diff --git a/xdk/render_chain_xdk.cpp b/xdk/render_chain_xdk.cpp new file mode 100644 index 0000000000..c0625a68af --- /dev/null +++ b/xdk/render_chain_xdk.cpp @@ -0,0 +1,182 @@ +//forward decls +static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation); +static void renderchain_blit_to_texture(void *data, const void *frame, + unsigned width, unsigned height, unsigned pitch); +static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation); +static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height); + +#if defined(_XBOX360) +#define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \ + d3d->tex->GetLevelDesc(0, &desc); \ + XGCopySurface(d3dlr.pBits, d3dlr.Pitch, width, height, desc.Format, NULL, frame, pitch, desc.Format, NULL, 0, 0) +#else +#define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \ + for (unsigned y = 0; y < height; y++) \ + { \ + const uint8_t *in = (const uint8_t*)frame + y * pitch; \ + uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch; \ + memcpy(out, in, width * d3d->pixel_size); \ + } +#endif + +static void renderchain_render_pass(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation) +{ + d3d_video_t *d3d = (d3d_video_t*)data; + LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; +#ifndef _XBOX1 + DWORD fetchConstant; + UINT64 pendingMask3; +#endif +#ifdef _XBOX1 + d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); + d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE)); +#endif + renderchain_blit_to_texture(d3d, frame, width, height, pitch); + renderchain_set_vertices(d3d, 1, width, height); + + RD3DDevice_SetTexture(d3dr, 0, d3d->tex); + RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport); + D3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); + D3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); + D3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); + D3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); + +#if defined(_XBOX1) + RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1); +#elif defined(_XBOX360) + D3DDevice_SetVertexDeclaration(d3dr, d3d->vertex_decl); +#endif + for (unsigned i = 0; i < 4; i++) + { + D3DDevice_SetStreamSources(d3dr, i, d3d->vertex_buf, 0, sizeof(Vertex)); + } + + D3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); + + g_extern.frame_count++; + + renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); +} + +static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height) +{ + d3d_video_t *d3d = (d3d_video_t*)data; + + if (d3d->last_width != width || d3d->last_height != height) + { + d3d->last_width = width; + d3d->last_height = height; + + Vertex vert[4]; + float tex_w = width; + float tex_h = height; +#ifdef _XBOX360 + tex_w /= ((float)d3d->tex_w); + tex_h /= ((float)d3d->tex_h); +#endif + + vert[0].x = -1.0f; + vert[1].x = 1.0f; + vert[2].x = -1.0f; + vert[3].x = 1.0f; + + vert[0].y = -1.0f; + vert[1].y = -1.0f; + vert[2].y = 1.0f; + vert[3].y = 1.0f; +#if defined(_XBOX1) + vert[0].z = 1.0f; + vert[1].z = 1.0f; + vert[2].z = 1.0f; + vert[3].z = 1.0f; + + vert[0].rhw = 0.0f; + vert[1].rhw = tex_w; + vert[2].rhw = 0.0f; + vert[3].rhw = tex_w; + + vert[0].u = tex_h; + vert[1].u = tex_h; + vert[2].u = 0.0f; + vert[3].u = 0.0f; + + vert[0].v = 0.0f; + vert[1].v = 0.0f; + vert[2].v = 0.0f; + vert[3].v = 0.0f; +#elif defined(_XBOX360) + vert[0].u = 0.0f; + vert[1].u = tex_w; + vert[2].u = 0.0f; + vert[3].u = tex_w; + + vert[0].v = tex_h; + vert[1].v = tex_h; + vert[2].v = 0.0f; + vert[3].v = 0.0f; +#endif + + // Align texels and vertices. + for (unsigned i = 0; i < 4; i++) + { + vert[i].x -= 0.5f / ((float)d3d->tex_w); + vert[i].y += 0.5f / ((float)d3d->tex_h); + } + +#if defined(_XBOX1) + BYTE *verts; +#elif defined(_XBOX360) + void *verts; +#endif + RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts, 0); + memcpy(verts, vert, sizeof(vert)); + RD3DVertexBuffer_Unlock(d3d->vertex_buf); + } + + if (d3d->shader) + { + renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); + if (d3d->shader->use) + d3d->shader->use(d3d, pass); + if (d3d->shader->set_params) + d3d->shader->set_params(d3d, width, height, d3d->tex_w, d3d->tex_h, d3d->screen_width, + d3d->screen_height, g_extern.frame_count, + NULL, NULL, NULL, 0); + } +} + +static void renderchain_set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation) +{ + d3d_video_t *d3d = (d3d_video_t*)data; + LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; +#if defined(_XBOX360) && defined(HAVE_HLSL) + hlsl_set_proj_matrix(XMMatrixRotationZ(rotation * (M_PI / 2.0))); + if (d3d->shader && d3d->shader->set_mvp) + d3d->shader->set_mvp(d3d, NULL); +#elif defined(_XBOX1) + D3DXMATRIX p_out, p_rotate, mat; + D3DXMatrixOrthoOffCenterLH(&mat, 0, vp_width, vp_height, 0, 0.0f, 1.0f); + D3DXMatrixIdentity(&p_out); + D3DXMatrixRotationZ(&p_rotate, rotation * (M_PI / 2.0)); + + RD3DDevice_SetTransform(d3dr, D3DTS_WORLD, &p_rotate); + RD3DDevice_SetTransform(d3dr, D3DTS_VIEW, &p_out); + RD3DDevice_SetTransform(d3dr, D3DTS_PROJECTION, &p_out); +#endif +} + +static void renderchain_blit_to_texture(void *data, const void *frame, + unsigned width, unsigned height, unsigned pitch) +{ + D3DSURFACE_DESC desc; + D3DLOCKED_RECT d3dlr; + d3d_video_t *d3d = (d3d_video_t*)data; + + if (d3d->last_width != width || d3d->last_height != height) + { + D3DTexture_LockRectClear(d3d, d3d->tex, 0, d3dlr, NULL, D3DLOCK_NOSYSLOCK); + } + + D3DTexture_LockRect(d3d->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); + D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch); +} diff --git a/xdk/xdk_d3d.cpp b/xdk/xdk_d3d.cpp index e892e0cabb..442d8272bb 100644 --- a/xdk/xdk_d3d.cpp +++ b/xdk/xdk_d3d.cpp @@ -36,6 +36,8 @@ #include "../xdk/xdk_resources.h" +#include "render_chain_xdk.cpp" + static bool d3d_init_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; @@ -193,26 +195,6 @@ static void d3d_set_rotation(void *data, unsigned rot) d3d->dev_rotation = rot; } -static void set_mvp(void *data, unsigned vp_width, unsigned vp_height, unsigned rotation) -{ - d3d_video_t *d3d = (d3d_video_t*)data; - LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; -#if defined(_XBOX360) && defined(HAVE_HLSL) - hlsl_set_proj_matrix(XMMatrixRotationZ(rotation * (M_PI / 2.0))); - if (d3d->shader && d3d->shader->set_mvp) - d3d->shader->set_mvp(d3d, NULL); -#elif defined(_XBOX1) - D3DXMATRIX p_out, p_rotate, mat; - D3DXMatrixOrthoOffCenterLH(&mat, 0, vp_width, vp_height, 0, 0.0f, 1.0f); - D3DXMatrixIdentity(&p_out); - D3DXMatrixRotationZ(&p_rotate, rotation * (M_PI / 2.0)); - - RD3DDevice_SetTransform(d3dr, D3DTS_WORLD, &p_rotate); - RD3DDevice_SetTransform(d3dr, D3DTS_VIEW, &p_out); - RD3DDevice_SetTransform(d3dr, D3DTS_PROJECTION, &p_out); -#endif -} - static bool d3d_set_shader(void *data, enum rarch_shader_type type, const char *path) { /* TODO - stub */ @@ -512,163 +494,6 @@ static void d3d_draw_texture(void *data) } #endif -#if defined(_XBOX360) -#define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \ - d3d->tex->GetLevelDesc(0, &desc); \ - XGCopySurface(d3dlr.pBits, d3dlr.Pitch, width, height, desc.Format, NULL, frame, pitch, desc.Format, NULL, 0, 0) -#else -#define D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch) \ - for (unsigned y = 0; y < height; y++) \ - { \ - const uint8_t *in = (const uint8_t*)frame + y * pitch; \ - uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch; \ - memcpy(out, in, width * d3d->pixel_size); \ - } -#endif - -static void blit_to_texture(void *data, const void *frame, - unsigned width, unsigned height, unsigned pitch) -{ - D3DSURFACE_DESC desc; - D3DLOCKED_RECT d3dlr; - d3d_video_t *d3d = (d3d_video_t*)data; - - if (d3d->last_width != width || d3d->last_height != height) - { - D3DTexture_LockRectClear(d3d, d3d->tex, 0, d3dlr, NULL, D3DLOCK_NOSYSLOCK); - } - - D3DTexture_LockRect(d3d->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); - D3DTexture_Blit(d3d, desc, d3dlr, frame, width, height, pitch); -} - -static void set_vertices(void *data, unsigned pass, unsigned width, unsigned height) -{ - d3d_video_t *d3d = (d3d_video_t*)data; - - if (d3d->last_width != width || d3d->last_height != height) - { - d3d->last_width = width; - d3d->last_height = height; - - Vertex vert[4]; - float tex_w = width; - float tex_h = height; -#ifdef _XBOX360 - tex_w /= ((float)d3d->tex_w); - tex_h /= ((float)d3d->tex_h); -#endif - - vert[0].x = -1.0f; - vert[1].x = 1.0f; - vert[2].x = -1.0f; - vert[3].x = 1.0f; - - vert[0].y = -1.0f; - vert[1].y = -1.0f; - vert[2].y = 1.0f; - vert[3].y = 1.0f; -#if defined(_XBOX1) - vert[0].z = 1.0f; - vert[1].z = 1.0f; - vert[2].z = 1.0f; - vert[3].z = 1.0f; - - vert[0].rhw = 0.0f; - vert[1].rhw = tex_w; - vert[2].rhw = 0.0f; - vert[3].rhw = tex_w; - - vert[0].u = tex_h; - vert[1].u = tex_h; - vert[2].u = 0.0f; - vert[3].u = 0.0f; - - vert[0].v = 0.0f; - vert[1].v = 0.0f; - vert[2].v = 0.0f; - vert[3].v = 0.0f; -#elif defined(_XBOX360) - vert[0].u = 0.0f; - vert[1].u = tex_w; - vert[2].u = 0.0f; - vert[3].u = tex_w; - - vert[0].v = tex_h; - vert[1].v = tex_h; - vert[2].v = 0.0f; - vert[3].v = 0.0f; -#endif - - // Align texels and vertices. - for (unsigned i = 0; i < 4; i++) - { - vert[i].x -= 0.5f / ((float)d3d->tex_w); - vert[i].y += 0.5f / ((float)d3d->tex_h); - } - -#if defined(_XBOX1) - BYTE *verts; -#elif defined(_XBOX360) - void *verts; -#endif - RD3DVertexBuffer_Lock(d3d->vertex_buf, 0, 0, &verts, 0); - memcpy(verts, vert, sizeof(vert)); - RD3DVertexBuffer_Unlock(d3d->vertex_buf); - } - - if (d3d->shader) - { - set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); - if (d3d->shader->use) - d3d->shader->use(d3d, pass); - if (d3d->shader->set_params) - d3d->shader->set_params(d3d, width, height, d3d->tex_w, d3d->tex_h, d3d->screen_width, - d3d->screen_height, g_extern.frame_count, - NULL, NULL, NULL, 0); - } -} - -static void render_pass(void *data, const void *frame, unsigned width, unsigned height, - unsigned pitch, unsigned rotation) -{ - d3d_video_t *d3d = (d3d_video_t*)data; - LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; -#ifndef _XBOX1 - DWORD fetchConstant; - UINT64 pendingMask3; -#endif -#ifdef _XBOX1 - d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); - d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE)); -#endif - blit_to_texture(d3d, frame, width, height, pitch); - set_vertices(d3d, 1, width, height); - - RD3DDevice_SetTexture(d3dr, 0, d3d->tex); - RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport); - D3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); - D3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); - D3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); - D3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); - -#if defined(_XBOX1) - RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1); -#elif defined(_XBOX360) - D3DDevice_SetVertexDeclaration(d3dr, d3d->vertex_decl); -#endif - for (unsigned i = 0; i < 4; i++) - { - D3DDevice_SetStreamSources(d3dr, i, d3d->vertex_buf, 0, sizeof(Vertex)); - } - - D3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); - - g_extern.frame_count++; - - set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation); -} - static void d3d_calculate_rect(void *data, unsigned width, unsigned height, bool keep, float desired_aspect); @@ -890,7 +715,7 @@ static bool d3d_frame(void *data, const void *frame, } #ifdef _XBOX - render_pass(d3d, frame, width, height, pitch, d3d->dev_rotation); + renderchain_render_pass(d3d, frame, width, height, pitch, d3d->dev_rotation); #else if (!renderchain_render(d3d->chain, frame, width, height, pitch, d3d->dev_rotation)) {