/* 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" #if defined(_XBOX1) unsigned font_x, font_y; #elif defined(_XBOX360) const DWORD g_MapLinearToSrgbGpuFormat[] = { GPUTEXTUREFORMAT_1_REVERSE, GPUTEXTUREFORMAT_1, GPUTEXTUREFORMAT_8, GPUTEXTUREFORMAT_1_5_5_5, GPUTEXTUREFORMAT_5_6_5, GPUTEXTUREFORMAT_6_5_5, GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16, GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16, GPUTEXTUREFORMAT_8_A, GPUTEXTUREFORMAT_8_B, GPUTEXTUREFORMAT_8_8, GPUTEXTUREFORMAT_Cr_Y1_Cb_Y0_REP, GPUTEXTUREFORMAT_Y1_Cr_Y0_Cb_REP, GPUTEXTUREFORMAT_16_16_EDRAM, GPUTEXTUREFORMAT_8_8_8_8_A, GPUTEXTUREFORMAT_4_4_4_4, GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16, GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16, GPUTEXTUREFORMAT_16_16_16_16_EDRAM, GPUTEXTUREFORMAT_24_8, GPUTEXTUREFORMAT_24_8_FLOAT, GPUTEXTUREFORMAT_16, GPUTEXTUREFORMAT_16_16, GPUTEXTUREFORMAT_16_16_16_16, GPUTEXTUREFORMAT_16_EXPAND, GPUTEXTUREFORMAT_16_16_EXPAND, GPUTEXTUREFORMAT_16_16_16_16_EXPAND, GPUTEXTUREFORMAT_16_FLOAT, GPUTEXTUREFORMAT_16_16_FLOAT, GPUTEXTUREFORMAT_16_16_16_16_FLOAT, GPUTEXTUREFORMAT_32, GPUTEXTUREFORMAT_32_32, GPUTEXTUREFORMAT_32_32_32_32, GPUTEXTUREFORMAT_32_FLOAT, GPUTEXTUREFORMAT_32_32_FLOAT, GPUTEXTUREFORMAT_32_32_32_32_FLOAT, GPUTEXTUREFORMAT_32_AS_8, GPUTEXTUREFORMAT_32_AS_8_8, GPUTEXTUREFORMAT_16_MPEG, GPUTEXTUREFORMAT_16_16_MPEG, GPUTEXTUREFORMAT_8_INTERLACED, GPUTEXTUREFORMAT_32_AS_8_INTERLACED, GPUTEXTUREFORMAT_32_AS_8_8_INTERLACED, GPUTEXTUREFORMAT_16_INTERLACED, GPUTEXTUREFORMAT_16_MPEG_INTERLACED, GPUTEXTUREFORMAT_16_16_MPEG_INTERLACED, GPUTEXTUREFORMAT_DXN, GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16, GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16, GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16, GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16, GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16, GPUTEXTUREFORMAT_32_32_32_FLOAT, GPUTEXTUREFORMAT_DXT3A, GPUTEXTUREFORMAT_DXT5A, GPUTEXTUREFORMAT_CTX1, GPUTEXTUREFORMAT_DXT3A_AS_1_1_1_1, GPUTEXTUREFORMAT_8_8_8_8_GAMMA_EDRAM, GPUTEXTUREFORMAT_2_10_10_10_FLOAT_EDRAM, }; #endif static void check_window(void *data) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; bool quit, resize; d3d->ctx_driver->check_window(&quit, &resize, NULL, NULL, g_extern.frame_count); if (quit) d3d->quitting = true; else if (resize) d3d->should_resize = true; } static bool d3d_init_shader(void *data) { xdk_d3d_video_t *d3d = (xdk_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(shader_path); } 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; if (d3d->font_ctx && d3d->font_ctx->deinit) d3d->font_ctx->deinit(d3d); if (d3d->shader) d3d->shader->deinit(); d3d->shader = NULL; d3d->ctx_driver->destroy(); free(d3d); } #ifdef _XBOX360 static void xdk_convert_texture_to_as16_srgb( D3DTexture *pTexture ) { pTexture->Format.SignX = GPUSIGN_GAMMA; pTexture->Format.SignY = GPUSIGN_GAMMA; pTexture->Format.SignZ = GPUSIGN_GAMMA; XGTEXTURE_DESC desc; XGGetTextureDesc( pTexture, 0, &desc ); //convert to AS_16_16_16_16 format pTexture->Format.DataFormat = g_MapLinearToSrgbGpuFormat[ (desc.Format & D3DFORMAT_TEXTUREFORMAT_MASK) >> D3DFORMAT_TEXTUREFORMAT_SHIFT ]; } #endif static void xdk_d3d_set_viewport(void *data, int x, int y, unsigned width, unsigned height) { xdk_d3d_video_t *d3d = (xdk_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; RD3DDevice_SetViewport(d3d->d3d_render_device, &viewport); #ifdef _XBOX1 font_x = viewport.X; font_y = viewport.Y; #endif } static void xdk_d3d_calculate_rect(void *data, unsigned width, unsigned height, bool keep, float