mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
526 lines
13 KiB
C
526 lines
13 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _D3D8_COMMON_H
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#define _D3D8_COMMON_H
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#include <boolean.h>
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#include <retro_common_api.h>
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#include <retro_inline.h>
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#include <d3d8.h>
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#include "../../retroarch.h"
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#include "../../verbosity.h"
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RETRO_BEGIN_DECLS
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typedef struct d3d8_video
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{
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bool keep_aspect;
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bool should_resize;
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bool quitting;
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bool needs_restore;
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bool overlays_enabled;
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/* TODO - refactor this away properly. */
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bool resolution_hd_enable;
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/* Only used for Xbox */
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bool widescreen_mode;
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unsigned cur_mon_id;
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unsigned dev_rotation;
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overlay_t *menu;
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void *renderchain_data;
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math_matrix_4x4 mvp;
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math_matrix_4x4 mvp_rotate;
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math_matrix_4x4 mvp_transposed;
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struct video_viewport vp;
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struct video_shader shader;
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video_info_t video_info;
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#ifdef HAVE_WINDOW
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WNDCLASSEX windowClass;
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#endif
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LPDIRECT3DDEVICE8 dev;
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D3DVIEWPORT8 final_viewport;
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char *shader_path;
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struct
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{
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int size;
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int offset;
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void *buffer;
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void *decl;
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}menu_display;
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size_t overlays_size;
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overlay_t *overlays;
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} d3d8_video_t;
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static INLINE bool d3d8_swap(void *data, LPDIRECT3DDEVICE8 dev)
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{
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if (IDirect3DDevice8_Present(dev, NULL, NULL, NULL, NULL)
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== D3DERR_DEVICELOST)
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return false;
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return true;
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}
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static INLINE void *d3d8_vertex_buffer_new(
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LPDIRECT3DDEVICE8 dev,
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unsigned length, unsigned usage,
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unsigned fvf, D3DPOOL pool, void *handle)
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{
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void *buf = NULL;
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if (FAILED(IDirect3DDevice8_CreateVertexBuffer(
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dev, length, usage, fvf,
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pool,
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(struct IDirect3DVertexBuffer8**)&buf)))
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return NULL;
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return buf;
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}
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static INLINE void *
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d3d8_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER8 vertbuf)
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{
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void *buf = NULL;
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if (!vertbuf)
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return NULL;
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IDirect3DVertexBuffer8_Lock(vertbuf, 0, 0, (BYTE**)&buf, 0);
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if (!buf)
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return NULL;
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return buf;
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}
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static INLINE void d3d8_vertex_buffer_unlock(
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LPDIRECT3DVERTEXBUFFER8 vertbuf)
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{
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if (vertbuf)
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IDirect3DVertexBuffer8_Unlock(vertbuf);
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}
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static INLINE void d3d8_vertex_buffer_free(
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LPDIRECT3DVERTEXBUFFER8 buf,
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void *vertex_declaration)
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{
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if (buf)
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{
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IDirect3DVertexBuffer8_Release(buf);
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buf = NULL;
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}
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}
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static INLINE bool d3d8_texture_get_level_desc(
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LPDIRECT3DTEXTURE8 tex,
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unsigned idx, void *_ppsurface_level)
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{
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if (SUCCEEDED(IDirect3DTexture8_GetLevelDesc(
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tex, idx, (D3DSURFACE_DESC*)_ppsurface_level)))
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return true;
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return false;
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}
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static INLINE bool d3d8_texture_get_surface_level(
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LPDIRECT3DTEXTURE8 tex,
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unsigned idx, void **_ppsurface_level)
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{
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if (tex &&
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SUCCEEDED(
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IDirect3DTexture8_GetSurfaceLevel(
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tex, idx, (IDirect3DSurface8**)_ppsurface_level)))
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return true;
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return false;
