BizHawk/libmupen64plus/D3D8Interceptor/d3d8Wrapper.cpp

125 lines
3.8 KiB
C++

#include "d3d8Wrapper.h"
D3D8Base::LPDIRECT3D8 g_D3D=NULL;
HMODULE realDLL;
extern "C"
{
namespace D3D8Wrapper
{
IDirect3DDevice8 *last_device = NULL;
IDirect3DSurface8 *render_surface = NULL;
void (*rendering_callback)( int );
D3D8Wrapper::IDirect3D8* WINAPI Direct3DCreate8(UINT Version)
{
//sometimes, Intel drivers will clear the dll path. So let's save and restore it (do their job for them)
char oldDllDirectory[MAX_PATH];
GetDllDirectory(MAX_PATH, oldDllDirectory);
// Get the real DLL path from the system directory, needs to be specific to avoid binding to the d3d8.dll we're in now!
// Might be unsafe
CHAR dll_path[1024];
GetSystemDirectory(dll_path,1024);
strcat(dll_path,"\\d3d8.dll");
realDLL = LoadLibrary(dll_path);
D3D8Wrapper::D3DCREATE realDirect3DCreate8 = (D3D8Wrapper::D3DCREATE)GetProcAddress(realDLL, "Direct3DCreate8");
// Use the real Direct3DCreate8 to make the base object
D3D8Base::IDirect3D8* realD3D = realDirect3DCreate8(D3D_SDK_VERSION);
// Wrap the object
D3D8Wrapper::IDirect3D8* wrappedD3D = D3D8Wrapper::IDirect3D8::GetDirect3D(realD3D);
//restore old DLL directory
SetDllDirectory(oldDllDirectory);
return wrappedD3D;
}
}
__declspec(dllexport) void __cdecl CloseDLL()
{
FreeLibrary(realDLL);
}
__declspec(dllexport) void __cdecl SetRenderingCallback(void (*callback)(int))
{
D3D8Wrapper::rendering_callback = callback;
}
__declspec(dllexport) void __cdecl ReadScreen(void *dest, int *width, int *height)
{
if (D3D8Wrapper::last_device == NULL)
{
*width = 0;
*height = 0;
return;
}
// surface...
// make a D3DSURFACE_DESC, pass to GetDesc
D3D8Base::D3DSURFACE_DESC desc;
D3D8Wrapper::render_surface->GetDesc(&desc);
// get out height/width
*width = desc.Width;
*height = desc.Height;
// if dest isn't null
if (dest != NULL)
{
// make a RECT with size of buffer
RECT entire_buffer;
entire_buffer.left = 0;
entire_buffer.top = 0;
entire_buffer.right = desc.Width;
entire_buffer.bottom = desc.Height;
//resolve rendertarget to a system memory texture, for locking
//TODO! UNACCEPTABLE CODE! THIS IS HORRIBLE!
//X8R8G8B8 or fail -- A8R8G8B8 will malfunction (is it because the source surface format isnt matching? I think so)
static D3D8Wrapper::IDirect3DTexture8* tex = NULL;
static RECT texRect;
if(!tex || (texRect.right != entire_buffer.right) || (texRect.bottom != entire_buffer.bottom))
{
if(tex)
tex->Release();
texRect = entire_buffer;
D3D8Wrapper::last_device->CreateTexture(desc.Width, desc.Height, 1, 0, D3D8Base::D3DFMT_X8R8G8B8, D3D8Base::D3DPOOL_SYSTEMMEM, &tex);
}
D3D8Wrapper::IDirect3DSurface8* surf;
tex->GetSurfaceLevel(0,&surf);
HRESULT hr = D3D8Wrapper::last_device->CopyRects(D3D8Wrapper::render_surface,NULL,0,surf,NULL);
// make a D3DLOCKED_RECT, pass to LockRect
D3D8Base::D3DLOCKED_RECT locked;
hr = surf->LockRect(&locked,&entire_buffer,D3DLOCK_READONLY);
//this loop was reversed from the original.
//it should be faster anyway if anything since the reading can be prefetched forwardly.
//TODO - allow bizhawk to handle flipped images.... nonetheless, it might not handle images with unusual pitches, although maybe we should consider that.
//so this code will probably remain for quite some time
int dest_row = desc.Height - 1;
for (UINT from_row = 0; from_row < desc.Height; from_row++)
{
memcpy((char*)dest + (dest_row * desc.Width*4),(char*)locked.pBits + from_row * locked.Pitch, desc.Width*4);
dest_row--;
}
// unlock rect
surf->UnlockRect();
surf->Release();
}
// release the surface
//backbuffer->Release();
// we're done, maybe?
}
}