444 lines
15 KiB
C++
444 lines
15 KiB
C++
// ******************************************************************
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// *
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// * .,-::::: .,:: .::::::::. .,:: .:
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// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
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// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
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// * $$$ Y$$$P $$""""Y$$ Y$$$P
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// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
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// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
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// *
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// * Cxbx->Win32->CxbxKrnl->EmuD3D.cpp
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// *
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// * This file is part of the Cxbx project.
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// *
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// * Cxbx and Cxbe are free software; you can redistribute them
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// * and/or modify them under the terms of the GNU General Public
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// * License as published by the Free Software Foundation; either
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// * version 2 of the license, or (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have recieved a copy of the GNU General Public License
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// * along with this program; see the file COPYING.
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// * If not, write to the Free Software Foundation, Inc.,
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// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
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// *
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// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
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// *
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// * All rights reserved
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// *
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// ******************************************************************
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#define _CXBXKRNL_INTERNAL
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#include "Cxbx.h"
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#include "Emu.h"
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// ******************************************************************
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// * prevent name collisions
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// ******************************************************************
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namespace win32
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{
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#include <process.h>
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#include <locale.h>
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}
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#include "ResCxbxDll.h"
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using namespace win32;
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// ******************************************************************
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// * globals
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// ******************************************************************
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LPDIRECT3D8 g_pD3D8 = NULL; // Direct3D8
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LPDIRECT3DDEVICE8 g_pD3D8Device = NULL; // Direct3D8 Device
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Xbe::Header *g_XbeHeader = NULL; // XbeHeader
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uint32 g_XbeHeaderSize = 0; // XbeHeaderSize
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HWND g_EmuWindow = NULL; // Rendering Window
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// ******************************************************************
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// * statics
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// ******************************************************************
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static LRESULT WINAPI EmuMsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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static void EmuRenderWindow(PVOID);
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// ******************************************************************
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// * func: EmuInitD3D
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// ******************************************************************
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VOID xboxkrnl::EmuInitD3D(Xbe::Header *XbeHeader, uint32 XbeHeaderSize)
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{
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// ******************************************************************
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// * store XbeHeader and XbeHeaderSize for further use
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// ******************************************************************
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{
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g_XbeHeader = XbeHeader;
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g_XbeHeaderSize = XbeHeaderSize;
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}
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// ******************************************************************
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// * spark up a new thread to handle window message processing
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// ******************************************************************
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{
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_beginthread(EmuRenderWindow, 0, NULL);
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while(g_EmuWindow == NULL)
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Sleep(10);
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}
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// ******************************************************************
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// * create Direct3D8
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// ******************************************************************
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{
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// xbox Direct3DCreate8 returns "1" always, so we need our own ptr
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g_pD3D8 = Direct3DCreate8(D3D_SDK_VERSION);
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}
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}
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// ******************************************************************
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// * func: EmuRenderWindow
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// ******************************************************************
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void EmuRenderWindow(PVOID)
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{
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// ******************************************************************
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// * register window class
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// ******************************************************************
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{
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HMODULE hCxbxDll = GetModuleHandle("Cxbx.dll");
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WNDCLASSEX wc =
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{
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sizeof(WNDCLASSEX),
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CS_CLASSDC,
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EmuMsgProc,
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0, 0, GetModuleHandle(NULL),
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LoadIcon(hCxbxDll, MAKEINTRESOURCE(IDI_CXBX)), NULL, (HBRUSH)(COLOR_APPWORKSPACE + 1), NULL,
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"CxbxRender",
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NULL
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};
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RegisterClassEx(&wc);
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}
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// ******************************************************************
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// * create the window
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// ******************************************************************
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{
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char AsciiTitle[50];
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// ******************************************************************
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// * retrieve xbe title (if possible)
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// ******************************************************************
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{
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char tAsciiTitle[40] = "Unknown";
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uint32 CertAddr = g_XbeHeader->dwCertificateAddr - g_XbeHeader->dwBaseAddr;
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if(CertAddr + 0x0C + 40 < g_XbeHeaderSize)
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{
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Xbe::Certificate *XbeCert = (Xbe::Certificate*)((uint32)g_XbeHeader + CertAddr);
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setlocale( LC_ALL, "English" );
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wcstombs(tAsciiTitle, XbeCert->wszTitleName, 40);
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}
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sprintf(AsciiTitle, "%s - Cxbx Version " CXBX_VERSION, tAsciiTitle);
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}
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g_EmuWindow = CreateWindow
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(
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"CxbxRender", AsciiTitle,
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WS_OVERLAPPEDWINDOW, 100, 100, 640, 480,