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}
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void *d3d8_texture_new(LPDIRECT3DDEVICE8 dev,
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const char *path, unsigned width, unsigned height,
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unsigned miplevels, unsigned usage, INT32 format,
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INT32 pool, unsigned filter, unsigned mipfilter,
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INT32 color_key, void *src_info_data,
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PALETTEENTRY *palette, bool want_mipmap);
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static INLINE void d3d8_set_stream_source(LPDIRECT3DDEVICE8 dev,
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unsigned stream_no,
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LPDIRECT3DVERTEXBUFFER8 stream_vertbuf,
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unsigned offset_bytes,
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unsigned stride)
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{
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if (stream_vertbuf)
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IDirect3DDevice8_SetStreamSource(dev,
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stream_no, stream_vertbuf, stride);
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}
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static INLINE void d3d8_texture_free(LPDIRECT3DTEXTURE8 tex)
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{
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if (tex)
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IDirect3DTexture8_Release(tex);
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}
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static INLINE void d3d8_set_transform(LPDIRECT3DDEVICE8 dev,
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D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix)
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{
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IDirect3DDevice8_SetTransform(dev, state, matrix);
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}
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static INLINE void d3d8_set_texture_stage_state(LPDIRECT3DDEVICE8 dev,
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unsigned sampler, D3DTEXTURESTAGESTATETYPE type, unsigned value)
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{
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if (IDirect3DDevice8_SetTextureStageState(dev, sampler,
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(D3DTEXTURESTAGESTATETYPE)type, value) != D3D_OK)
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RARCH_ERR("SetTextureStageState call failed, sampler: %d, value: %d, type: %d\n", sampler, value, type);
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}
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static INLINE void d3d8_set_sampler_address_u(LPDIRECT3DDEVICE8 dev,
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unsigned sampler, unsigned value)
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{
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d3d8_set_texture_stage_state(dev, sampler, D3DTSS_ADDRESSU, value);
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}
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static INLINE void d3d8_set_sampler_address_v(LPDIRECT3DDEVICE8 dev,
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unsigned sampler, unsigned value)
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{
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d3d8_set_texture_stage_state(dev, sampler, D3DTSS_ADDRESSV, value);
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}
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static INLINE void d3d8_set_sampler_minfilter(void *_dev,
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unsigned sampler, enum D3DTEXTUREFILTERTYPE value)
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{
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d3d8_set_texture_stage_state(_dev, sampler, D3DTSS_MINFILTER, value);
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}
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static INLINE void d3d8_set_sampler_magfilter(void *_dev,
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unsigned sampler, enum D3DTEXTUREFILTERTYPE value)
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{
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d3d8_set_texture_stage_state(_dev, sampler, D3DTSS_MAGFILTER, value);
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}
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void d3d8_set_sampler_mipfilter(void *dev,
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unsigned sampler, unsigned value);
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static INLINE bool d3d8_begin_scene(LPDIRECT3DDEVICE8 dev)
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{
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if (!dev)
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return false;
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#ifdef _XBOX
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IDirect3DDevice8_BeginScene(dev);
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#else
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if (FAILED(IDirect3DDevice8_BeginScene(dev)))
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return false;
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#endif
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return true;
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}
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static INLINE void d3d8_end_scene(LPDIRECT3DDEVICE8 dev)
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{
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if (dev)
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IDirect3DDevice8_EndScene(dev);
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}
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static INLINE void d3d8_draw_primitive(LPDIRECT3DDEVICE8 dev,
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D3DPRIMITIVETYPE type, unsigned start, unsigned count)
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{
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if (!d3d8_begin_scene(dev))
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return;
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IDirect3DDevice8_DrawPrimitive(dev, type, start, count);
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d3d8_end_scene(dev);
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}
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static INLINE void d3d8_clear(LPDIRECT3DDEVICE8 dev,
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unsigned count, const void *rects, unsigned flags,
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INT32 color, float z, unsigned stencil)
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{
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if (dev)
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IDirect3DDevice8_Clear(dev, count, (const D3DRECT*)rects, flags,
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color, z, stencil);
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}
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static INLINE bool d3d8_lock_rectangle(
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LPDIRECT3DTEXTURE8 tex,
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unsigned level, D3DLOCKED_RECT *lr, RECT *rect,
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unsigned rectangle_height, unsigned flags)
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{
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if (tex &&
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IDirect3DTexture8_LockRect(tex,
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level, lr, rect, flags) == D3D_OK)
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return true;
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return false;
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}
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static INLINE void d3d8_unlock_rectangle(LPDIRECT3DTEXTURE8 tex)
