Beispiel #1
0
static void set_vertices(void *data, unsigned pass, unsigned width, unsigned height)
{
   d3d_video_t *d3d = (d3d_video_t*)data;

   if (d3d->last_width != width || d3d->last_height != height)
   {
      d3d->last_width = width;
      d3d->last_height = height;

      DrawVerticeFormats vert[4];
      float tex_w = width;
      float tex_h = height;
#ifdef _XBOX360
      tex_w /= ((float)d3d->tex_w);
      tex_h /= ((float)d3d->tex_h);
#endif

      vert[0].x = -1.0f;
      vert[1].x =  1.0f;
      vert[2].x = -1.0f;
      vert[3].x =  1.0f;

      vert[0].y = -1.0f;
      vert[1].y = -1.0f;
      vert[2].y =  1.0f;
      vert[3].y =  1.0f;
#if defined(_XBOX1)
      vert[0].z =  1.0f;
      vert[1].z =  1.0f;
      vert[2].z =  1.0f;
      vert[3].z =  1.0f;

      vert[0].rhw = 0.0f;
      vert[1].rhw = tex_w;
      vert[2].rhw = 0.0f;
      vert[3].rhw = tex_w;

      vert[0].u =  tex_h;
      vert[1].u =  tex_h;
      vert[2].u =  0.0f;
      vert[3].u =  0.0f;

      vert[0].v =  0.0f;
      vert[1].v =  0.0f;
      vert[2].v =  0.0f;
      vert[3].v =  0.0f;
#elif defined(_XBOX360)
      vert[0].u =  0.0f;
      vert[1].u =  tex_w;
      vert[2].u =  0.0f;
      vert[3].u =  tex_w;

      vert[0].v =  tex_h;
      vert[1].v =  tex_h;
      vert[2].v =  0.0f;
      vert[3].v =  0.0f;
#endif

      // Align texels and vertices.
      for (unsigned i = 0; i < 4; i++)
      {
         vert[i].x -= 0.5f / ((float)d3d->tex_w);
         vert[i].y += 0.5f / ((float)d3d->tex_h);
      }

#if defined(_XBOX1)
      BYTE *verts;
#elif defined(_XBOX360)
      void *verts;
#endif
      RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts, 0);
      memcpy(verts, vert, sizeof(vert));
      RD3DVertexBuffer_Unlock(d3d->vertex_buf);
   }

   if (d3d->shader)
   {
      set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation);
      if (d3d->shader->use)
         d3d->shader->use(d3d, pass);
      if (d3d->shader->set_params)
         d3d->shader->set_params(d3d, width, height, d3d->tex_w, d3d->tex_h, d3d->screen_width,
               d3d->screen_height, g_extern.frame_count,
               NULL, NULL, NULL, 0);
   }
}
Beispiel #2
0
static bool texture_image_render(struct texture_image *out_img,
                          int x, int y, int w, int h, bool force_fullscreen)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;

   if (out_img->pixels == NULL || out_img->vertex_buf == NULL)
      return false;

   float fX = static_cast<float>(x);
   float fY = static_cast<float>(y);

   // create the new vertices
   DrawVerticeFormats newVerts[] =
   {
      // x,           y,              z,     color, u ,v
      {fX,            fY,             0.0f,  0,     0, 0},
      {fX + w,        fY,             0.0f,  0,     1, 0},
      {fX + w,        fY + h,         0.0f,  0,     1, 1},
      {fX,            fY + h,         0.0f,  0,     0, 1}
   };

   // load the existing vertices
   DrawVerticeFormats *pCurVerts;

   HRESULT ret = out_img->vertex_buf->Lock(0, 0, (unsigned char**)&pCurVerts, 0);

   if (FAILED(ret))
   {
      RARCH_ERR("Error occurred during m_pVertexBuffer->Lock().\n");
      return false;
   }

   // copy the new verts over the old verts
   memcpy(pCurVerts, newVerts, 4 * sizeof(DrawVerticeFormats));

   RD3DVertexBuffer_Unlock(out_img->vertex_buf);

   d3d->d3d_render_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
   d3d->d3d_render_device->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA);
   d3d->d3d_render_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

   // also blend the texture with the set alpha value
   d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
   d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
   d3d->d3d_render_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);

