: #ifdef HAVE_HLSL d3d->shader = &hlsl_backend; break; #endif default: d3d->shader = NULL; break; } if (!d3d->shader) { RARCH_ERR("[D3D]: Cannot find shader core for path: %s.\n", path); return false; } return true; } static bool renderchain_add_pass(void *data, const video_info_t *info) { HRESULT ret; d3d_video_t *d3d = (d3d_video_t*)data; D3DVIEWPORT vp = {0}; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; d3d->last_width = 0; d3d->last_height = 0; ret = d3dr->CreateVertexBuffer( 4 * sizeof(DrawVerticeFormats), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf #ifndef _XBOX1 ,NULL #endif ); if (FAILED(ret)) return false; ret = d3dr->CreateTexture(d3d->tex_w, d3d->tex_h, 1, 0, info->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5, D3DPOOL_DEFAULT, &d3d->tex #ifndef _XBOX1 ,NULL #endif ); if (FAILED(ret)) return false; d3dr->SetTexture(0, d3d->tex); RD3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); RD3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); d3dr->SetTexture(0, NULL); vp.Width = d3d->screen_width; vp.Height = d3d->screen_height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; RD3DDevice_SetViewport(d3dr, &vp); if (g_extern.console.screen.viewports.custom_vp.width == 0) g_extern.console.screen.viewports.custom_vp.width = vp.Width; if (g_extern.console.screen.viewports.custom_vp.height == 0) g_extern.console.screen.viewports.custom_vp.height = vp.Height; return true; } static const gfx_ctx_driver_t *d3d_get_context(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; enum gfx_ctx_api api; unsigned major, minor; #if defined(_XBOX1) api = GFX_CTX_DIRECT3D8_API; major = 8; #elif defined(_XBOX360) api = GFX_CTX_DIRECT3D9_API; major = 9; #endif minor = 0; return gfx_ctx_init_first(d3d, api, major, minor, false); } static bool d3d_init_base(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; D3DPRESENT_PARAMETERS d3dpp; d3d_make_d3dpp(d3d, info, &d3dpp); d3d->g_pD3D = direct3d_create_ctx(D3D_SDK_VERSION); if (!d3d->g_pD3D) { RARCH_ERR("Failed to create D3D interface.\n"); return false; } if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice( d3d->cur_mon_id, D3DDEVTYPE_HAL, d3d->hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3d->dev))) { RARCH_WARN("[D3D]: Failed to init device with hardware vertex processing (code: 0x%x). Trying to fall back to software vertex processing.\n", (unsigned)d3d->d3d_err); if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice( d3d->cur_mon_id, D3DDEVTYPE_HAL, d3d->hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3d->dev))) { RARCH_ERR("Failed to initialize device.\n"); return false; } } return true; } bool renderchain_init(void *data, const video_info_t *video_info, LPDIRECT3DDEVICE dev_, /*CGcontext cgCtx_,*/ const D3DVIEWPORT *final_viewport_ /*, const LinkInfo *info, PixelFormat fmt*/) { //TODO/FIXME - horribly incomplete right now #if 0 renderchain_t *chain = (renderchain_t*)data; #else d3d_video_t *chain = (d3d_video_t*)data; #endif if (!chain) return false; // TODO - give chain its own state chain->pixel_size = video_info->rgb32 ? 4 : 2; return true; } static bool d3d_init_chain(void *data, const video_info_t *video_info) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = d3d->dev; //TODO - change to link_info d3d->tex_w = d3d->tex_h = video_info->input_scale * RARCH_SCALE_BASE; d3d_deinit_chain(d3d); //TODO - new renderchain if (!renderchain_init(d3d/*->chain*/, &d3d->video_info, d3dr, /*d3d->cgCtx,*/ &d3d->final_viewport/*&link_info, d3d->video_info.rgb32 ? ARGB : RGB565*/)) { RARCH_ERR("[D3D]: Failed to init render chain.