2010-08-09 13:28:56 +00:00
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#undef interface
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#define interface struct
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#include <d3d9.h>
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#undef interface
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2017-07-09 02:23:17 +00:00
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static LRESULT CALLBACK VideoDirect3D_WindowProcedure(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
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return DefWindowProc(hwnd, msg, wparam, lparam);
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}
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2018-08-05 09:00:15 +00:00
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struct VideoDirect3D : VideoDriver {
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VideoDirect3D& self = *this;
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VideoDirect3D(Video& super) : VideoDriver(super) {}
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Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
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~VideoDirect3D() { terminate(); }
|
2017-07-09 02:23:17 +00:00
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2018-08-05 09:00:15 +00:00
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auto create() -> bool override {
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return initialize();
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}
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2018-08-09 04:15:56 +00:00
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auto driver() -> string override { return "Direct3D 9.0"; }
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
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auto ready() -> bool override { return _ready; }
|
2017-07-09 02:23:17 +00:00
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|
|
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
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auto hasExclusive() -> bool override { return true; }
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auto hasContext() -> bool override { return true; }
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auto hasBlocking() -> bool override { return true; }
|
2018-08-21 03:17:12 +00:00
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auto hasShader() -> bool override { return true; }
|
2010-08-09 13:28:56 +00:00
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2018-08-05 09:00:15 +00:00
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auto setExclusive(bool exclusive) -> bool override { return initialize(); }
|
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auto setContext(uintptr context) -> bool override { return initialize(); }
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auto setBlocking(bool blocking) -> bool override { return true; }
|
2018-08-21 03:17:12 +00:00
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auto setShader(string shader) -> bool override { return updateFilter(); }
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2010-08-09 13:28:56 +00:00
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|
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto clear() -> void override {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_lost && !recover()) return;
|
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D3DSURFACE_DESC surfaceDescription;
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_texture->GetLevelDesc(0, &surfaceDescription);
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|
_texture->GetSurfaceLevel(0, &_surface);
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if(_surface) {
|
Update to v106r59 release.
byuu says:
Changelog:
- fixed bug in Emulator::Game::Memory::operator bool()
- nall: renamed view<string> back to `string_view`
- nall:: implemented `array_view`
- Game Boy: split cartridge-specific input mappings (rumble,
accelerometer) to their own separate ports
- Game Boy: fixed MBC7 accelerometer x-axis
- icarus: Game Boy, Super Famicom, Mega Drive cores output internal
header game titles to heuristics manifests
- higan, icarus, hiro/gtk: improve viewport geometry configuration;
fixed higan crashing bug with XShm driver
- higan: connect Video::poll(),update() functionality
- hiro, ruby: several compilation / bugfixes, should get the macOS
port compiling again, hopefully [Sintendo]
- ruby/video/xshm: fix crashing bug on window resize
- a bit hacky; it's throwing BadAccess Xlib warnings, but they're
not fatal, so I am catching and ignoring them
- bsnes: removed Application::Windows::onModalChange hook that's no
longer needed [Screwtape]
2018-08-26 06:49:54 +00:00
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|
D3DLOCKED_RECT lockedRectangle;
|
|
|
|
_surface->LockRect(&lockedRectangle, 0, D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD);
|
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memory::fill(lockedRectangle.pBits, lockedRectangle.Pitch * surfaceDescription.Height);
|
|
|
|
_surface->UnlockRect();
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_surface->Release();
|
|
|
|
_surface = nullptr;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
//clear primary display and all backbuffers
|
|
|
|
for(uint n : range(3)) {
|
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|
|
_device->Clear(0, 0, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0x00, 0x00, 0x00), 1.0f, 0);
|
|
|
|
_device->Present(0, 0, 0, 0);
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
}
|
|
|
|
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto acquire(uint32_t*& data, uint& pitch, uint width, uint height) -> bool override {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_lost && !recover()) return false;
|
|
|
|
|
Update to v106r27 release.
byuu says:
Changelog:
- nall: merged Path::config() and Path::local() to Path::userData()
- ~/.local/share or %appdata or ~/Library/ApplicationSupport
- higan, bsnes: render main window icon onto viewport instead of
canvas
- should hopefully fix a brief flickering glitch that appears on
Windows
- icarus: improved Super Famicom heuristics for Starfox / Starwing RAM
- ruby/Direct3D: handle viewport size changes in lock() instead of
output()
- fixes icon disappearing when resizing main window
- hiro/Windows: remove WS_DISABLED from StatusBar to fix window
resize grip
- this is experimental: I initially used WS_DISABLED to work
around a focus bug
- yet trying things now, said bug seems(?) to have gone away at
some point ...
