/* RetroArch - A frontend for libretro. * Copyright (C) 2011-2017 - 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 . */ #define CINTERFACE #include #include #ifdef HAVE_CONFIG_H #include "../../config.h" #endif #include "../gfx_display.h" #include "../../retroarch.h" #include "../common/d3d_common.h" #include "../common/d3d8_common.h" static const float d3d8_vertexes[] = { 0, 0, 1, 0, 0, 1, 1, 1 }; static const float d3d8_tex_coords[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; static const float *gfx_display_d3d8_get_default_vertices(void) { return &d3d8_vertexes[0]; } static const float *gfx_display_d3d8_get_default_tex_coords(void) { return &d3d8_tex_coords[0]; } static void *gfx_display_d3d8_get_default_mvp(void *data) { static float id[] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; return &id; } static INT32 gfx_display_prim_to_d3d8_enum( enum gfx_display_prim_type prim_type) { switch (prim_type) { case GFX_DISPLAY_PRIM_TRIANGLES: case GFX_DISPLAY_PRIM_TRIANGLESTRIP: return D3DPT_COMM_TRIANGLESTRIP; case GFX_DISPLAY_PRIM_NONE: default: break; } /* TODO/FIXME - hack */ return 0; } static void gfx_display_d3d8_blend_begin(void *data) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return; IDirect3DDevice8_SetRenderState(d3d->dev, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); IDirect3DDevice8_SetRenderState(d3d->dev, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); IDirect3DDevice8_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, true); } static void gfx_display_d3d8_blend_end(void *data) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return; IDirect3DDevice8_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, false); } static void gfx_display_d3d8_draw(gfx_display_ctx_draw_t *draw, void *data, unsigned video_width, unsigned video_height) { static float default_mvp[] ={ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; unsigned i; math_matrix_4x4 mop, m1, m2; LPDIRECT3DVERTEXBUFFER8 vbo; LPDIRECT3DDEVICE8 dev; D3DPRIMITIVETYPE type; unsigned start = 0; unsigned count = 0; d3d8_video_t *d3d = (d3d8_video_t*)data; Vertex * pv = NULL; const float *vertex = NULL; const float *tex_coord = NULL; const float *color = NULL; if (!d3d || !draw || draw->pipeline_id) return; if ((d3d->menu_display.offset + draw->coords->vertices ) > (unsigned)d3d->menu_display.size) return; vbo = (LPDIRECT3DVERTEXBUFFER8)d3d->menu_display.buffer; dev = d3d->dev; pv = (Vertex*)d3d8_vertex_buffer_lock(vbo); if (!pv) return; pv += d3d->menu_display.offset; vertex = draw->coords->vertex; tex_coord = draw->coords->tex_coord; color = draw->coords->color; if (!vertex) vertex = &d3d8_vertexes[0]; if (!tex_coord) tex_coord = &d3d8_tex_coords[0]; for (i = 0; i < draw->coords->vertices; i++) { int colors[4]; colors[0] = *color++ * 0xFF; colors[1] = *color++ * 0xFF; colors[2] = *color++ * 0xFF; colors[3] = *color++ * 0xFF; pv[i].x = *vertex++; pv[i].y = *vertex++; pv[i].z = 0.5f; pv[i].u = *tex_coord++; pv[i].v = *tex_coord++; if ((void*)draw->texture) { D3DSURFACE_DESC desc; LPDIRECT3DTEXTURE8 tex = (LPDIRECT3DTEXTURE8)draw->texture; if (SUCCEEDED(IDirect3DTexture8_GetLevelDesc(tex, 0, (D3DSURFACE_DESC*)&desc))) { pv[i].u *= desc.Width; pv[i].v *= desc.Height; } } pv[i].color = D3DCOLOR_ARGB( colors[3], /* A */ colors[0], /* R */ colors[1], /* G */ colors[2] /* B */ ); } IDirect3DVertexBuffer8_Unlock(vbo); if (!draw->matrix_data) draw->matrix_data = &default_mvp; /* ugh */ matrix_4x4_scale(m1, 2.0, 2.0, 0); matrix_4x4_translate(mop, -1.0, -1.0, 0); matrix_4x4_multiply(m2, mop, m1); matrix_4x4_multiply(m1, *((math_matrix_4x4*)draw->matrix_data), m2); matrix_4x4_scale(mop, (draw->width / 2.0) / video_width, (draw->height / 2.0) / video_height, 0); matrix_4x4_multiply(m2, mop, m1); matrix_4x4_translate(mop, (draw->x + (draw->width / 2.0)) / video_width, (draw->y + (draw->height / 2.0)) / video_height, 0); matrix_4x4_multiply(m1, mop, m2); matrix_4x4_multiply(m2, d3d->mvp_transposed, m1); d3d_matrix_transpose(&m1, &m2); d3d8_set_mvp(dev, &m1); if (draw->texture) { IDirect3DDevice8_SetTexture(dev, 0, (IDirect3DBaseTexture8*)draw->texture); IDirect3DDevice8_SetTextureStageState(dev, 0, (D3DTEXTURESTAGESTATETYPE)D3DTSS_ADDRESSU, D3DTADDRESS_COMM_CLAMP); IDirect3DDevice8_SetTextureStageState(dev, 0, (D3DTEXTURESTAGESTATETYPE)D3DTSS_ADDRESSV, D3DTADDRESS_COMM_CLAMP); IDirect3DDevice8_SetTextureStageState(dev, 0, (D3DTEXTURESTAGESTATETYPE)D3DTSS_MINFILTER, D3DTEXF_COMM_LINEAR); IDirect3DDevice8_SetTextureStageState(dev, 0, (D3DTEXTURESTAGESTATETYPE)D3DTSS_MAGFILTER, D3DTEXF_COMM_LINEAR); } type = gfx_display_prim_to_d3d8_enum(draw->prim_type); start = d3d->menu_display.offset; count = draw->coords->vertices - ((draw->prim_type == GFX_DISPLAY_PRIM_TRIANGLESTRIP) ? 2 : 0); IDirect3DDevice8_BeginScene(dev); IDirect3DDevice8_DrawPrimitive(dev, type, start, count); IDirect3DDevice8_EndScene(dev); d3d->menu_display.offset += draw->coords->vertices; } gfx_display_ctx_driver_t gfx_display_ctx_d3d8 = { gfx_display_d3d8_draw, NULL, /* draw_pipeline */ gfx_display_d3d8_blend_begin, gfx_display_d3d8_blend_end, gfx_display_d3d8_get_default_mvp, gfx_display_d3d8_get_default_vertices, gfx_display_d3d8_get_default_tex_coords, FONT_DRIVER_RENDER_D3D8_API, GFX_VIDEO_DRIVER_DIRECT3D8, "d3d8", false, NULL, NULL };