desired_aspect) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device; RD3DDevice_Clear(d3dr, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); if (g_settings.video.scale_integer) { struct rarch_viewport vp = {0}; gfx_scale_integer(&vp, width, height, desired_aspect, keep); xdk_d3d_set_viewport(d3d, vp.x, vp.y, vp.width, vp.height); } else if (!keep) xdk_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; xdk_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) xdk_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; xdk_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; xdk_d3d_set_viewport(d3d, 0, int(roundf(height * (0.5f - delta))), width, unsigned(roundf(2.0f * height * delta))); } } } } static void xdk_d3d_set_rotation(void *data, unsigned orientation) { (void)data; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; FLOAT angle = 0; switch(orientation) { case ORIENTATION_NORMAL: angle = M_PI * 0 / 180; break; case ORIENTATION_FLIPPED_ROTATED: angle = M_PI * 90 / 180; break; case ORIENTATION_FLIPPED: angle = M_PI * 180 / 180; break; case ORIENTATION_VERTICAL: angle = M_PI * 270 / 180; break; } #if defined(HAVE_HLSL) /* TODO: Move to D3DXMATRIX here */ hlsl_set_proj_matrix(XMMatrixRotationZ(angle)); #elif defined(_XBOX1) D3DXMATRIX p_out, p_rotate; D3DXMatrixIdentity(&p_out); D3DXMatrixRotationZ(&p_rotate, angle); RD3DDevice_SetTransform(d3d->d3d_render_device, D3DTS_WORLD, &p_rotate); RD3DDevice_SetTransform(d3d->d3d_render_device, D3DTS_VIEW, &p_out); RD3DDevice_SetTransform(d3d->d3d_render_device, D3DTS_PROJECTION, &p_out); #endif } static bool xdk_d3d_set_shader(void *data, enum rarch_shader_type type, const char *path) { /* TODO - stub */ xdk_d3d_video_t *d3d = (xdk_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 void xdk_d3d_init_textures(void *data, const video_info_t *video) { HRESULT ret; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; D3DPRESENT_PARAMETERS d3dpp; D3DVIEWPORT vp = {0}; xdk_d3d_generate_pp(&d3dpp, video); d3d->texture_fmt = video->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5; d3d->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); if (d3d->lpTexture) { d3d->lpTexture->Release(); d3d->lpTexture = NULL; } ret = d3d->d3d_render_device->CreateTexture(d3d->tex_w, d3d->tex_h, 1, 0, d3d->texture_fmt, 0, &d3d->lpTexture #ifdef _XBOX360 , NULL #endif ); if (ret != S_OK) { RARCH_ERR("[xdk_d3d_init_textures::] failed at CreateTexture.\n"); return; } D3DLOCKED_RECT d3dlr; D3DTexture_LockRect(d3d->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch); d3d->last_width = d3d->tex_w; d3d->last_height = d3d->tex_h; #if defined(_XBOX1) d3d->d3d_render_device->SetRenderState(D3DRS_LIGHTING, FALSE); #elif defined(_XBOX360) RD3DDevice_Clear(d3d->d3d_render_device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); #endif vp.Width = d3d->win_width; vp.Height = d3d->win_height; d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE); vp.MinZ = 0.0f; vp.MaxZ = 1.0f; RD3DDevice_SetViewport(d3d->d3d_render_device, &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; } static void xdk_d3d_reinit_textures(void *data, const video_info_t *video) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; unsigned old_base_size = d3d->base_size; unsigned old_width = d3d->tex_w; unsigned old_height = d3d->tex_h; d3d->texture_fmt = video->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5; d3d->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); d3d->tex_w = d3d->tex_h = RARCH_SCALE_BASE * video->input_scale; if (old_base_size != d3d->base_size || old_width != d3d->tex_w || old_height != d3d->tex_h) { RARCH_LOG("Reinitializing textures (%u x %u @ %u bpp)\n", d3d->tex_w, d3d->tex_h, d3d->base_size * CHAR_BIT); xdk_d3d_init_textures(d3d, video); RARCH_LOG("Reinitializing textures skipped.