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GetDesktopWindow(), NULL, GetModuleHandle(NULL), NULL
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);
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}
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// ******************************************************************
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// * display the window
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// ******************************************************************
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{
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ShowWindow(g_EmuWindow, SW_SHOWDEFAULT);
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UpdateWindow(g_EmuWindow);
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}
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// ******************************************************************
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// * initialize direct input
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// ******************************************************************
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xboxkrnl::EmuInitDInput();
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// ******************************************************************
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// * message processing loop
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// ******************************************************************
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{
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while(msg.message != WM_QUIT)
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{
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if(PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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else
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Sleep(10);
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}
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ExitProcess(0);
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}
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}
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// ******************************************************************
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// * func: EmuMsgProc
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// ******************************************************************
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LRESULT WINAPI EmuMsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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switch(msg)
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{
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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case WM_CREATE:
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{
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/* We aren't using a menu anymore
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HMODULE hCxbxDll = GetModuleHandle("Cxbx.dll");
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HMENU hMenu = LoadMenu(hCxbxDll, MAKEINTRESOURCE(IDR_RENDERMENU));
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SetMenu(hWnd, hMenu);
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*/
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}
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break;
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/*
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case WM_COMMAND:
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{
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switch(LOWORD(wParam))
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{
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case ID_EMULATION_EXIT:
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SendMessage(hWnd, WM_CLOSE, 0, 0);
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break;
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}
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}
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break;
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*/
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case WM_KEYDOWN:
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switch (wParam)
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{
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case VK_ESCAPE:
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PostMessage(hWnd, WM_CLOSE, 0, 0);
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break;
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}
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break;
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case WM_CLOSE:
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DestroyWindow(hWnd);
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break;
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case WM_SETCURSOR:
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SetCursor(NULL);
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break;
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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// ******************************************************************
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// * func: EmuIDirect3D8_CreateDevice
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// ******************************************************************
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HRESULT WINAPI xboxkrnl::EmuIDirect3D8_CreateDevice
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(
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UINT Adapter,
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D3DDEVTYPE DeviceType,
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HWND hFocusWindow,
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DWORD BehaviorFlags,
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D3DPRESENT_PARAMETERS *pPresentationParameters,
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IDirect3DDevice8 **ppReturnedDeviceInterface
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)
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{
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EmuSwapFS(); // Win2k/XP FS
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// ******************************************************************
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// * debug trace
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// ******************************************************************
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#ifdef _DEBUG_TRACE
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{
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printf("EmuD3D8 (0x%.08X): EmuIDirect3D8_CreateDevice\n"
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"(\n"
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" Adapter : 0x%.08X\n"
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" DeviceType : 0x%.08X\n"
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" hFocusWindow : 0x%.08X\n"
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" BehaviorFlags : 0x%.08X\n"
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" pPresentationParameters : 0x%.08X\n"
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" ppReturnedDeviceInterface : 0x%.08X\n"
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");\n",
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GetCurrentThreadId(), Adapter, DeviceType, hFocusWindow,
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BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
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}
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#endif
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// ******************************************************************
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// * make adjustments to parameters to make sense with windows d3d
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// ******************************************************************
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{
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/*
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printf("BackBufferWidth : %d\n", pPresentationParameters->BackBufferWidth);
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printf("BackBufferHeight : %d\n", pPresentationParameters->BackBufferHeight);
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printf("BackBufferFormat : %d\n", pPresentationParameters->BackBufferFormat);
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printf("BackBufferCount : %d\n", pPresentationParameters->BackBufferCount);
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printf("EnableAutoDepthStencil : %d\n", pPresentationParameters->EnableAutoDepthStencil);
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printf("AutoDepthStencilFormat : %d\n", pPresentationParameters->AutoDepthStencilFormat);
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printf("SwapEffect : %d\n", pPresentationParameters->SwapEffect);
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*/
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Adapter = D3DADAPTER_DEFAULT;
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pPresentationParameters->Windowed = TRUE;
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// TODO: More intelligently set this only when the game wants it
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//pPresentationParameters->SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
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hFocusWindow = g_EmuWindow;
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// TODO: Use lookup table that is dependant on library version
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{
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// Tricky MS randomizing .h #defines :[
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if(pPresentationParameters->BackBufferFormat == 0x07)
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pPresentationParameters->BackBufferFormat = D3DFMT_X8R8G8B8;
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else if(pPresentationParameters->BackBufferFormat == 0x06)
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pPresentationParameters->BackBufferFormat = D3DFMT_A8R8G8B8;
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// Tricky MS randomizing .h #defines :[
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if(pPresentationParameters->AutoDepthStencilFormat == 0x2A)
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pPresentationParameters->AutoDepthStencilFormat = D3DFMT_D24S8;
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}
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}
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// ******************************************************************
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// * TODO: Query for Software Vertex Processing abilities!!
