/* 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 . */ #define CINTERFACE #ifdef _XBOX #include #include #endif #include #include #include #include #include #include #include #include "../../defines/d3d_defines.h" #include "../common/d3d8_common.h" #include "../common/d3d_common.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" #ifdef _XBOX #define D3D8_PRESENTATIONINTERVAL D3DRS_PRESENTATIONINTERVAL #else #define HAVE_MONITOR #define HAVE_WINDOW #endif #ifdef HAVE_MENU #include "../../menu/menu_driver.h" #endif #include "../font_driver.h" #include "../../core.h" #include "../../verbosity.h" static LPDIRECT3D8 g_pD3D8; #ifdef _XBOX static bool d3d8_widescreen_mode = false; #endif void *dinput; typedef struct d3d8_renderchain { unsigned pixel_size; LPDIRECT3DDEVICE8 dev; const video_info_t *video_info; LPDIRECT3DTEXTURE8 tex; LPDIRECT3DVERTEXBUFFER8 vertex_buf; unsigned last_width; unsigned last_height; void *vertex_decl; unsigned tex_w; unsigned tex_h; uint64_t frame_count; } d3d8_renderchain_t; static void d3d8_renderchain_set_mvp( d3d8_video_t *d3d, void *chain_data, void *shader_data, const void *mat_data) { struct d3d_matrix matrix; d3d_matrix_identity(&matrix); d3d8_set_transform(d3d->dev, D3DTS_PROJECTION, (D3DMATRIX*)&matrix); d3d8_set_transform(d3d->dev, D3DTS_VIEW, (D3DMATRIX*)&matrix); if (mat_data) d3d_matrix_transpose(&matrix, mat_data); d3d8_set_transform(d3d->dev, D3DTS_WORLD, (D3DMATRIX*)&matrix); } static bool d3d8_renderchain_create_first_pass( d3d8_video_t *d3d, d3d8_renderchain_t *chain, const video_info_t *info) { LPDIRECT3DDEVICE8 d3dr = (LPDIRECT3DDEVICE8)d3d->dev; chain->vertex_buf = (LPDIRECT3DVERTEXBUFFER8)d3d8_vertex_buffer_new(d3dr, 4 * sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, NULL); if (!chain->vertex_buf) return false; chain->tex = (LPDIRECT3DTEXTURE8)d3d8_texture_new(d3dr, NULL, chain->tex_w, chain->tex_h, 1, 0, info->rgb32 ? d3d8_get_xrgb8888_format() : d3d8_get_rgb565_format(), D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false); if (!chain->tex) return false; d3d8_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); d3d8_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3d8_set_render_state(d3dr, D3DRS_LIGHTING, 0); d3d8_set_render_state(d3dr, D3DRS_CULLMODE, D3DCULL_NONE); d3d8_set_render_state(d3dr, D3DRS_ZENABLE, FALSE); return true; } static void d3d8_renderchain_set_vertices( d3d8_video_t *d3d, d3d8_renderchain_t *chain, unsigned pass, unsigned vert_width, unsigned vert_height, uint64_t frame_count) { unsigned width, height; video_driver_get_size(&width, &height); if (chain->last_width != vert_width || chain->last_height != vert_height) { Vertex vert[4]; float tex_w, tex_h; void *verts = NULL; chain->last_width = vert_width; chain->last_height = vert_height; tex_w = vert_width; tex_h = vert_height; vert[0].x = 0.0f; vert[0].y = 1.0f; vert[0].z = 1.0f; vert[1].x = 1.0f; vert[1].y = 1.0f; vert[1].z = 1.0f; vert[2].x = 0.0f; vert[2].y = 0.0f; vert[2].z = 1.0f; vert[3].x = 1.0f; vert[3].y = 0.0f; vert[3].z = 1.0f; vert[0].u = 0.0f; vert[0].v = 0.0f; vert[1].v = 0.0f; vert[2].u = 0.0f; vert[1].u = tex_w; vert[2].v = tex_h; vert[3].u = tex_w; vert[3].v = tex_h; #ifndef _XBOX vert[1].u /= chain->tex_w; vert[2].v /= chain->tex_h; vert[3].u /= chain->tex_w; vert[3].v /= chain->tex_h; #endif vert[0].color = 0xFFFFFFFF; vert[1].color = 0xFFFFFFFF; vert[2].color = 0xFFFFFFFF; vert[3].color = 0xFFFFFFFF; verts = d3d8_vertex_buffer_lock(chain->vertex_buf); memcpy(verts, vert, sizeof(vert)); d3d8_vertex_buffer_unlock(chain->vertex_buf); } } static void d3d8_renderchain_blit_to_texture( d3d8_renderchain_t *chain, const void *frame, unsigned width, unsigned height, unsigned pitch) { D3DLOCKED_RECT d3dlr; LPDIRECT3DDEVICE8 d3dr = (LPDIRECT3DDEVICE8)chain->dev; d3d8_frame_postprocess(chain); if (chain->last_width != width || chain->last_height != height) { d3d8_lock_rectangle(chain->tex, 0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK); d3d8_lock_rectangle_clear(chain->tex, 0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK); } /* Set the texture to NULL so D3D doesn't complain about it being in use... */ d3d8_set_texture(d3dr, 0, NULL); if (d3d8_lock_rectangle(chain->tex, 0, &d3dlr, NULL, 