#include "d3d_defines.h" #include "../gfx_common.h" #if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL) #ifdef HAVE_HLSL #include "../shader_hlsl.h" #endif #endif /* forward declarations */ static void d3d_calculate_rect(d3d_video_t *d3d, unsigned width, unsigned height, bool keep, float desired_aspect); static bool d3d_init_luts(d3d_video_t *d3d); static void d3d_set_font_rect(d3d_video_t *d3d, const struct font_params *params); static bool d3d_process_shader(d3d_video_t *d3d); static bool d3d_init_multipass(d3d_video_t *d3d); static void d3d_deinit_chain(d3d_video_t *d3d); static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info); #ifdef HAVE_OVERLAY static void d3d_free_overlays(void *data); static void d3d_free_overlay(void *data, overlay_t *overlay); #endif #ifdef _XBOX static void d3d_reinit_renderchain(void *data, const video_info_t *video); #endif static void renderchain_free(void *data); void d3d_make_d3dpp(void *data, const video_info_t *info, D3DPRESENT_PARAMETERS *d3dpp); #ifdef HAVE_WINDOW #define IDI_ICON 1 #define MAX_MONITORS 9 extern LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static RECT d3d_monitor_rect(d3d_video_t *d3d); #endif #ifdef HAVE_MONITOR namespace Monitor { static HMONITOR last_hm; static HMONITOR all_hms[MAX_MONITORS]; static unsigned num_mons; } #endif static void d3d_deinit_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; (void)d3d; (void)data; #ifdef HAVE_CG if (!d3d->cgCtx) return; cgD3D9UnloadAllPrograms(); cgD3D9SetDevice(NULL); cgDestroyContext(d3d->cgCtx); d3d->cgCtx = NULL; #endif } static bool d3d_init_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; (void)d3d; (void)data; #if defined(HAVE_HLSL) RARCH_LOG("D3D]: Using HLSL shader backend.\n"); const gl_shader_backend_t *backend = &hlsl_backend; const char *shader_path = g_settings.video.shader_path; d3d->shader = backend; if (!d3d->shader) return false; return d3d->shader->init(d3d, shader_path); #elif defined(HAVE_CG) d3d->cgCtx = cgCreateContext(); if (!d3d->cgCtx) return false; RARCH_LOG("[D3D]: Created shader context.\n"); HRESULT ret = cgD3D9SetDevice(d3d->dev); if (FAILED(ret)) return false; return true; #elif defined(_XBOX1) return false; #endif } static void d3d_deinit_chain(d3d_video_t *d3d) { #ifdef _XBOX renderchain_free(d3d); #else if (d3d->chain) delete (renderchain_t *)d3d->chain; d3d->chain = NULL; #endif } static void d3d_deinitialize(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->font_ctx && d3d->font_ctx->deinit) d3d->font_ctx->deinit(d3d); d3d->font_ctx = NULL; d3d_deinit_chain(d3d); #ifdef HAVE_SHADERS d3d_deinit_shader(d3d); #endif #ifndef _XBOX d3d->needs_restore = false; #endif } static bool d3d_init_base(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; D3DPRESENT_PARAMETERS d3dpp; d3d_make_d3dpp(d3d, info, &d3dpp); d3d->g_pD3D = D3DCREATE_CTX(D3D_SDK_VERSION); if (!d3d->g_pD3D) { RARCH_ERR("Failed to create D3D interface.\n"); return false; } if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice( d3d->cur_mon_id, D3DDEVTYPE_HAL, d3d->hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3d->dev))) { RARCH_WARN("[D3D]: Failed to init device with hardware vertex processing (code: 0x%x). Trying to fall back to software vertex processing.\n", (unsigned)d3d->d3d_err); if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice( d3d->cur_mon_id, D3DDEVTYPE_HAL, d3d->hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3d->dev))) { RARCH_ERR("Failed to initialize device.