/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2017 - Daniel De Matteis * Copyright (C) 2012-2014 - OV2 * * 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 #include #include #include #include #include #include "d3d.h" #include "../video_coord_array.h" #include "../../configuration.h" #include "../../dynamic.h" #include "../video_driver.h" #ifdef HAVE_THREADS #include "../video_thread_wrapper.h" #endif #include "../common/win32_common.h" #ifndef _XBOX #define HAVE_MONITOR #define HAVE_WINDOW #endif #ifdef HAVE_MENU #include "../../menu/menu_driver.h" #endif #include "../font_driver.h" #include "../../core.h" #include "../../defines/d3d_defines.h" #include "../../verbosity.h" #if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL) #if defined(HAVE_CG) #define HAVE_SHADERS #endif #ifdef HAVE_HLSL #include "../drivers_shader/shader_hlsl.h" #endif #endif #ifdef _XBOX #ifndef HAVE_FBO #define HAVE_FBO #endif #endif static LPDIRECT3D g_pD3D; static bool d3d_init_imports(d3d_video_t *d3d) { retro_ctx_memory_info_t mem_info; state_tracker_t *state_tracker = NULL; struct state_tracker_info tracker_info = {0}; if (!d3d->shader.variables) return true; mem_info.id = RETRO_MEMORY_SYSTEM_RAM; core_get_memory(&mem_info); tracker_info.wram = (uint8_t*)mem_info.data; tracker_info.info = d3d->shader.variable; tracker_info.info_elem = d3d->shader.variables; #ifdef HAVE_PYTHON if (*d3d->shader.script_path) { tracker_info.script = d3d->shader.script_path; tracker_info.script_is_file = true; } tracker_info.script_class = *d3d->shader.script_class ? d3d->shader.script_class : NULL; #endif state_tracker = state_tracker_init(&tracker_info); if (!state_tracker) { RARCH_ERR("[D3D]: Failed to initialize state tracker.\n"); return false; } d3d->renderchain_driver->add_state_tracker( d3d->renderchain_data, state_tracker); return true; } static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info) { unsigned current_width, current_height, out_width, out_height; unsigned i = 0; struct LinkInfo link_info = {0}; (void)i; (void)current_width; (void)current_height; (void)out_width; (void)out_height; /* Setup information for first pass. */ #ifndef _XBOX link_info.pass = &d3d->shader.pass[0]; #endif link_info.tex_w = link_info.tex_h = video_info->input_scale * RARCH_SCALE_BASE; if (!renderchain_d3d_init_first(&d3d->renderchain_driver, &d3d->renderchain_data)) { RARCH_ERR("[D3D]: Renderchain could not be initialized.\n"); return false; } if (!d3d->renderchain_driver || !d3d->renderchain_data) return false; if ( !d3d->renderchain_driver->init( d3d, &d3d->video_info, d3d->dev, &d3d->final_viewport, &link_info, d3d->video_info.rgb32) ) { RARCH_ERR("[D3D]: Failed to init render chain.\n"); return false; } RARCH_LOG("[D3D]: Renderchain driver: %s\n", d3d->renderchain_driver->ident); #ifndef _XBOX current_width = link_info.tex_w; current_height = link_info.tex_h; out_width = 0; out_height = 0; for (i = 1; i < d3d->shader.passes; i++) { d3d->renderchain_driver->convert_geometry(d3d->renderchain_data, &link_info, &out_width, &out_height, current_width, current_height, &d3d->final_viewport); link_info.pass = &d3d->shader.pass[i]; link_info.tex_w = next_pow2(out_width); link_info.tex_h = next_pow2(out_height); current_width = out_width; current_height = out_height; if (!d3d->renderchain_driver->add_pass( d3d->renderchain_data, &link_info)) { RARCH_ERR("[D3D]: Failed to add pass.\n"); return false; } } #endif if (d3d->renderchain_driver) { if (d3d->renderchain_driver->add_lut) { unsigned i; settings_t *settings = config_get_ptr(); for (i = 0; i < d3d->shader.luts; i++) { if (!d3d->renderchain_driver->add_lut( d3d->renderchain_data, d3d->shader.lut[i].id, d3d->shader.lut[i].path, d3d->shader.lut[i].filter == RARCH_FILTER_UNSPEC ? settings->bools.video_smooth : (d3d->shader.lut[i].filter == RARCH_FILTER_LINEAR))) { RARCH_ERR("[D3D]: Failed to init LUTs.\n"); return false; } } } if (d3d->renderchain_driver->add_state_tracker) { if (!d3d_init_imports(d3d)) { RARCH_ERR("[D3D]: Failed to init imports.