0, 0)) { d3d8_texture_blit(chain->pixel_size, chain->tex, &d3dlr, frame, width, height, pitch); d3d8_unlock_rectangle(chain->tex); } } static void d3d8_renderchain_free(void *data) { d3d8_renderchain_t *chain = (d3d8_renderchain_t*)data; if (!chain) return; if (chain->tex) d3d8_texture_free(chain->tex); d3d8_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl); free(chain); } static void d3d8_renderchain_viewport_info( d3d8_video_t *d3d, struct video_viewport *vp) { unsigned width, height; if (!d3d || !vp) return; video_driver_get_size(&width, &height); 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 = width; vp->full_height = height; } static void d3d8_renderchain_render_pass( d3d8_video_t *d3d, LPDIRECT3DDEVICE8 d3dr, d3d8_renderchain_t *chain, unsigned pass_index, unsigned rotation) { settings_t *settings = config_get_ptr(); bool video_smooth = settings->bools.video_smooth; d3d8_set_texture(d3dr, 0, chain->tex); d3d8_set_sampler_magfilter(d3dr, pass_index, video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d8_set_sampler_minfilter(d3dr, pass_index, video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d8_set_viewports(chain->dev, &d3d->final_viewport); d3d8_set_vertex_shader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE, NULL); d3d8_set_stream_source(d3dr, 0, chain->vertex_buf, 0, sizeof(Vertex)); d3d8_renderchain_set_mvp(d3d, chain, NULL, &d3d->mvp_rotate); d3d8_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); } static bool d3d8_renderchain_render( d3d8_video_t *d3d, const void *frame, unsigned frame_width, unsigned frame_height, unsigned pitch, unsigned rotation) { LPDIRECT3DDEVICE8 d3dr = (LPDIRECT3DDEVICE8)d3d->dev; d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data; d3d8_renderchain_blit_to_texture(chain, frame, frame_width, frame_height, pitch); d3d8_renderchain_set_vertices(d3d, chain, 1, frame_width, frame_height, chain->frame_count); d3d8_renderchain_render_pass(d3d, d3dr, chain, 0, rotation); chain->frame_count++; return true; } static bool d3d8_renderchain_init(void *data, const void *_video_info, void *dev_data, const void *info_data, bool rgb32 ) { unsigned width, height; d3d8_video_t *d3d = (d3d8_video_t*)data; LPDIRECT3DDEVICE8 d3dr = (LPDIRECT3DDEVICE8)d3d->dev; const video_info_t *video_info = (const video_info_t*)_video_info; const struct LinkInfo *link_info = (const struct LinkInfo*)info_data; d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data; unsigned fmt = (rgb32) ? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565; struct video_viewport *custom_vp = video_viewport_get_custom(); video_driver_get_size(&width, &height); chain->dev = dev_data; chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4; chain->tex_w = link_info->tex_w; chain->tex_h = link_info->tex_h; if (!d3d8_renderchain_create_first_pass(d3d, chain, video_info)) return false; /* FIXME */ if (custom_vp->width == 0) custom_vp->width = width; if (custom_vp->height == 0) custom_vp->height = height; return true; } static void *d3d8_renderchain_new(void) { d3d8_renderchain_t *renderchain = (d3d8_renderchain_t*)calloc(1, sizeof(*renderchain)); if (!renderchain) return NULL; return renderchain; } static bool d3d8_init_chain(d3d8_video_t *d3d, const video_info_t *video_info) { struct LinkInfo link_info; unsigned current_width, current_height, out_width, out_height; unsigned i = 0; (void)i; (void)current_width; (void)current_height; (void)out_width; (void)out_height; /* Setup information for first pass. */ link_info.pass = NULL; link_info.tex_w = video_info->input_scale * RARCH_SCALE_BASE; link_info.tex_h = video_info->input_scale * RARCH_SCALE_BASE; link_info.pass = &d3d->shader.pass[0]; d3d->renderchain_data = d3d8_renderchain_new(); if ( !d3d8_renderchain_init( d3d, &d3d->video_info, d3d->dev, &link_info, d3d->video_info.rgb32) ) { RARCH_ERR("[D3D8]: Failed to init render chain.