RetroArch/gfx/common/d3d8_common.h
2020-03-07 17:04:06 +01:00

526 lines
13 KiB
C

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef _D3D8_COMMON_H
#define _D3D8_COMMON_H
#include <boolean.h>
#include <retro_common_api.h>
#include <retro_inline.h>
#include <d3d8.h>
#include "../../retroarch.h"
#include "../../verbosity.h"
RETRO_BEGIN_DECLS
typedef struct d3d8_video
{
bool keep_aspect;
bool should_resize;
bool quitting;
bool needs_restore;
bool overlays_enabled;
/* TODO - refactor this away properly. */
bool resolution_hd_enable;
/* Only used for Xbox */
bool widescreen_mode;
unsigned cur_mon_id;
unsigned dev_rotation;
overlay_t *menu;
void *renderchain_data;
math_matrix_4x4 mvp;
math_matrix_4x4 mvp_rotate;
math_matrix_4x4 mvp_transposed;
struct video_viewport vp;
struct video_shader shader;
video_info_t video_info;
#ifdef HAVE_WINDOW
WNDCLASSEX windowClass;
#endif
LPDIRECT3DDEVICE8 dev;
D3DVIEWPORT8 final_viewport;
char *shader_path;
struct
{
int size;
int offset;
void *buffer;
void *decl;
}menu_display;
size_t overlays_size;
overlay_t *overlays;
} d3d8_video_t;
static INLINE bool d3d8_swap(void *data, LPDIRECT3DDEVICE8 dev)
{
if (IDirect3DDevice8_Present(dev, NULL, NULL, NULL, NULL)
== D3DERR_DEVICELOST)
return false;
return true;
}
static INLINE void *d3d8_vertex_buffer_new(
LPDIRECT3DDEVICE8 dev,
unsigned length, unsigned usage,
unsigned fvf, D3DPOOL pool, void *handle)
{
void *buf = NULL;
if (FAILED(IDirect3DDevice8_CreateVertexBuffer(
dev, length, usage, fvf,
pool,
(struct IDirect3DVertexBuffer8**)&buf)))
return NULL;
return buf;
}
static INLINE void *
d3d8_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER8 vertbuf)
{
void *buf = NULL;
if (!vertbuf)
return NULL;
IDirect3DVertexBuffer8_Lock(vertbuf, 0, 0, (BYTE**)&buf, 0);
if (!buf)
return NULL;
return buf;
}
static INLINE void d3d8_vertex_buffer_unlock(
LPDIRECT3DVERTEXBUFFER8 vertbuf)
{
if (vertbuf)
IDirect3DVertexBuffer8_Unlock(vertbuf);
}
static INLINE void d3d8_vertex_buffer_free(
LPDIRECT3DVERTEXBUFFER8 buf,
void *vertex_declaration)
{
if (buf)
{
IDirect3DVertexBuffer8_Release(buf);
buf = NULL;
}
}
static INLINE bool d3d8_texture_get_level_desc(
LPDIRECT3DTEXTURE8 tex,
unsigned idx, void *_ppsurface_level)
{
if (SUCCEEDED(IDirect3DTexture8_GetLevelDesc(
tex, idx, (D3DSURFACE_DESC*)_ppsurface_level)))
return true;
return false;
}
static INLINE bool d3d8_texture_get_surface_level(
LPDIRECT3DTEXTURE8 tex,
unsigned idx, void **_ppsurface_level)
{
if (tex &&
SUCCEEDED(
IDirect3DTexture8_GetSurfaceLevel(
tex, idx, (IDirect3DSurface8**)_ppsurface_level)))
return true;
return false;
}
void *d3d8_texture_new(LPDIRECT3DDEVICE8 dev,
const char *path, unsigned width, unsigned height,
unsigned miplevels, unsigned usage, INT32 format,
INT32 pool, unsigned filter, unsigned mipfilter,
INT32 color_key, void *src_info_data,
PALETTEENTRY *palette, bool want_mipmap);
static INLINE void d3d8_set_stream_source(LPDIRECT3DDEVICE8 dev,
unsigned stream_no,
LPDIRECT3DVERTEXBUFFER8 stream_vertbuf,
unsigned offset_bytes,
unsigned stride)
{
if (stream_vertbuf)
IDirect3DDevice8_SetStreamSource(dev,
stream_no, stream_vertbuf, stride);
}
static INLINE void d3d8_texture_free(LPDIRECT3DTEXTURE8 tex)
{
if (tex)
IDirect3DTexture8_Release(tex);
}
static INLINE void d3d8_set_transform(LPDIRECT3DDEVICE8 dev,
D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix)
{
IDirect3DDevice8_SetTransform(dev, state, matrix);
}
static INLINE void d3d8_set_texture_stage_state(LPDIRECT3DDEVICE8 dev,
unsigned sampler, D3DTEXTURESTAGESTATETYPE type, unsigned value)
{
if (IDirect3DDevice8_SetTextureStageState(dev, sampler,
(D3DTEXTURESTAGESTATETYPE)type, value) != D3D_OK)