   // draw the quad
   RD3DDevice_SetTexture(d3d->d3d_render_device, 0, out_img->pixels);
   IDirect3DDevice8_SetStreamSource(d3d->d3d_render_device, 0, out_img->vertex_buf, sizeof(DrawVerticeFormats));
   RD3DDevice_SetVertexShader(d3d->d3d_render_device, D3DFVF_CUSTOMVERTEX);

   if (force_fullscreen)
   {
      D3DVIEWPORT vp = {0};
      vp.Width  = w;
      vp.Height = h;
      vp.X      = 0;
      vp.Y      = 0;
      vp.MinZ   = 0.0f;
      vp.MaxZ   = 1.0f;
      RD3DDevice_SetViewport(d3dr, &vp);
   }
   RD3DDevice_DrawPrimitive(d3d->d3d_render_device, D3DPT_QUADLIST, 0, 1);

   return true;
}
Beispiel #3
0
static bool xdk_d3d_frame(void *data, const void *frame,
      unsigned width, unsigned height, unsigned pitch, const char *msg)
{
#ifndef _XBOX1
   DWORD fetchConstant;
   UINT64 pendingMask3;
#endif
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device;
   uint64_t lifecycle_mode_state = g_extern.lifecycle_mode_state;
#if 0 /* ifdef HAVE_FBO */
   D3DSurface* pRenderTarget0;
#endif

   if (d3d->last_width != width || d3d->last_height != height)
   {
      D3DLOCKED_RECT d3dlr;

      D3DTexture_LockRect(d3d->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
      memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch);

#if defined(_XBOX1)
      float tex_w = width;
      float tex_h = height;

      DrawVerticeFormats verts[] = {
         { -1.0f, -1.0f, 1.0f, 0.0f,  tex_h },
         {  1.0f, -1.0f, 1.0f, tex_w, tex_h },
         { -1.0f,  1.0f, 1.0f, 0.0f,  0.0f },
         {  1.0f,  1.0f, 1.0f, tex_w, 0.0f },
      };
#elif defined(_XBOX360)
      float tex_w = width / ((float)d3d->tex_w);
      float tex_h = height / ((float)d3d->tex_h);

      DrawVerticeFormats verts[] = {
         { -1.0f, -1.0f, 0.0f,  tex_h },
         {  1.0f, -1.0f, tex_w, tex_h },
         { -1.0f,  1.0f, 0.0f,  0.0f },
         {  1.0f,  1.0f, tex_w, 0.0f },
      };
#endif

      // Align texels and vertices (D3D9 quirk).
      for (unsigned i = 0; i < 4; i++)
      {
         verts[i].x -= 0.5f / ((float)d3d->tex_w);
         verts[i].y += 0.5f / ((float)d3d->tex_h);
      }

#if defined(_XBOX1)
      BYTE *verts_ptr;
#elif defined(_XBOX360)
      void *verts_ptr;
#endif
      RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0);
      memcpy(verts_ptr, verts, sizeof(verts));
      RD3DVertexBuffer_Unlock(d3d->vertex_buf);

      d3d->last_width = width;
      d3d->last_height = height;
   }

#if 0 /* ifdef HAVE_FBO */
   if (d3d->fbo_inited)
   {
      d3dr->GetRenderTarget(0, &pRenderTarget0);
      d3dr->SetRenderTarget(0, d3d->lpSurface);
   }
#endif

   if (d3d->should_resize)
   {
#ifdef _XBOX1
      d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
      d3dr->SetSoftDisplayFilter(g_extern.lifecycle_mode_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE));
#endif
      xdk_d3d_set_viewport(false);
      d3d->should_resize = false;
   }

#ifdef HAVE_HLSL
   if (d3d->shader)
      d3d->shader->set_mvp(NULL);
#endif

   RD3DDevice_SetTexture(d3dr, 0, d3d->lpTexture);

