mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
337 lines
9.7 KiB
C++
337 lines
9.7 KiB
C++
//forward decls
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static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation);
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static void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height, unsigned pitch);
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static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation);
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static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height);
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#if defined(_XBOX360)
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#define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \
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d3d->tex->GetLevelDesc(0, &desc); \
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XGCopySurface(d3dlr.pBits, d3dlr.Pitch, width, height, desc.Format, NULL, frame, pitch, desc.Format, NULL, 0, 0)
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#else
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#define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \
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for (unsigned 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*)d3dlr.pBits + y * d3dlr.Pitch; \
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memcpy(out, in, width * d3d->pixel_size); \
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}
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#endif
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static void renderchain_clear(void *data)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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if (d3d->tex)
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d3d->tex->Release();
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d3d->tex = NULL;
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if (d3d->vertex_buf)
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d3d->vertex_buf->Release();
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d3d->vertex_buf = NULL;
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#ifdef _XBOX360
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if (d3d->vertex_decl)
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d3d->vertex_decl->Release();
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d3d->vertex_decl = NULL;
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#endif
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}
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static void renderchain_free(void *data)
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{
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d3d_video_t *chain = (d3d_video_t*)data;
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renderchain_clear(chain);
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//renderchain_destroy_stock_shader(chain);
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#ifndef DONT_HAVE_STATE_TRACKER
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if (chain->tracker)
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state_tracker_free(chain->tracker);
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#endif
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}
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bool renderchain_init_shader_fvf(void *data, void *pass_)
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{
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d3d_video_t *chain = (d3d_video_t*)data;
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d3d_video_t *pass = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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#if defined(_XBOX360)
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static const D3DVERTEXELEMENT VertexElements[] =
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{
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{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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if (FAILED(d3dr->CreateVertexDeclaration(VertexElements, &pass->vertex_decl)))
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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 bool renderchain_create_first_pass(void *data, const video_info_t *info)
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{
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HRESULT ret;
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d3d_video_t *chain = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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ret = D3DDevice_CreateVertexBuffers(d3dr, 4 * sizeof(Vertex),
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D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &chain->vertex_buf, NULL);
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if (FAILED(ret))
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return false;
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ret = d3dr->CreateTexture(chain->tex_w, chain->tex_h, 1, 0, info->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5,
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0, &chain->tex
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#ifdef _XBOX360
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, NULL
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#endif
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);
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if (FAILED(ret))
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return false;
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D3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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D3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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#ifdef _XBOX1
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d3dr->SetRenderState(D3DRS_LIGHTING, FALSE);
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#endif
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d3dr->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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d3dr->SetRenderState(D3DRS_ZENABLE, FALSE);
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if (!renderchain_init_shader_fvf(chain, chain))
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return false;
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return true;
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}
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static bool renderchain_init(void *data, const video_info_t *info)
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{
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d3d_video_t *chain = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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chain->pixel_size = info->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
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if (!renderchain_create_first_pass(chain, info))
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return false;
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if (g_extern.console.screen.viewports.custom_vp.width == 0)
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g_extern.console.screen.viewports.custom_vp.width = chain->screen_width;
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if (g_extern.console.screen.viewports.custom_vp.height == 0)
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g_extern.console.screen.viewports.custom_vp.height = chain->screen_height;
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return true;
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}
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static void renderchain_render_pass(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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#ifndef _XBOX1
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DWORD fetchConstant;
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UINT64 pendingMask3;
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#endif
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#ifdef _XBOX1
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d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
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d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE));
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#endif
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renderchain_blit_to_texture(d3d, frame, width, height, pitch);
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renderchain_set_vertices(d3d, 1, width, height);
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RD3DDevice_SetTexture(d3dr, 0, d3d->tex);
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RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport);
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D3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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D3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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#if defined(_XBOX1)
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RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1);
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#elif defined(_XBOX360)
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D3DDevice_SetVertexDeclaration(d3dr, d3d->vertex_decl);
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#endif
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for (unsigned i = 0; i < 4; i++)
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{
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D3DDevice_SetStreamSources(d3dr, i, d3d->vertex_buf, 0, sizeof(Vertex));
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}
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D3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
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g_extern.frame_count++;
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renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation);
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}
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static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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if (d3d->last_width != width || d3d->last_height != height)
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{
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d3d->last_width = width;
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d3d->last_height = height;
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Vertex vert[4];
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float tex_w = width;
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float tex_h = height;
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#ifdef _XBOX360
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tex_w /= ((float)d3d->tex_w);
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tex_h /= ((float)d3d->tex_h);
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#endif
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vert[0].x = -1.0f;
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vert[1].x = 1.0f;
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vert[2].x = -1.0f;
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vert[3].x = 1.0f;
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vert[0].y = -1.0f;
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vert[1].y = -1.0f;
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vert[2].y = 1.0f;
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vert[3].y = 1.0f;
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#if defined(_XBOX1)
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vert[0].z = 1.0f;
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vert[1].z = 1.0f;
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vert[2].z = 1.0f;
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vert[3].z = 1.0f;
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vert[0].rhw = 0.0f;
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vert[1].rhw = tex_w;
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vert[2].rhw = 0.0f;
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vert[3].rhw = tex_w;
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vert[0].u = tex_h;
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vert[1].u = tex_h;
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vert[2].u = 0.0f;
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vert[3].u = 0.0f;
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vert[0].v = 0.0f;
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vert[1].v = 0.0f;
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vert[2].v = 0.0f;
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vert[3].v = 0.0f;
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#elif defined(_XBOX360)
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vert[0].u = 0.0f;
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vert[1].u = tex_w;
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vert[2].u = 0.0f;
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vert[3].u = tex_w;
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vert[0].v = tex_h;
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vert[1].v = tex_h;
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vert[2].v = 0.0f;
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vert[3].v = 0.0f;
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#endif
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// Align texels and vertices.