\n"); return false; } } } return true; } static bool d3d_init_singlepass(d3d_video_t *d3d) { #ifndef _XBOX struct video_shader_pass *pass = NULL; if (!d3d) return false; memset(&d3d->shader, 0, sizeof(d3d->shader)); d3d->shader.passes = 1; pass = (struct video_shader_pass*) &d3d->shader.pass[0]; pass->fbo.valid = true; pass->fbo.scale_y = 1.0; pass->fbo.type_y = RARCH_SCALE_VIEWPORT; pass->fbo.scale_x = pass->fbo.scale_y; pass->fbo.type_x = pass->fbo.type_y; if (!string_is_empty(d3d->shader_path)) strlcpy(pass->source.path, d3d->shader_path, sizeof(pass->source.path)); #endif return true; } #ifdef HAVE_FBO static bool d3d_init_multipass(d3d_video_t *d3d) { unsigned i; bool use_extra_pass = false; struct video_shader_pass *pass = NULL; config_file_t *conf = !string_is_empty(d3d->shader_path) ? config_file_new(d3d->shader_path) : NULL; if (!conf) { RARCH_ERR("[D3D]: Failed to load preset.\n"); return false; } memset(&d3d->shader, 0, sizeof(d3d->shader)); #ifdef HAVE_SHADERPIPELINE if (!video_shader_read_conf_cgp(conf, &d3d->shader)) { config_file_free(conf); RARCH_ERR("[D3D]: Failed to parse CGP file.\n"); return false; } #endif config_file_free(conf); #ifdef HAVE_SHADERPIPELINE if (!string_is_empty(d3d->shader_path)) video_shader_resolve_relative(&d3d->shader, d3d->shader_path); #endif RARCH_LOG("[D3D]: Found %u shaders.\n", d3d->shader.passes); for (i = 0; i < d3d->shader.passes; i++) { if (d3d->shader.pass[i].fbo.valid) continue; d3d->shader.pass[i].fbo.scale_y = 1.0f; d3d->shader.pass[i].fbo.scale_x = 1.0f; d3d->shader.pass[i].fbo.type_x = RARCH_SCALE_INPUT; d3d->shader.pass[i].fbo.type_y = RARCH_SCALE_INPUT; } use_extra_pass = d3d->shader.passes < GFX_MAX_SHADERS && d3d->shader.pass[d3d->shader.passes - 1].fbo.valid; if (use_extra_pass) { d3d->shader.passes++; pass = (struct video_shader_pass*) &d3d->shader.pass[d3d->shader.passes - 1]; pass->fbo.scale_x = pass->fbo.scale_y = 1.0f; pass->fbo.type_x = pass->fbo.type_y = RARCH_SCALE_VIEWPORT; pass->filter = RARCH_FILTER_UNSPEC; } else { pass = (struct video_shader_pass*) &d3d->shader.pass[d3d->shader.passes - 1]; pass->fbo.scale_x = pass->fbo.scale_y = 1.0f; pass->fbo.type_x = pass->fbo.type_y = RARCH_SCALE_VIEWPORT; } return true; } #endif static bool d3d_process_shader(d3d_video_t *d3d) { #ifdef HAVE_FBO if (d3d && !string_is_empty(d3d->shader_path) && string_is_equal_fast(path_get_extension(d3d->shader_path), "cgp", 3)) return d3d_init_multipass(d3d); #endif return d3d_init_singlepass(d3d); } static void d3d_viewport_info(void *data, struct video_viewport *vp) { d3d_video_t *d3d = (d3d_video_t*)data; if ( !d3d || !d3d->renderchain_driver || !d3d->renderchain_driver->viewport_info) return; d3d->renderchain_driver->viewport_info(d3d, vp); } static void d3d_overlay_render(d3d_video_t *d3d, video_frame_info_t *video_info, overlay_t *overlay) { struct video_viewport vp; void *verts; unsigned i; float vert[4][9]; float overlay_width, overlay_height; unsigned width = video_info->width; unsigned height = video_info->height; if (!d3d || !overlay || !overlay->tex) return; if (!overlay->vert_buf) { overlay->vert_buf = d3d_vertex_buffer_new( d3d->dev, sizeof(vert), 0, 0, D3DPOOL_MANAGED, NULL); if (!overlay->vert_buf) return; } for (i = 0; i < 4; i++) { vert[i][2] = 0.5f; vert[i][5] = 1.0f; vert[i][6] = 1.0f; vert[i][7] = 1.0f; vert[i][8] = overlay->alpha_mod; } d3d_viewport_info(d3d, &vp); overlay_width = vp.width; overlay_height = vp.height; vert[0][0] = overlay->vert_coords[0] * overlay_width; vert[1][0] = (overlay->vert_coords[0] + overlay->vert_coords[2]) * overlay_width; vert[2][0] = overlay->vert_coords[0] * overlay_width; vert[3][0] = (overlay->vert_coords[0] + overlay->vert_coords[2]) * overlay_width; vert[0][1] = overlay->vert_coords[1] * overlay_height; vert[1][1] = overlay->vert_coords[1] * overlay_height; vert[2][1] = (overlay->vert_coords[1] + overlay->vert_coords[3]) * overlay_height; vert[3][1] = (overlay->vert_coords[1] + overlay->vert_coords[3]) * overlay_height; vert[0][3] = overlay->tex_coords[0]; vert[1][3] = overlay->tex_coords[0] + overlay->tex_coords[2]; vert[2][3] = overlay->tex_coords[0]; vert[3][3] = overlay->tex_coords[0] + overlay->tex_coords[2]; vert[0][4] = overlay->tex_coords[1]; vert[1][4] = overlay->tex_coords[1]; vert[2][4] = overlay->tex_coords[1] + overlay->tex_coords[3]; vert[3][4] = overlay->tex_coords[1] + overlay->tex_coords[3]; /* Align texels and vertices. */ for (i = 0; i < 4; i++) { vert[i][0] -= 0.5f; vert[i][1] += 0.5f; } verts = d3d_vertex_buffer_lock(overlay->vert_buf); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(overlay->vert_buf); d3d_enable_blend_func(d3d->dev); #if defined(HAVE_D3D9) { LPDIRECT3DVERTEXDECLARATION vertex_decl; /* set vertex declaration for overlay. */ D3DVERTEXELEMENT vElems[4] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; d3d_vertex_declaration_new(d3d->dev, &vElems, (void**)&vertex_decl); d3d_set_vertex_declaration(d3d->dev, vertex_decl); d3d_vertex_declaration_free(vertex_decl); } #endif