#ifdef HAVE_HLSL
   if (d3d->shader)
      d3d->shader->use(1);
#endif

#if 0 /* ifdef HAVE_FBO */
   if (d3d->fbo_inited)
   {
#ifdef HAVE_HLSL
      if (d3d->shader)
         d3d->shader->set_params(width, height, d3d->tex_w, d3d->tex_h, g_settings.video.fbo.scale_x * width,
               g_settings.video.fbo.scale_y * height, g_extern.frame_count);
#endif
      D3DVIEWPORT vp = {0};
      vp.Width  = g_settings.video.fbo.scale_x * width;
      vp.Height = g_settings.video.fbo.scale_y * height;
      vp.X      = 0;
      vp.Y      = 0;
      vp.MinZ   = 0.0f;
      vp.MaxZ   = 1.0f;
      RD3DDevice_SetViewport(d3dr, &vp);
   }
   else
#endif
   {
#ifdef HAVE_HLSL

      if (d3d->shader)
         d3d->shader->set_params(width, height, d3d->tex_w, d3d->tex_h, d3d->win_width,
               d3d->win_height, g_extern.frame_count,
      /* TODO - missing a bunch of params at the end */
NULL, NULL, NULL, 0);
#endif
   }

   if (frame)
   {
      unsigned base_size = d3d->base_size;
      D3DLOCKED_RECT d3dlr;
      D3DTexture_LockRect(d3d->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);

      for (unsigned y = 0; y < height; y++)
      {
         const uint8_t *in = (const uint8_t*)frame + y * pitch;
         uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch;
         memcpy(out, in, width * base_size);
      }
   }

   unsigned filter = g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;

   RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, filter);
   RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, filter);
   RD3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
   RD3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

#if defined(_XBOX1)
   RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1);
   IDirect3DDevice8_SetStreamSource(d3dr, 0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
#elif defined(_XBOX360)
   D3DDevice_SetVertexDeclaration(d3dr, d3d->v_decl);
   D3DDevice_SetStreamSource_Inline(d3dr, 0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats));
#endif
   RD3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);

#if 0 /* ifdef HAVE_FBO */
   if (d3d->fbo_inited)
   {
      d3dr->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, d3d->lpTexture_ot,
            NULL, 0, 0, NULL, 0, 0, NULL);

      d3dr->SetRenderTarget(0, pRenderTarget0);
      pRenderTarget0->Release();
      RD3DDevice_SetTexture(d3dr, 0, &d3d->lpTexture_ot_as16srgb);

#ifdef HAVE_HLSL
      hlsl_use(2);

      if (d3d->shader)
         d3d->shader->set_params(g_settings.video.fbo.scale_x * width, g_settings.video.fbo.scale_y * height, g_settings.video.fbo.scale_x * d3d->tex_w, g_settings.video.fbo.scale_y * d3d->tex_h, d3d->win_width,
               d3d->win_height, g_extern.frame_count);
#endif
      xdk_d3d_set_viewport(false);

      RD3DDevice_SetSamplerState_MinFilter(d3dr, D3DSAMP_MINFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
      RD3DDevice_SetSamplerState_MagFilter(d3dr, D3DSAMP_MAGFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
      RD3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
      RD3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
      D3DDevice_SetVertexDeclaration(d3dr, d3d->v_decl);
      Direct3DDevice_SetStreamSource_Inline(d3dr, 0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats));
      RD3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
   }
#endif

#if defined(HAVE_RGUI) || defined(HAVE_RMENU) || defined(HAVE_RMENU_XUI)

#if defined(HAVE_RMENU_XUI) || defined(HAVE_RGUI)
   if (d3d->rgui_texture_enable)
#endif
      xdk_d3d_draw_texture(d3d);
#endif

#if defined(_XBOX1)
   float msg_width  = 60;
   float msg_height = 365;
#elif defined(_XBOX360)
   float msg_width  = (lifecycle_mode_state & (1ULL << MODE_MENU_HD)) ? 160 : 100;
   float msg_height = 120;
#endif

#if 0
   if (msg)
   {
      font_parms.x = msg_width;
      font_parms.y = msg_height;
      d3d->font_ctx->render_msg(d3d, msg, &font_parms);
   }
#endif

   d3d->ctx_driver->update_window_title();

   gfx_ctx_xdk_swap_buffers();

   g_extern.frame_count++;

   return true;
}
Beispiel #4
0
static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
   HRESULT ret;

   if (driver.video_data)
   {
      xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
      // Reinitialize textures as we might have changed pixel formats.
      xdk_d3d_reinit_textures(d3d, video);
      return driver.video_data;
   }

   //we'll just use driver.video_data throughout here because it needs to
   //exist when we delegate initing to the context file
   driver.video_data = (xdk_d3d_video_t*)calloc(1, sizeof(xdk_d3d_video_t));
   if (!driver.video_data)
      return NULL;