- bsnes: added advanced settings panel with real-time driver change
support
I'd like feedback on the real-time driver change, for possible
consideration into adding this to higan as well.
Some drivers just crash, it's a fact of life. The ASIO driver in
particular likes to crash inside the driver itself, without any error
messages ever returned to try and catch.
When you try to change a driver with a game loaded, it gives you a scary
warning, asking if you want to proceed.
When you change a driver, it sets a crash flag, and if the driver
crashes while initializing, then restarting bsnes will disable the
errant driver. If it fails in a recoverable way, then it sets the driver
to “None” and warns you that the driver cannot be used.
What I'm thinking of further adding is to call emulator→save() to
write out the save RAM contents beforehand (although the periodic
auto-saving RAM will handle this anyway when it's enabled), and possibly
it might be wise to capture an emulator save state, although those can't
be taken without advancing the emulator to the next frame, so that might
not be a good idea.
I'm also thinking we should show some kind of message somewhere when a
driver is set to “None”. The status bar can be hidden, so perhaps on the
title bar? Or maybe just a warning on startup that a driver is set to
“None”.
2018-05-25 08:02:38 +00:00
|
|
|
//if output size changed, driver must be re-initialized.
|
|
|
|
//failure to do so causes scaling issues on some video drivers.
|
|
|
|
RECT rectangle;
|
2018-08-06 07:46:00 +00:00
|
|
|
GetClientRect((HWND)self.context, &rectangle);
|
Update to v106r27 release.
byuu says:
Changelog:
- nall: merged Path::config() and Path::local() to Path::userData()
- ~/.local/share or %appdata or ~/Library/ApplicationSupport
- higan, bsnes: render main window icon onto viewport instead of
canvas
- should hopefully fix a brief flickering glitch that appears on
Windows
- icarus: improved Super Famicom heuristics for Starfox / Starwing RAM
- ruby/Direct3D: handle viewport size changes in lock() instead of
output()
- fixes icon disappearing when resizing main window
- hiro/Windows: remove WS_DISABLED from StatusBar to fix window
resize grip
- this is experimental: I initially used WS_DISABLED to work
around a focus bug
- yet trying things now, said bug seems(?) to have gone away at
some point ...
- bsnes: added advanced settings panel with real-time driver change
support
I'd like feedback on the real-time driver change, for possible
consideration into adding this to higan as well.
Some drivers just crash, it's a fact of life. The ASIO driver in
particular likes to crash inside the driver itself, without any error
messages ever returned to try and catch.
When you try to change a driver with a game loaded, it gives you a scary
warning, asking if you want to proceed.
When you change a driver, it sets a crash flag, and if the driver
crashes while initializing, then restarting bsnes will disable the
errant driver. If it fails in a recoverable way, then it sets the driver
to “None” and warns you that the driver cannot be used.
What I'm thinking of further adding is to call emulator→save() to
write out the save RAM contents beforehand (although the periodic
auto-saving RAM will handle this anyway when it's enabled), and possibly
it might be wise to capture an emulator save state, although those can't
be taken without advancing the emulator to the next frame, so that might
not be a good idea.
I'm also thinking we should show some kind of message somewhere when a
driver is set to “None”. The status bar can be hidden, so perhaps on the
title bar? Or maybe just a warning on startup that a driver is set to
“None”.