\n"); return false; } //TODO - add for loop with passes //TODO - d3d should become d3d->chain and video_info should become &link_info if (!renderchain_add_pass(d3d, video_info)) { RARCH_ERR("[D3D]: Failed to add pass.\n"); return false; } #if defined(_XBOX1) const DrawVerticeFormats init_verts[] = { { -1.0f, -1.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f, 1.0f }, { -1.0f, 1.0f, 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f }, }; BYTE *verts_ptr; #elif defined(_XBOX360) static const DrawVerticeFormats init_verts[] = { { -1.0f, -1.0f, 0.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f }, { -1.0f, 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 0.0f }, }; void *verts_ptr; #endif d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, init_verts, sizeof(init_verts)); d3d->vertex_buf->Unlock(); #if defined(_XBOX1) d3d->dev->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); #elif 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() }; d3dr->CreateVertexDeclaration(VertexElements, &d3d->v_decl); #endif return true; } static bool d3d_initialize(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; bool ret = true; if (!d3d->g_pD3D) ret = d3d_init_base(d3d, info); else if (d3d->needs_restore) { D3DPRESENT_PARAMETERS d3dpp; d3d_make_d3dpp(d3d, info, &d3dpp); if (d3d->dev->Reset(&d3dpp) != D3D_OK) { #ifndef _XBOX HRESULT res = d3d->dev->TestCooperativeLevel(); const char *err; switch (res) { case D3DERR_DEVICELOST: err = "DEVICELOST"; break; case D3DERR_DEVICENOTRESET: err = "DEVICENOTRESET"; break; case D3DERR_DRIVERINTERNALERROR: err = "DRIVERINTERNALERROR"; break; default: err = "Unknown"; } // Try to recreate the device completely ... RARCH_WARN("[D3D]: Attempting to recover from dead state (%s).\n", err); #endif d3d_deinitialize(d3d); d3d->g_pD3D->Release(); d3d->g_pD3D = NULL; ret = d3d_init_base(d3d, info); if (ret) RARCH_LOG("[D3D]: Recovered from dead state.\n"); else return ret; } } if (!ret) return ret; d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, info->force_aspect,g_extern.system.aspect_ratio); #ifdef HAVE_SHADERS if (!d3d_init_shader(d3d)) { RARCH_ERR("Failed to initialize HLSL.\n"); return false; } #endif if (!d3d_init_chain(d3d, info)) { RARCH_ERR("Failed to initialize render chain.\n"); return false; } #if defined(_XBOX360) strlcpy(g_settings.video.font_path, "game:\\media\\Arial_12.xpr", sizeof(g_settings.video.font_path)); #endif d3d->font_ctx = d3d_font_init_first(d3d, g_settings.video.font_path, 0); if (!d3d->font_ctx) { RARCH_ERR("Failed to initialize font.\n"); return false; } return true; } bool d3d_restore(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d_deinitialize(d3d); d3d->needs_restore = !d3d_initialize(d3d, &d3d->video_info); if (d3d->needs_restore) RARCH_ERR("[D3D]: Restore error.\n"); return !d3d->needs_restore; } // Delay constructor due to lack of exceptions. static bool d3d_construct(void *data, const video_info_t *info, const input_driver_t **input, void **input_data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->should_resize = false; #ifndef _XBOX gfx_set_dwm(); #endif #ifdef HAVE_WINDOW memset(&d3d->windowClass, 0, sizeof(d3d->windowClass)); d3d->windowClass.cbSize = sizeof(d3d->windowClass); d3d->windowClass.style = CS_HREDRAW | CS_VREDRAW; d3d->windowClass.lpfnWndProc = WindowProc; d3d->windowClass.hInstance = NULL; d3d->windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); d3d->windowClass.lpszClassName = "RetroArch"; d3d->windowClass.