RARCH_ERR("SetTextureStageState call failed, sampler: %d, value: %d, type: %d\n", sampler, value, type);
}
static INLINE void d3d8_set_sampler_address_u(LPDIRECT3DDEVICE8 dev,
unsigned sampler, unsigned value)
{
d3d8_set_texture_stage_state(dev, sampler, D3DTSS_ADDRESSU, value);
}
static INLINE void d3d8_set_sampler_address_v(LPDIRECT3DDEVICE8 dev,
unsigned sampler, unsigned value)
{
d3d8_set_texture_stage_state(dev, sampler, D3DTSS_ADDRESSV, value);
}
static INLINE void d3d8_set_sampler_minfilter(void *_dev,
unsigned sampler, enum D3DTEXTUREFILTERTYPE value)
{
d3d8_set_texture_stage_state(_dev, sampler, D3DTSS_MINFILTER, value);
}
static INLINE void d3d8_set_sampler_magfilter(void *_dev,
unsigned sampler, enum D3DTEXTUREFILTERTYPE value)
{
d3d8_set_texture_stage_state(_dev, sampler, D3DTSS_MAGFILTER, value);
}
void d3d8_set_sampler_mipfilter(void *dev,
unsigned sampler, unsigned value);
static INLINE bool d3d8_begin_scene(LPDIRECT3DDEVICE8 dev)
{
if (!dev)
return false;
#ifdef _XBOX
IDirect3DDevice8_BeginScene(dev);
#else
if (FAILED(IDirect3DDevice8_BeginScene(dev)))
return false;
#endif
return true;
}
static INLINE void d3d8_end_scene(LPDIRECT3DDEVICE8 dev)
{
if (dev)
IDirect3DDevice8_EndScene(dev);
}
static INLINE void d3d8_draw_primitive(LPDIRECT3DDEVICE8 dev,
D3DPRIMITIVETYPE type, unsigned start, unsigned count)
{
if (!d3d8_begin_scene(dev))
return;
IDirect3DDevice8_DrawPrimitive(dev, type, start, count);
d3d8_end_scene(dev);
}
static INLINE void d3d8_clear(LPDIRECT3DDEVICE8 dev,
unsigned count, const void *rects, unsigned flags,
INT32 color, float z, unsigned stencil)
{
if (dev)
IDirect3DDevice8_Clear(dev, count, (const D3DRECT*)rects, flags,
color, z, stencil);
}
static INLINE bool d3d8_lock_rectangle(
LPDIRECT3DTEXTURE8 tex,
unsigned level, D3DLOCKED_RECT *lr, RECT *rect,
unsigned rectangle_height, unsigned flags)
{
if (tex &&
IDirect3DTexture8_LockRect(tex,
level, lr, rect, flags) == D3D_OK)
return true;
return false;
}
static INLINE void d3d8_unlock_rectangle(LPDIRECT3DTEXTURE8 tex)
{
if (tex)
IDirect3DTexture8_UnlockRect(tex, 0);
}
static INLINE void d3d8_lock_rectangle_clear(
void *tex,
unsigned level, D3DLOCKED_RECT *lr, RECT *rect,
unsigned rectangle_height, unsigned flags)
{
#if defined(_XBOX)
level = 0;
#endif
memset(lr->pBits, level, rectangle_height * lr->Pitch);
d3d8_unlock_rectangle(tex);
}
static INLINE void d3d8_set_texture(
LPDIRECT3DDEVICE8 dev, unsigned sampler,
LPDIRECT3DTEXTURE8 tex)
{
if (dev && tex)
IDirect3DDevice8_SetTexture(dev, sampler,
(IDirect3DBaseTexture8*)tex);
}
static INLINE bool d3d8_set_vertex_shader(
LPDIRECT3DDEVICE8 dev,
unsigned index,
void *data)
{
if (IDirect3DDevice8_SetVertexShader(dev, index) != D3D_OK)
return false;
return true;
}
static INLINE void d3d8_texture_blit(
unsigned pixel_size,
void *tex,
D3DLOCKED_RECT *lr,
const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
unsigned y;
for (y = 0; y < height; y++)
{
const uint8_t *in = (const uint8_t*)frame + y * pitch;
uint8_t *out = (uint8_t*)lr->pBits + y * lr->Pitch;
memcpy(out, in, width * pixel_size);
}
}
static INLINE void d3d8_set_viewports(
LPDIRECT3DDEVICE8 dev,
void *vp)
{
if (dev)
IDirect3DDevice8_SetViewport(dev, (D3DVIEWPORT8*)vp);
}
static INLINE void d3d8_set_render_state(
LPDIRECT3DDEVICE8 dev,
D3DRENDERSTATETYPE state,
DWORD value)
{
if (dev)
IDirect3DDevice8_SetRenderState(dev, state, value);
}
static INLINE void d3d8_enable_blend_func(void *data)
{
if (!data)
return;
d3d8_set_render_state(data, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
d3d8_set_render_state(data, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
d3d8_set_render_state(data, D3DRS_ALPHABLENDENABLE, true);
