コード例 #1
0
ファイル: xdk_d3d.cpp プロジェクト: andrecurvello/RetroArch
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;
}
コード例 #2
0
ファイル: xdk_d3d.cpp プロジェクト: barnhilltrckn/RetroArch-1
static bool xdk_d3d_frame(void *data, const void *frame,
      unsigned width, unsigned height, unsigned pitch, const char *msg)
{
   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
#ifdef HAVE_FBO
   D3DSurface* pRenderTarget0;
#endif
   bool fps_enable = g_extern.console.rmenu.state.msg_fps.enable;
#ifdef _XBOX1
   unsigned flicker_filter = g_extern.console.screen.state.flicker_filter.value;
   bool soft_filter_enable = g_extern.console.screen.state.soft_filter.enable;
#endif

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

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

#if defined(_XBOX1)
      float tex_w = width;  // / 512.0f;
      float tex_h = height; // / 512.0f;

      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
      d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
      memcpy(verts_ptr, verts, sizeof(verts));
      d3d->vertex_buf->Unlock();

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

#ifdef HAVE_FBO
   if (d3d->fbo_inited)
   {
      d3d->d3d_render_device->GetRenderTarget(0, &pRenderTarget0);
      d3d->d3d_render_device->SetRenderTarget(0, d3d->lpSurface);
   }
#endif

   if (d3d->should_resize)
      xdk_d3d_set_viewport(false);

   d3d->d3d_render_device->SetTexture(0, d3d->lpTexture);

#ifdef HAVE_HLSL
   hlsl_use(1);
#endif

#ifdef HAVE_FBO
   if(d3d->fbo_inited)
   {
#ifdef HAVE_HLSL
      hlsl_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;
      d3d->d3d_render_device->SetViewport(&vp);
   }
   else
#endif
   {
#ifdef HAVE_HLSL
      hlsl_set_params(width, height, d3d->tex_w, d3d->tex_h, d3d->win_width,
            d3d->win_height, g_extern.frame_count);
#endif
   }

   if(frame)
   {
   D3DLOCKED_RECT d3dlr;
   d3d->lpTexture->LockRect(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 * d3d->base_size);
   }
   d3d->lpTexture->UnlockRect(0);
   }

   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

#if defined(_XBOX1)
   d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);

   d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
   d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);

   d3d->d3d_render_device->BeginScene();
   d3d->d3d_render_device->SetFlickerFilter(flicker_filter);
   d3d->d3d_render_device->SetSoftDisplayFilter(soft_filter_enable);
   d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
   d3d->d3d_render_device->EndScene();
#elif defined(_XBOX360)

   d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl);
   d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf,
         0,
         sizeof(DrawVerticeFormats));

   d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
#endif

#ifdef HAVE_FBO
   if(d3d->fbo_inited)
   {
      d3d->d3d_render_device->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, d3d->lpTexture_ot,
            NULL, 0, 0, NULL, 0, 0, NULL);

      d3d->d3d_render_device->SetRenderTarget(0, pRenderTarget0);
      pRenderTarget0->Release();
      d3d->d3d_render_device->SetTexture(0, &d3d->lpTexture_ot_as16srgb);

#ifdef HAVE_HLSL
      hlsl_use(2);
      hlsl_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);

      d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
      d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
      d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
      d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
      d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl);
      d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf,
            0,
            sizeof(DrawVerticeFormats));
      d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
   }
#endif

#if defined(_XBOX1)
   float mem_width  = font_x + 30;
   float mem_height = font_y + 50;
   float msg_width  = 60;
   float msg_height = 365;
#elif defined(_XBOX360)
   float mem_width  = g_extern.console.rmenu.state.rmenu_hd.enable ? 160 : 100;
   float mem_height = 70;
   float msg_width  = mem_width;
   float msg_height = mem_height + 50;
#endif

   if(fps_enable)
   {
      MEMORYSTATUS stat;
      GlobalMemoryStatus(&stat);

      char fps_txt[128];
      char buf[128];

      snprintf(buf, sizeof(buf), "%.2f MB free / %.2f MB total", stat.dwAvailPhys/(1024.0f*1024.0f), stat.dwTotalPhys/(1024.0f*1024.0f));
      if (d3d->font_ctx)
      d3d->font_ctx->render_msg_place(d3d, mem_width, mem_height, 0, 0, buf);

      gfx_get_fps(fps_txt, sizeof(fps_txt), true);
      if (d3d->font_ctx)
         d3d->font_ctx->render_msg_place(d3d, mem_width, mem_height + 30, 0, 0, fps_txt);
   }

   if (msg)
      d3d->font_ctx->render_msg_place(d3d, msg_width, msg_height, 0.0f, 0, msg);

#ifdef _XBOX360
   if(g_extern.draw_menu)
   {
	   app.Render();
	   XuiTimersRun();
   }
   else
#endif
      gfx_ctx_xdk_swap_buffers();

   return true;
}