2018-05-25 08:02:38 +00:00
|
|
|
if(_windowWidth != rectangle.right || _windowHeight != rectangle.bottom) initialize();
|
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(width != _inputWidth || height != _inputHeight) {
|
|
|
|
resize(_inputWidth = width, _inputHeight = height);
|
|
|
|
}
|
|
|
|
|
|
|
|
D3DSURFACE_DESC surfaceDescription;
|
|
|
|
_texture->GetLevelDesc(0, &surfaceDescription);
|
|
|
|
_texture->GetSurfaceLevel(0, &_surface);
|
|
|
|
|
|
|
|
D3DLOCKED_RECT lockedRectangle;
|
|
|
|
_surface->LockRect(&lockedRectangle, 0, D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD);
|
|
|
|
pitch = lockedRectangle.Pitch;
|
|
|
|
return data = (uint32_t*)lockedRectangle.pBits;
|
|
|
|
}
|
|
|
|
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto release() -> void override {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_surface->UnlockRect();
|
|
|
|
_surface->Release();
|
|
|
|
_surface = nullptr;
|
|
|
|
}
|
|
|
|
|
Update to 20180729 release.
byuu wrote:
Sigh ...
asio.hpp needs #include <nall/windows/registry.hpp>
[Since the last WIP, byuu also posted the following message. -Ed.]
ruby drivers have all been updated (but not tested outside of BSD), and
I redesigned the settings window. The driver functionality all exists on
a new "Drivers" panel, the emulator/hack settings go to a
"Configuration" panel, and the video/audio panels lose driver settings.
As does the settings menu and its synchronize options.
I want to start pushing toward a v107 release. Critically, I will need
DirectSound and ALSA to support dynamic rate control. I'd also like to
eliminate the other system manifest.bml files. I need to update the
cheat code database format, and bundle at least a few quark shaders --
although I still need to default to Direct3D on Windows.
Turbo keys would be nice, if it's not too much effort. Aside from
netplay, it's the last significant feature I'm missing.
I think for v107, higan is going to be a bit rough around the edges
compared to bsnes. And I don't think it's practical to finish the bsnes
localization support.
I'm thinking we probably want another WIP to iron out any critical
issues, but this time there should be a feature freeze with the next
WIP.
2018-07-29 13:24:38 +00:00
|
|
|
auto output() -> void override {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_lost && !recover()) return;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->BeginScene();
|
|
|
|
uint x = 0, y = 0;
|
2018-08-06 07:46:00 +00:00
|
|
|
if(self.exclusive) {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
//center output in exclusive mode fullscreen window
|
|
|
|
x = (_monitorWidth - _windowWidth) / 2;
|
|
|
|
y = (_monitorHeight - _windowHeight) / 2;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
setVertex(0, 0, _inputWidth, _inputHeight, _textureWidth, _textureHeight, x, y, _windowWidth, _windowHeight);
|
|
|
|
_device->SetTexture(0, _texture);
|
|
|
|
_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
|
|
|
|
_device->EndScene();
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2018-08-06 07:46:00 +00:00
|
|
|
if(self.blocking) {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
D3DRASTER_STATUS status;
|
|
|
|
while(true) { //wait for a previous vblank to finish, if necessary
|
|
|
|
_device->GetRasterStatus(0, &status);
|
|
|
|
if(!status.InVBlank) break;
|
|
|
|
}
|
|
|
|
while(true) { //wait for next vblank to begin
|
|
|
|
_device->GetRasterStatus(0, &status);
|
|
|
|
if(status.InVBlank) break;
|
|
|
|
}
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_device->Present(0, 0, 0, 0) == D3DERR_DEVICELOST) _lost = true;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
private:
|
2015-06-12 13:14:38 +00:00
|
|
|