d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf, 0, sizeof(*vert)); if (overlay->fullscreen) { D3DVIEWPORT vp_full; vp_full.X = 0; vp_full.Y = 0; vp_full.Width = width; vp_full.Height = height; vp_full.MinZ = 0.0f; vp_full.MaxZ = 1.0f; d3d_set_viewports(d3d->dev, &vp_full); } /* Render overlay. */ d3d_set_texture(d3d->dev, 0, overlay->tex); d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* Restore previous state. */ d3d_disable_blend_func(d3d->dev); d3d_set_viewports(d3d->dev, &d3d->final_viewport); } static void d3d_free_overlay(d3d_video_t *d3d, overlay_t *overlay) { if (!d3d) return; d3d_texture_free(overlay->tex); d3d_vertex_buffer_free(overlay->vert_buf, NULL); } static void d3d_deinit_chain(d3d_video_t *d3d) { if (!d3d || !d3d->renderchain_driver) return; if (d3d->renderchain_driver->chain_free) d3d->renderchain_driver->chain_free(d3d->renderchain_data); d3d->renderchain_driver = NULL; d3d->renderchain_data = NULL; } static void d3d_deinitialize(d3d_video_t *d3d) { if (!d3d) return; font_driver_free_osd(); d3d_deinit_chain(d3d); } #if defined(HAVE_D3D8) && !defined(_XBOX) #define FS_PRESENTINTERVAL(pp) ((pp)->FullScreen_PresentationInterval) #else #define FS_PRESENTINTERVAL(pp) ((pp)->PresentationInterval) #endif void d3d_make_d3dpp(void *data, const video_info_t *info, D3DPRESENT_PARAMETERS *d3dpp) { d3d_video_t *d3d = (d3d_video_t*)data; settings_t *settings = config_get_ptr(); #ifdef _XBOX360 /* TODO/FIXME - get rid of global state dependencies. */ global_t *global = global_get_ptr(); #endif memset(d3dpp, 0, sizeof(*d3dpp)); #ifdef _XBOX d3dpp->Windowed = false; #else d3dpp->Windowed = settings->bools.video_windowed_fullscreen || !info->fullscreen; #endif FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_IMMEDIATE; if (info->vsync) { switch (settings->uints.video_swap_interval) { default: case 1: FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_ONE; break; case 2: FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_TWO; break; case 3: FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_THREE; break; case 4: FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_FOUR; break; } } d3dpp->SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp->BackBufferCount = 2; #ifdef _XBOX d3dpp->BackBufferFormat = #ifdef _XBOX360 global->console.screen.gamma_correction ? (D3DFORMAT)MAKESRGBFMT(info->rgb32 ? D3DFMT_X8R8G8B8 : D3DFMT_LIN_R5G6B5) : #endif info->rgb32 ? D3DFMT_X8R8G8B8 : D3DFMT_LIN_R5G6B5; #else d3dpp->hDeviceWindow = win32_get_window(); d3dpp->BackBufferFormat = !d3dpp->Windowed ? D3DFMT_X8R8G8B8 : D3DFMT_UNKNOWN; #endif if (!d3dpp->Windowed) { #ifdef _XBOX gfx_ctx_mode_t mode; unsigned width = 0; unsigned height = 0; video_context_driver_get_video_size(&mode); width = mode.width; height = mode.height; mode.width = 0; mode.height = 0; video_driver_set_size(&width, &height); #endif video_driver_get_size(&d3dpp->BackBufferWidth, &d3dpp->BackBufferHeight); } #ifdef _XBOX d3dpp->MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp->EnableAutoDepthStencil = FALSE; #if defined(_XBOX1) /* Get the "video mode" */ DWORD video_mode = XGetVideoFlags(); /* Check if we are able to use progressive mode. */ if (video_mode & XC_VIDEO_FLAGS_HDTV_480p) d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE; else d3dpp->Flags = D3DPRESENTFLAG_INTERLACED; /* Only valid in PAL mode, not valid for HDTV modes. */ if (XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I) { if (video_mode & XC_VIDEO_FLAGS_PAL_60Hz) d3dpp->FullScreen_RefreshRateInHz = 60; else d3dpp->FullScreen_RefreshRateInHz = 50; } if (XGetAVPack() == XC_AV_PACK_HDTV) { if (video_mode & XC_VIDEO_FLAGS_HDTV_480p) d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE; else if (video_mode & XC_VIDEO_FLAGS_HDTV_720p) d3dpp->Flags = D3DPRESENTFLAG_PROGRESSIVE; else if (video_mode & XC_VIDEO_FLAGS_HDTV_1080i) d3dpp->Flags = D3DPRESENTFLAG_INTERLACED; } if (widescreen_mode) d3dpp->Flags |= D3DPRESENTFLAG_WIDESCREEN; #elif defined(_XBOX360) #if 0 if (!widescreen_mode) d3dpp->Flags |= D3DPRESENTFLAG_NO_LETTERBOX; #endif if (global->console.screen.gamma_correction) d3dpp->FrontBufferFormat = (D3DFORMAT) MAKESRGBFMT(D3DFMT_LE_X8R8G8B8); else d3dpp->FrontBufferFormat = D3DFMT_LE_X8R8G8B8; d3dpp->MultiSampleQuality = 0; #endif #endif } static bool d3d_init_base(void *data, const video_info_t *info) { D3DPRESENT_PARAMETERS d3dpp; HWND focus_window = NULL; d3d_video_t *d3d = (d3d_video_t*)data; d3d_make_d3dpp(d3d, info, &d3dpp); g_pD3D = D3DCREATE_CTX(D3D_SDK_VERSION); if (!g_pD3D) { RARCH_ERR("[D3D]: Failed to create D3D interface.