\n"); } } static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data) { HRESULT ret; if (driver.video_data) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; // Reinitialize textures as we might have changed pixel formats. xdk_d3d_reinit_textures(d3d, video); return driver.video_data; } //we'll just use driver.video_data throughout here because it needs to //exist when we delegate initing to the context file driver.video_data = (xdk_d3d_video_t*)calloc(1, sizeof(xdk_d3d_video_t)); if (!driver.video_data) return NULL; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; d3d->vsync = video->vsync; d3d->tex_w = RARCH_SCALE_BASE * video->input_scale; d3d->tex_h = RARCH_SCALE_BASE * video->input_scale; #if defined(_XBOX1) d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D8_API, 8, 0); #elif defined(_XBOX360) d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D9_API, 9, 0); #endif if (d3d->ctx_driver) { D3DPRESENT_PARAMETERS d3dpp; xdk_d3d_generate_pp(&d3dpp, video); ret = d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3d->d3d_render_device); if (ret != S_OK) RARCH_ERR("Failed at CreateDevice.\n"); RD3DDevice_Clear(d3d->d3d_render_device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); } else { free(d3d); return NULL; } RARCH_LOG("Found D3D context: %s\n", d3d->ctx_driver->ident); xdk_d3d_init_textures(d3d, video); #if defined(_XBOX1) // use an orthogonal matrix for the projection matrix D3DXMATRIX mat; D3DXMatrixOrthoOffCenterLH(&mat, 0, d3d->win_width , d3d->win_height , 0, 0.0f, 1.0f); d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &mat); // use an identity matrix for the world and view matrices D3DXMatrixIdentity(&mat); d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &mat); d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &mat); ret = d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf); if (ret != S_OK) { RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexBuffer.\n"); return NULL; } 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; RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0); memcpy(verts_ptr, init_verts, sizeof(init_verts)); RD3DVertexBuffer_Unlock(d3d->vertex_buf); RD3DDevice_SetVertexShader(d3d->d3d_render_device, D3DFVF_XYZ | D3DFVF_TEX1); #elif defined(_XBOX360) ret = d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0, 0, 0, &d3d->vertex_buf, NULL); if (ret != S_OK) { RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexBuffer.\n"); return NULL; } 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; RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0); memcpy(verts_ptr, init_verts, sizeof(init_verts)); RD3DVertexBuffer_Unlock(d3d->vertex_buf); 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() }; ret = d3d->d3d_render_device->CreateVertexDeclaration(VertexElements, &d3d->v_decl); if (ret != S_OK) { RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexDeclaration.\n"); } #endif if (d3d->ctx_driver && d3d->ctx_driver->get_video_size) d3d->ctx_driver->get_video_size(&d3d->win_width, &d3d->win_height); RARCH_LOG("Detecting screen resolution: %ux%u.\n", d3d->win_width, d3d->win_height); if (d3d->ctx_driver && d3d->ctx_driver->swap_interval) d3d->ctx_driver->swap_interval(d3d->vsync ? 1 : 0); #ifdef HAVE_HLSL if (!d3d_init_shader(d3d)) { RARCH_ERR("Failed to initialize HLSL.\n"); d3d->ctx_driver->destroy(); free(d3d); return NULL; } RARCH_LOG("D3D: Loaded %u program(s).