Cxbx-Reloaded/Source/Win32/CxbxKrnl/EmuD3D8.cpp

469 lines
16 KiB
C++

// ******************************************************************
// *
// * .,-::::: .,:: .::::::::. .,:: .:
// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
// * $$$ Y$$$P $$""""Y$$ Y$$$P
// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
// *
// * Cxbx->Win32->CxbxKrnl->EmuD3D.cpp
// *
// * This file is part of the Cxbx project.
// *
// * Cxbx and Cxbe are free software; you can redistribute them
// * and/or modify them under the terms of the GNU General Public
// * License as published by the Free Software Foundation; either
// * version 2 of the license, or (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have recieved a copy of the GNU General Public License
// * along with this program; see the file COPYING.
// * If not, write to the Free Software Foundation, Inc.,
// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
// *
// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
// *
// * All rights reserved
// *
// ******************************************************************
#define _CXBXKRNL_INTERNAL
#define _XBOXKRNL_LOCAL_
// ******************************************************************
// * prevent name collisions
// ******************************************************************
namespace xboxkrnl
{
#include <xboxkrnl/xboxkrnl.h>
};
#include "Emu.h"
#include "EmuFS.h"
#include "EmuDInput.h"
// ******************************************************************
// * prevent name collisions
// ******************************************************************
namespace xd3d8
{
#include "xd3d8.h"
};
#include "EmuD3D8.h"
#include "ResCxbxDll.h"
#include <process.h>
#include <locale.h>
// ******************************************************************
// * globals
// ******************************************************************
xd3d8::LPDIRECT3D8 g_pD3D8 = NULL; // Direct3D8
xd3d8::LPDIRECT3DDEVICE8 g_pD3D8Device = NULL; // Direct3D8 Device
Xbe::Header *g_XbeHeader = NULL; // XbeHeader
uint32 g_XbeHeaderSize = 0; // XbeHeaderSize
HWND g_hEmuWindow = NULL; // Rendering Window
xd3d8::D3DCAPS8 g_D3DCaps; // Direct3D8 Caps
volatile bool g_ThreadInitialized = false;
HBRUSH g_hBgBrush = NULL; // Background Brush
// ******************************************************************
// * statics
// ******************************************************************
static LRESULT WINAPI EmuMsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
static void EmuRenderWindow(PVOID);
// ******************************************************************
// * func: EmuD3DInit
// ******************************************************************
VOID EmuD3DInit(Xbe::Header *XbeHeader, uint32 XbeHeaderSize)
{
// ******************************************************************
// * store XbeHeader and XbeHeaderSize for further use
// ******************************************************************
{
g_XbeHeader = XbeHeader;
g_XbeHeaderSize = XbeHeaderSize;
}
g_ThreadInitialized = false;
// ******************************************************************
// * spark up a new thread to handle window message processing
// ******************************************************************
{
_beginthread(EmuRenderWindow, 0, NULL);
while(!g_ThreadInitialized)
Sleep(10);
Sleep(50);
}
// ******************************************************************
// * create Direct3D8 and retrieve caps
// ******************************************************************
{
using namespace xd3d8;
// xbox Direct3DCreate8 returns "1" always, so we need our own ptr
g_pD3D8 = Direct3DCreate8(D3D_SDK_VERSION);
if(g_pD3D8 == NULL)
EmuCleanup("Could not initialize Direct3D!");
g_pD3D8->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &g_D3DCaps);
}
}
// ******************************************************************
// * func: EmuD3DCleanup
// ******************************************************************
VOID EmuD3DCleanup()
{
EmuDInputCleanup();
return;
}
// ******************************************************************