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for (unsigned i = 0; i < 4; i++)
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{
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vert[i].x -= 0.5f / ((float)d3d->tex_w);
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vert[i].y += 0.5f / ((float)d3d->tex_h);
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}
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#if defined(_XBOX1)
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BYTE *verts;
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#elif defined(_XBOX360)
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void *verts;
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#endif
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RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts, 0);
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memcpy(verts, vert, sizeof(vert));
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RD3DVertexBuffer_Unlock(d3d->vertex_buf);
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}
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if (d3d->shader)
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{
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renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation);
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if (d3d->shader->use)
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d3d->shader->use(d3d, pass);
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if (d3d->shader->set_params)
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d3d->shader->set_params(d3d, width, height, d3d->tex_w, d3d->tex_h, d3d->screen_width,
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d3d->screen_height, g_extern.frame_count,
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NULL, NULL, NULL, 0);
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}
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}
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static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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#if defined(_XBOX360) && defined(HAVE_HLSL)
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hlsl_set_proj_matrix(XMMatrixRotationZ(rotation * (M_PI / 2.0)));
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if (d3d->shader && d3d->shader->set_mvp)
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d3d->shader->set_mvp(d3d, NULL);
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#elif defined(_XBOX1)
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D3DXMATRIX p_out, p_rotate, mat;
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D3DXMatrixOrthoOffCenterLH(&mat, 0, vp_width, vp_height, 0, 0.0f, 1.0f);
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D3DXMatrixIdentity(&p_out);
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D3DXMatrixRotationZ(&p_rotate, rotation * (M_PI / 2.0));
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RD3DDevice_SetTransform(d3dr, D3DTS_WORLD, &p_rotate);
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RD3DDevice_SetTransform(d3dr, D3DTS_VIEW, &p_out);
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RD3DDevice_SetTransform(d3dr, D3DTS_PROJECTION, &p_out);
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#endif
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}
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static void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height, unsigned pitch)
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{
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D3DSURFACE_DESC desc;
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D3DLOCKED_RECT d3dlr;
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d3d_video_t *d3d = (d3d_video_t*)data;
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if (d3d->last_width != width || d3d->last_height != height)
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{
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D3DTexture_LockRectClear(d3d, d3d->tex, 0, d3dlr, NULL, D3DLOCK_NOSYSLOCK);
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}
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D3DTexture_LockRect(d3d->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
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D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch);
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}
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static bool d3d_init_shader(void *data)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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const gl_shader_backend_t *backend = NULL;
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const char *shader_path = g_settings.video.shader_path;
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enum rarch_shader_type type = gfx_shader_parse_type(shader_path, DEFAULT_SHADER_TYPE);
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switch (type)
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{
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case RARCH_SHADER_HLSL:
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#ifdef HAVE_HLSL
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RARCH_LOG("[D3D]: Using HLSL shader backend.\n");
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backend = &hlsl_backend;
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#endif
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break;
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}
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if (!backend)
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{
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RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n");
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return true;
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}
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d3d->shader = backend;
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return d3d->shader->init(d3d, shader_path);
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}
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#ifdef HAVE_SHADERS
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void d3d_deinit_shader(void *data)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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#ifdef HAVE_CG
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if (!d3d->cgCtx)
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return;
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cgD3D9UnloadAllPrograms();
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cgD3D9SetDevice(NULL);
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cgDestroyContext(d3d->cgCtx);
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d3d->cgCtx = NULL;
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#else
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if (d3d->shader && d3d->shader->deinit)
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d3d->shader->deinit();
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d3d->shader = NULL;
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#endif
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}
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#endif
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