/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2012 - Hans-Kristian Arntzen * Copyright (C) 2011-2012 - 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 #endif #include "../driver.h" #include "xdk_d3d.h" #ifdef HAVE_HLSL #include "../gfx/shader_hlsl.h" #endif #include "./../gfx/gfx_context.h" #include "../console/retroarch_console.h" #include "../general.h" #include "../message.h" #ifdef HAVE_CONFIG_H #include "config.h" #endif #ifdef _XBOX360 #include "xdk360_video_resources.h" #endif static void check_window(xdk_d3d_video_t *d3d) { bool quit, resize; gfx_ctx_check_window(&quit, &resize, NULL, NULL, d3d->frame_count); if (quit) d3d->quitting = true; else if (resize) d3d->should_resize = true; } static void xdk_d3d_free(void * data) { #ifdef RARCH_CONSOLE if (driver.video_data) return; #endif xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; if (!d3d) return; #ifdef HAVE_HLSL hlsl_deinit(); #endif d3d->d3d_render_device->Release(); d3d->d3d_device->Release(); free(d3d); } static void xdk_d3d_set_viewport(bool force_full) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); #ifdef _XBOX360 int width = d3d->video_mode.fIsHiDef ? 1280 : 640; int height = d3d->video_mode.fIsHiDef ? 720 : 480; #else // FIXME: Hardcoded for Xbox 1 for now int width = 640; int height = 480; #endif int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp; float m_zNear, m_zFar; m_viewport_x_temp = 0; m_viewport_y_temp = 0; m_viewport_width_temp = width; m_viewport_height_temp = height; m_zNear = 0.0f; m_zFar = 1.0f; if (!force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)width / height; float delta; // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM) { delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; m_viewport_x_temp = g_console.viewports.custom_vp.x; m_viewport_y_temp = g_console.viewports.custom_vp.y; m_viewport_width_temp = g_console.viewports.custom_vp.width; m_viewport_height_temp = g_console.viewports.custom_vp.height; } else if (device_aspect > desired_aspect) { delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; m_viewport_x_temp = (int)(width * (0.5 - delta)); m_viewport_width_temp = (int)(2.0 * width * delta); width = (unsigned)(2.0 * width * delta); } else { delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; m_viewport_y_temp = (int)(height * (0.5 - delta)); m_viewport_height_temp = (int)(2.0 * height * delta); height = (unsigned)(2.0 * height * delta); } } D3DVIEWPORT vp = {0}; vp.Width = m_viewport_width_temp; vp.Height = m_viewport_height_temp; vp.X = m_viewport_x_temp; vp.Y = m_viewport_y_temp; vp.MinZ = m_zNear; vp.MaxZ = m_zFar; d3d->d3d_render_device->SetViewport(&vp); //if(gl->overscan_enable && !force_full) //{ // m_left = -gl->overscan_amount/2; // m_right = 1 + gl->overscan_amount/2; // m_bottom = -gl->overscan_amount/2; //} } static void xdk_d3d_set_rotation(void * data, unsigned orientation) { (void)data; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; FLOAT angle; switch(orientation) { case ORIENTATION_NORMAL: angle = M_PI * 0 / 180; break; case ORIENTATION_VERTICAL: angle = M_PI * 270 / 180; break; case ORIENTATION_FLIPPED: angle = M_PI * 180 / 180; break; case ORIENTATION_FLIPPED_ROTATED: angle = M_PI * 90 / 180; break; } #ifdef HAVE_HLSL /* TODO: Move to D3DXMATRIX here */ hlsl_set_proj_matrix(XMMatrixRotationZ(angle)); #endif d3d->should_resize = TRUE; } #ifdef HAVE_FBO static void xdk_d3d_init_fbo(xdk_d3d_video_t *d3d) { if(!g_settings.video.render_to_texture) return; if (d3d->lpTexture_ot) { d3d->lpTexture_ot->Release(); d3d->lpTexture_ot = NULL; } if (d3d->lpSurface) { d3d->lpSurface->Release(); d3d->lpSurface = NULL; } d3d->d3d_render_device->CreateTexture(512 * g_settings.video.fbo_scale_x, 512 * g_settings.video.fbo_scale_y, 1, 0, g_console.gamma_correction_enable ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 ) : D3DFMT_A8R8G8B8, 0, &d3d->lpTexture_ot #ifdef _XBOX360 , NULL #endif ); d3d->d3d_render_device->CreateRenderTarget(512 * g_settings.video.fbo_scale_x, 512 * g_settings.video.fbo_scale_y, g_console.gamma_correction_enable ? ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 ) : D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, 0, &d3d->lpSurface, NULL); #ifdef _XBOX360 d3d->lpTexture_ot_as16srgb = *d3d->lpTexture_ot; xdk360_convert_texture_to_as16_srgb(d3d->lpTexture); xdk360_convert_texture_to_as16_srgb(&d3d->lpTexture_ot_as16srgb); #endif d3d->fbo_enabled = 1; } #endif static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data) { #ifndef _XBOX1 if (driver.video_data) return driver.video_data; #endif xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)calloc(1, sizeof(xdk_d3d_video_t)); if (!d3d) return NULL; d3d->d3d_device = direct3d_create_ctx(D3D_SDK_VERSION); if (!d3d->d3d_device) { free(d3d); return NULL; } memset(&d3d->d3dpp, 0, sizeof(d3d->d3dpp)); // no letterboxing in 4:3 mode (if widescreen is // unsupported #ifdef _XBOX360 // Get video settings memset(&d3d->video_mode, 0, sizeof(d3d->video_mode)); XGetVideoMode(&d3d->video_mode); if(!d3d->video_mode.fIsWideScreen) d3d->d3dpp.Flags |= D3DPRESENTFLAG_NO_LETTERBOX; g_console.menus_hd_enable = d3d->video_mode.fIsHiDef; d3d->d3dpp.BackBufferWidth = d3d->video_mode.fIsHiDef ? 1280 : 640; d3d->d3dpp.BackBufferHeight = d3d->video_mode.fIsHiDef ? 720 : 480; if(g_console.gamma_correction_enable) { d3d->d3dpp.BackBufferFormat = g_console.color_format ? (D3DFORMAT)MAKESRGBFMT(D3DFMT_A8R8G8B8) : (D3DFORMAT)MAKESRGBFMT(D3DFMT_LIN_A1R5G5B5); d3d->d3dpp.FrontBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8); } else { d3d->d3dpp.BackBufferFormat = g_console.color_format ? D3DFMT_A8R8G8B8 : D3DFMT_LIN_A1R5G5B5; d3d->d3dpp.FrontBufferFormat = D3DFMT_LE_X8R8G8B8; } d3d->d3dpp.MultiSampleQuality = 0; d3d->d3dpp.PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; #else /* Xbox 1 */ d3d->d3dpp.BackBufferFormat = g_console.color_format ? D3DFMT_A8R8G8B8 : D3DFMT_LIN_A1R5G5B5; //FIXME: Hardcoded right now d3d->d3dpp.BackBufferWidth = 640; d3d->d3dpp.BackBufferHeight = 480; d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; #endif d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3d->d3dpp.BackBufferCount = 2; d3d->d3dpp.EnableAutoDepthStencil = FALSE; d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3d->d3dpp, &d3d->d3d_render_device); #ifdef HAVE_HLSL hlsl_init(g_settings.video.cg_shader_path, d3d->d3d_render_device); #endif d3d->d3d_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5, 0, &d3d->lpTexture #ifdef _XBOX360 , NULL #endif ); #ifdef HAVE_FBO xdk_d3d_init_fbo(d3d); #endif D3DLOCKED_RECT d3dlr; d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch); d3d->lpTexture->UnlockRect(0); d3d->last_width = 512; d3d->last_height = 512; #ifdef _XBOX1 d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf); #else d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0, 0, 0, &d3d->vertex_buf, NULL); #endif 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 }, }; #ifdef _XBOX1 BYTE *verts_ptr; #else 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(); #ifdef _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() }; d3d->d3d_render_device->CreateVertexDeclaration(VertexElements, &d3d->v_decl); #else d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); #endif d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE); D3DVIEWPORT vp = {0}; #ifdef _XBOX360 vp.Width = d3d->video_mode.fIsHiDef ? 1280 : 640; vp.Height = d3d->video_mode.fIsHiDef ? 720 : 480; #else /* FIXME: Xbox 1 - hardcoded */ vp.Width = 640; vp.Height = 480; #endif vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d->d3d_render_device->SetViewport(&vp); if(g_console.viewports.custom_vp.width == 0) g_console.viewports.custom_vp.width = vp.Width; if(g_console.viewports.custom_vp.height == 0) g_console.viewports.custom_vp.height = vp.Height; xdk_d3d_set_rotation(d3d, g_console.screen_orientation); d3d->vsync = video->vsync; return d3d; } static bool xdk_d3d_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { if (!frame) return true; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; #ifdef HAVE_FBO D3DSurface* pRenderTarget0; #endif bool menu_enabled = g_console.menu_enable; if (d3d->last_width != width || d3d->last_height != height) { D3DLOCKED_RECT d3dlr; d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch); d3d->lpTexture->UnlockRect(0); float tex_w = width / 512.0f; float tex_h = height / 512.0f; 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 }, }; // Align texels and vertices (D3D9 quirk). for (unsigned i = 0; i < 4; i++) { verts[i].x -= 0.5f / 