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{
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if (tex)
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IDirect3DTexture8_UnlockRect(tex, 0);
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}
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static INLINE void d3d8_lock_rectangle_clear(
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void *tex,
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unsigned level, D3DLOCKED_RECT *lr, RECT *rect,
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unsigned rectangle_height, unsigned flags)
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{
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#if defined(_XBOX)
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level = 0;
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#endif
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memset(lr->pBits, level, rectangle_height * lr->Pitch);
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d3d8_unlock_rectangle(tex);
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}
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static INLINE void d3d8_set_texture(
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LPDIRECT3DDEVICE8 dev, unsigned sampler,
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LPDIRECT3DTEXTURE8 tex)
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{
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if (dev && tex)
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IDirect3DDevice8_SetTexture(dev, sampler,
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(IDirect3DBaseTexture8*)tex);
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}
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static INLINE bool d3d8_set_vertex_shader(
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LPDIRECT3DDEVICE8 dev,
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unsigned index,
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void *data)
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{
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if (IDirect3DDevice8_SetVertexShader(dev, index) != D3D_OK)
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return false;
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return true;
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}
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static INLINE void d3d8_texture_blit(
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unsigned pixel_size,
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void *tex,
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D3DLOCKED_RECT *lr,
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const void *frame,
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unsigned width, unsigned height, unsigned pitch)
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{
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unsigned y;
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for (y = 0; y < height; y++)
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{
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const uint8_t *in = (const uint8_t*)frame + y * pitch;
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uint8_t *out = (uint8_t*)lr->pBits + y * lr->Pitch;
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memcpy(out, in, width * pixel_size);
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}
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}
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static INLINE void d3d8_set_viewports(
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LPDIRECT3DDEVICE8 dev,
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void *vp)
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{
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if (dev)
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IDirect3DDevice8_SetViewport(dev, (D3DVIEWPORT8*)vp);
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}
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static INLINE void d3d8_set_render_state(
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LPDIRECT3DDEVICE8 dev,
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D3DRENDERSTATETYPE state,
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DWORD value)
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{
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if (dev)
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IDirect3DDevice8_SetRenderState(dev, state, value);
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}
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static INLINE void d3d8_enable_blend_func(void *data)
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{
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if (!data)
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return;
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d3d8_set_render_state(data, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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d3d8_set_render_state(data, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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d3d8_set_render_state(data, D3DRS_ALPHABLENDENABLE, true);
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}
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static INLINE void d3d8_disable_blend_func(void *data)
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{
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d3d8_set_render_state(data, D3DRS_ALPHABLENDENABLE, false);
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}
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static INLINE void d3d8_enable_alpha_blend_texture_func(void *data)
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{
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/* Also blend the texture with the set alpha value. */
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d3d8_set_texture_stage_state(data, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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d3d8_set_texture_stage_state(data, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
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d3d8_set_texture_stage_state(data, 0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
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}
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void d3d8_frame_postprocess(void *data);
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static INLINE void d3d8_surface_free(LPDIRECT3DSURFACE8 surf)
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{
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if (surf)
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IDirect3DSurface8_Release(surf);
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}
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static INLINE bool d3d8_device_get_render_target(
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LPDIRECT3DDEVICE8 dev,
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unsigned idx, void **data)
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{
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if (dev &&
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SUCCEEDED(IDirect3DDevice8_GetRenderTarget(dev,
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(LPDIRECT3DSURFACE8*)data)))
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return true;
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return false;
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}
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static INLINE void d3d8_device_set_render_target(
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LPDIRECT3DDEVICE8 dev, unsigned idx,
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LPDIRECT3DSURFACE8 surf)
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{
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if (dev)
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IDirect3DDevice8_SetRenderTarget(dev, surf, NULL);
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}
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static INLINE bool d3d8_get_render_state(LPDIRECT3DDEVICE8 dev,
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D3DRENDERSTATETYPE state, DWORD *value)
