LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev, unsigned length, unsigned usage, unsigned fvf, D3DPOOL pool, void *handle) { HRESULT hr; LPDIRECT3DVERTEXBUFFER buf; #ifndef _XBOX if (usage == 0) { if (dev->GetSoftwareVertexProcessing()) usage = D3DUSAGE_SOFTWAREPROCESSING; } #endif #if defined(HAVE_D3D8) hr = IDirect3DDevice8_CreateVertexBuffer(dev, length, usage, fvf, pool, &buf); #elif defined(HAVE_D3D9) hr = IDirect3DDevice9_CreateVertexBuffer(dev, length, usage, fvf, pool, &buf, NULL); #else hr = dev->CreateVertexBuffer(length, usage, fvf, pool, &buf, NULL); #endif if (FAILED(hr)) return NULL; return buf; }
void d3d_disable_blend_func(void *data) { LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data; if (!dev) return; dev->SetRenderState(D3DRS_ALPHABLENDENABLE, false); }
void d3d_set_render_state(void *data, D3DRENDERSTATETYPE state, DWORD value) { LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data; if (!dev) return; dev->SetRenderState(state, value); }
void d3d_enable_blend_func(void *data) { LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data; if (!dev) return; dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); dev->SetRenderState(D3DRS_ALPHABLENDENABLE, true); }
void d3d_set_render_state(void *data, D3DRENDERSTATETYPE state, DWORD value) { LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data; if (!dev) return; #if defined(HAVE_D3D9) && !defined(__cplusplus) IDirect3DDevice9_SetRenderState(dev, state, value); #else dev->SetRenderState(state, value); #endif }
HRESULT d3d_set_vertex_shader(LPDIRECT3DDEVICE dev, unsigned index, void *data) { #if defined(_XBOX1) return dev->SetVertexShader(index); #elif defined(_XBOX360) LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data; D3DDevice_SetVertexShader(dev, shader); return S_OK; #else LPDIRECT3DVERTEXSHADER shader = (LPDIRECT3DVERTEXSHADER)data; return dev->SetVertexShader(shader); #endif }
void d3d_enable_alpha_blend_texture_func(void *data) { LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data; if (!dev) return; #ifndef _XBOX360 /* Also blend the texture with the set alpha value. */ dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); #endif }
void d3d_set_vertex_declaration(void *data, void *vertex_data) { LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data; #if defined(HAVE_D3D9) LPDIRECT3DVERTEXDECLARATION decl = (LPDIRECT3DVERTEXDECLARATION)vertex_data; #endif if (!dev) return; #ifdef _XBOX1 d3d_set_vertex_shader(dev, D3DFVF_XYZ | D3DFVF_TEX1, NULL); #elif defined(HAVE_D3D9) dev->SetVertexDeclaration(decl); #endif }
void d3d_frame_postprocess(void *data) { #if defined(_XBOX1) LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data; global_t *global = global_get_ptr(); if (!dev) return; if (!d3d_restore_device(dev)) return; dev->SetFlickerFilter(global->console.screen.flicker_filter_index); dev->SetSoftDisplayFilter(global->console.softfilter_enable); #endif }
void d3d_draw_primitive(LPDIRECT3DDEVICE dev, D3DPRIMITIVETYPE type, unsigned start, unsigned count) { #if defined(_XBOX1) D3DDevice_DrawVertices(type, start, D3DVERTEXCOUNT(type, count)); #elif defined(_XBOX360) D3DDevice_DrawVertices(dev, type, start, D3DVERTEXCOUNT(type, count)); #else if (SUCCEEDED(dev->BeginScene())) { dev->DrawPrimitive(type, start, count); dev->EndScene(); } #endif }
void d3d_device_free(LPDIRECT3DDEVICE dev, LPDIRECT3D pd3d) { if (dev) dev->Release(); if (pd3d) pd3d->Release(); }