\n"); return false; } RARCH_LOG("[D3D8]: Renderchain driver: %s\n", "d3d8"); return true; } static bool d3d8_init_singlepass(d3d8_video_t *d3d) { 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)); return true; } static void d3d8_viewport_info(void *data, struct video_viewport *vp) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (d3d) d3d8_renderchain_viewport_info(d3d, vp); } static void d3d8_set_mvp(void *data, void *shader_data, const void *mat_data) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (d3d) d3d8_renderchain_set_mvp(d3d, d3d->renderchain_data, shader_data, mat_data); } static void d3d8_overlay_render(d3d8_video_t *d3d, video_frame_info_t *video_info, overlay_t *overlay, bool force_linear) { D3DVIEWPORT8 vp_full; D3DTEXTUREFILTERTYPE filter_type; struct video_viewport vp; void *verts; unsigned i; Vertex vert[4]; unsigned width = video_info->width; unsigned height = video_info->height; if (!d3d || !overlay || !overlay->tex) return; if (!overlay->vert_buf) { overlay->vert_buf = d3d8_vertex_buffer_new( d3d->dev, sizeof(vert), D3DUSAGE_WRITEONLY, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, NULL); if (!overlay->vert_buf) return; } for (i = 0; i < 4; i++) { vert[i].z = 0.5f; vert[i].color = (((uint32_t)(overlay->alpha_mod * 0xFF)) << 24) | 0xFFFFFF; } d3d8_viewport_info(d3d, &vp); vert[0].x = overlay->vert_coords[0]; vert[1].x = overlay->vert_coords[0] + overlay->vert_coords[2]; vert[2].x = overlay->vert_coords[0]; vert[3].x = overlay->vert_coords[0] + overlay->vert_coords[2]; vert[0].y = overlay->vert_coords[1]; vert[1].y = overlay->vert_coords[1]; vert[2].y = overlay->vert_coords[1] + overlay->vert_coords[3]; vert[3].y = overlay->vert_coords[1] + overlay->vert_coords[3]; vert[0].u = overlay->tex_coords[0]; vert[1].u = overlay->tex_coords[0] + overlay->tex_coords[2]; vert[2].u = overlay->tex_coords[0]; vert[3].u = overlay->tex_coords[0] + overlay->tex_coords[2]; vert[0].v = overlay->tex_coords[1]; vert[1].v = overlay->tex_coords[1]; vert[2].v = overlay->tex_coords[1] + overlay->tex_coords[3]; vert[3].v = overlay->tex_coords[1] + overlay->tex_coords[3]; verts = d3d8_vertex_buffer_lock(overlay->vert_buf); memcpy(verts, vert, sizeof(vert)); d3d8_vertex_buffer_unlock(overlay->vert_buf); d3d8_enable_blend_func(d3d->dev); d3d8_set_vertex_shader(d3d->dev, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE, NULL); d3d8_set_stream_source(d3d->dev, 0, overlay->vert_buf, 0, sizeof(*vert)); if (overlay->fullscreen) { 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; d3d8_set_viewports(d3d->dev, &vp_full); } if (!force_linear) { settings_t *settings = config_get_ptr(); if (!settings->bools.menu_linear_filter) filter_type = D3DTEXF_POINT; } /* Render overlay. */ d3d8_set_texture(d3d->dev, 0, overlay->tex); d3d8_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER); d3d8_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER); d3d8_set_sampler_minfilter(d3d->dev, 0, filter_type); d3d8_set_sampler_magfilter(d3d->dev, 0, filter_type); d3d8_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* Restore previous state. */ d3d8_disable_blend_func(d3d->dev); d3d8_set_viewports(d3d->dev, &d3d->final_viewport); } static void d3d8_free_overlay(d3d8_video_t *d3d, overlay_t *overlay) { if (!d3d) return; d3d8_texture_free(overlay->tex); d3d8_vertex_buffer_free(overlay->vert_buf, NULL); } static void d3d8_deinit_chain(d3d8_video_t *d3d) { d3d8_renderchain_free(d3d->renderchain_data); d3d->renderchain_data = NULL; } static void d3d8_deinitialize(d3d8_video_t *d3d) { if (!d3d) return; font_driver_free_osd(); d3d8_deinit_chain(d3d); d3d8_vertex_buffer_free(d3d->menu_display.buffer, d3d->menu_display.decl); d3d->menu_display.buffer = NULL; d3d->menu_display.decl = NULL; } #define FS_PRESENTINTERVAL(pp) ((pp)->FullScreen_PresentationInterval) static D3DFORMAT d3d8_get_color_format_backbuffer(bool rgb32, bool windowed) { D3DFORMAT fmt = D3DFMT_X8R8G8B8; #ifdef _XBOX if (!rgb32) fmt = d3d8_get_rgb565_format(); #else if (windowed) { D3DDISPLAYMODE display_mode; if (d3d8_get_adapter_display_mode(g_pD3D8, 0, &display_mode)) fmt = display_mode.Format; } #endif return fmt; } static bool d3d8_is_windowed_enable(bool info_fullscreen) { #ifndef _XBOX settings_t *settings = config_get_ptr(); if (!info_fullscreen) return true; if (settings) return settings->bools.video_windowed_fullscreen; #endif return false; } #ifdef _XBOX static void d3d8_get_video_size(d3d8_video_t *d3d, unsigned *width, unsigned *height) { DWORD video_mode = XGetVideoFlags(); *width = 640; *height = 480; d3d8_widescreen_mode = false; /* Only