static void rmenu_xui_frame(void) { XUIMessage msg; XUIMessageRender msgRender; D3DXMATRIX matOrigView; D3DVIEWPORT vp_full; LPDIRECT3DDEVICE d3dr; d3d_video_t *d3d = NULL; menu_handle_t *menu = menu_driver_get_ptr(); driver_t *driver = driver_get_ptr(); if (!menu) return; d3d = (d3d_video_t*)driver->video_data; if (!d3d) return; d3dr = (LPDIRECT3DDEVICE)d3d->dev; if (!d3dr) return; (void)menu; vp_full.X = 0; vp_full.Y = 0; vp_full.Width = d3d->screen_width; vp_full.Height = d3d->screen_height; vp_full.MinZ = 0.0f; vp_full.MaxZ = 1.0f; d3d_set_viewport(d3dr, &vp_full); app.RunFrame(); XuiTimersRun(); XuiRenderBegin( app.GetDC(), D3DCOLOR_ARGB( 255, 0, 0, 0 ) ); XuiRenderGetViewTransform( app.GetDC(), &matOrigView ); XuiMessageRender( &msg, &msgRender, app.GetDC(), 0xffffffff, XUI_BLEND_NORMAL ); XuiSendMessage( app.GetRootObj(), &msg ); XuiRenderSetViewTransform( app.GetDC(), &matOrigView ); const char *message = rarch_main_msg_queue_pull(); if (message) xui_render_message(message); else { const char *message = rarch_main_msg_queue_pull(); if (message) xui_render_message(message); } XuiRenderEnd( app.GetDC() ); d3d_set_viewport(d3dr, &d3d->final_viewport); }
static bool xdk_renderchain_render(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; settings_t *settings = config_get_ptr(); global_t *global = global_get_ptr(); xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; renderchain_blit_to_texture(chain, frame, width, height, pitch); renderchain_set_vertices(d3d, 1, width, height); d3d_set_texture(d3dr, 0, chain->tex); d3d_set_viewport(chain->dev, &d3d->final_viewport); d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_vertex_declaration(d3dr, chain->vertex_decl); for (i = 0; i < 4; i++) d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex)); d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); renderchain_set_mvp(d3d, global->video_data.width, global->video_data.height, d3d->dev_rotation); return true; }
static void rmenu_xui_frame(void) { d3d_video_t *d3d = (d3d_video_t*)driver.video_data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; D3DVIEWPORT vp_full; vp_full.X = 0; vp_full.Y = 0; vp_full.Width = d3d->screen_width; vp_full.Height = d3d->screen_height; vp_full.MinZ = 0.0f; vp_full.MaxZ = 1.0f; d3d_set_viewport(d3dr, &vp_full); app.RunFrame(); XuiTimersRun(); XuiRenderBegin( app.GetDC(), D3DCOLOR_ARGB( 255, 0, 0, 0 ) ); D3DXMATRIX matOrigView; XuiRenderGetViewTransform( app.GetDC(), &matOrigView ); XUIMessage msg; XUIMessageRender msgRender; XuiMessageRender( &msg, &msgRender, app.GetDC(), 0xffffffff, XUI_BLEND_NORMAL ); XuiSendMessage( app.GetRootObj(), &msg ); XuiRenderSetViewTransform( app.GetDC(), &matOrigView ); const char *message = msg_queue_pull(xui_msg_queue); if (message) xui_render_message(message); else { const char *message = msg_queue_pull(g_extern.msg_queue); if (message) xui_render_message(message); } XuiRenderEnd( app.GetDC() ); d3d_set_viewport(d3dr, &d3d->final_viewport); }
static bool d3d_initialize(d3d_video_t *d3d, const video_info_t *info) { unsigned width, height; bool ret = true; settings_t *settings = config_get_ptr(); if (!d3d) return false; if (!g_pD3D) ret = d3d_init_base(d3d, info); else if (d3d->needs_restore) { D3DPRESENT_PARAMETERS d3dpp; d3d_make_d3dpp(d3d, info, &d3dpp); if (!d3d_reset(d3d->dev, &d3dpp)) { d3d_deinitialize(d3d); d3d_device_free(NULL, g_pD3D); g_pD3D = NULL; ret = d3d_init_base(d3d, info); if (ret) RARCH_LOG("[D3D]: Recovered from dead state.\n"); } } if (!ret) return ret; if (!d3d_init_chain(d3d, info)) { RARCH_ERR("Failed to initialize render chain.\n"); return false; } video_driver_get_size(&width, &height); d3d_set_viewport(d3d, width, height, false, true); #if defined(_XBOX360) strlcpy(settings->path.font, "game:\\media\\Arial_12.xpr", sizeof(settings->path.font)); #endif if (!font_driver_init_first(NULL, NULL, d3d, settings->path.font, 0, false, FONT_DRIVER_RENDER_DIRECT3D_API)) { RARCH_ERR("[D3D]: Failed to initialize font renderer.\n"); return false; } return true; }