LPDIRECT3DTEXTURE d3d_texture_new(LPDIRECT3DDEVICE dev, const char *path, unsigned width, unsigned height, unsigned miplevels, unsigned usage, D3DFORMAT format, D3DPOOL pool, unsigned filter, unsigned mipfilter, D3DCOLOR color_key, void *src_info_data, PALETTEENTRY *palette) { HRESULT hr; LPDIRECT3DTEXTURE buf; D3DXIMAGE_INFO *src_info = (D3DXIMAGE_INFO*)src_info_data; if (path) hr = D3DXCreateTextureFromFileExA(dev, path, width, height, miplevels, usage, format, pool, filter, mipfilter, color_key, src_info, palette, &buf); else { hr = dev->CreateTexture(width, height, miplevels, usage, format, pool, &buf #ifndef _XBOX1 , NULL #endif ); } if (FAILED(hr)) return NULL; return buf; }
void d3d_set_transform(LPDIRECT3DDEVICE dev, D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX *matrix) { #ifdef _XBOX1 D3DDevice_SetTransform(state, matrix); #elif !defined(_XBOX360) /* XBox 360 D3D9 does not support fixed-function pipeline. */ dev->SetTransform(state, matrix); #endif }
void d3d_set_viewports(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp) { #if defined(_XBOX360) D3DDevice_SetViewport(dev, vp); #elif defined(_XBOX1) D3DDevice_SetViewport(vp); #else dev->SetViewport(vp); #endif }
bool d3d_vertex_declaration_new(LPDIRECT3DDEVICE dev, const void *vertex_data, void **decl_data) { #ifndef _XBOX1 const D3DVERTEXELEMENT *vertex_elements = (const D3DVERTEXELEMENT*)vertex_data; LPDIRECT3DVERTEXDECLARATION **vertex_decl = (LPDIRECT3DVERTEXDECLARATION**)decl_data; if (SUCCEEDED(dev->CreateVertexDeclaration(vertex_elements, (IDirect3DVertexDeclaration9**)vertex_decl))) return true; #endif return false; }
void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev, unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); D3D__TextureState[sampler][D3DTSS_ADDRESSV] = value; #elif defined(_XBOX360) D3DDevice_SetSamplerState_AddressV_Inline(dev, sampler, value); #else dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, value); #endif }
void d3d_set_viewports(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp) { #if defined(_XBOX360) D3DDevice_SetViewport(dev, vp); #elif defined(_XBOX1) D3DDevice_SetViewport(vp); #elif defined(HAVE_D3D9) && !defined(__cplusplus) IDirect3DDevice9_SetViewport(dev, vp); #else dev->SetViewport(vp); #endif }
void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev, unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); D3D__TextureState[sampler][D3DTSS_MAGFILTER] = value; #elif defined(_XBOX360) D3DDevice_SetSamplerState_MagFilter(dev, sampler, value); #else dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, value); #endif }
bool d3d_reset(LPDIRECT3DDEVICE dev, D3DPRESENT_PARAMETERS *d3dpp) { #ifndef _XBOX HRESULT res; #endif const char *err = NULL; if (dev->Reset(d3dpp) == D3D_OK) return true; /* Try to recreate the device completely. */ #ifndef _XBOX res = dev->TestCooperativeLevel(); switch (res) { case D3DERR_DEVICELOST: err = "DEVICELOST"; break; case D3DERR_DEVICENOTRESET: err = "DEVICENOTRESET"; break; case D3DERR_DRIVERINTERNALERROR: err = "DRIVERINTERNALERROR"; break; default: err = "Unknown"; } RARCH_WARN("[D3D]: Attempting to recover from dead state (%s).\n", err); #else RARCH_WARN("[D3D]: Attempting to recover from dead state.\n"); #endif return false; }