\n", d3d->shader->num_shaders()); #endif d3d->video_info = *video; if (input && input_data) d3d->ctx_driver->input_driver(input, input_data); xdk_d3d_set_rotation(d3d, g_settings.video.rotation); #if defined(_XBOX1) font_x = 0; font_y = 0; #elif 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 /* font size - fixed/unused */); return d3d; } #ifdef HAVE_RMENU extern struct texture_image *menu_texture; #endif #ifdef _XBOX1 static bool texture_image_render(struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; 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)); RD3DVertexBuffer_Unlock(out_img->vertex_buf); d3d->d3d_render_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3d->d3d_render_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); d3d->d3d_render_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); // also blend the texture with the set alpha value d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); // draw the quad RD3DDevice_SetTexture(d3d->d3d_render_device, 0, out_img->pixels); IDirect3DDevice8_SetStreamSource(d3d->d3d_render_device, 0, out_img->vertex_buf, sizeof(DrawVerticeFormats)); RD3DDevice_SetVertexShader(d3d->d3d_render_device, 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; RD3DDevice_SetViewport(d3dr, &vp); } RD3DDevice_DrawPrimitive(d3d->d3d_render_device, D3DPT_QUADLIST, 0, 1); return true; } #endif #ifdef HAVE_MENU #ifdef HAVE_RMENU_XUI extern bool menu_iterate_xui(void); #endif static void xdk_d3d_draw_texture(void *data) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; #if defined(HAVE_RMENU_XUI) menu_iterate_xui(); #elif defined(HAVE_RMENU) menu_texture->x = 0; menu_texture->y = 0; if (d3d->rgui_texture_enable) { d3d->d3d_render_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3d->d3d_render_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); d3d->d3d_render_device->SetRenderState(D3DRS_ALPHABLENDENABLE, true); texture_image_render(menu_texture, menu_texture->x, menu_texture->y, d3d->win_width, d3d->win_height, true); d3d->d3d_render_device->SetRenderState(D3DRS_ALPHABLENDENABLE, false); } #endif } #endif static void clear_texture(void *data) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; D3DLOCKED_RECT d3dlr; D3DTexture_LockRect(d3d->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch); } static void blit_to_texture(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; if (d3d->last_width != width || d3d->last_height != height) clear_texture(data); unsigned base_size = d3d->base_size; D3DLOCKED_RECT d3dlr; D3DTexture_LockRect(d3d->lpTexture, 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 * base_size); } } static bool xdk_d3d_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { #ifndef _XBOX1 DWORD fetchConstant; UINT64 pendingMask3; #endif xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device; if (!frame) return true; if (d3d->should_resize) { #ifdef _XBOX1 d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE)); #endif xdk_d3d_calculate_rect(d3d, d3d->win_width, d3d->win_height, d3d->video_info.force_aspect, g_extern.system.aspect_ratio); d3d->should_resize = false; } blit_to_texture(d3d, frame, width, height, pitch); if (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 (D3D9 quirk). 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); d3d->last_width = width; d3d->last_height = height; } if (d3d->shader && d3d->shader->set_mvp) d3d->shader->set_mvp(NULL); // Insert black frame first, so we can screenshot, etc. if (g_settings.video.black_frame_insertion) { d3dr->Present(NULL, NULL, NULL, NULL); d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0); } RD3DDevice_SetTexture(d3dr, 0, d3d->lpTexture); if (d3d->shader && d3d->shader->use) d3d->shader->use(1); { if (d3d->shader && d3d->shader->set_params) d3d->shader->set_params(width, height, d3d->tex_w, d3d->tex_h, d3d->win_width, d3d->win_height, g_extern.frame_count, NULL, NULL, NULL, 