// * func: EmuRenderWindow
// ******************************************************************
void EmuRenderWindow(PVOID)
{
// ******************************************************************
// * register window class
// ******************************************************************
{
#ifdef _DEBUG
HMODULE hCxbxDll = GetModuleHandle("CxbxKrnl.dll");
#else
HMODULE hCxbxDll = GetModuleHandle("Cxbx.dll");
#endif
LOGBRUSH logBrush = {BS_SOLID, RGB(0,0,0)};
g_hBgBrush = CreateBrushIndirect(&logBrush);
WNDCLASSEX wc =
{
sizeof(WNDCLASSEX),
CS_CLASSDC,
EmuMsgProc,
0, 0, GetModuleHandle(NULL),
LoadIcon(hCxbxDll, MAKEINTRESOURCE(IDI_CXBX)),
LoadCursor(NULL, IDC_ARROW),
(HBRUSH)(g_hBgBrush), NULL,
"CxbxRender",
NULL
};
RegisterClassEx(&wc);
}
// ******************************************************************
// * create the window
// ******************************************************************
{
char AsciiTitle[50];
// ******************************************************************
// * retrieve xbe title (if possible)
// ******************************************************************
{
char tAsciiTitle[40] = "Unknown";
uint32 CertAddr = g_XbeHeader->dwCertificateAddr - g_XbeHeader->dwBaseAddr;
if(CertAddr + 0x0C + 40 < g_XbeHeaderSize)
{
Xbe::Certificate *XbeCert = (Xbe::Certificate*)((uint32)g_XbeHeader + CertAddr);
setlocale( LC_ALL, "English" );
wcstombs(tAsciiTitle, XbeCert->wszTitleName, 40);
}
sprintf(AsciiTitle, "Cxbx : Emulating %s", tAsciiTitle);
}
g_hEmuWindow = CreateWindow
(
"CxbxRender", AsciiTitle,
WS_OVERLAPPEDWINDOW, 100, 100, 640, 480,
GetDesktopWindow(), NULL, GetModuleHandle(NULL), NULL
);
}
// ******************************************************************
// * display the window
// ******************************************************************
{
ShowWindow(g_hEmuWindow, SW_SHOWDEFAULT);
UpdateWindow(g_hEmuWindow);
}
// ******************************************************************
// * initialize direct input
// ******************************************************************
if(!EmuDInputInit())
EmuCleanup("Could not initialize DirectInput!");
// ******************************************************************
// * message processing loop
// ******************************************************************
{
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
g_ThreadInitialized = true;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
Sleep(10);
}
EmuCleanup(NULL);
}
}
// ******************************************************************
// * func: EmuMsgProc
// ******************************************************************
LRESULT WINAPI EmuMsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
DeleteObject(g_hBgBrush);
PostQuitMessage(0);
return 0;
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
PostMessage(hWnd, WM_CLOSE, 0, 0);
break;
case WM_CLOSE:
DestroyWindow(hWnd);
break;
/*
case WM_SETCURSOR:
SetCursor(NULL);
return 0;
*/
default:
return DefWindowProc(hWnd, msg, wParam, lParam);
}
return 0;
}
// ******************************************************************
// * func: EmuIDirect3D8_CreateDevice
// ******************************************************************
HRESULT WINAPI xd3d8::EmuIDirect3D8_CreateDevice
(
UINT Adapter,
D3DDEVTYPE DeviceType,
HWND hFocusWindow,
DWORD BehaviorFlags,
D3DPRESENT_PARAMETERS *pPresentationParameters,
IDirect3DDevice8 **ppReturnedDeviceInterface
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%.08X): EmuIDirect3D8_CreateDevice\n"
"(\n"
" Adapter : 0x%.08X\n"
" DeviceType : 0x%.08X\n"
" hFocusWindow : 0x%.08X\n"
" BehaviorFlags : 0x%.08X\n"
" pPresentationParameters : 0x%.08X\n"
" ppReturnedDeviceInterface : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Adapter, DeviceType, hFocusWindow,
BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
}
#endif
// ******************************************************************
// * make adjustments to parameters to make sense with windows d3d
// ******************************************************************