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON)); d3d->windowClass.hIconSm = (HICON)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON), IMAGE_ICON, 16, 16, 0); if (!info->fullscreen) d3d->windowClass.hbrBackground = (HBRUSH)COLOR_WINDOW; RegisterClassEx(&d3d->windowClass); #endif #ifdef HAVE_MONITOR RECT mon_rect = d3d_monitor_rect(d3d); bool windowed_full = g_settings.video.windowed_fullscreen; unsigned full_x = (windowed_full || info->width == 0) ? (mon_rect.right - mon_rect.left) : info->width; unsigned full_y = (windowed_full || info->height == 0) ? (mon_rect.bottom - mon_rect.top) : info->height; RARCH_LOG("[D3D]: Monitor size: %dx%d.\n", (int)(mon_rect.right - mon_rect.left), (int)(mon_rect.bottom - mon_rect.top)); d3d->screen_width = info->fullscreen ? full_x : info->width; d3d->screen_height = info->fullscreen ? full_y : info->height; #else unsigned full_x, full_y; if (d3d->ctx_driver && d3d->ctx_driver->get_video_size) d3d->ctx_driver->get_video_size(d3d, &full_x, &full_y); d3d->screen_width = info->fullscreen ? full_x : info->width; d3d->screen_height = info->fullscreen ? full_y : info->height; #endif unsigned win_width = d3d->screen_width; unsigned win_height = d3d->screen_height; #ifdef HAVE_WINDOW if (!info->fullscreen) { RECT rect = {0}; rect.right = d3d->screen_width; rect.bottom = d3d->screen_height; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); win_width = rect.right - rect.left; win_height = rect.bottom - rect.top; } char buffer[128]; gfx_get_fps(buffer, sizeof(buffer), NULL, 0); std::string title = buffer; title += " || Direct3D"; d3d->hWnd = CreateWindowEx(0, "RetroArch", title.c_str(), info->fullscreen ? (WS_EX_TOPMOST | WS_POPUP) : WS_OVERLAPPEDWINDOW, info->fullscreen ? mon_rect.left : CW_USEDEFAULT, info->fullscreen ? mon_rect.top : CW_USEDEFAULT, win_width, win_height, NULL, NULL, NULL, d3d); #endif #ifdef HAVE_WINDOW ShowWindow(d3d->hWnd, SW_RESTORE); UpdateWindow(d3d->hWnd); SetForegroundWindow(d3d->hWnd); SetFocus(d3d->hWnd); #endif d3d->video_info = *info; if (!d3d_initialize(data, &d3d->video_info)) return false; if (input && input_data && d3d->ctx_driver && d3d->ctx_driver->input_driver) d3d->ctx_driver->input_driver(d3d, input, input_data); RARCH_LOG("[D3D]: Init complete.\n"); return true; } static void *d3d_init(const video_info_t *info, const input_driver_t **input, void **input_data) { d3d_video_t *vid = new d3d_video_t(); if (!vid) return NULL; vid->ctx_driver = d3d_get_context(vid); if (!vid->ctx_driver) { free(vid); return NULL; } //default values vid->g_pD3D = NULL; vid->dev = NULL; vid->dev_rotation = 0; vid->needs_restore = false; #ifdef HAVE_CG vid->cgCtx = NULL; #endif vid->should_resize = false; vid->vsync = info->vsync; //vid->chain = NULL; if (!d3d_construct(vid, info, input, input_data)) { RARCH_ERR("[D3D]: Failed to init D3D.\n"); delete vid; return NULL; } return vid; } #ifdef HAVE_RMENU extern struct texture_image *menu_texture; #endif #ifdef _XBOX1 static bool texture_image_render(void *data, struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; if (out_img->pixels == NULL || out_img->vertex_buf == NULL) return false; float fX = static_cast(x); float fY = static_cast(y); // create the new vertices DrawVerticeFormats newVerts[] = { // x, y, z, color, u ,v {fX, fY, 0.0f, 0, 0, 0}, {fX + w, fY, 0.0f, 0, 1, 0}, {fX + w, fY + h, 0.0f, 0, 1, 1}, {fX, fY + h, 0.0f, 0, 0, 1} }; // load the existing vertices DrawVerticeFormats *pCurVerts; HRESULT ret = out_img->vertex_buf->Lock(0, 0, (unsigned char**)&pCurVerts, 0); if (FAILED(ret)) { RARCH_ERR("Error occurred during m_pVertexBuffer->Lock().