auto recover() -> bool {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(!_device) return false;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_lost) {
|
|
|
|
if(_vertexBuffer) { _vertexBuffer->Release(); _vertexBuffer = nullptr; }
|
|
|
|
if(_surface) { _surface->Release(); _surface = nullptr; }
|
|
|
|
if(_texture) { _texture->Release(); _texture = nullptr; }
|
|
|
|
if(_device->Reset(&_presentation) != D3D_OK) return false;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_lost = false;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->SetDialogBoxMode(false);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
|
|
_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
|
|
_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
|
|
_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
|
|
_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->SetRenderState(D3DRS_LIGHTING, false);
|
|
|
|
_device->SetRenderState(D3DRS_ZENABLE, false);
|
|
|
|
_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
|
|
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
|
|
_device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->SetVertexShader(nullptr);
|
|
|
|
_device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->CreateVertexBuffer(sizeof(Vertex) * 4, _vertexUsage, D3DFVF_XYZRHW | D3DFVF_TEX1,
|
|
|
|
(D3DPOOL)_vertexPool, &_vertexBuffer, nullptr);
|
|
|
|
_textureWidth = 0;
|
|
|
|
_textureHeight = 0;
|
|
|
|
resize(_inputWidth = 256, _inputHeight = 256);
|
2017-07-09 02:23:17 +00:00
|
|
|
updateFilter();
|
2010-08-09 13:28:56 +00:00
|
|
|
clear();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2017-07-09 02:23:17 +00:00
|
|
|
auto resize(uint width, uint height) -> void {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_textureWidth >= width && _textureHeight >= height) return;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_textureWidth = bit::round(max(width, _textureWidth));
|
|
|
|
_textureHeight = bit::round(max(height, _textureHeight));
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_capabilities.MaxTextureWidth < _textureWidth || _capabilities.MaxTextureWidth < _textureHeight) return;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_texture) _texture->Release();
|
|
|
|
_device->CreateTexture(_textureWidth, _textureHeight, 1, _textureUsage, D3DFMT_X8R8G8B8,
|
|
|
|
(D3DPOOL)_texturePool, &_texture, nullptr);
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
2018-08-05 09:00:15 +00:00
|
|
|
auto updateFilter() -> bool {
|
|
|
|
if(!_device) return false;
|
|
|
|
if(_lost && !recover()) return false;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2018-08-21 03:17:12 +00:00
|
|
|
auto filter = self.shader == "Blur" ? D3DTEXF_LINEAR : D3DTEXF_POINT;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->SetSamplerState(0, D3DSAMP_MINFILTER, filter);
|
|
|
|
_device->SetSamplerState(0, D3DSAMP_MAGFILTER, filter);
|
2018-08-05 09:00:15 +00:00
|
|
|
return true;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
2017-07-09 02:23:17 +00:00
|
|
|
//(x,y) screen coordinates, in pixels
|
|
|
|
//(u,v) texture coordinates, betweeen 0.0 (top, left) to 1.0 (bottom, right)
|
|
|
|
auto setVertex(
|
2010-08-09 13:28:56 +00:00
|
|
|
uint32_t px, uint32_t py, uint32_t pw, uint32_t ph,
|
|
|
|
uint32_t tw, uint32_t th,
|
|
|
|
uint32_t x, uint32_t y, uint32_t w, uint32_t h
|
2015-06-12 13:14:38 +00:00
|
|
|
) -> void {
|
2017-07-09 02:23:17 +00:00
|
|
|
Vertex vertex[4];
|
2010-08-09 13:28:56 +00:00
|
|
|
vertex[0].x = vertex[2].x = (double)(x - 0.5);
|
|
|
|
vertex[1].x = vertex[3].x = (double)(x + w - 0.5);
|
|
|
|
vertex[0].y = vertex[1].y = (double)(y - 0.5);
|
|
|
|
vertex[2].y = vertex[3].y = (double)(y + h - 0.5);
|
|
|
|
|
|
|
|
//Z-buffer and RHW are unused for 2D blit, set to normal values
|
|
|
|
vertex[0].z = vertex[1].z = vertex[2].z = vertex[3].z = 0.0;