valid in PAL mode, not valid for HDTV modes! */ if(XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I) { /* Check for 16:9 mode (PAL REGION) */ if(video_mode & XC_VIDEO_FLAGS_WIDESCREEN) { *width = 720; //60 Hz, 720x480i if(video_mode & XC_VIDEO_FLAGS_PAL_60Hz) *height = 480; else //50 Hz, 720x576i *height = 576; d3d8_widescreen_mode = true; } } else { /* Check for 16:9 mode (NTSC REGIONS) */ if(video_mode & XC_VIDEO_FLAGS_WIDESCREEN) { *width = 720; *height = 480; d3d8_widescreen_mode = true; } } if(XGetAVPack() == XC_AV_PACK_HDTV) { if(video_mode & XC_VIDEO_FLAGS_HDTV_480p) { *width = 640; *height = 480; d3d8_widescreen_mode = false; d3d->resolution_hd_enable = true; } else if(video_mode & XC_VIDEO_FLAGS_HDTV_720p) { *width = 1280; *height = 720; d3d8_widescreen_mode = true; d3d->resolution_hd_enable = true; } else if(video_mode & XC_VIDEO_FLAGS_HDTV_1080i) { *width = 1920; *height = 1080; d3d8_widescreen_mode = true; d3d->resolution_hd_enable = true; } } } #endif static void d3d8_make_d3dpp(void *data, const video_info_t *info, void *_d3dpp) { d3d8_video_t *d3d = (d3d8_video_t*)data; D3DPRESENT_PARAMETERS *d3dpp = (D3DPRESENT_PARAMETERS*)_d3dpp; bool windowed_enable = d3d8_is_windowed_enable(info->fullscreen); memset(d3dpp, 0, sizeof(*d3dpp)); d3dpp->Windowed = windowed_enable; FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_IMMEDIATE; if (info->vsync) { settings_t *settings = config_get_ptr(); 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; } } /* PresentationInterval must be zero for windowed mode on DX8. */ if (d3dpp->Windowed) FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_DEFAULT; d3dpp->SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp->BackBufferCount = 2; d3dpp->BackBufferFormat = d3d8_get_color_format_backbuffer( info->rgb32, windowed_enable); #ifndef _XBOX d3dpp->hDeviceWindow = win32_get_window(); #endif if (!windowed_enable) { #ifdef _XBOX unsigned width = 0; unsigned height = 0; d3d8_get_video_size(d3d, &width, &height); video_driver_set_size(&width, &height); #endif video_driver_get_size(&d3dpp->BackBufferWidth, &d3dpp->BackBufferHeight); } #ifdef _XBOX d3dpp->MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp->EnableAutoDepthStencil = FALSE; { /* 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 0 if (d3d8_widescreen_mode) d3dpp->Flags |= D3DPRESENTFLAG_WIDESCREEN; #endif } #endif } static bool d3d8_init_base(void *data, const video_info_t *info) { D3DPRESENT_PARAMETERS d3dpp; HWND focus_window = NULL; d3d8_video_t *d3d = (d3d8_video_t*)data; #ifndef _XBOX focus_window = win32_get_window(); #endif memset(&d3dpp, 0, sizeof(d3dpp)); g_pD3D8 = (LPDIRECT3D8)d3d8_create(); /* this needs g_pD3D created first */ d3d8_make_d3dpp(d3d, info, &d3dpp); if (!g_pD3D8) { RARCH_ERR("[D3D8]: Failed to create D3D interface.\n"); return false; } if (!d3d8_create_device(&d3d->dev, &d3dpp, g_pD3D8, focus_window, d3d->cur_mon_id) ) { RARCH_ERR("[D3D8]: Failed to initialize device.\n"); return false; } return true; } static void d3d8_calculate_rect(void *data, unsigned *width, unsigned *height, int *x, int *y, bool force_full, bool allow_rotate) { float device_aspect = (float)*width / *height; d3d8_video_t *d3d = (d3d8_video_t*)data; settings_t *settings = config_get_ptr(); video_driver_get_size(width, height); *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 d3d8_set_viewport(void *data, unsigned width, unsigned height, bool force_full, bool allow_rotate) { struct d3d_matrix proj, ortho, rot, matrix; int x = 0; int y = 0; d3d8_video_t *d3d = (d3d8_video_t*)data; d3d8_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; d3d->final_viewport.X = x; d3d->final_viewport.Y = y; d3d->final_viewport.Width = width; d3d->final_viewport.Height = height; d3d->final_viewport.MinZ = 0.0f; d3d->final_viewport.MaxZ = 0.0f; d3d_matrix_ortho_off_center_lh(&ortho, 0, 1, 0, 1, 0.0f, 1.0f); d3d_matrix_identity(&rot); d3d_matrix_rotation_z(&rot, d3d->dev_rotation * (M_PI / 2.0)); d3d_matrix_multiply(&proj, &ortho, &rot); d3d_matrix_transpose(&d3d->mvp, &ortho); d3d_matrix_transpose(&d3d->mvp_rotate, &matrix); } static bool d3d8_initialize(d3d8_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_pD3D8) ret = d3d8_init_base(d3d, info); else if (d3d->needs_restore) { D3DPRESENT_PARAMETERS d3dpp; d3d8_make_d3dpp(d3d, info, &d3dpp); /* the D3DX font driver uses POOL_DEFAULT resources * and will prevent a clean reset here * another approach would be to keep track of all created D3D * font objects and free/realloc them around the d3d_reset call */ #ifdef HAVE_MENU menu_driver_ctl(RARCH_MENU_CTL_DEINIT, NULL); #endif if (!d3d8_reset(d3d->dev, &d3dpp)) { d3d8_deinitialize(d3d); d3d8_device_free(NULL, g_pD3D8); g_pD3D8 = NULL; ret = d3d8_init_base(d3d, info); if (ret) RARCH_LOG("[D3D8]: Recovered from dead state.