static bool texture_image_render(d3d_video_t *d3d, struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { LPDIRECT3DTEXTURE d3dt; LPDIRECT3DVERTEXBUFFER d3dv; void *verts = NULL; float fX = (float)(x); float fY = (float)(y); if (!d3d) return false; d3dt = (LPDIRECT3DTEXTURE)out_img->texture_buf; d3dv = (LPDIRECT3DVERTEXBUFFER)out_img->vertex_buf; if (!d3dt || !d3dv) return false; /* Create the new vertices. */ Vertex 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 */ verts = d3d_vertex_buffer_lock(d3dv); if (!verts) return false; /* Copy the new verts over the old verts */ memcpy(verts, newVerts, sizeof(newVerts)); d3d_vertex_buffer_unlock(d3dv); d3d_enable_blend_func(d3d->dev); d3d_enable_alpha_blend_texture_func(d3d->dev); /* Draw the quad. */ d3d_set_texture(d3d->dev, 0, d3dt); d3d_set_stream_source(d3d->dev, 0, d3dv, 0, sizeof(Vertex)); d3d_set_vertex_shader(d3d->dev, D3DFVF_CUSTOMVERTEX, NULL); if (force_fullscreen) d3d_set_viewport(d3d, w, h, force_fullscreen, false); d3d_draw_primitive(d3d->dev, D3DPT_QUADLIST, 0, 1); return true; }
static void menu_display_d3d_draw( unsigned x, unsigned 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}; driver_t *driver = driver_get_ptr(); d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(NULL); 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_viewport(d3d->dev, &vp); d3d_set_texture(d3d->dev, 0, (LPDIRECT3DTEXTURE)texture); #if 0 gl->shader->set_coords(coords); gl->shader->set_mvp(driver->video_data, mat); #endif 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 d3d_calculate_rect(d3d_video_t *d3d, unsigned width, unsigned height, bool keep, float desired_aspect) { settings_t *settings = config_get_ptr(); global_t *global = global_get_ptr(); if (settings->video.scale_integer) { struct video_viewport vp = {0}; video_viewport_get_scaled_integer(&vp, width, height, desired_aspect, keep); d3d_set_viewport(d3d, vp.x, vp.y, vp.width, vp.height); } else if (!keep) d3d_set_viewport(d3d, 0, 0, width, height); else { if (settings->video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { const video_viewport_t *custom = &global->console.screen.viewports.custom_vp; if (custom) d3d_set_viewport(d3d, custom->x, custom->y, custom->width, custom->height); } else { float device_aspect = ((float)width) / ((float)height); if (fabsf(device_aspect - desired_aspect) < 0.0001f) d3d_set_viewport(d3d, 0, 0, width, height); else if (device_aspect > desired_aspect) { float delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f; d3d_set_viewport(d3d, int(roundf(width * (0.5f - delta))), 0, unsigned(roundf(2.0f * width * delta)), height); } else { float delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f; d3d_set_viewport(d3d, 0, int(roundf(height * (0.5f - delta))), width, unsigned(roundf(2.0f * height * delta))); } } } }
static void d3d_calculate_rect(void *data, unsigned width, unsigned height, bool keep, float desired_aspect) { d3d_video_t *d3d = (d3d_video_t*)data; if (g_settings.video.scale_integer) { struct rarch_viewport vp = {0}; gfx_scale_integer(&vp, width, height, desired_aspect, keep); d3d_set_viewport(d3d, vp.x, vp.y, vp.width, vp.height); } else if (!keep) d3d_set_viewport(d3d, 0, 0, width, height); else { if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { const rarch_viewport_t &custom = g_extern.console.screen.viewports.custom_vp; d3d_set_viewport(d3d, custom.x, custom.y, custom.width, custom.height); } else { float device_aspect = static_cast<float>(width) / static_cast<float>(height); if (fabsf(device_aspect - desired_aspect) < 0.0001f) d3d_set_viewport(d3d, 0, 0, width, height); else if (device_aspect > desired_aspect) { float delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f; d3d_set_viewport(d3d, int(roundf(width * (0.5f - delta))), 0, unsigned(roundf(2.0f * width * delta)), height); } else { float delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f; d3d_set_viewport(d3d, 0, int(roundf(height * (0.5f - delta))), width, unsigned(roundf(2.0f * height * delta))); } } } }
