コード例 #1
0
static void get_display_device_id(WCHAR *szIdentifierBuffer)
{
    static const WCHAR szNA[] = {'n','/','a',0};

    HRESULT hr = E_FAIL;

    HMODULE                 d3d9_handle;
    IDirect3D9             *(WINAPI *pDirect3DCreate9)(UINT) = NULL;
    IDirect3D9             *pD3d = NULL;
    D3DADAPTER_IDENTIFIER9  adapter_ident;

    /* Retrieves the display device identifier from the d3d9 implementation. */
    d3d9_handle = LoadLibraryA("d3d9.dll");
    if(d3d9_handle)
        pDirect3DCreate9 = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
    if(pDirect3DCreate9)
        pD3d = pDirect3DCreate9(D3D_SDK_VERSION);
    if(pD3d)
        hr = IDirect3D9_GetAdapterIdentifier(pD3d, D3DADAPTER_DEFAULT, 0, &adapter_ident);
    if(SUCCEEDED(hr)) {
        StringFromGUID2(&adapter_ident.DeviceIdentifier, szIdentifierBuffer, 39);
    } else {
        memcpy(szIdentifierBuffer, szNA, sizeof(szNA));
    }

    if (pD3d)
        IDirect3D9_Release(pD3d);
    if (d3d9_handle)
        FreeLibrary(d3d9_handle);
}
コード例 #2
0
ファイル: d3d9ex.c プロジェクト: MichaelMcDonnell/wine
static void test_qi_base_to_ex(void)
{
    IDirect3D9 *d3d9 = pDirect3DCreate9(D3D_SDK_VERSION);
    IDirect3D9Ex *d3d9ex = (void *) 0xdeadbeef;
    IDirect3DDevice9 *device;
    IDirect3DDevice9Ex *deviceEx = (void *) 0xdeadbeef;
    HRESULT hr;
    HWND window = create_window();
    D3DPRESENT_PARAMETERS present_parameters;

    if (!d3d9)
    {
        skip("Direct3D9 is not available\n");
        return;
    }

    hr = IDirect3D9_QueryInterface(d3d9, &IID_IDirect3D9Ex, (void **) &d3d9ex);
    ok(hr == E_NOINTERFACE,
       "IDirect3D9::QueryInterface for IID_IDirect3D9Ex returned %08x, expected E_NOINTERFACE\n",
       hr);
    ok(d3d9ex == NULL, "QueryInterface returned interface %p, expected NULL\n", d3d9ex);
    if(d3d9ex) IDirect3D9Ex_Release(d3d9ex);

    memset(&present_parameters, 0, sizeof(present_parameters));
    present_parameters.Windowed = TRUE;
    present_parameters.hDeviceWindow = window;
    present_parameters.SwapEffect = D3DSWAPEFFECT_COPY;
    present_parameters.BackBufferWidth = 640;
    present_parameters.BackBufferHeight = 480;
    present_parameters.EnableAutoDepthStencil = FALSE;
    present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
    hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
    if(FAILED(hr)) {
        skip("Failed to create a regular Direct3DDevice9, skipping QI tests\n");
        goto out;
    }

    hr = IDirect3DDevice9_QueryInterface(device, &IID_IDirect3DDevice9Ex, (void **) &deviceEx);
    ok(hr == E_NOINTERFACE,
       "IDirect3D9Device::QueryInterface for IID_IDirect3DDevice9Ex returned %08x, expected E_NOINTERFACE\n",
       hr);
    ok(deviceEx == NULL, "QueryInterface returned interface %p, expected NULL\n", deviceEx);
    if(deviceEx) IDirect3DDevice9Ex_Release(deviceEx);

    IDirect3DDevice9_Release(device);

out:
    IDirect3D9_Release(d3d9);
    DestroyWindow(window);
}
コード例 #3
0
ファイル: RageDisplay_D3D.cpp プロジェクト: augustg/openitg
CString RageDisplay_D3D::Init( VideoModeParams p )
{
	GraphicsWindow::Initialize();

	LOG->Trace( "RageDisplay_D3D::RageDisplay_D3D()" );
	LOG->MapLog("renderer", "Current renderer: Direct3D");

	typedef IDirect3D9 * (WINAPI * Direct3DCreate9_t) (UINT SDKVersion);
	Direct3DCreate9_t pDirect3DCreate9;
#if defined(XBOX)
	pDirect3DCreate8 = Direct3DCreate8;
#else
	g_D3D9_Module = LoadLibrary("D3D9.dll");
	if(!g_D3D9_Module)
		return D3D_NOT_INSTALLED;

	pDirect3DCreate9 = (Direct3DCreate9_t) GetProcAddress(g_D3D9_Module, "Direct3DCreate9");
	if(!pDirect3DCreate9)
	{
		LOG->Trace( "Direct3DCreate9 not found" );
		return D3D_NOT_INSTALLED;
	}
#endif

	g_pd3d = pDirect3DCreate9( D3D_SDK_VERSION );
	if(!g_pd3d)
	{
		LOG->Trace( "Direct3DCreate9 failed" );
		return D3D_NOT_INSTALLED;
	}

	if( FAILED( g_pd3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &g_DeviceCaps) ) )
		return
			"Your system is reporting that Direct3D hardware acceleration is not available.  "
			"Please obtain an updated driver from your video card manufacturer.\n\n";