0); } unsigned filter = g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT; RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, filter); RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, filter); 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 RD3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); #ifdef HAVE_MENU if (d3d && d3d->rgui_texture_enable) xdk_d3d_draw_texture(d3d); #endif if (d3d && d3d->ctx_driver && d3d->ctx_driver->update_window_title) d3d->ctx_driver->update_window_title(); if (msg) { #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 = 120; #endif font_params_t font_parms = {0}; font_parms.x = msg_width; font_parms.y = msg_height; font_parms.scale = 21; d3d->font_ctx->render_msg(d3d, msg, &font_parms); } if (d3d && d3d->ctx_driver && d3d->ctx_driver->swap_buffers) d3d->ctx_driver->swap_buffers(); g_extern.frame_count++; return true; } static void xdk_d3d_set_nonblock_state(void *data, bool state) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; d3d->video_info.vsync = !state; RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on"); gfx_ctx_xdk_set_swap_interval(state ? 0 : 1); } 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) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; return d3d->ctx_driver->has_focus(); } static void xdk_d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { (void)data; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; if (aspect_ratio_idx == ASPECT_RATIO_SQUARE) gfx_set_square_pixel_viewport(g_extern.system.av_info.geometry.base_width, g_extern.system.av_info.geometry.base_height); else if (aspect_ratio_idx == ASPECT_RATIO_CORE) gfx_set_core_viewport(); else if (aspect_ratio_idx == ASPECT_RATIO_CONFIG) gfx_set_config_viewport(); g_settings.video.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value; g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value; d3d->video_info.force_aspect = true; d3d->should_resize = true; } static void xdk_d3d_set_filtering(void *data, unsigned index, bool set_smooth) { } static void xdk_d3d_apply_state_changes(void *data) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; d3d->should_resize = true; } #ifdef HAVE_MENU static void xdk_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 xdk_d3d_set_texture_enable(void *data, bool state, bool full_screen) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; d3d->rgui_texture_enable = state; d3d->rgui_texture_full_screen = full_screen; } #endif static void xdk_d3d_set_osd_msg(void *data, const char *msg, void *userdata) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; font_params_t *params = (font_params_t*)userdata; if (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 = { xdk_d3d_set_filtering, #ifdef HAVE_FBO NULL, NULL, #endif xdk_d3d_set_aspect_ratio, xdk_d3d_apply_state_changes, #ifdef HAVE_MENU xdk_d3d_set_texture_frame, xdk_d3d_set_texture_enable, #endif xdk_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 xdk_d3d_restart(void) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device; 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->base_size == sizeof(uint32_t)) ? true : false; xdk_d3d_generate_pp(&d3dpp, &video_info); d3dr->Reset(&d3dpp); } const video_driver_t video_xdk_d3d = { xdk_d3d_init, xdk_d3d_frame, xdk_d3d_set_nonblock_state, xdk_d3d_alive, xdk_d3d_focus, #if defined(HAVE_HLSL) xdk_d3d_set_shader, #else NULL, #endif xdk_d3d_free, "xdk_d3d", xdk_d3d_restart, xdk_d3d_set_rotation, NULL, /* viewport_info */ NULL, /* read_viewport */ #ifdef HAVE_OVERLAY NULL, /* overlay_interface */ #endif d3d_get_poke_interface, };