\n"); return false; } #ifdef _XBOX360 d3d->cur_mon_id = 0; #endif #ifndef _XBOX focus_window = win32_get_window(); #endif if (!d3d_create_device(&d3d->dev, &d3dpp, g_pD3D, focus_window, d3d->cur_mon_id) ) { RARCH_ERR("[D3D]: Failed to initialize device.\n"); return false; } return true; } static void d3d_calculate_rect(void *data, unsigned *width, unsigned *height, int *x, int *y, bool force_full, bool allow_rotate) { gfx_ctx_aspect_t aspect_data; float device_aspect = (float)*width / *height; d3d_video_t *d3d = (d3d_video_t*)data; settings_t *settings = config_get_ptr(); video_driver_get_size(width, height); aspect_data.aspect = &device_aspect; aspect_data.width = *width; aspect_data.height = *height; video_context_driver_translate_aspect(&aspect_data); *x = 0; *y = 0; if (settings->bools.video_scale_integer && !force_full) { struct video_viewport vp; vp.x = 0; vp.y = 0; vp.width = 0; vp.height = 0; vp.full_width = 0; vp.full_height = 0; video_viewport_get_scaled_integer(&vp, *width, *height, video_driver_get_aspect_ratio(), d3d->keep_aspect); *x = vp.x; *y = vp.y; *width = vp.width; *height = vp.height; } else if (d3d->keep_aspect && !force_full) { float desired_aspect = video_driver_get_aspect_ratio(); #if defined(HAVE_MENU) if (settings->uints.video_aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { video_viewport_t *custom = video_viewport_get_custom(); *x = custom->x; *y = custom->y; *width = custom->width; *height = custom->height; } else #endif { float delta; if (fabsf(device_aspect - desired_aspect) < 0.0001f) { /* If the aspect ratios of screen and desired aspect * ratio are sufficiently equal (floating point stuff), * assume they are actually equal. */ } else if (device_aspect > desired_aspect) { delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f; *x = (int)(roundf(*width * (0.5f - delta))); *width = (unsigned)(roundf(2.0f * (*width) * delta)); } else { delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f; *y = (int)(roundf(*height * (0.5f - delta))); *height = (unsigned)(roundf(2.0f * (*height) * delta)); } } } } static void d3d_set_viewport(void *data, unsigned width, unsigned height, bool force_full, bool allow_rotate) { D3DVIEWPORT viewport; int x = 0; int y = 0; d3d_video_t *d3d = (d3d_video_t*)data; d3d_calculate_rect(data, &width, &height, &x, &y, force_full, allow_rotate); /* D3D doesn't support negative X/Y viewports ... */ if (x < 0) x = 0; if (y < 0) y = 0; viewport.X = x; viewport.Y = y; viewport.Width = width; viewport.Height = height; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3d->final_viewport = viewport; if (d3d->renderchain_driver && d3d->renderchain_driver->set_font_rect) d3d->renderchain_driver->set_font_rect(d3d, NULL); } static bool d3d_initialize(d3d_video_t *d3d, const video_info_t *info) { unsigned width, height; bool ret = true; settings_t *settings = config_get_ptr(); if (!d3d) return false; if (!g_pD3D) ret = d3d_init_base(d3d, info); else if (d3d->needs_restore) { D3DPRESENT_PARAMETERS d3dpp; d3d_make_d3dpp(d3d, info, &d3dpp); if (!d3d_reset(d3d->dev, &d3dpp)) { d3d_deinitialize(d3d); d3d_device_free(NULL, g_pD3D); g_pD3D = NULL; ret = d3d_init_base(d3d, info); if (ret) RARCH_LOG("[D3D]: Recovered from dead state.\n"); } } if (!ret) return ret; if (!d3d_init_chain(d3d, info)) { RARCH_ERR("[D3D]: Failed to initialize render chain.\n"); return false; } video_driver_get_size(&width, &height); d3d_set_viewport(d3d, width, height, false, true); #if defined(_XBOX360) strlcpy(settings->paths.path_font, "game:\\media\\Arial_12.xpr", sizeof(settings->paths.path_font)); #endif font_driver_init_osd(d3d, false, info->is_threaded, FONT_DRIVER_RENDER_DIRECT3D_API); return true; } static bool d3d_restore(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return false; d3d_deinitialize(d3d); if (!d3d_initialize(d3d, &d3d->video_info)) { RARCH_ERR("[D3D]: Restore error.\n"); return false; } d3d->needs_restore = false; return true; } static void d3d_set_nonblock_state(void *data, bool state) { unsigned interval = state ? 