\n"); return false; } // copy the new verts over the old verts memcpy(pCurVerts, newVerts, 4 * sizeof(DrawVerticeFormats)); out_img->vertex_buf->Unlock(); d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3d->dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); d3d->dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); // also blend the texture with the set alpha value d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); // draw the quad d3dr->SetTexture(0, out_img->pixels); d3dr->SetStreamSource(0, out_img->vertex_buf, sizeof(DrawVerticeFormats)); d3dr->SetVertexShader(D3DFVF_CUSTOMVERTEX); if (force_fullscreen) { D3DVIEWPORT vp = {0}; vp.Width = w; vp.Height = h; vp.X = 0; vp.Y = 0; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3dr->SetViewport(&vp); } d3dr->DrawPrimitive(D3DPT_QUADLIST, 0, 1); return true; } #endif #ifdef HAVE_MENU static void d3d_draw_texture(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; menu_texture->x = 0; menu_texture->y = 0; if (d3d->rgui_texture_enable) { d3d->dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3d->dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, true); texture_image_render(d3d, menu_texture, menu_texture->x, menu_texture->y, d3d->screen_width, d3d->screen_height, true); d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, false); } } #endif static void renderchain_clear_texture(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = d3d->dev; D3DLOCKED_RECT d3dlr; D3DTexture_LockRect(d3d->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch); } static void renderchain_blit_to_texture(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->last_width != width || d3d->last_height != height) renderchain_clear_texture(data); D3DLOCKED_RECT d3dlr; D3DTexture_LockRect(d3d->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); #if defined(_XBOX360) D3DSURFACE_DESC desc; d3d->tex->GetLevelDesc(0, &desc); XGCopySurface(d3dlr.pBits, d3dlr.Pitch, width, height, desc.Format, NULL, frame, pitch, desc.Format, NULL, 0, 0); #elif defined(_XBOX1) 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 * d3d->pixel_size); } #endif } static void renderchain_set_shader_params(void *data, unsigned pass/*Pass &pass*/, unsigned video_w, unsigned video_h, unsigned tex_w, unsigned tex_h, unsigned viewport_w, unsigned viewport_h) { #ifdef _XBOX360 d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d || !d3d->shader) return; if (d3d->shader->use) d3d->shader->use(d3d, pass); if (d3d->shader->set_params) d3d->shader->set_params(d3d, video_w, video_h, tex_w, tex_h, viewport_w, viewport_h, g_extern.frame_count, NULL, NULL, NULL, 0); #endif } static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->last_width != width || d3d->last_height != height) { d3d->last_width = width; d3d->last_height = height; #if defined(_XBOX1) float tex_w = width; float tex_h = height; DrawVerticeFormats verts[] = { { -1.0f, -1.0f, 1.0f, 0.0f, tex_h }, { 1.0f, -1.0f, 1.0f, tex_w, tex_h }, { -1.0f, 1.0f, 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, tex_w, 0.0f }, }; #elif defined(_XBOX360) float tex_w = width / ((float)d3d->tex_w); float tex_h = height / ((float)d3d->tex_h); DrawVerticeFormats verts[] = { { -1.0f, -1.0f, 0.0f, tex_h }, { 1.0f, -1.0f, tex_w, tex_h }, { -1.0f, 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, tex_w, 0.0f }, }; #endif // Align texels and vertices. for (unsigned i = 0; i < 4; i++) { verts[i].x -= 0.5f / ((float)d3d->tex_w); verts[i].y += 0.5f / ((float)d3d->tex_h); } #if defined(_XBOX1) BYTE *verts_ptr; #elif defined(_XBOX360) void *verts_ptr; #endif RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0); memcpy(verts_ptr, verts, sizeof(verts)); RD3DVertexBuffer_Unlock(d3d->vertex_buf); } renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); renderchain_set_shader_params(d3d, pass, width, height, d3d->tex_w, d3d->tex_h, d3d->screen_width, d3d->screen_height); } static void renderchain_render_pass(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { #ifdef _XBOX360 DWORD fetchConstant; UINT64 pendingMask3; #endif d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; #ifdef _XBOX1 d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE)); #endif renderchain_blit_to_texture(d3d, frame, width, height, pitch); renderchain_set_vertices(d3d, 1, width, height); #ifdef _XBOX if (g_extern.frame_count) { #ifdef _XBOX1 d3dr->SwitchTexture(0, d3d->tex); #elif defined _XBOX360 d3dr->SetTextureFetchConstant(0, d3d->tex); #endif } else #endif if (d3d->tex) { RD3DDevice_SetTexture(d3dr, 0, d3d->tex); } RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport); // TODO - use translate_filter on last param - and create pass->filter RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); //TODO - move outside RD3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); RD3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); #if defined(_XBOX1) RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1); IDirect3DDevice8_SetStreamSource(d3dr, 0, d3d->vertex_buf, sizeof(DrawVerticeFormats)); #elif defined(_XBOX360) D3DDevice_SetVertexDeclaration(d3dr, d3d->v_decl); D3DDevice_SetStreamSource_Inline(d3dr, 0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats)); #endif #ifdef _XBOX d3dr->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); #else if (SUCCEEDED(d3dr->BeginScene())) { d3dr->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); d3dr->EndScene(); } #endif } static bool d3d_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { D3DVIEWPORT screen_vp; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; if (!frame) return true; RARCH_PERFORMANCE_INIT(d3d_frame); RARCH_PERFORMANCE_START(d3d_frame); #ifndef _XBOX // We cannot recover in fullscreen. if (d3d->needs_restore && IsIconic(d3d->hWnd)) return true; #endif if (d3d->needs_restore && !d3d_restore(d3d)) { RARCH_ERR("[D3D]: Failed to restore.\n"); return false; } if (d3d && d3d->should_resize) { d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, d3d->video_info.force_aspect, g_extern.system.aspect_ratio); renderchain_set_final_viewport(d3d/*->chain*/, &d3d->final_viewport); //d3d_recompute_pass_sizes(d3d); d3d->should_resize = false; } // render_chain() only clears out viewport, clear out everything screen_vp.X = 0; screen_vp.Y = 0; screen_vp.MinZ = 0; screen_vp.MaxZ = 1; screen_vp.Width = d3d->screen_width; screen_vp.Height = d3d->screen_height; d3dr->SetViewport(&screen_vp); d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0); // Insert black frame first, so we can screenshot, etc. if (g_settings.video.black_frame_insertion) { if (d3dr->Present(NULL, NULL, NULL, NULL) != D3D_OK) { RARCH_ERR("[D3D]: Present() failed.\n"); d3d->needs_restore = true; return true; } d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0); } // TODO - change into renderchain_render and refactor renderchain_render_pass renderchain_render_pass(d3d, frame, width, height, pitch, d3d->dev_rotation); g_extern.frame_count++; renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); #ifdef HAVE_MENU if (g_extern.lifecycle_state & (1ULL << MODE_MENU) && driver.menu_ctx && driver.menu_ctx->frame) driver.menu_ctx->frame(d3d); if (d3d && d3d->rgui_texture_enable) d3d_draw_texture(d3d); #endif if (d3d->font_ctx && d3d->font_ctx->render_msg && msg) { font_params_t font_parms = {0}; #ifdef _XBOX #if defined(_XBOX1) float msg_width = 60; float msg_height = 365; #elif defined(_XBOX360) float msg_width = (g_extern.lifecycle_state & (1ULL << MODE_MENU_HD)) ? 