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// ******************************************************************
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BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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// ******************************************************************
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// * redirect to windows d3d
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// ******************************************************************
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HRESULT ret = g_pD3D8->CreateDevice
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(
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Adapter,
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DeviceType,
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hFocusWindow,
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BehaviorFlags,
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pPresentationParameters,
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ppReturnedDeviceInterface
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);
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// ******************************************************************
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// * it is necessary to store this pointer globally for emulation
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// ******************************************************************
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g_pD3D8Device = *ppReturnedDeviceInterface;
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EmuSwapFS(); // XBox FS
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return ret;
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}
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_Clear
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// ******************************************************************
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HRESULT WINAPI xboxkrnl::EmuIDirect3DDevice8_Clear
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(
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DWORD Count,
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CONST D3DRECT *pRects,
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DWORD Flags,
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D3DCOLOR Color,
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float Z,
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DWORD Stencil
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)
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{
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EmuSwapFS(); // Win2k/XP FS
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// ******************************************************************
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// * debug trace
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// ******************************************************************
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#ifdef _DEBUG_TRACE
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{
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printf("EmuD3D8 (0x%.08X): EmuIDirect3DDevice8_Clear\n"
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"(\n"
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" Count : 0x%.08X\n"
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" pRects : 0x%.08X\n"
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" Flags : 0x%.08X\n"
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" Color : 0x%.08X\n"
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" Z : 0x%.08X\n"
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" Stencil : 0x%.08X\n"
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");\n",
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GetCurrentThreadId(), Count, pRects, Flags,
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Color, Z, Stencil);
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}
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#endif
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// ******************************************************************
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// * make adjustments to parameters to make sense with windows d3d
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// ******************************************************************
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{
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// TODO: D3DCLEAR_TARGET_A, *R, *G, *B don't exist on windows
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// TODO: Use lookup table that is dependant on library version
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// Tricky MS randomizing .h #defines :[
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DWORD newFlags = 0;
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if(Flags & 0x000000f0l)
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newFlags |= D3DCLEAR_TARGET;
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if(Flags & 0x00000001l)
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newFlags |= D3DCLEAR_ZBUFFER;
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if(Flags & 0x00000002l)
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newFlags |= D3DCLEAR_STENCIL;
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Flags = newFlags;
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}
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HRESULT ret = g_pD3D8Device->Clear(Count, pRects, Flags, Color, Z, Stencil);
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EmuSwapFS(); // XBox FS
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return ret;
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}
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_Swap
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// ******************************************************************
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HRESULT WINAPI xboxkrnl::EmuIDirect3DDevice8_Swap
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(
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DWORD Flags
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)
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{
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EmuSwapFS(); // Win2k/XP FS
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// ******************************************************************
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// * debug trace
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// ******************************************************************
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#ifdef _DEBUG_TRACE
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{
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printf("EmuD3D8 (0x%.08X): EmuIDirect3DDevice8_Swap\n"
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"(\n"
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" Flags : 0x%.08X\n"
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");\n",
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GetCurrentThreadId(), Flags);
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}
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#endif
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// TODO: Ensure this flag is always the same across library versions
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if(Flags != 0)
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EmuPanic();
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// Swap(0) is equivalent to present(0,0,0,0)
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HRESULT ret = g_pD3D8Device->Present(0, 0, 0, 0);
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EmuSwapFS(); // XBox FS
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return ret;
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} |