void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no, LPDIRECT3DVERTEXBUFFER stream_vertbuf, unsigned offset_bytes, unsigned stride) { #if defined(HAVE_D3D8) IDirect3DDevice8_SetStreamSource(dev, stream_no, stream_vertbuf, stride); #elif defined(_XBOX360) D3DDevice_SetStreamSource_Inline(dev, stream_no, stream_vertbuf, offset_bytes, stride); #else dev->SetStreamSource(stream_no, stream_vertbuf, offset_bytes, stride); #endif }
void d3d_clear(LPDIRECT3DDEVICE dev, unsigned count, const D3DRECT *rects, unsigned flags, D3DCOLOR color, float z, unsigned stencil) { #if defined(_XBOX1) D3DDevice_Clear(count, rects, flags, color, z, stencil); #elif defined(_XBOX360) D3DDevice_Clear(dev, count, rects, flags, color, z, stencil, false); #else dev->Clear(count, rects, flags, color, z, stencil); #endif }
void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev, unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); D3D__TextureState[sampler][D3DTSS_MINFILTER] = value; #elif defined(_XBOX360) D3DDevice_SetSamplerState_MinFilter(dev, sampler, value); #elif defined(HAVE_D3D9) && !defined(__cplusplus) IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_MINFILTER, value); #else dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, value); #endif }
bool d3d_swap(void *data, LPDIRECT3DDEVICE dev) { #if defined(_XBOX1) D3DDevice_Swap(0); #elif defined(_XBOX360) D3DDevice_Present(dev); #else if (dev->Present(NULL, NULL, NULL, NULL) != D3D_OK) { RARCH_ERR("[D3D]: Present() failed.\n"); return false; } #endif return true; }
bool d3d_swap(void *data, LPDIRECT3DDEVICE dev) { #if defined(_XBOX1) D3DDevice_Swap(0); #elif defined(_XBOX360) D3DDevice_Present(dev); #elif defined(HAVE_D3D9) && !defined(__cplusplus) if (IDirect3DDevice9_Present(dev, NULL, NULL, NULL, NULL) == D3DERR_DEVICE_LOST) return false; #else if (dev->Present(NULL, NULL, NULL, NULL) != D3D_OK) return false; #endif return true; }
void d3d_set_texture(LPDIRECT3DDEVICE dev, unsigned sampler, LPDIRECT3DTEXTURE tex) { #if defined(_XBOX1) D3DDevice_SetTexture(sampler, tex); #elif defined(_XBOX360) unsigned fetchConstant = GPU_CONVERT_D3D_TO_HARDWARE_TEXTUREFETCHCONSTANT(sampler); uint64_t pendingMask3 = D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant); D3DDevice_SetTexture(dev, sampler, tex, pendingMask3); #else dev->SetTexture(sampler, tex); #endif }
void d3d_device_free(LPDIRECT3DDEVICE dev, LPDIRECT3D pd3d) { if (dev) { #if defined(HAVE_D3D9) && !defined(__cplusplus) IDirect3DDevice9_Release(dev); #else dev->Release(); #endif } if (pd3d) { #if defined(HAVE_D3D9) && !defined(__cplusplus) IDirect3D9_Release(pd3d); #else pd3d->Release(); #endif } }
void d3d_swap(void *data, LPDIRECT3DDEVICE dev) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d) return; #if defined(_XBOX1) D3DDevice_Swap(0); #elif defined(_XBOX360) D3DDevice_Present(dev); #else if (dev->Present(NULL, NULL, NULL, NULL) != D3D_OK) { RARCH_ERR("[D3D]: Present() failed.\n"); d3d->needs_restore = true; } #endif }
LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev, unsigned length, unsigned usage, unsigned fvf, D3DPOOL pool, void *handle) { HRESULT hr; LPDIRECT3DVERTEXBUFFER buf; #if defined(HAVE_D3D8) hr = IDirect3DDevice8_CreateVertexBuffer(dev, length, usage, fvf, pool, &buf); #elif defined(HAVE_D3D9) hr = IDirect3DDevice9_CreateVertexBuffer(dev, length, usage, fvf, pool, &buf, NULL); #else hr = dev->CreateVertexBuffer(length, usage, fvf, pool, &buf, NULL); #endif if (FAILED(hr)) return NULL; return buf; }