0 : 1; d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; d3d->video_info.vsync = !state; video_context_driver_swap_interval(&interval); #ifndef _XBOX d3d->needs_restore = true; d3d_restore(d3d); #endif } static bool d3d_alive(void *data) { gfx_ctx_size_t size_data; unsigned temp_width = 0; unsigned temp_height = 0; bool ret = false; d3d_video_t *d3d = (d3d_video_t*)data; bool quit = false; bool resize = false; /* Needed because some context drivers don't track their sizes */ video_driver_get_size(&temp_width, &temp_height); size_data.quit = &quit; size_data.resize = &resize; size_data.width = &temp_width; size_data.height = &temp_height; if (video_context_driver_check_window(&size_data)) { if (quit) d3d->quitting = quit; if (resize) { d3d->should_resize = true; video_driver_set_resize(temp_width, temp_height); d3d_restore(d3d); } ret = !quit; } if (temp_width != 0 && temp_height != 0) video_driver_set_size(&temp_width, &temp_height); return ret; } static bool d3d_suppress_screensaver(void *data, bool enable) { bool enabled = enable; return video_context_driver_suppress_screensaver(&enabled); } 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: video_driver_set_viewport_square_pixel(); break; case ASPECT_RATIO_CORE: video_driver_set_viewport_core(); break; case ASPECT_RATIO_CONFIG: video_driver_set_viewport_config(); break; default: break; } video_driver_set_aspect_ratio_value( aspectratio_lut[aspect_ratio_idx].value); if (!d3d) return; d3d->keep_aspect = true; d3d->should_resize = true; } static void d3d_apply_state_changes(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d) d3d->should_resize = true; } static void d3d_set_osd_msg(void *data, video_frame_info_t *video_info, const char *msg, const void *params, void *font) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->renderchain_driver->set_font_rect && params) d3d->renderchain_driver->set_font_rect(d3d, params); font_driver_render_msg(video_info, NULL, msg, params); } static bool d3d_init_internal(d3d_video_t *d3d, const video_info_t *info, const input_driver_t **input, void **input_data) { gfx_ctx_input_t inp; #ifdef HAVE_MONITOR bool windowed_full; RECT mon_rect; MONITORINFOEX current_mon; HMONITOR hm_to_use; #endif #ifdef HAVE_SHADERS enum rarch_shader_type type; #endif #ifdef HAVE_WINDOW DWORD style; unsigned win_width = 0; unsigned win_height = 0; RECT rect = {0}; #endif unsigned full_x = 0; unsigned full_y = 0; settings_t *settings = config_get_ptr(); d3d->should_resize = false; #if defined(HAVE_MENU) d3d->menu = (overlay_t*)calloc(1, sizeof(*d3d->menu)); if (!d3d->menu) return false; d3d->menu->tex_coords[0] = 0; d3d->menu->tex_coords[1] = 0; d3d->menu->tex_coords[2] = 1; d3d->menu->tex_coords[3] = 1; d3d->menu->vert_coords[0] = 0; d3d->menu->vert_coords[1] = 1; d3d->menu->vert_coords[2] = 1; d3d->menu->vert_coords[3] = -1; #endif memset(&d3d->windowClass, 0, sizeof(d3d->windowClass)); #ifdef HAVE_WINDOW d3d->windowClass.lpfnWndProc = WndProcD3D; win32_window_init(&d3d->windowClass, true, NULL); #endif #ifdef HAVE_MONITOR win32_monitor_info(¤t_mon, &hm_to_use, &d3d->cur_mon_id); mon_rect = current_mon.rcMonitor; g_resize_width = info->width; g_resize_height = info->height; windowed_full = settings->bools.video_windowed_fullscreen; full_x = (windowed_full || info->width == 0) ? (mon_rect.right - mon_rect.left) : info->width; 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)); #else { gfx_ctx_mode_t mode; video_context_driver_get_video_size(&mode); full_x = mode.width; full_y = mode.height; } #endif { unsigned new_width = info->fullscreen ? full_x : info->width; unsigned new_height = info->fullscreen ? full_y : info->height; video_driver_set_size(&new_width, &new_height); } #ifdef HAVE_WINDOW video_driver_get_size(&win_width, &win_height); win32_set_style(¤t_mon, &hm_to_use, &win_width, &win_height, info->fullscreen, windowed_full, &rect, &mon_rect, &style); win32_window_create(d3d, style, &mon_rect, win_width, win_height, info->fullscreen); win32_set_window(&win_width, &win_height, info->fullscreen, windowed_full, &rect); #endif #ifdef HAVE_SHADERS /* This should only be done once here * to avoid set_shader() to be overridden * later. */ type = video_shader_parse_type(settings->paths.path_shader, RARCH_SHADER_NONE); if (settings->bools.video_shader_enable) { switch (type) { case RARCH_SHADER_CG: if (!string_is_empty(d3d->shader_path)) free(d3d->shader_path); if (!string_is_empty(settings->paths.path_shader)) d3d->shader_path = strdup(settings->paths.path_shader); break; default: break; } } if (!d3d_process_shader(d3d)) return false; #endif d3d->video_info = *info; if (!d3d_initialize(d3d, &d3d->video_info)) return false; inp.input = input; inp.input_data = input_data; video_context_driver_input_driver(&inp); RARCH_LOG("[D3D]: Init complete.