/* 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 math_matrix_4x4 id; matrix_4x4_identity(id); 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; } /* TOD/FIXME - hack */ return 0; } static void gfx_display_d3d8_blend_begin(void *data) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return; d3d8_enable_blend_func(d3d->dev); } static void gfx_display_d3d8_blend_end(void *data) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return; d3d8_disable_blend_func(d3d->dev); } static void gfx_display_d3d8_viewport(gfx_display_ctx_draw_t *draw, void *data) { } static void gfx_display_d3d8_bind_texture(gfx_display_ctx_draw_t *draw, d3d8_video_t *d3d) { LPDIRECT3DDEVICE8 dev = d3d->dev; d3d8_set_texture(d3d->dev, 0, (void*)draw->texture); d3d8_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP); d3d8_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP); d3d8_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR); d3d8_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR); } static void gfx_display_d3d8_draw(gfx_display_ctx_draw_t *draw, void *data, unsigned video_width, unsigned video_height) { unsigned i; math_matrix_4x4 mop, m1, m2; 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; pv = (Vertex*) d3d8_vertex_buffer_lock(d3d->menu_display.buffer); 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 = gfx_display_d3d8_get_default_vertices(); if (!tex_coord) tex_coord = gfx_display_d3d8_get_default_tex_coords(); 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 1 if ((void*)draw->texture) { D3DSURFACE_DESC desc; if (d3d8_texture_get_level_desc((void*)draw->texture, 0, &desc)) { pv[i].u *= desc.Width; pv[i].v *= desc.Height; } } #endif pv[i].color = D3DCOLOR_ARGB( colors[3], /* A */ colors[0], /* R */ colors[1], /* G */ colors[2] /* B */ ); } d3d8_vertex_buffer_unlock(d3d->menu_display.buffer); if (!draw->matrix_data) draw->matrix_data = gfx_display_d3d8_get_default_mvp(d3d); /* 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(d3d->dev, &m1); if (draw && draw->texture) gfx_display_d3d8_bind_texture(draw, d3d); d3d8_draw_primitive(d3d->dev, gfx_display_prim_to_d3d8_enum(draw->prim_type), d3d->menu_display.offset, draw->coords->vertices - ((draw->prim_type == GFX_DISPLAY_PRIM_TRIANGLESTRIP) ? 2 : 0)); d3d->menu_display.offset += draw->coords->vertices; } static void gfx_display_d3d8_draw_pipeline(gfx_display_ctx_draw_t *draw, void *data, unsigned video_width, unsigned video_height) { } static void gfx_display_d3d8_restore_clear_color(void) { } static void gfx_display_d3d8_clear_color( gfx_display_ctx_clearcolor_t *clearcolor, void *data) { DWORD clear_color = 0; d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d || !clearcolor) return; clear_color = D3DCOLOR_ARGB( BYTE_CLAMP(clearcolor->a * 255.0f), /* A */ BYTE_CLAMP(clearcolor->r * 255.0f), /* R */ BYTE_CLAMP(clearcolor->g * 255.0f), /* G */ BYTE_CLAMP(clearcolor->b * 255.0f) /* B */ ); d3d8_clear(d3d->dev, 0, NULL, D3D_COMM_CLEAR_TARGET, clear_color, 0, 0); } static bool gfx_display_d3d8_font_init_first( void **font_handle, void *video_data, const char *font_path, float font_size, bool is_threaded) { font_data_t **handle = (font_data_t**)font_handle; if (!(*handle = font_driver_init_first(video_data, font_path, font_size, true, is_threaded, FONT_DRIVER_RENDER_D3D8_API))) return false; return true; } gfx_display_ctx_driver_t gfx_display_ctx_d3d8 = { gfx_display_d3d8_draw, gfx_display_d3d8_draw_pipeline, gfx_display_d3d8_viewport, gfx_display_d3d8_blend_begin, gfx_display_d3d8_blend_end, gfx_display_d3d8_restore_clear_color, gfx_display_d3d8_clear_color, gfx_display_d3d8_get_default_mvp, gfx_display_d3d8_get_default_vertices, gfx_display_d3d8_get_default_tex_coords, gfx_display_d3d8_font_init_first, GFX_VIDEO_DRIVER_DIRECT3D8, "d3d8", false, NULL, NULL };