\n"); } #ifdef HAVE_MENU menu_driver_init(info->is_threaded); #endif } if (!ret) return ret; if (!d3d8_init_chain(d3d, info)) { RARCH_ERR("[D3D8]: Failed to initialize render chain.\n"); return false; } video_driver_get_size(&width, &height); d3d8_set_viewport(d3d, width, height, false, true); font_driver_init_osd(d3d, false, info->is_threaded, FONT_DRIVER_RENDER_D3D8_API); d3d->menu_display.offset = 0; d3d->menu_display.size = 1024; d3d->menu_display.buffer = d3d8_vertex_buffer_new( d3d->dev, d3d->menu_display.size * sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE, D3DPOOL_DEFAULT, NULL); if (!d3d->menu_display.buffer) return false; d3d_matrix_ortho_off_center_lh(&d3d->mvp_transposed, 0, 1, 0, 1, 0, 1); d3d_matrix_transpose(&d3d->mvp, &d3d->mvp_transposed); d3d8_set_render_state(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE); return true; } static bool d3d8_restore(void *data) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return false; d3d8_deinitialize(d3d); if (!d3d8_initialize(d3d, &d3d->video_info)) { RARCH_ERR("[D3D8]: Restore error.\n"); return false; } d3d->needs_restore = false; return true; } static void d3d8_set_nonblock_state(void *data, bool state) { unsigned interval = state ? 0 : 1; d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return; d3d->video_info.vsync = !state; #ifdef _XBOX d3d8_set_render_state(d3d->dev, D3D8_PRESENTATIONINTERVAL, interval ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE ); #else d3d->needs_restore = true; d3d8_restore(d3d); #endif } static bool d3d8_set_resize(d3d8_video_t *d3d, unsigned new_width, unsigned new_height) { /* No changes? */ if ( (new_width == d3d->video_info.width) && (new_height == d3d->video_info.height)) return false; RARCH_LOG("[D3D8]: Resize %ux%u.\n", new_width, new_height); d3d->video_info.width = new_width; d3d->video_info.height = new_height; video_driver_set_size(&new_width, &new_height); return true; } static bool d3d8_alive(void *data) { unsigned temp_width = 0; unsigned temp_height = 0; bool ret = false; d3d8_video_t *d3d = (d3d8_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); #ifndef _XBOX win32_check_window(&quit, &resize, &temp_width, &temp_height); #endif if (quit) d3d->quitting = quit; if (resize) { d3d->should_resize = true; d3d8_set_resize(d3d, temp_width, temp_height); d3d8_restore(d3d); } ret = !quit; if (temp_width != 0 && temp_height != 0) video_driver_set_size(&temp_width, &temp_height); return ret; } static bool d3d8_suppress_screensaver(void *data, bool enable) { #ifdef _XBOX return true; #else return win32_suppress_screensaver(data, enable); #endif } static void d3d8_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { d3d8_video_t *d3d = (d3d8_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 d3d8_apply_state_changes(void *data) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (d3d) d3d->should_resize = true; } static void d3d8_set_osd_msg(void *data, video_frame_info_t *video_info, const char *msg, const void *params, void *font) { d3d8_video_t *d3d = (d3d8_video_t*)data; d3d8_begin_scene(d3d->dev); font_driver_render_msg(video_info, font, msg, params); d3d8_end_scene(d3d->dev); } static void d3d8_input_driver( const input_driver_t **input, void **input_data) { settings_t *settings = config_get_ptr(); const char *name = settings ? settings->arrays.input_joypad_driver : NULL; #ifdef _XBOX void *xinput = input_xinput.init(name); *input = xinput ? (const input_driver_t*)&input_xinput : NULL; *input_data = xinput; #else #if _WIN32_WINNT >= 0x0501 /* winraw only available since XP */ if (string_is_equal(settings->arrays.input_driver, "raw")) { *input_data = input_winraw.init(name); if (*input_data) { *input = &input_winraw; dinput = NULL; return; } } #endif dinput = input_dinput.init(name); *input = dinput ? &input_dinput : NULL; *input_data = dinput; #endif } static bool d3d8_init_internal(d3d8_video_t *d3d, const video_info_t *info, const input_driver_t **input, void **input_data) { #ifdef HAVE_MONITOR bool windowed_full; RECT mon_rect; MONITORINFOEX current_mon; HMONITOR hm_to_use; #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(); overlay_t *menu = (overlay_t*)calloc(1, sizeof(*menu)); if (!menu) return false; d3d->menu = menu; d3d->cur_mon_id = 0; 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; #ifdef HAVE_WINDOW memset(&d3d->windowClass, 0, sizeof(d3d->windowClass)); 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_win32_resize_width = info->width; g_win32_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("[D3D8]: Monitor size: %dx%d.\n", (int)(mon_rect.right - mon_rect.left), (int)(mon_rect.bottom - mon_rect.top)); #else d3d8_get_video_size(d3d, &full_x, &full_y); #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 if (!d3d8_init_singlepass(d3d)) return false; d3d->video_info = *info; if (!d3d8_initialize(d3d, &d3d->video_info)) return false; d3d8_input_driver(input, input_data); RARCH_LOG("[D3D8]: Init complete.\n"); return true; } static void d3d8_set_rotation(void *data, unsigned rot) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return; d3d->dev_rotation = rot; d3d->should_resize = true; } static void d3d8_show_mouse(void *data, bool state) { #ifndef _XBOX win32_show_cursor(state); #endif } static void *d3d8_init(const video_info_t *info, const input_driver_t **input, void **input_data) { d3d8_video_t *d3d = (d3d8_video_t*)calloc(1, sizeof(*d3d)); if (!d3d) return NULL; if (!d3d8_initialize_symbols(GFX_CTX_DIRECT3D8_API)) { free(d3d); return NULL; } #ifndef _XBOX win32_window_reset(); win32_monitor_init(); #endif /* Default values */ d3d->dev = NULL; d3d->dev_rotation = 0; d3d->needs_restore = false; #ifdef HAVE_OVERLAY d3d->overlays_enabled = false; #endif d3d->should_resize = false; d3d->menu = NULL; if (!d3d8_init_internal(d3d, info, input, input_data)) { RARCH_ERR("[D3D8]: Failed to init D3D.\n"); free(d3d); return NULL; } d3d->keep_aspect = info->force_aspect; return d3d; } #ifdef HAVE_OVERLAY static void d3d8_free_overlays(d3d8_video_t *d3d) { unsigned i; if (!d3d) return; for (i = 0; i < d3d->overlays_size; i++) d3d8_free_overlay(d3d, &d3d->overlays[i]); free(d3d->overlays); d3d->overlays = NULL; d3d->overlays_size = 0; } #endif static void d3d8_free(void *data) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return; #ifdef HAVE_OVERLAY d3d8_free_overlays(d3d); if (d3d->overlays) free(d3d->overlays); d3d->overlays = NULL; d3d->overlays_size = 0; #endif d3d8_free_overlay(d3d, d3d->menu); if (d3d->menu) free(d3d->menu); d3d->menu = NULL; d3d8_deinitialize(d3d); if (!string_is_empty(d3d->shader_path)) free(d3d->shader_path); d3d->shader_path = NULL; d3d8_device_free(d3d->dev, g_pD3D8); d3d->dev = NULL; g_pD3D8 = NULL; d3d8_deinitialize_symbols(); #ifndef _XBOX win32_monitor_from_window(); win32_destroy_window(); #endif free(d3d); } #ifdef HAVE_OVERLAY static void d3d8_overlay_tex_geom( void *data, unsigned index, float x, float y, float w, float h) { d3d8_video_t *d3d = (d3d8_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; #ifdef _XBOX d3d->overlays[index].tex_coords[0] *= d3d->overlays[index].tex_w; d3d->overlays[index].tex_coords[1] *= d3d->overlays[index].tex_h; d3d->overlays[index].tex_coords[2] *= d3d->overlays[index].tex_w; d3d->overlays[index].tex_coords[3] *= d3d->overlays[index].tex_h; #endif } static void d3d8_overlay_vertex_geom( void *data, unsigned index, float x, float y, float w, float h) { d3d8_video_t *d3d = (d3d8_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 d3d8_overlay_load(void *data, const void *image_data, unsigned num_images) { unsigned i, y; overlay_t *new_overlays = NULL; d3d8_video_t *d3d = (d3d8_video_t*)data; const struct texture_image *images = (const struct texture_image*) image_data; if (!d3d) return false; d3d8_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 = d3d8_texture_new(d3d->dev, NULL, width, height, 1, 