\n"); return true; } static void d3d_set_rotation(void *data, unsigned rot) { d3d_video_t *d3d = (d3d_video_t*)data; struct video_ortho ortho = {0, 1, 0, 1, -1, 1}; if (!d3d) return; d3d->dev_rotation = rot; } static void d3d_show_mouse(void *data, bool state) { video_context_driver_show_mouse(&state); } static const gfx_ctx_driver_t *d3d_get_context(void *data) { /* Default to Direct3D9 for now. TODO: GL core contexts through ANGLE? */ unsigned minor = 0; settings_t *settings = config_get_ptr(); #if defined(HAVE_D3D8) unsigned major = 8; enum gfx_ctx_api api = GFX_CTX_DIRECT3D8_API; #else unsigned major = 9; enum gfx_ctx_api api = GFX_CTX_DIRECT3D9_API; #endif return video_context_driver_init_first(data, settings->arrays.video_context_driver, api, major, minor, false); } static void *d3d_init(const video_info_t *info, const input_driver_t **input, void **input_data) { d3d_video_t *d3d = NULL; const gfx_ctx_driver_t *ctx_driver = NULL; #ifdef _XBOX if (video_driver_get_ptr(false)) { d3d = (d3d_video_t*)video_driver_get_ptr(false); /* Reinitialize renderchain as we * might have changed pixel formats.*/ if (d3d->renderchain_driver->reinit(d3d, (const void*)info)) { d3d_deinit_chain(d3d); d3d_init_chain(d3d, info); input_driver_set(input, input_data); video_driver_set_own_driver(); return d3d; } } #endif d3d = (d3d_video_t*)calloc(1, sizeof(*d3d)); if (!d3d) goto error; ctx_driver = d3d_get_context(d3d); if (!ctx_driver) goto error; /* Default values */ d3d->dev = NULL; d3d->dev_rotation = 0; d3d->needs_restore = false; #ifdef HAVE_OVERLAY d3d->overlays_enabled = false; #endif #ifdef _XBOX d3d->should_resize = false; #else #ifdef HAVE_MENU d3d->menu = NULL; #endif #endif video_context_driver_set((const gfx_ctx_driver_t*)ctx_driver); if (!d3d_init_internal(d3d, info, input, input_data)) { RARCH_ERR("[D3D]: Failed to init D3D.\n"); goto error; } d3d->keep_aspect = info->force_aspect; #ifdef _XBOX video_driver_set_own_driver(); #endif return d3d; error: video_context_driver_destroy(); if (d3d) free(d3d); return NULL; } #ifdef HAVE_OVERLAY static void d3d_free_overlays(d3d_video_t *d3d) { unsigned i; if (!d3d) return; for (i = 0; i < d3d->overlays_size; i++) d3d_free_overlay(d3d, &d3d->overlays[i]); free(d3d->overlays); d3d->overlays = NULL; d3d->overlays_size = 0; } #endif static void d3d_free(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; #ifdef HAVE_OVERLAY d3d_free_overlays(d3d); if (d3d->overlays) free(d3d->overlays); d3d->overlays = NULL; d3d->overlays_size = 0; #endif #ifdef HAVE_MENU d3d_free_overlay(d3d, d3d->menu); if (d3d->menu) free(d3d->menu); d3d->menu = NULL; #endif d3d_deinitialize(d3d); video_context_driver_free(); if (!string_is_empty(d3d->shader_path)) free(d3d->shader_path); d3d->shader_path = NULL; d3d_device_free(d3d->dev, g_pD3D); d3d->dev = NULL; g_pD3D = NULL; #ifndef _XBOX win32_monitor_from_window(); #endif if (d3d) free(d3d); #ifndef _XBOX win32_destroy_window(); #endif } #ifdef HAVE_OVERLAY static void d3d_overlay_tex_geom( void *data, unsigned index, float x, float y, float w, float h) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; d3d->overlays[index].tex_coords[0] = x; d3d->overlays[index].tex_coords[1] = y; d3d->overlays[index].tex_coords[2] = w; d3d->overlays[index].tex_coords[3] = h; } static void d3d_overlay_vertex_geom( void *data, unsigned index, float x, float y, float w, float h) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; y = 1.0f - y; h = -h; d3d->overlays[index].vert_coords[0] = x; d3d->overlays[index].vert_coords[1] = y; d3d->overlays[index].vert_coords[2] = w; d3d->overlays[index].vert_coords[3] = h; } static bool d3d_overlay_load(void *data, const void *image_data, unsigned num_images) { unsigned i, y; overlay_t *new_overlays = NULL; d3d_video_t *d3d = (d3d_video_t*)data; const struct texture_image *images = (const struct texture_image*) image_data; if (!d3d) return false; d3d_free_overlays(d3d); d3d->overlays = (overlay_t*)calloc(num_images, sizeof(*d3d->overlays)); d3d->overlays_size = num_images; for (i = 0; i < num_images; i++) { D3DLOCKED_RECT d3dlr; unsigned width = images[i].width; unsigned height = images[i].height; overlay_t *overlay = (overlay_t*)&d3d->overlays[i]; overlay->tex = d3d_texture_new(d3d->dev, NULL, width, height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL); if (!overlay->tex) { RARCH_ERR("[D3D]: Failed to create overlay texture\n"); return false; } if (d3d_lock_rectangle(overlay->tex, 0, &d3dlr, NULL, 0, D3DLOCK_NOSYSLOCK)) { uint32_t *dst = (uint32_t*)(d3dlr.pBits); const uint32_t *src = images[i].pixels; unsigned pitch = d3dlr.Pitch >> 2; for (y = 0; y < height; y++, dst += pitch, src += width) memcpy(dst, src, width << 2); d3d_unlock_rectangle(overlay->tex); } overlay->tex_w = width; overlay->tex_h = height; /* Default. Stretch to whole screen. */ d3d_overlay_tex_geom(d3d, i, 0, 0, 1, 1); d3d_overlay_vertex_geom(d3d, i, 0, 0, 1, 1); } return true; } static void d3d_overlay_enable(void *data, bool state) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; for (i = 0; i < d3d->overlays_size; i++) d3d->overlays_enabled = state; video_context_driver_show_mouse(&state); } static void d3d_overlay_full_screen(void *data, bool enable) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; for (i = 0; i < d3d->overlays_size; i++) d3d->overlays[i].fullscreen = enable; } static void d3d_overlay_set_alpha(void *data, unsigned index, float mod) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d) d3d->overlays[index].alpha_mod = mod; } static const video_overlay_interface_t d3d_overlay_interface = { d3d_overlay_enable, d3d_overlay_load, d3d_overlay_tex_geom, d3d_overlay_vertex_geom, d3d_overlay_full_screen, d3d_overlay_set_alpha, }; static void d3d_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &d3d_overlay_interface; } #endif static bool d3d_frame(void *data, const void *frame, unsigned frame_width, unsigned frame_height, uint64_t frame_count, unsigned pitch, const char *msg, video_frame_info_t *video_info) { D3DVIEWPORT screen_vp; unsigned i = 0; d3d_video_t *d3d = (d3d_video_t*)data; #ifndef _XBOX HWND window = win32_get_window(); #endif unsigned width = video_info->width; unsigned height = video_info->height; (void)i; if (!frame) return true; /* We cannot recover in fullscreen. */ if (d3d->needs_restore) { #ifndef _XBOX if (IsIconic(window)) return true; #endif if (!d3d_restore(d3d)) { RARCH_ERR("[D3D]: Failed to restore.\n"); return false; } } if (d3d->should_resize) { d3d_set_viewport(d3d, width, height, false, true); if (d3d->renderchain_driver->set_final_viewport) d3d->renderchain_driver->set_final_viewport(d3d, d3d->renderchain_data, &d3d->final_viewport); 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 = width; screen_vp.Height = height; d3d_set_viewports(d3d->dev, &screen_vp); d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0); /* Insert black frame first, so we * can screenshot, etc. */ if (video_info->black_frame_insertion) { if (!d3d_swap(d3d, d3d->dev) || d3d->needs_restore) return true; d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0); } if (!d3d->renderchain_driver->render( d3d, frame, frame_width, frame_height, pitch, d3d->dev_rotation)) { RARCH_ERR("[D3D]: Failed to render scene.\n"); return false; } if (msg) { struct font_params font_parms = {0}; font_driver_render_msg(video_info, NULL, msg, &font_parms); } #ifdef HAVE_MENU if (d3d->menu && d3d->menu->enabled) { d3d_overlay_render(d3d, video_info, d3d->menu); menu_driver_frame(video_info); } #endif #ifdef HAVE_OVERLAY if (d3d->overlays_enabled) { for (i = 0; i < d3d->overlays_size; i++) d3d_overlay_render(d3d, video_info, &d3d->overlays[i]); } #endif video_info->cb_update_window_title( video_info->context_data, video_info); video_info->cb_swap_buffers( video_info->context_data, video_info); return true; } static bool d3d_read_viewport(void *data, uint8_t *buffer, bool is_idle) { d3d_video_t *d3d = (d3d_video_t*)data; if ( !d3d || !d3d->renderchain_driver || !d3d->renderchain_driver->read_viewport) return false; return d3d->renderchain_driver->read_viewport(d3d, buffer, false); } static bool d3d_set_shader(void *data, enum rarch_shader_type type, const char *path) { d3d_video_t *d3d = (d3d_video_t*)data; char *old_shader = (d3d && !string_is_empty(d3d->shader_path)) ? strdup(d3d->shader_path) : NULL; if (!string_is_empty(d3d->shader_path)) free(d3d->shader_path); d3d->shader_path = NULL; switch (type) { case RARCH_SHADER_CG: case RARCH_SHADER_HLSL: if (!string_is_empty(path)) d3d->shader_path = strdup(path); break; default: break; } if (!d3d_process_shader(d3d) || !d3d_restore(d3d)) { RARCH_ERR("[D3D]: Setting shader failed.