{
/*
printf("BackBufferWidth : %d\n", pPresentationParameters->BackBufferWidth);
printf("BackBufferHeight : %d\n", pPresentationParameters->BackBufferHeight);
printf("BackBufferFormat : %d\n", pPresentationParameters->BackBufferFormat);
printf("BackBufferCount : %d\n", pPresentationParameters->BackBufferCount);
printf("EnableAutoDepthStencil : %d\n", pPresentationParameters->EnableAutoDepthStencil);
printf("AutoDepthStencilFormat : %d\n", pPresentationParameters->AutoDepthStencilFormat);
printf("SwapEffect : %d\n", pPresentationParameters->SwapEffect);
*/
Adapter = D3DADAPTER_DEFAULT;
pPresentationParameters->Windowed = TRUE;
// TODO: More intelligently set this only when the game wants it
//pPresentationParameters->SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
hFocusWindow = g_hEmuWindow;
// TODO: Use lookup table that is dependant on library version
{
// Xbox DirectX #defines are different from Win32 DirectX
if(pPresentationParameters->BackBufferFormat == 0x07)
pPresentationParameters->BackBufferFormat = D3DFMT_X8R8G8B8;
else if(pPresentationParameters->BackBufferFormat == 0x06)
pPresentationParameters->BackBufferFormat = D3DFMT_A8R8G8B8;
// Xbox DirectX #defines are different from Win32 DirectX
if(pPresentationParameters->AutoDepthStencilFormat == 0x2A)
pPresentationParameters->AutoDepthStencilFormat = D3DFMT_D24S8;
}
}
// ******************************************************************
// * TODO: Query for Software Vertex Processing abilities!!
// ******************************************************************
BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// ******************************************************************
// * redirect to windows d3d
// ******************************************************************
HRESULT ret = g_pD3D8->CreateDevice
(
Adapter,
DeviceType,
hFocusWindow,
BehaviorFlags,
pPresentationParameters,
ppReturnedDeviceInterface
);
// ******************************************************************
// * it is necessary to store this pointer globally for emulation
// ******************************************************************
g_pD3D8Device = *ppReturnedDeviceInterface;
EmuSwapFS(); // XBox FS
return ret;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_Clear
// ******************************************************************
HRESULT WINAPI xd3d8::EmuIDirect3DDevice8_Clear
(
DWORD Count,
CONST D3DRECT *pRects,
DWORD Flags,
D3DCOLOR Color,
float Z,
DWORD Stencil
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%.08X): EmuIDirect3DDevice8_Clear\n"
"(\n"
" Count : 0x%.08X\n"
" pRects : 0x%.08X\n"
" Flags : 0x%.08X\n"
" Color : 0x%.08X\n"
" Z : 0x%.08X\n"
" Stencil : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Count, pRects, Flags,
Color, Z, Stencil);
}
#endif
// ******************************************************************
// * make adjustments to parameters to make sense with windows d3d
// ******************************************************************
{
// TODO: D3DCLEAR_TARGET_A, *R, *G, *B don't exist on windows
// TODO: Use lookup table that is dependant on library version
// Tricky MS randomizing .h #defines :[
DWORD newFlags = 0;
if(Flags & 0x000000f0l)
newFlags |= D3DCLEAR_TARGET;
if(Flags & 0x00000001l)
newFlags |= D3DCLEAR_ZBUFFER;
if(Flags & 0x00000002l)
newFlags |= D3DCLEAR_STENCIL;
Flags = newFlags;
}
HRESULT ret = g_pD3D8Device->Clear(Count, pRects, Flags, Color, Z, Stencil);
EmuSwapFS(); // XBox FS
return ret;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_Swap
// ******************************************************************
HRESULT WINAPI xd3d8::EmuIDirect3DDevice8_Swap
(
DWORD Flags
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%.08X): EmuIDirect3DDevice8_Swap\n"
"(\n"
" Flags : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Flags);
}
#endif
// TODO: Ensure this flag is always the same across library versions
if(Flags != 0)
EmuPanic();
// Swap(0) is equivalent to present(0,0,0,0)
HRESULT ret = g_pD3D8Device->Present(0, 0, 0, 0);
EmuSwapFS(); // XBox FS
return ret;
}