static void menu_display_d3d_restore_clear_color(void) { d3d_video_t *d3d = d3d_get_ptr(); DWORD clear_color = 0x00000000; d3d_clear(d3d->dev, 0, NULL, D3DCLEAR_TARGET, clear_color, 0, 0); }
static void menu_display_d3d_clear_color(float r, float g, float b, float a) { d3d_video_t *d3d = d3d_get_ptr(); DWORD clear_color = D3DCOLOR_ARGB(BYTE_CLAMP(a * 255.0f), BYTE_CLAMP(r * 255.0f), BYTE_CLAMP(g * 255.0f), BYTE_CLAMP(b * 255.0f)); d3d_clear(d3d->dev, 0, NULL, D3DCLEAR_TARGET, clear_color, 0, 0); }
static void *menu_display_d3d_get_default_mvp(void) { d3d_video_t *d3d = d3d_get_ptr(); if (!d3d) return NULL; return NULL; /* TODO/FIXME */ }
static void menu_display_d3d_blend_end(void) { d3d_video_t *d3d = d3d_get_ptr(); if (!d3d) return; d3d_disable_blend_func(d3d->dev); }
static void menu_display_d3d_draw_bg( unsigned width, unsigned height, uintptr_t texture, float handle_alpha, bool force_transparency, float *coord_color, float *coord_color2, const float *vertex, const float *tex_coord, size_t vertex_count, enum menu_display_prim_type prim_type) { struct gfx_coords coords; const float *new_vertex = NULL; const float *new_tex_coord = NULL; global_t *global = global_get_ptr(); settings_t *settings = config_get_ptr(); d3d_video_t *d3d = d3d_get_ptr(); if (!d3d) return; new_vertex = vertex; new_tex_coord = tex_coord; if (!new_vertex) new_vertex = &d3d_vertexes[0]; if (!new_tex_coord) new_tex_coord = &d3d_tex_coords[0]; coords.vertices = vertex_count; coords.vertex = new_vertex; coords.tex_coord = new_tex_coord; coords.lut_tex_coord = new_tex_coord; coords.color = (const float*)coord_color; menu_display_d3d_blend_begin(); menu_display_ctl(MENU_DISPLAY_CTL_SET_VIEWPORT, NULL); if ((settings->menu.pause_libretro || !global->inited.main || (global->inited.core.type == CORE_TYPE_DUMMY)) && !force_transparency && texture) coords.color = (const float*)coord_color2; menu_display_d3d_draw(0, 0, width, height, &coords, (math_matrix_4x4*)menu_display_d3d_get_default_mvp(), (uintptr_t)texture, prim_type); menu_display_d3d_blend_end(); #if 0 gl->coords.color = gl->white_color_ptr; #endif }
static void menu_display_d3d_draw_bg(void *data) { struct gfx_coords coords; const float *new_vertex = NULL; const float *new_tex_coord = NULL; global_t *global = global_get_ptr(); settings_t *settings = config_get_ptr(); d3d_video_t *d3d = d3d_get_ptr(); menu_display_ctx_draw_t *draw = (menu_display_ctx_draw_t*)data; if (!d3d || !draw) return; (void)coords; new_vertex = draw->vertex; new_tex_coord = draw->tex_coord; if (!new_vertex) new_vertex = &d3d_vertexes[0]; if (!new_tex_coord) new_tex_coord = &d3d_tex_coords[0]; coords.vertices = draw->vertex_count; coords.vertex = new_vertex; coords.tex_coord = new_tex_coord; coords.lut_tex_coord = new_tex_coord; coords.color = (const float*)draw->color; menu_display_d3d_blend_begin(); menu_display_ctl(MENU_DISPLAY_CTL_SET_VIEWPORT, NULL); if ( ( settings->menu.pause_libretro || !rarch_ctl(RARCH_CTL_IS_INITED, NULL) || rarch_ctl(RARCH_CTL_IS_DUMMY_CORE, NULL) ) && !draw->force_transparency && draw->texture) coords.color = (const float*)draw->color2; draw->x = 0; draw->y = 0; draw->matrix_data = (math_matrix_4x4*) menu_display_d3d_get_default_mvp(); menu_display_d3d_draw(draw); menu_display_d3d_blend_end(); #if 0 gl->coords.color = gl->white_color_ptr; #endif }