}
static INLINE void d3d8_disable_blend_func(void *data)
{
d3d8_set_render_state(data, D3DRS_ALPHABLENDENABLE, false);
}
static INLINE void d3d8_enable_alpha_blend_texture_func(void *data)
{
/* Also blend the texture with the set alpha value. */
d3d8_set_texture_stage_state(data, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
d3d8_set_texture_stage_state(data, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
d3d8_set_texture_stage_state(data, 0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
}
void d3d8_frame_postprocess(void *data);
static INLINE void d3d8_surface_free(LPDIRECT3DSURFACE8 surf)
{
if (surf)
IDirect3DSurface8_Release(surf);
}
static INLINE bool d3d8_device_get_render_target(
LPDIRECT3DDEVICE8 dev,
unsigned idx, void **data)
{
if (dev &&
SUCCEEDED(IDirect3DDevice8_GetRenderTarget(dev,
(LPDIRECT3DSURFACE8*)data)))
return true;
return false;
}
static INLINE void d3d8_device_set_render_target(
LPDIRECT3DDEVICE8 dev, unsigned idx,
LPDIRECT3DSURFACE8 surf)
{
if (dev)
IDirect3DDevice8_SetRenderTarget(dev, surf, NULL);
}
static INLINE bool d3d8_get_render_state(LPDIRECT3DDEVICE8 dev,
D3DRENDERSTATETYPE state, DWORD *value)
{
if (dev &&
IDirect3DDevice8_GetRenderState(dev, state, value) == D3D_OK)
return true;
return false;
}
static INLINE bool d3d8_surface_lock_rect(
LPDIRECT3DSURFACE8 surf, void *data2)
{
if (surf &&
SUCCEEDED(
IDirect3DSurface8_LockRect(
surf, (D3DLOCKED_RECT*)data2,
NULL, D3DLOCK_READONLY)))
return true;
return false;
}
static INLINE void d3d8_surface_unlock_rect(LPDIRECT3DSURFACE8 surf)
{
if (surf)
IDirect3DSurface8_UnlockRect(surf);
}
static INLINE bool d3d8_get_adapter_display_mode(
LPDIRECT3D8 d3d,
unsigned idx,
void *display_mode)
{
if (d3d &&
SUCCEEDED(IDirect3D8_GetAdapterDisplayMode(
d3d, idx, (D3DDISPLAYMODE*)display_mode)))
return true;
return false;
}
bool d3d8_create_device(void *dev,
void *d3dpp,
LPDIRECT3D8 d3d,
HWND focus_window,
unsigned cur_mon_id);
bool d3d8_reset(void *dev, void *d3dpp);
static INLINE bool d3d8_device_get_backbuffer(
LPDIRECT3DDEVICE8 dev,
unsigned idx, unsigned swapchain_idx,
unsigned backbuffer_type, void **data)
{
if (dev &&
SUCCEEDED(IDirect3DDevice8_GetBackBuffer(dev, idx,
(D3DBACKBUFFER_TYPE)backbuffer_type,
(LPDIRECT3DSURFACE8*)data)))
return true;
return false;
}
static INLINE void d3d8_device_free(
LPDIRECT3DDEVICE8 dev, LPDIRECT3D8 pd3d)
{
if (dev)
IDirect3DDevice8_Release(dev);
if (pd3d)
IDirect3D8_Release(pd3d);
}
void *d3d8_create(void);
bool d3d8_initialize_symbols(enum gfx_ctx_api api);
void d3d8_deinitialize_symbols(void);
static INLINE bool d3d8_check_device_type(
LPDIRECT3D8 d3d,
unsigned idx,
INT32 disp_format,
INT32 backbuffer_format,
bool windowed_mode)
{
if (d3d &&
SUCCEEDED(IDirect3D8_CheckDeviceType(d3d,
0,
D3DDEVTYPE_HAL,
disp_format,
backbuffer_format,
windowed_mode)))
return true;
return false;
}
bool d3d8x_create_font_indirect(LPDIRECT3DDEVICE8 dev,
void *desc, void **font_data);
void d3d8x_font_draw_text(void *data, void *sprite_data, void *string_data,
unsigned count, void *rect_data, unsigned format, unsigned color);
void d3d8x_font_get_text_metrics(void *data, void *metrics);
void d3d8x_font_release(void *data);
static INLINE INT32 d3d8_get_rgb565_format(void)
{
#ifdef _XBOX
return D3DFMT_LIN_R5G6B5;
#else
return D3DFMT_R5G6B5;
#endif
}
static INLINE INT32 d3d8_get_argb8888_format(void)
{
#ifdef _XBOX
return D3DFMT_LIN_A8R8G8B8;
#else
return D3DFMT_A8R8G8B8;
#endif
}
static INLINE INT32 d3d8_get_xrgb8888_format(void)
{
#ifdef _XBOX
return D3DFMT_LIN_X8R8G8B8;
#else
return D3DFMT_X8R8G8B8;
#endif
}
void d3d8_set_mvp(void *data, const void *userdata);
RETRO_END_DECLS
#endif