0, d3d8_get_argb8888_format(), D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false); if (!overlay->tex) { RARCH_ERR("[D3D8]: Failed to create overlay texture\n"); return false; } if (d3d8_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); d3d8_unlock_rectangle(overlay->tex); } overlay->tex_w = width; overlay->tex_h = height; /* Default. Stretch to whole screen. */ d3d8_overlay_tex_geom(d3d, i, 0, 0, 1, 1); d3d8_overlay_vertex_geom(d3d, i, 0, 0, 1, 1); } return true; } static void d3d8_overlay_enable(void *data, bool state) { unsigned i; d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d) return; for (i = 0; i < d3d->overlays_size; i++) d3d->overlays_enabled = state; d3d8_show_mouse(d3d, state); } static void d3d8_overlay_full_screen(void *data, bool enable) { unsigned i; d3d8_video_t *d3d = (d3d8_video_t*)data; for (i = 0; i < d3d->overlays_size; i++) d3d->overlays[i].fullscreen = enable; } static void d3d8_overlay_set_alpha(void *data, unsigned index, float mod) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (d3d) d3d->overlays[index].alpha_mod = mod; } static const video_overlay_interface_t d3d8_overlay_interface = { d3d8_overlay_enable, d3d8_overlay_load, d3d8_overlay_tex_geom, d3d8_overlay_vertex_geom, d3d8_overlay_full_screen, d3d8_overlay_set_alpha, }; static void d3d8_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &d3d8_overlay_interface; } #endif static void d3d8_update_title(video_frame_info_t *video_info) { #ifndef _XBOX const ui_window_t *window = ui_companion_driver_get_window_ptr(); #endif if (video_info->fps_show) { MEMORYSTATUS stat; char mem[128]; mem[0] = '\0'; GlobalMemoryStatus(&stat); snprintf(mem, sizeof(mem), "|| MEM: %.2f/%.2fMB", stat.dwAvailPhys/(1024.0f*1024.0f), stat.dwTotalPhys/(1024.0f*1024.0f)); strlcat(video_info->fps_text, mem, sizeof(video_info->fps_text)); } #ifndef _XBOX if (window) { char title[128]; title[0] = '\0'; video_driver_get_window_title(title, sizeof(title)); if (title[0]) window->set_title(&main_window, title); } #endif } static bool d3d8_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) { D3DVIEWPORT8 screen_vp; unsigned i = 0; d3d8_video_t *d3d = (d3d8_video_t*)data; 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 HWND window = win32_get_window(); if (IsIconic(window)) return true; #endif if (!d3d8_restore(d3d)) { RARCH_ERR("[D3D8]: Failed to restore.\n"); return false; } } if (d3d->should_resize) { d3d8_set_viewport(d3d, width, height, false, true); 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; d3d8_set_viewports(d3d->dev, &screen_vp); d3d8_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 (!d3d8_swap(d3d, d3d->dev) || d3d->needs_restore) return true; d3d8_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0); } if (!d3d8_renderchain_render( d3d, frame, frame_width, frame_height, pitch, d3d->dev_rotation)) { RARCH_ERR("[D3D8]: Failed to render scene.\n"); return false; } #ifdef HAVE_MENU if (d3d->menu && d3d->menu->enabled) { d3d8_set_mvp(d3d, NULL, &d3d->mvp); d3d8_overlay_render(d3d, video_info, d3d->menu, false); d3d->menu_display.offset = 0; d3d8_set_stream_source(d3d->dev, 0, d3d->menu_display.buffer, 0, sizeof(Vertex)); d3d8_set_viewports(d3d->dev, &screen_vp); menu_driver_frame(video_info); } else if (video_info->statistics_show) { struct font_params *osd_params = (struct font_params*) &video_info->osd_stat_params; if (osd_params) { font_driver_render_msg(video_info, NULL, video_info->stat_text, (const struct font_params*)&video_info->osd_stat_params); } } #endif #ifdef HAVE_OVERLAY if (d3d->overlays_enabled) { d3d8_set_mvp(d3d, NULL, &d3d->mvp); for (i = 0; i < d3d->overlays_size; i++) d3d8_overlay_render(d3d, video_info, &d3d->overlays[i], true); } #endif if (!string_is_empty(msg)) { d3d8_set_viewports(d3d->dev, &screen_vp); d3d8_begin_scene(d3d->dev); font_driver_render_msg(video_info, NULL, msg, NULL); d3d8_end_scene(d3d->dev); } d3d8_update_title(video_info); d3d8_swap(d3d, d3d->dev); return true; } static bool d3d8_read_viewport(void *data, uint8_t *buffer, bool is_idle) { return false; } static bool d3d8_set_shader(void *data, enum rarch_shader_type type, const char *path) { return false; } static void d3d8_set_menu_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { D3DLOCKED_RECT d3dlr; d3d8_video_t *d3d = (d3d8_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) d3d8_texture_free(d3d->menu->tex); d3d->menu->tex = d3d8_texture_new(d3d->dev, NULL, width, height, 1, 0, d3d8_get_argb8888_format(), D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false); if (!d3d->menu->tex) { RARCH_ERR("[D3D8]: Failed to create menu texture.