static void xdk_d3d_init_textures(void *data, const video_info_t *video) { HRESULT ret; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; D3DPRESENT_PARAMETERS d3dpp; D3DVIEWPORT vp = {0}; xdk_d3d_generate_pp(&d3dpp, video); d3d->texture_fmt = video->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5; d3d->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); if (d3d->lpTexture) { d3d->lpTexture->Release(); d3d->lpTexture = NULL; } ret = d3d->d3d_render_device->CreateTexture(d3d->tex_w, d3d->tex_h, 1, 0, d3d->texture_fmt, 0, &d3d->lpTexture #ifdef _XBOX360 , NULL #endif ); if (ret != S_OK) { RARCH_ERR("[xdk_d3d_init_textures::] failed at CreateTexture.\n"); return; } D3DLOCKED_RECT d3dlr; D3DTexture_LockRect(d3d->lpTexture, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, d3d->tex_w * d3dlr.Pitch); d3d->last_width = d3d->tex_w; d3d->last_height = d3d->tex_h; #if defined(_XBOX1) d3d->d3d_render_device->SetRenderState(D3DRS_LIGHTING, FALSE); #elif defined(_XBOX360) RD3DDevice_Clear(d3d->d3d_render_device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); #endif vp.Width = d3d->win_width; vp.Height = d3d->win_height; d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE); vp.MinZ = 0.0f; vp.MaxZ = 1.0f; RD3DDevice_SetViewport(d3d->d3d_render_device, &vp); if (g_extern.console.screen.viewports.custom_vp.width == 0) g_extern.console.screen.viewports.custom_vp.width = vp.Width; if (g_extern.console.screen.viewports.custom_vp.height == 0) g_extern.console.screen.viewports.custom_vp.height = vp.Height; }
static void render_pass(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; #ifndef _XBOX1 DWORD fetchConstant; UINT64 pendingMask3; #endif #ifdef _XBOX1 d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE)); #endif blit_to_texture(d3d, frame, width, height, pitch); set_vertices(d3d, 1, width, height); #ifdef _XBOX if (g_extern.frame_count) { #ifdef _XBOX1 d3dr->SwitchTexture(0, d3d->tex); #elif defined _XBOX360 d3dr->SetTextureFetchConstant(0, d3d->tex); #endif } else if (d3d->tex) #endif RD3DDevice_SetTexture(d3dr, 0, d3d->tex); RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport); RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); 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->vertex_decl); D3DDevice_SetStreamSource_Inline(d3dr, 0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats)); #endif #ifdef _XBOX d3dr->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); #else if (SUCCEEDED(d3dr->BeginScene())) { d3dr->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); d3dr->EndScene(); } #endif g_extern.frame_count++; set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); }
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; }
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; }
static void xdk_d3d_set_viewport(bool force_full) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device; RD3DDevice_Clear(d3dr, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); unsigned width, height; // Set the viewport based on the current resolution int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp; float m_zNear, m_zFar; d3d->ctx_driver->get_video_size(&width, &height); m_viewport_x_temp = 0; m_viewport_y_temp = 0; m_viewport_width_temp = width; m_viewport_height_temp = height; m_zNear = 0.0f; m_zFar = 1.0f; if (!force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)width / height; float delta; // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; m_viewport_x_temp = g_extern.console.screen.viewports.custom_vp.x; m_viewport_y_temp = g_extern.console.screen.viewports.custom_vp.y; m_viewport_width_temp = g_extern.console.screen.viewports.custom_vp.width; m_viewport_height_temp = g_extern.console.screen.viewports.custom_vp.height; } else if (device_aspect > desired_aspect) { delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; m_viewport_x_temp = (int)(width * (0.5 - delta)); m_viewport_width_temp = (int)(2.0 * width * delta); width = (unsigned)(2.0 * width * delta); } else { delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; m_viewport_y_temp = (int)(height * (0.5 - delta)); m_viewport_height_temp = (int)(2.0 * height * delta); height = (unsigned)(2.0 * height * delta); } } D3DVIEWPORT vp = {0}; vp.Width = m_viewport_width_temp; vp.Height = m_viewport_height_temp; vp.X = m_viewport_x_temp; vp.Y = m_viewport_y_temp; vp.MinZ = m_zNear; vp.MaxZ = m_zFar; RD3DDevice_SetViewport(d3d->d3d_render_device, &vp); #ifdef _XBOX1 font_x = vp.X; font_y = vp.Y; #endif }