	D3DADAPTER_IDENTIFIER9	identifier;
	g_pd3d->GetAdapterIdentifier( D3DADAPTER_DEFAULT, 0, &identifier );

	LOG->Trace( 
		"Driver: %s\n"
		"Description: %s\n"
		"Max texture size: %d\n"
		"Alpha in palette: %s\n",
		identifier.Driver, 
		identifier.Description,
		g_DeviceCaps.MaxTextureWidth,
		(g_DeviceCaps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE) ? "yes" : "no" );

	LOG->Trace( "This display adaptor supports the following modes:" );
	D3DDISPLAYMODE mode;
	UINT modeCount = g_pd3d->GetAdapterModeCount(D3DADAPTER_DEFAULT, g_DefaultAdapterFormat);
	
	for( UINT u=0; u<modeCount; u++ )
		if( SUCCEEDED( g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, g_DefaultAdapterFormat, u, &mode ) ) )
			LOG->Trace( "  %ux%u %uHz, format %d", mode.Width, mode.Height, mode.RefreshRate, mode.Format );

	g_PaletteIndex.clear();
	for( int i = 0; i < 256; ++i )
		g_PaletteIndex.push_back(i);

	// Save the original desktop format.
	g_pd3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &g_DesktopMode );

	/* Up until now, all we've done is set up g_pd3d and do some queries.  Now,
	 * actually initialize the window.  Do this after as many error conditions
	 * as possible, because if we have to shut it down again we'll flash a window
	 * briefly. */
	bool bIgnore = false;
	return SetVideoMode( p, bIgnore );
}
コード例 #4
0
ファイル: direct3d.cpp プロジェクト: joncampbell123/dosbox-x
HRESULT CDirect3D::InitD3D(void)
{
    IDirect3D9 *(APIENTRY *pDirect3DCreate9)(UINT) = (IDirect3D9 *(APIENTRY *)(UINT))GetProcAddress(mhmodDX9, "Direct3DCreate9");
    if(!pDirect3DCreate9)
	return E_FAIL;

    // create the IDirect3D9 object
    pD3D9 = pDirect3DCreate9(D3D_SDK_VERSION);
    if(pD3D9 == NULL)
	return E_FAIL;

    D3DCAPS9 d3dCaps;
    // get device capabilities
    ZeroMemory(&d3dCaps, sizeof(d3dCaps));
    if(FAILED(pD3D9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps)))
	return E_FAIL;

    // get the display mode
    D3DDISPLAYMODE d3ddm;
    pD3D9->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
    d3dpp.BackBufferFormat = d3ddm.Format;

    HRESULT hr;

    // Check if hardware vertex processing is available
    if(d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
        // Create device with hardware vertex processing
        hr = pD3D9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, hwnd,
            D3DCREATE_HARDWARE_VERTEXPROCESSING|0x00000800L|D3DCREATE_FPU_PRESERVE, &d3dpp, &pD3DDevice9);
    } else {
        // Create device with software vertex processing
        hr = pD3D9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, hwnd,
            D3DCREATE_SOFTWARE_VERTEXPROCESSING|0x00000800L|D3DCREATE_FPU_PRESERVE, &d3dpp, &pD3DDevice9);
    }

    // Make sure device was created
    if(FAILED(hr)) {
	LOG_MSG("D3D:Unable to create D3D device!");
	return E_FAIL;
    }

    if(FAILED(pD3D9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format,
			    0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8))) {
	if(FAILED(pD3D9->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format,
			    0, D3DRTYPE_TEXTURE, D3DFMT_R5G6B5))) {
	    DestroyD3D();
	    LOG_MSG("Error: Cannot find a working texture color format!");
	    return E_FAIL;
	}

	bpp16 = true;
	LOG_MSG("D3D:Running in 16-bit color mode");
    }

    if(d3dCaps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) {
#if LOG_D3D
	LOG_MSG("D3D:Square-only textures");
#endif
	square = true;
    } else {
#if LOG_D3D
	LOG_MSG("D3D:Non-square textures");
#endif
	square = false;
    }

    if(d3dCaps.TextureCaps & D3DPTEXTURECAPS_POW2) {
        if(d3dCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) {
#if LOG_D3D
	    LOG_MSG("D3D:Conditional non-pow2 texture size support");
#endif
	    pow2 = false;
        } else {
#if LOG_D3D
	    LOG_MSG("D3D:Textures must be a power of 2 in size");
#endif
	    pow2 = true;
	}
    } else {
#if LOG_D3D
       LOG_MSG("D3D:Textures do not need to be a power of 2 in size");
#endif
       pow2 = false;
    }

    if(d3dCaps.Caps2 & D3DCAPS2_DYNAMICTEXTURES) {
#if LOG_D3D
	LOG_MSG("D3D:Dynamic textures supported");
#endif
	dynamic = true;
    } else {
	LOG_MSG("D3D:Dynamic textures NOT supported. Performance will suffer!");
	dynamic = false;
    }