\n"); return; } d3d->menu->tex_w = width; d3d->menu->tex_h = height; #ifdef _XBOX d3d->menu->tex_coords [2] = width; d3d->menu->tex_coords[3] = height; #endif } d3d->menu->alpha_mod = alpha; if (d3d8_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) d3d8_unlock_rectangle(d3d->menu->tex); } } static void d3d8_set_menu_texture_enable(void *data, bool state, bool full_screen) { d3d8_video_t *d3d = (d3d8_video_t*)data; if (!d3d || !d3d->menu) return; d3d->menu->enabled = state; d3d->menu->fullscreen = full_screen; } struct d3d8_texture_info { void *userdata; void *data; enum texture_filter_type type; }; static void d3d8_video_texture_load_d3d( struct d3d8_texture_info *info, uintptr_t *id) { D3DLOCKED_RECT d3dlr; unsigned usage = 0; d3d8_video_t *d3d = (d3d8_video_t*)info->userdata; struct texture_image *ti = (struct texture_image*)info->data; LPDIRECT3DTEXTURE8 tex = (LPDIRECT3DTEXTURE8)d3d8_texture_new(d3d->dev, NULL, ti->width, ti->height, 0, usage, d3d8_get_argb8888_format(), D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false); if (!tex) { RARCH_ERR("[D3D8]: Failed to create texture\n"); return; } if (d3d8_lock_rectangle(tex, 0, &d3dlr, NULL, 0, D3DLOCK_NOSYSLOCK)) { unsigned i; uint32_t *dst = (uint32_t*)(d3dlr.pBits); const uint32_t *src = ti->pixels; unsigned pitch = d3dlr.Pitch >> 2; for (i = 0; i < ti->height; i++, dst += pitch, src += ti->width) memcpy(dst, src, ti->width << 2); d3d8_unlock_rectangle(tex); } *id = (uintptr_t)tex; } static int d3d8_video_texture_load_wrap_d3d(void *data) { uintptr_t id = 0; struct d3d8_texture_info *info = (struct d3d8_texture_info*)data; if (!info) return 0; d3d8_video_texture_load_d3d(info, &id); return id; } static uintptr_t d3d8_load_texture(void *video_data, void *data, bool threaded, enum texture_filter_type filter_type) { struct d3d8_texture_info info; uintptr_t id = 0; info.userdata = video_data; info.data = data; info.type = filter_type; if (threaded) return video_thread_texture_load(&info, d3d8_video_texture_load_wrap_d3d); d3d8_video_texture_load_d3d(&info, &id); return id; } static void d3d8_unload_texture(void *data, uintptr_t id) { LPDIRECT3DTEXTURE8 texid; if (!id) return; texid = (LPDIRECT3DTEXTURE8)id; d3d8_texture_free(texid); } static void d3d8_set_video_mode(void *data, unsigned width, unsigned height, bool fullscreen) { #ifndef _XBOX win32_show_cursor(!fullscreen); #endif } static uint32_t d3d8_get_flags(void *data) { uint32_t flags = 0; BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION); BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING); return flags; } static const video_poke_interface_t d3d_poke_interface = { d3d8_get_flags, NULL, /* set_coords */ d3d8_set_mvp, d3d8_load_texture, d3d8_unload_texture, d3d8_set_video_mode, #ifdef _XBOX NULL, #else win32_get_refresh_rate, #endif NULL, NULL, /* get_video_output_size */ NULL, /* get_video_output_prev */ NULL, /* get_video_output_next */ NULL, /* get_current_framebuffer */ NULL, /* get_proc_address */ d3d8_set_aspect_ratio, d3d8_apply_state_changes, d3d8_set_menu_texture_frame, d3d8_set_menu_texture_enable, d3d8_set_osd_msg, d3d8_show_mouse, NULL, /* grab_mouse_toggle */ NULL, /* get_current_shader */ NULL, /* get_current_software_framebuffer */ NULL /* get_hw_render_interface */ }; static void d3d8_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &d3d_poke_interface; } static bool d3d8_has_windowed(void *data) { #ifdef _XBOX return false; #else return true; #endif } video_driver_t video_d3d8 = { d3d8_init, d3d8_frame, d3d8_set_nonblock_state, d3d8_alive, NULL, /* focus */ d3d8_suppress_screensaver, d3d8_has_windowed, d3d8_set_shader, d3d8_free, "d3d8", d3d8_set_viewport, d3d8_set_rotation, d3d8_viewport_info, d3d8_read_viewport, NULL, /* read_frame_raw */ #ifdef HAVE_OVERLAY d3d8_get_overlay_interface, #endif d3d8_get_poke_interface };