static bool texture_image_render(d3d_video_t *d3d, struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { void *verts = NULL; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; float fX = (float)(x); float fY = (float)(y); if (!d3d) return false; if (!out_img->pixels || !out_img->vertex_buf) return false; /* Create the new vertices. */ Vertex 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 */ verts = d3d_vertex_buffer_lock(out_img->vertex_buf); if (!verts) return false; /* Copy the new verts over the old verts */ memcpy(verts, newVerts, sizeof(newVerts)); d3d_vertex_buffer_unlock(out_img->vertex_buf); d3d_enable_blend_func(d3d->dev); /* Also blend the texture with the set alpha value. */ d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); /* Draw the quad. */ d3d_set_texture(d3dr, 0, out_img->texture_buf); d3d_set_stream_source(d3dr, 0, out_img->vertex_buf, 0, sizeof(Vertex)); d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL); 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; d3d_set_viewport(d3dr, &vp); } d3d_draw_primitive(d3dr, D3DPT_QUADLIST, 0, 1); return true; }
static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay) { void *verts; unsigned i; struct overlay_vertex { float x, y, z; float u, v; float r, g, b, a; } vert[4]; float overlay_width, overlay_height; #ifndef _XBOX1 LPDIRECT3DVERTEXDECLARATION vertex_decl; /* set vertex declaration for overlay. */ D3DVERTEXELEMENT vElems[4] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; #endif if (!d3d) return; if (!overlay || !overlay->tex) return; if (!overlay->vert_buf) { overlay->vert_buf = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new( d3d->dev, sizeof(vert), 0, 0, D3DPOOL_MANAGED, NULL); if (!overlay->vert_buf) return; } for (i = 0; i < 4; i++) { vert[i].z = 0.5f; vert[i].r = vert[i].g = vert[i].b = 1.0f; vert[i].a = overlay->alpha_mod; } overlay_width = d3d->final_viewport.Width; overlay_height = d3d->final_viewport.Height; vert[0].x = overlay->vert_coords.x * overlay_width; vert[1].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width; vert[2].x = overlay->vert_coords.x * overlay_width; vert[3].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width; vert[0].y = overlay->vert_coords.y * overlay_height; vert[1].y = overlay->vert_coords.y * overlay_height; vert[2].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height; vert[3].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height; vert[0].u = overlay->tex_coords.x; vert[1].u = overlay->tex_coords.x + overlay->tex_coords.w; vert[2].u = overlay->tex_coords.x; vert[3].u = overlay->tex_coords.x + overlay->tex_coords.w; vert[0].v = overlay->tex_coords.y; vert[1].v = overlay->tex_coords.y; vert[2].v = overlay->tex_coords.y + overlay->tex_coords.h; vert[3].v = overlay->tex_coords.y + overlay->tex_coords.h; /* Align texels and vertices. */ for (i = 0; i < 4; i++) { vert[i].x -= 0.5f; vert[i].y += 0.5f; } overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(overlay->vert_buf); d3d_enable_blend_func(d3d->dev); #ifndef _XBOX1 d3d->dev->CreateVertexDeclaration(vElems, &vertex_decl); d3d->dev->SetVertexDeclaration(vertex_decl); vertex_decl->Release(); #endif d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf, 0, sizeof(overlay_vertex)); if (overlay->fullscreen) { /* Set viewport to full window. */ D3DVIEWPORT vp_full = {0}; vp_full.X = 0; vp_full.Y = 0; vp_full.Width = d3d->screen_width; vp_full.Height = d3d->screen_height; vp_full.MinZ = 0.0f; vp_full.MaxZ = 1.0f; d3d_set_viewport(d3d->dev, &vp_full); } /* Render overlay. */ d3d_set_texture(d3d->dev, 0, overlay->tex); d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* Restore previous state. */ d3d_disable_blend_func(d3d->dev); d3d_set_viewport(d3d->dev, &d3d->final_viewport); }