static void menu_display_d3d_draw(void *data) { D3DVIEWPORT vp = {0}; math_matrix_4x4 *mat = NULL; d3d_video_t *d3d = d3d_get_ptr(); menu_display_ctx_draw_t *draw = (menu_display_ctx_draw_t*)data; if (!d3d || !draw) return; mat = (math_matrix_4x4*)draw->matrix_data; /* TODO - edge case */ if (draw->height <= 0) draw->height = 1; if (!mat) mat = (math_matrix_4x4*) menu_display_d3d_get_default_mvp(); if (!draw->coords->vertex) draw->coords->vertex = &d3d_vertexes[0]; if (!draw->coords->tex_coord) draw->coords->tex_coord = &d3d_tex_coords[0]; if (!draw->coords->lut_tex_coord) draw->coords->lut_tex_coord = &d3d_tex_coords[0]; vp.X = draw->x; vp.Y = draw->y; vp.Width = draw->width; vp.Height = draw->height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d_set_viewports(d3d->dev, &vp); d3d_set_texture(d3d->dev, 0, (LPDIRECT3DTEXTURE)draw->texture); #if 0 video_shader_driver_set_coords(d3d, draw->coords); video_shader_driver_set_mvp(d3d, mat); #endif d3d_draw_primitive(d3d->dev, (D3DPRIMITIVETYPE) menu_display_prim_to_d3d_enum(draw->prim_type), 0, draw->coords->vertices); #if 0 gl->coords.color = gl->white_color_ptr; #endif }
static void menu_display_d3d_draw( float x, float y, unsigned width, unsigned height, struct gfx_coords *coords, void *matrix_data, uintptr_t texture, enum menu_display_prim_type prim_type ) { D3DVIEWPORT vp = {0}; d3d_video_t *d3d = d3d_get_ptr(); math_matrix_4x4 *mat = (math_matrix_4x4*)matrix_data; if (!d3d) return; /* TODO - edge case */ if (height <= 0) height = 1; if (!mat) mat = (math_matrix_4x4*)menu_display_d3d_get_default_mvp(); if (!coords->vertex) coords->vertex = &d3d_vertexes[0]; if (!coords->tex_coord) coords->tex_coord = &d3d_tex_coords[0]; if (!coords->lut_tex_coord) coords->lut_tex_coord = &d3d_tex_coords[0]; vp.X = x; vp.Y = y; vp.Width = width; vp.Height = height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d_set_viewports(d3d->dev, &vp); d3d_set_texture(d3d->dev, 0, (LPDIRECT3DTEXTURE)texture); d3d_draw_primitive(d3d->dev, (D3DPRIMITIVETYPE)menu_display_prim_to_d3d_enum(prim_type), 0, coords->vertices); #if 0 gl->coords.color = gl->white_color_ptr; #endif }
static void menu_display_d3d_clear_color(void *data) { DWORD clear_color = 0; d3d_video_t *d3d = d3d_get_ptr(); menu_display_ctx_clearcolor_t *clearcolor = (menu_display_ctx_clearcolor_t*)data; if (!d3d || !clearcolor) return; clear_color = D3DCOLOR_ARGB( BYTE_CLAMP(clearcolor->a * 255.0f), /* A */ BYTE_CLAMP(clearcolor->r * 255.0f), /* R */ BYTE_CLAMP(clearcolor->g * 255.0f), /* G */ BYTE_CLAMP(clearcolor->b * 255.0f) /* B */ ); d3d_clear(d3d->dev, 0, NULL, D3DCLEAR_TARGET, clear_color, 0, 0); }
static void *menu_display_d3d_get_default_mvp(void) { #ifndef _XBOX static math_matrix_4x4 default_mvp; D3DXMATRIX ortho, mvp; #endif d3d_video_t *d3d = d3d_get_ptr(); if (!d3d) return NULL; #ifdef _XBOX return NULL; /* TODO/FIXME */ #else D3DXMatrixOrthoOffCenterLH(&ortho, 0, d3d->final_viewport.Width, 0, d3d->final_viewport.Height, 0, 1); D3DXMatrixTranspose(&mvp, &ortho); memcpy(default_mvp.data, (FLOAT*)mvp, sizeof(default_mvp.data)); return &default_mvp; #endif }