512.0f; verts[i].y += 0.5f / 512.0f; } #ifdef _XBOX1 BYTE *verts_ptr; #else void *verts_ptr; #endif d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, verts, sizeof(verts)); d3d->vertex_buf->Unlock(); d3d->last_width = width; d3d->last_height = height; } #ifdef HAVE_FBO if (d3d->fbo_enabled) { d3d->d3d_render_device->GetRenderTarget(0, &pRenderTarget0); d3d->d3d_render_device->SetRenderTarget(0, d3d->lpSurface); } #endif if (d3d->should_resize) xdk_d3d_set_viewport(false); d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); d3d->frame_count++; d3d->d3d_render_device->SetTexture(0, d3d->lpTexture); #ifdef HAVE_HLSL hlsl_use(1); #endif #ifdef HAVE_FBO if(d3d->fbo_enabled) { #ifdef HAVE_HLSL hlsl_set_params(width, height, 512, 512, g_settings.video.fbo_scale_x * width, g_settings.video.fbo_scale_y * height, d3d->frame_count); #endif D3DVIEWPORT vp = {0}; vp.Width = g_settings.video.fbo_scale_x * width; vp.Height = g_settings.video.fbo_scale_y * height; vp.X = 0; vp.Y = 0; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d->d3d_render_device->SetViewport(&vp); } else #endif { #ifdef HAVE_HLSL hlsl_set_params(width, height, 512, 512, d3d->d3dpp.BackBufferWidth, d3d->d3dpp.BackBufferHeight, d3d->frame_count); #endif } D3DLOCKED_RECT d3dlr; d3d->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)); } d3d->lpTexture->UnlockRect(0); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); #ifdef _XBOX1 d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); #else d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl); #endif d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, #ifdef _XBOX360 0, #endif sizeof(DrawVerticeFormats)); d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); #ifdef HAVE_FBO if(d3d->fbo_enabled) { d3d->d3d_render_device->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, d3d->lpTexture_ot, NULL, 0, 0, NULL, 0, 0, NULL); d3d->d3d_render_device->SetRenderTarget(0, pRenderTarget0); pRenderTarget0->Release(); d3d->d3d_render_device->SetTexture(0, &d3d->lpTexture_ot_as16srgb); #ifdef HAVE_HLSL hlsl_use(2); hlsl_set_params(g_settings.video.fbo_scale_x * width, g_settings.video.fbo_scale_y * height, g_settings.video.fbo_scale_x * 512, g_settings.video.fbo_scale_y * 512, d3d->d3dpp.BackBufferWidth, d3d->d3dpp.BackBufferHeight, d3d->frame_count); #endif xdk_d3d_set_viewport(false); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl); d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, #ifdef _XBOX360 0, #endif sizeof(DrawVerticeFormats)); d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } #endif #ifdef _XBOX360 /* XBox 360 specific font code */ if (msg && !menu_enabled) { if(IS_TIMER_EXPIRED(d3d)) { xdk360_console_format(msg); SET_TIMER_EXPIRATION(d3d, 30); } xdk360_console_draw(); } #endif if(!d3d->block_swap) gfx_ctx_swap_buffers(); return true; } static void xdk_d3d_set_nonblock_state(void *data, bool state) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; if(d3d->vsync) { RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on"); gfx_ctx_set_swap_interval(state ? 0 : 1, TRUE); } } static bool xdk_d3d_alive(void *data) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; check_window(d3d); return !d3d->quitting; } static bool xdk_d3d_focus(void *data) { (void)data; return gfx_ctx_window_has_focus(); } static void xdk_d3d_start(void) { video_info_t video_info = {0}; video_info.vsync = g_settings.video.vsync; video_info.force_aspect = false; video_info.fullscreen = true; video_info.smooth = g_settings.video.smooth; video_info.input_scale = 2; driver.video_data = xdk_d3d_init(&video_info, NULL, NULL); xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; gfx_ctx_set_swap_interval(d3d->vsync ? 1 : 0, false); #ifdef _XBOX360 HRESULT hr = d3d9_init_font("game:\\media\\Arial_12.xpr"); if(hr < 0) { RARCH_ERR("Couldn't create debug console.\n"); } #endif } static void xdk_d3d_restart(void) { } static void xdk_d3d_stop(void) { void *data = driver.video_data; driver.video_data = NULL; #ifdef _XBOX360 d3d9_deinit_font(); #endif xdk_d3d_free(data); } const video_driver_t video_xdk_d3d = { xdk_d3d_init, xdk_d3d_frame, xdk_d3d_set_nonblock_state, xdk_d3d_alive, xdk_d3d_focus, NULL, xdk_d3d_free, "xdk_d3d", xdk_d3d_start, xdk_d3d_stop, xdk_d3d_restart, xdk_d3d_set_rotation, };