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{
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if (dev &&
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IDirect3DDevice8_GetRenderState(dev, state, value) == D3D_OK)
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return true;
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return false;
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}
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static INLINE bool d3d8_surface_lock_rect(
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LPDIRECT3DSURFACE8 surf, void *data2)
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{
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if (surf &&
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SUCCEEDED(
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IDirect3DSurface8_LockRect(
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surf, (D3DLOCKED_RECT*)data2,
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NULL, D3DLOCK_READONLY)))
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return true;
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return false;
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}
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static INLINE void d3d8_surface_unlock_rect(LPDIRECT3DSURFACE8 surf)
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{
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if (surf)
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IDirect3DSurface8_UnlockRect(surf);
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}
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static INLINE bool d3d8_get_adapter_display_mode(
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LPDIRECT3D8 d3d,
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unsigned idx,
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void *display_mode)
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{
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if (d3d &&
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SUCCEEDED(IDirect3D8_GetAdapterDisplayMode(
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d3d, idx, (D3DDISPLAYMODE*)display_mode)))
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return true;
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return false;
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}
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bool d3d8_create_device(void *dev,
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void *d3dpp,
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LPDIRECT3D8 d3d,
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HWND focus_window,
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unsigned cur_mon_id);
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bool d3d8_reset(void *dev, void *d3dpp);
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static INLINE bool d3d8_device_get_backbuffer(
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LPDIRECT3DDEVICE8 dev,
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unsigned idx, unsigned swapchain_idx,
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unsigned backbuffer_type, void **data)
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{
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if (dev &&
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SUCCEEDED(IDirect3DDevice8_GetBackBuffer(dev, idx,
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(D3DBACKBUFFER_TYPE)backbuffer_type,
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(LPDIRECT3DSURFACE8*)data)))
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return true;
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return false;
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}
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static INLINE void d3d8_device_free(
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LPDIRECT3DDEVICE8 dev, LPDIRECT3D8 pd3d)
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{
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if (dev)
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IDirect3DDevice8_Release(dev);
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if (pd3d)
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IDirect3D8_Release(pd3d);
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}
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void *d3d8_create(void);
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bool d3d8_initialize_symbols(enum gfx_ctx_api api);
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void d3d8_deinitialize_symbols(void);
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static INLINE bool d3d8_check_device_type(
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LPDIRECT3D8 d3d,
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unsigned idx,
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INT32 disp_format,
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INT32 backbuffer_format,
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bool windowed_mode)
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{
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if (d3d &&
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SUCCEEDED(IDirect3D8_CheckDeviceType(d3d,
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0,
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D3DDEVTYPE_HAL,
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disp_format,
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backbuffer_format,
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windowed_mode)))
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return true;
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return false;
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}
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bool d3d8x_create_font_indirect(LPDIRECT3DDEVICE8 dev,
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void *desc, void **font_data);
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void d3d8x_font_draw_text(void *data, void *sprite_data, void *string_data,
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unsigned count, void *rect_data, unsigned format, unsigned color);
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void d3d8x_font_get_text_metrics(void *data, void *metrics);
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void d3d8x_font_release(void *data);
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static INLINE INT32 d3d8_get_rgb565_format(void)
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{
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#ifdef _XBOX
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return D3DFMT_LIN_R5G6B5;
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#else
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return D3DFMT_R5G6B5;
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#endif
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}
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static INLINE INT32 d3d8_get_argb8888_format(void)
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{
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#ifdef _XBOX
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return D3DFMT_LIN_A8R8G8B8;
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#else
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return D3DFMT_A8R8G8B8;
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#endif
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}
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static INLINE INT32 d3d8_get_xrgb8888_format(void)
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{
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#ifdef _XBOX
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return D3DFMT_LIN_X8R8G8B8;
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#else
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return D3DFMT_X8R8G8B8;
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#endif
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}
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void d3d8_set_mvp(void *data, const void *userdata);
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RETRO_END_DECLS
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#endif
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