\n"); return false; } } return true; } static bool d3d_initialize(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; bool ret = true; if (!d3d->g_pD3D) ret = d3d_init_base(d3d, info); else if (d3d->needs_restore) { D3DPRESENT_PARAMETERS d3dpp; d3d_make_d3dpp(d3d, info, &d3dpp); if (d3d->dev->Reset(&d3dpp) != D3D_OK) { // Try to recreate the device completely .. #ifndef _XBOX HRESULT res = d3d->dev->TestCooperativeLevel(); const char *err; switch (res) { case D3DERR_DEVICELOST: err = "DEVICELOST"; break; case D3DERR_DEVICENOTRESET: err = "DEVICENOTRESET"; break; case D3DERR_DRIVERINTERNALERROR: err = "DRIVERINTERNALERROR"; break; default: err = "Unknown"; } RARCH_WARN( "[D3D]: Attempting to recover from dead state (%s).\n", err); #else RARCH_WARN("[D3D]: Attempting to recover from dead state.\n"); #endif d3d_deinitialize(d3d); d3d->g_pD3D->Release(); d3d->g_pD3D = NULL; ret = d3d_init_base(d3d, info); if (ret) RARCH_LOG("[D3D]: Recovered from dead state.\n"); else return ret; } } if (!ret) return ret; d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, info->force_aspect, g_extern.system.aspect_ratio); #ifdef HAVE_SHADERS if (!d3d_init_shader(d3d)) { RARCH_ERR("Failed to initialize shader subsystem.\n"); return false; } #endif if (!d3d_init_chain(d3d, info)) { RARCH_ERR("Failed to initialize render chain.\n"); return false; } #if 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); if (!d3d->font_ctx) { RARCH_ERR("Failed to initialize font.\n"); return false; } return true; } static void d3d_set_viewport(d3d_video_t *d3d, int x, int y, unsigned width, unsigned height) { D3DVIEWPORT viewport; /* 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; #ifndef _XBOX d3d_set_font_rect(d3d, NULL); #endif } bool d3d_restore(d3d_video_t *d3d) { d3d_deinitialize(d3d); d3d->needs_restore = !d3d_initialize(d3d, &d3d->video_info); if (d3d->needs_restore) RARCH_ERR("[D3D]: Restore error.\n"); return !d3d->needs_restore; } static void d3d_calculate_rect(d3d_video_t *d3d, unsigned width, unsigned height, bool keep, float desired_aspect) { if (g_settings.video.scale_integer) { struct rarch_viewport vp = {0}; gfx_scale_integer(&vp, width, height, desired_aspect, keep); d3d_set_viewport(d3d, vp.x, vp.y, vp.width, vp.height); } else if (!keep) 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; 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) 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; 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; d3d_set_viewport(d3d, 0, int(roundf(height * (0.5f - delta))), width, unsigned(roundf(2.0f * height * delta))); } } } } static void d3d_set_nonblock_state(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->video_info.vsync = !state; if (d3d->ctx_driver && d3d->ctx_driver->swap_interval) d3d->ctx_driver->swap_interval(d3d, state ? 0 : 1); } static bool d3d_alive(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; bool quit, resize; quit = false; resize = false; if (d3d->ctx_driver && d3d->ctx_driver->check_window) d3d->ctx_driver->check_window(d3d, &quit, &resize, &d3d->screen_width, &d3d->screen_height, g_extern.frame_count); if (quit) d3d->quitting = quit; else if (resize) d3d->should_resize = true; return !quit; } static bool d3d_focus(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->ctx_driver && d3d->ctx_driver->has_focus) return d3d->ctx_driver->has_focus(d3d); return false; } 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: gfx_set_square_pixel_viewport( g_extern.system.av_info.geometry.base_width, g_extern.system.av_info.geometry.base_height); break; case