#if LOG_D3D
    LOG_MSG("D3D:Max texture width: %d", d3dCaps.MaxTextureWidth);
    LOG_MSG("D3D:Max texture height: %d", d3dCaps.MaxTextureHeight);
#endif

    if((d3dCaps.MaxTextureWidth < 1024) || (d3dCaps.MaxTextureHeight < 1024)) {
	DestroyD3D();
	LOG_MSG("Error: Your card does not support large textures!");
	return E_FAIL;
    }

#if C_D3DSHADERS
    // allow scale2x_ps14.fx with 1.4 shaders, everything else requires 2.0
    if(d3dCaps.PixelShaderVersion >= D3DPS_VERSION(1,4)) {
#if LOG_D3D
	LOG_MSG("D3D:Hardware PS version %d.%d", D3DSHADER_VERSION_MAJOR(d3dCaps.PixelShaderVersion),
						    D3DSHADER_VERSION_MINOR(d3dCaps.PixelShaderVersion));
#endif
	if(d3dCaps.PixelShaderVersion == D3DPS_VERSION(1,4))
	    LOG_MSG("D3D:Hardware PS version 1.4 detected. Most shaders probably won't work...");
	if((d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) && (dynamic)) {
	    psEnabled = true;
	    square = true;
	    pow2 = true;			// pow2 texture size has to be enabled as well
	} else {
	    LOG_MSG("D3D:Error when initializing pixel shader support. Disabling shaders.");
	    psEnabled = false;
	}
    }
    else {
	LOG_MSG("D3D:Hardware PS version too low. Disabling support for shaders.");
	psEnabled = false;
    }
#endif

    DWORD		dwNumAdapterModes;
    D3DDISPLAYMODE	DisplayMode;
    DWORD		m;

    dwNumModes = 0;

    if(bpp16)
	dwNumAdapterModes = pD3D9->GetAdapterModeCount(D3DADAPTER_DEFAULT, D3DFMT_R5G6B5);
    else
	dwNumAdapterModes = pD3D9->GetAdapterModeCount(D3DADAPTER_DEFAULT, D3DFMT_X8R8G8B8);

    if(dwNumAdapterModes == 0) {
	LOG_MSG("D3D:No display modes found");
	return E_FAIL;
    }

#if LOG_D3D
    LOG_MSG("D3D:Found %d display modes", dwNumAdapterModes);
#endif
    modes = (D3DDISPLAYMODE*)malloc(sizeof(D3DDISPLAYMODE)*dwNumAdapterModes);

    if(!modes) {
	LOG_MSG("D3D:Error allocating memory!");
	DestroyD3D();
	return E_FAIL;
    }

    for(iMode=0;iMode<dwNumAdapterModes;iMode++) {
	// Get the display mode attributes
	if(bpp16)
	    pD3D9->EnumAdapterModes(D3DADAPTER_DEFAULT, D3DFMT_R5G6B5, iMode, &DisplayMode);
	else
	    pD3D9->EnumAdapterModes(D3DADAPTER_DEFAULT, D3DFMT_X8R8G8B8, iMode, &DisplayMode);

	// Check if the mode already exists
	for(m=0;m<dwNumModes;m++) {
	    if((modes[m].Width == DisplayMode.Width) && (modes[m].Height == DisplayMode.Height) &&
		(modes[m].Format == DisplayMode.Format))
		break;
	}

	// If we found a new mode, add it to the list of modes
	if(m==dwNumModes) {
#if LOG_D3D
	    LOG_MSG("D3D:Display mode: %dx%dx%d", DisplayMode.Width, DisplayMode.Height, DisplayMode.Format);
#endif
	    // Try to sort resolutions
	    if(dwNumModes>0) {
		if(((modes[m - 1].Width == DisplayMode.Width) && (modes[m - 1].Height > DisplayMode.Height)) ||
		   (modes[m - 1].Width  > DisplayMode.Width)) {
		    modes[m].Width  = modes[m - 1].Width;
		    modes[m].Height = modes[m - 1].Height;
		    modes[m].Format = modes[m - 1].Format;
		    m--;
		}
	    }

	    modes[m].Width       = DisplayMode.Width;
	    modes[m].Height      = DisplayMode.Height;
	    modes[m].Format      = DisplayMode.Format;
	    modes[m].RefreshRate = 0;
	    ++dwNumModes;
	}
    }

    // Free some unused memory
    modes = (D3DDISPLAYMODE*)realloc(modes, sizeof(D3DDISPLAYMODE)*dwNumModes);

    if(!modes) {
	LOG_MSG("D3D:Error allocating memory!");
	DestroyD3D();
	return E_FAIL;
    }

    dwTexHeight = 0;
    dwTexWidth = 0;

    return S_OK;
}