\n"); if (!string_is_empty(old_shader)) { d3d->shader_path = strdup(old_shader); d3d_process_shader(d3d); d3d_restore(d3d); } free(old_shader); return false; } return true; } #ifdef HAVE_MENU static void d3d_set_menu_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { D3DLOCKED_RECT d3dlr; d3d_video_t *d3d = (d3d_video_t*)data; (void)d3dlr; (void)frame; (void)rgb32; (void)width; (void)height; (void)alpha; if (!d3d->menu->tex || d3d->menu->tex_w != width || d3d->menu->tex_h != height) { if (d3d->menu) d3d_texture_free(d3d->menu->tex); d3d->menu->tex = d3d_texture_new(d3d->dev, NULL, width, height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL); if (!d3d->menu->tex) { RARCH_ERR("[D3D]: Failed to create menu texture.\n"); return; } d3d->menu->tex_w = width; d3d->menu->tex_h = height; } d3d->menu->alpha_mod = alpha; if (d3d_lock_rectangle(d3d->menu->tex, 0, &d3dlr, NULL, 0, D3DLOCK_NOSYSLOCK)) { unsigned h, w; if (rgb32) { uint8_t *dst = (uint8_t*)d3dlr.pBits; const uint32_t *src = (const uint32_t*)frame; for (h = 0; h < height; h++, dst += d3dlr.Pitch, src += width) { memcpy(dst, src, width * sizeof(uint32_t)); memset(dst + width * sizeof(uint32_t), 0, d3dlr.Pitch - width * sizeof(uint32_t)); } } else { uint32_t *dst = (uint32_t*)d3dlr.pBits; const uint16_t *src = (const uint16_t*)frame; for (h = 0; h < height; h++, dst += d3dlr.Pitch >> 2, src += width) { for (w = 0; w < width; w++) { uint16_t c = src[w]; uint32_t r = (c >> 12) & 0xf; uint32_t g = (c >> 8) & 0xf; uint32_t b = (c >> 4) & 0xf; uint32_t a = (c >> 0) & 0xf; r = ((r << 4) | r) << 16; g = ((g << 4) | g) << 8; b = ((b << 4) | b) << 0; a = ((a << 4) | a) << 24; dst[w] = r | g | b | a; } } } if (d3d->menu) d3d_unlock_rectangle(d3d->menu->tex); } } static void d3d_set_menu_texture_enable(void *data, bool state, bool full_screen) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d || !d3d->menu) return; d3d->menu->enabled = state; d3d->menu->fullscreen = full_screen; } #endif static void video_texture_load_d3d(d3d_video_t *d3d, struct texture_image *ti, enum texture_filter_type filter_type, uintptr_t *id) { *id = (uintptr_t)d3d_texture_new(d3d->dev, NULL, ti->width, ti->height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL); } static int video_texture_load_wrap_d3d_mipmap(void *data) { uintptr_t id = 0; video_texture_load_d3d((d3d_video_t*)video_driver_get_ptr(true), (struct texture_image*)data, TEXTURE_FILTER_MIPMAP_LINEAR, &id); return id; } static int video_texture_load_wrap_d3d(void *data) { uintptr_t id = 0; video_texture_load_d3d((d3d_video_t*)video_driver_get_ptr(true), (struct texture_image*)data, TEXTURE_FILTER_LINEAR, &id); return id; } static uintptr_t d3d_load_texture(void *video_data, void *data, bool threaded, enum texture_filter_type filter_type) { uintptr_t id = 0; if (threaded) { custom_command_method_t func = video_texture_load_wrap_d3d; switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: case TEXTURE_FILTER_MIPMAP_NEAREST: func = video_texture_load_wrap_d3d_mipmap; break; default: func = video_texture_load_wrap_d3d; break; } return video_thread_texture_load(data, func); } video_texture_load_d3d((d3d_video_t*)video_driver_get_ptr(false), (struct texture_image*)data, filter_type, &id); return id; } static void d3d_unload_texture(void *data, uintptr_t id) { LPDIRECT3DTEXTURE texid; if (!id) return; texid = (LPDIRECT3DTEXTURE)id; d3d_texture_free(texid); } static void d3d_set_mvp(void *data, void *shader_data, const void *mat_data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->renderchain_driver->set_mvp) d3d->renderchain_driver->set_mvp( d3d->renderchain_data, data, 640, 480, 0); } static const video_poke_interface_t d3d_poke_interface = { NULL, /* set_coords */ d3d_set_mvp, d3d_load_texture, d3d_unload_texture, NULL, NULL, NULL, /* get_video_output_size */ NULL, /* get_video_output_prev */ NULL, /* get_video_output_next */ NULL, /* get_current_framebuffer */ NULL, /* get_proc_address */ d3d_set_aspect_ratio, d3d_apply_state_changes, #ifdef HAVE_MENU d3d_set_menu_texture_frame, d3d_set_menu_texture_enable, #else NULL, NULL, #endif d3d_set_osd_msg, d3d_show_mouse, }; static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &d3d_poke_interface; } video_driver_t video_d3d = { d3d_init, d3d_frame, d3d_set_nonblock_state, d3d_alive, NULL, /* focus */ d3d_suppress_screensaver, NULL, /* has_windowed */ d3d_set_shader, d3d_free, "d3d", d3d_set_viewport, d3d_set_rotation, d3d_viewport_info, d3d_read_viewport, NULL, /* read_frame_raw */ #ifdef HAVE_OVERLAY d3d_get_overlay_interface, #endif d3d_get_poke_interface };