160 : 100; float msg_height = 90; #endif font_parms.x = msg_width; font_parms.y = msg_height; font_parms.scale = 21; #endif d3d->font_ctx->render_msg(d3d, msg, &font_parms); } RARCH_PERFORMANCE_STOP(d3d_frame); if (d3d && d3d->ctx_driver && d3d->ctx_driver->update_window_title) d3d->ctx_driver->update_window_title(d3d); if (d3d && d3d->ctx_driver && d3d->ctx_driver->swap_buffers) d3d->ctx_driver->swap_buffers(d3d); return true; } static void d3d_set_nonblock_state(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->video_info.vsync = !state; if (d3d->ctx_driver && d3d->ctx_driver->swap_interval) d3d->ctx_driver->swap_interval(d3d, state ? 0 : 1); d3d_restore(d3d); } static bool d3d_alive(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; bool quit, resize; quit = false; resize = false; if (d3d->ctx_driver && d3d->ctx_driver->check_window) d3d->ctx_driver->check_window(d3d, &quit, &resize, &d3d->screen_width, &d3d->screen_height, g_extern.frame_count); #ifdef _XBOX // TODO - see if this can apply for PC as well if (quit && d3d) d3d->quitting = quit; #endif else if (resize) d3d->should_resize = true; return !d3d->quitting; } static bool d3d_focus(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->ctx_driver && d3d->ctx_driver->has_focus) return d3d->ctx_driver->has_focus(d3d); return false; } static void d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { d3d_video_t *d3d = (d3d_video_t*)data; switch (aspect_ratio_idx) { case ASPECT_RATIO_SQUARE: gfx_set_square_pixel_viewport(g_extern.system.av_info.geometry.base_width, g_extern.system.av_info.geometry.base_height); break; case ASPECT_RATIO_CORE: gfx_set_core_viewport(); break; case ASPECT_RATIO_CONFIG: gfx_set_config_viewport(); break; default: break; } g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value; d3d->video_info.force_aspect = true; d3d->should_resize = true; } static void d3d_apply_state_changes(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->should_resize = true; } static void d3d_set_filtering(void *data, unsigned index, bool set_smooth) { } #ifdef HAVE_MENU static void d3d_set_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { (void)frame; (void)rgb32; (void)width; (void)height; (void)alpha; } static void d3d_set_texture_enable(void *data, bool state, bool full_screen) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d) { d3d->rgui_texture_enable = state; d3d->rgui_texture_full_screen = full_screen; } } #endif static void d3d_set_osd_msg(void *data, const char *msg, void *userdata) { d3d_video_t *d3d = (d3d_video_t*)data; font_params_t *params = (font_params_t*)userdata; if (d3d && d3d->font_ctx && d3d->font_ctx->render_msg) d3d->font_ctx->render_msg(d3d, msg, params); } static const video_poke_interface_t d3d_poke_interface = { d3d_set_filtering, #ifdef HAVE_FBO NULL, NULL, #endif d3d_set_aspect_ratio, d3d_apply_state_changes, #ifdef HAVE_MENU d3d_set_texture_frame, d3d_set_texture_enable, #endif d3d_set_osd_msg, }; static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &d3d_poke_interface; } static void d3d_restart(void) { d3d_video_t *d3d = (d3d_video_t*)driver.video_data; LPDIRECT3DDEVICE d3dr = d3d->dev; if (!d3d) return; D3DPRESENT_PARAMETERS d3dpp; video_info_t video_info = {0}; video_info.vsync = g_settings.video.vsync; video_info.force_aspect = false; video_info.smooth = g_settings.video.smooth; video_info.input_scale = 2; video_info.fullscreen = true; video_info.rgb32 = (d3d->pixel_size == sizeof(uint32_t)) ? true : false; d3d_make_d3dpp(d3d, &video_info, &d3dpp); d3dr->Reset(&d3dpp); } const video_driver_t video_d3d = { d3d_init, d3d_frame, d3d_set_nonblock_state, d3d_alive, d3d_focus, d3d_set_shader, d3d_free, "d3d", d3d_restart, d3d_set_rotation, NULL, /* viewport_info */ NULL, /* read_viewport */ #ifdef HAVE_OVERLAY NULL, /* overlay_interface */ #endif d3d_get_poke_interface, };