ASPECT_RATIO_CORE: gfx_set_core_viewport(); break; case ASPECT_RATIO_CONFIG: gfx_set_config_viewport(); break; default: break; } g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value; d3d->video_info.force_aspect = true; d3d->should_resize = true; } static void d3d_apply_state_changes(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->should_resize = true; } static void d3d_set_osd_msg(void *data, const char *msg, const struct font_params *params) { d3d_video_t *d3d = (d3d_video_t*)data; #ifndef _XBOX if (params) d3d_set_font_rect(d3d, params); #endif if (d3d && d3d->font_ctx && d3d->font_ctx->render_msg) d3d->font_ctx->render_msg(d3d, msg, params); } /* Delay constructor due to lack of exceptions. */ static bool d3d_construct(d3d_video_t *d3d, const video_info_t *info, const input_driver_t **input, void **input_data) { d3d->should_resize = false; #ifndef _XBOX gfx_set_dwm(); #endif #if defined(HAVE_MENU) && defined(HAVE_OVERLAY) if (d3d->menu) free(d3d->menu); d3d->menu = (overlay_t*)calloc(1, sizeof(overlay_t)); if (!d3d->menu) return false; d3d->menu->tex_coords.x = 0; d3d->menu->tex_coords.y = 0; d3d->menu->tex_coords.w = 1; d3d->menu->tex_coords.h = 1; d3d->menu->vert_coords.x = 0; d3d->menu->vert_coords.y = 1; d3d->menu->vert_coords.w = 1; d3d->menu->vert_coords.h = -1; #endif #if defined(HAVE_WINDOW) && !defined(_XBOX) memset(&d3d->windowClass, 0, sizeof(d3d->windowClass)); d3d->windowClass.cbSize = sizeof(d3d->windowClass); d3d->windowClass.style = CS_HREDRAW | CS_VREDRAW; d3d->windowClass.lpfnWndProc = WindowProc; d3d->windowClass.hInstance = NULL; d3d->windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); d3d->windowClass.lpszClassName = "RetroArch"; d3d->windowClass.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON)); d3d->windowClass.hIconSm = (HICON)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON), IMAGE_ICON, 16, 16, 0); if (!info->fullscreen) d3d->windowClass.hbrBackground = (HBRUSH)COLOR_WINDOW; RegisterClassEx(&d3d->windowClass); #endif unsigned full_x, full_y; #ifdef HAVE_MONITOR RECT mon_rect = d3d_monitor_rect(d3d); bool windowed_full = g_settings.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 if (d3d->ctx_driver && d3d->ctx_driver->get_video_size) d3d->ctx_driver->get_video_size(d3d, &full_x, &full_y); #endif d3d->screen_width = info->fullscreen ? full_x : info->width; d3d->screen_height = info->fullscreen ? full_y : info->height; #if defined(HAVE_WINDOW) && !defined(_XBOX) unsigned win_width = d3d->screen_width; unsigned win_height = d3d->screen_height; if (!info->fullscreen) { RECT rect = {0}; rect.right = d3d->screen_width; rect.bottom = d3d->screen_height; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); win_width = rect.right - rect.left; win_height = rect.bottom - rect.top; } char buffer[128]; gfx_get_fps(buffer, sizeof(buffer), NULL, 0); std::string title = buffer; title += " || Direct3D"; d3d->hWnd = CreateWindowEx(0, "RetroArch", title.c_str(), info->fullscreen ? (WS_EX_TOPMOST | WS_POPUP) : WS_OVERLAPPEDWINDOW, info->fullscreen ? mon_rect.left : CW_USEDEFAULT, info->fullscreen ? mon_rect.top : CW_USEDEFAULT, win_width, win_height, NULL, NULL, NULL, d3d); driver.display_type = RARCH_DISPLAY_WIN32; driver.video_display = 0; driver.video_window = (uintptr_t)d3d->hWnd; #endif if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse) d3d->ctx_driver->show_mouse(d3d, !info->fullscreen #ifdef HAVE_OVERLAY || d3d->overlays_enabled #endif ); #if defined(HAVE_WINDOW) && !defined(_XBOX) ShowWindow(d3d->hWnd, SW_RESTORE); UpdateWindow(d3d->hWnd); SetForegroundWindow(d3d->hWnd); SetFocus(d3d->hWnd); #endif #ifndef _XBOX #ifdef HAVE_SHADERS /* This should only be done once here * to avoid set_shader() to be overridden * later. */ enum rarch_shader_type type = gfx_shader_parse_type(g_settings.video.shader_path, RARCH_SHADER_NONE); if (g_settings.video.shader_enable && type == RARCH_SHADER_CG) d3d->cg_shader = g_settings.video.shader_path; if (!d3d_process_shader(d3d)) return false; #endif #endif d3d->video_info = *info; if (!d3d_initialize(d3d, &d3d->video_info)) return false; if (input && input_data && d3d->ctx_driver && d3d->ctx_driver->input_driver) d3d->ctx_driver->input_driver(d3d, input, input_data); RARCH_LOG("[D3D]: Init complete.\n"); return true; } static void d3d_viewport_info(void *data, struct rarch_viewport *vp) { d3d_video_t *d3d = (d3d_video_t*)data; vp->x = d3d->final_viewport.X; vp->y = d3d->final_viewport.Y; vp->width = d3d->final_viewport.Width; vp->height = d3d->final_viewport.Height; vp->full_width = d3d->screen_width; vp->full_height = d3d->screen_height; } static void d3d_set_rotation(void *data, unsigned rot) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->dev_rotation = rot; } static void d3d_show_mouse(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse) d3d->ctx_driver->show_mouse(d3d, state); } static const gfx_ctx_driver_t *d3d_get_context(void *data) { /* Default to Direct3D9 for now. TODO: GL core contexts through ANGLE? */ enum gfx_ctx_api api = GFX_CTX_DIRECT3D9_API; unsigned major = 9, minor = 0; (void)major; (void)minor; #if defined(_XBOX1) api = GFX_CTX_DIRECT3D8_API; major = 8; #endif return gfx_ctx_init_first(driver.video_data, api, major, minor, false); } static void *d3d_init(const video_info_t *info, const input_driver_t **input, void **input_data) { #ifdef _XBOX if (driver.video_data) { d3d_video_t *vid = (d3d_video_t*)driver.video_data; /* Reinitialize renderchain as we * might have changed pixel formats.*/ d3d_reinit_renderchain(vid, info); if (input && input_data) { *input = driver.input; *input_data = driver.input_data; } driver.video_data_own = true; driver.input_data_own = true; return driver.video_data; } #endif d3d_video_t *vid = new d3d_video_t(); if (!vid) return NULL; vid->ctx_driver = d3d_get_context(vid); if (!vid->ctx_driver) { delete vid; return NULL; } /* Default values */ vid->g_pD3D = NULL; vid->dev = NULL; #ifndef _XBOX vid->font = NULL; #endif vid->dev_rotation = 0; vid->needs_restore = false; #ifdef HAVE_CG vid->cgCtx = NULL; #endif #ifdef HAVE_OVERLAY vid->overlays_enabled = false; #endif #ifdef _XBOX vid->should_resize = false; vid->vsync = info->vsync; #else vid->menu = NULL; #endif if (!d3d_construct(vid, info, input, input_data)) { RARCH_ERR("[D3D]: Failed to init D3D.\n"); delete vid; return NULL; } #ifdef _XBOX driver.video_data_own = true; driver.input_data_own = true; #endif return vid; } static void d3d_free(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d_deinitialize(d3d); #ifdef HAVE_OVERLAY d3d_free_overlays(d3d); #endif #if defined(HAVE_MENU) && !defined(_XBOX) d3d_free_overlay(d3d, d3d->menu); #endif #ifdef _XBOX if (d3d->ctx_driver && d3d->ctx_driver->destroy) d3d->ctx_driver->destroy(d3d); d3d->ctx_driver = NULL; #endif if (d3d->dev) d3d->dev->Release(); if (d3d->g_pD3D) d3d->g_pD3D->Release(); #ifdef HAVE_MONITOR Monitor::last_hm = MonitorFromWindow(d3d->hWnd, MONITOR_DEFAULTTONEAREST); DestroyWindow(d3d->hWnd); #endif if (d3d) delete d3d; #ifndef _XBOX UnregisterClass("RetroArch", GetModuleHandle(NULL)); #endif }