   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;

   d3d->vsync = video->vsync;
   d3d->tex_w = RARCH_SCALE_BASE * video->input_scale;
   d3d->tex_h = RARCH_SCALE_BASE * video->input_scale;

#if defined(_XBOX1)
   d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D8_API, 8, 0);
#elif defined(_XBOX360)
   d3d->ctx_driver = gfx_ctx_init_first(GFX_CTX_DIRECT3D9_API, 9, 0);
#endif
   if (d3d->ctx_driver)
   {
      D3DPRESENT_PARAMETERS d3dpp;
      xdk_d3d_generate_pp(&d3dpp, video);

      ret = d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING,
            &d3dpp, &d3d->d3d_render_device);

      if (ret != S_OK)
         RARCH_ERR("Failed at CreateDevice.\n");
      RD3DDevice_Clear(d3d->d3d_render_device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
   }
   else
   {
      free(d3d);
      return NULL;
   }

   RARCH_LOG("Found D3D context: %s\n", d3d->ctx_driver->ident);

   xdk_d3d_init_textures(d3d, video);

#if defined(_XBOX1)
   // use an orthogonal matrix for the projection matrix
   D3DXMATRIX mat;
   D3DXMatrixOrthoOffCenterLH(&mat, 0,  d3d->win_width ,  d3d->win_height , 0, 0.0f, 1.0f);

   d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &mat);

   // use an identity matrix for the world and view matrices
   D3DXMatrixIdentity(&mat);
   d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &mat);
   d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &mat);

   ret = d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 
         D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf);

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexBuffer.\n");
      return NULL;
   }

   const DrawVerticeFormats init_verts[] = {
      { -1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
      {  1.0f, -1.0f, 1.0f, 1.0f, 1.0f },
      { -1.0f,  1.0f, 1.0f, 0.0f, 0.0f },
      {  1.0f,  1.0f, 1.0f, 1.0f, 0.0f },
   };

   BYTE *verts_ptr;
   RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0);
   memcpy(verts_ptr, init_verts, sizeof(init_verts));
   RD3DVertexBuffer_Unlock(d3d->vertex_buf);

   RD3DDevice_SetVertexShader(d3d->d3d_render_device, D3DFVF_XYZ | D3DFVF_TEX1);
#elif defined(_XBOX360)
   ret = d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 
         0, 0, 0, &d3d->vertex_buf, NULL);

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexBuffer.\n");
      return NULL;
   }

   static const DrawVerticeFormats init_verts[] = {
      { -1.0f, -1.0f, 0.0f, 1.0f },
      {  1.0f, -1.0f, 1.0f, 1.0f },
      { -1.0f,  1.0f, 0.0f, 0.0f },
      {  1.0f,  1.0f, 1.0f, 0.0f },
   };

   void *verts_ptr;
   RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts_ptr, 0);
   memcpy(verts_ptr, init_verts, sizeof(init_verts));
   RD3DVertexBuffer_Unlock(d3d->vertex_buf);

   static const D3DVERTEXELEMENT VertexElements[] =
   {
      { 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
      { 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
      D3DDECL_END()
   };

   ret = d3d->d3d_render_device->CreateVertexDeclaration(VertexElements, &d3d->v_decl);

   if (ret != S_OK)
   {
      RARCH_ERR("[xdk_d3d_init::] Failed at CreateVertexDeclaration.\n");
   }
#endif

   d3d->ctx_driver->get_video_size(&d3d->win_width, &d3d->win_height);
   RARCH_LOG("Detecting screen resolution: %ux%u.\n", d3d->win_width, d3d->win_height);

   d3d->ctx_driver->swap_interval(d3d->vsync ? 1 : 0);

#ifdef HAVE_HLSL
   if (!hlsl_shader_init())
   {
      RARCH_ERR("Shader init failed.\n");
      d3d->ctx_driver->destroy();
      free(d3d);
      return NULL;
   }

   RARCH_LOG("D3D: Loaded %u program(s).\n", d3d->shader->num_shaders());
#endif

#if 0 /* ifdef HAVE_FBO */
   xdk_d3d_init_fbo(d3d);
#endif

   xdk_d3d_set_rotation(d3d, g_settings.video.rotation);

   //really returns driver.video_data to driver.video_data - see comment above
   return d3d;
}