|
|
|
|
vertex[0].rhw = vertex[1].rhw = vertex[2].rhw = vertex[3].rhw = 1.0;
|
|
|
|
|
|
|
|
double rw = (double)w / (double)pw * (double)tw;
|
|
|
|
double rh = (double)h / (double)ph * (double)th;
|
|
|
|
vertex[0].u = vertex[2].u = (double)(px ) / rw;
|
|
|
|
vertex[1].u = vertex[3].u = (double)(px + w) / rw;
|
|
|
|
vertex[0].v = vertex[1].v = (double)(py ) / rh;
|
|
|
|
vertex[2].v = vertex[3].v = (double)(py + h) / rh;
|
|
|
|
|
2017-07-09 02:23:17 +00:00
|
|
|
LPDIRECT3DVERTEXBUFFER9* vertexPointer = nullptr;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_vertexBuffer->Lock(0, sizeof(Vertex) * 4, (void**)&vertexPointer, 0);
|
2018-05-28 01:16:27 +00:00
|
|
|
memory::copy<Vertex>(vertexPointer, vertex, 4);
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_vertexBuffer->Unlock();
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->SetStreamSource(0, _vertexBuffer, 0, sizeof(Vertex));
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
auto initialize() -> bool {
|
|
|
|
terminate();
|
2018-08-06 07:46:00 +00:00
|
|
|
if(!self.context) return false;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2018-08-06 07:46:00 +00:00
|
|
|
HMONITOR monitor = MonitorFromWindow((HWND)self.context, MONITOR_DEFAULTTOPRIMARY);
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
MONITORINFOEX information = {};
|
|
|
|
information.cbSize = sizeof(MONITORINFOEX);
|
|
|
|
GetMonitorInfo(monitor, &information);
|
|
|
|
_monitorWidth = information.rcMonitor.right - information.rcMonitor.left;
|
|
|
|
_monitorHeight = information.rcMonitor.bottom - information.rcMonitor.top;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
WNDCLASS windowClass = {};
|
|
|
|
windowClass.cbClsExtra = 0;
|
|
|
|
windowClass.cbWndExtra = 0;
|
|
|
|
windowClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
|
|
|
|
windowClass.hCursor = LoadCursor(0, IDC_ARROW);
|
|
|
|
windowClass.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
|
|
|
|
windowClass.hInstance = GetModuleHandle(0);
|
|
|
|
windowClass.lpfnWndProc = VideoDirect3D_WindowProcedure;
|
|
|
|
windowClass.lpszClassName = L"VideoDirect3D_Window";
|
|
|
|
windowClass.lpszMenuName = 0;
|
|
|
|
windowClass.style = CS_HREDRAW | CS_VREDRAW;
|
|
|
|
RegisterClass(&windowClass);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2017-09-24 01:01:48 +00:00
|
|
|
_exclusiveContext = (uintptr)CreateWindow(L"VideoDirect3D_Window", L"", WS_POPUP,
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
information.rcMonitor.left, information.rcMonitor.top, _monitorWidth, _monitorHeight,
|
|
|
|
nullptr, nullptr, GetModuleHandle(0), nullptr);
|
2017-07-09 02:23:17 +00:00
|
|
|
|
|
|
|
RECT rectangle;
|
2018-08-06 07:46:00 +00:00
|
|
|
GetClientRect((HWND)self.context, &rectangle);
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_windowWidth = rectangle.right;
|
|
|
|
_windowHeight = rectangle.bottom;
|
|
|
|
|
|
|
|
_instance = Direct3DCreate9(D3D_SDK_VERSION);
|
|
|
|
if(!_instance) return false;
|
|
|
|
|
|
|
|
memory::fill(&_presentation, sizeof(_presentation));
|
|
|
|
_presentation.Flags = D3DPRESENTFLAG_VIDEO;
|
|
|
|
_presentation.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
|
|
_presentation.BackBufferCount = 1;
|
|
|
|
_presentation.MultiSampleType = D3DMULTISAMPLE_NONE;
|
|
|
|
_presentation.MultiSampleQuality = 0;
|
|
|
|
_presentation.EnableAutoDepthStencil = false;
|
|
|
|
_presentation.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
|
|
|
|
_presentation.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
|
|
|
|
|
2018-08-06 07:46:00 +00:00
|
|
|
if(!self.exclusive) {
|
|
|
|
_presentation.hDeviceWindow = (HWND)self.context;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_presentation.Windowed = true;
|
|
|
|
_presentation.BackBufferFormat = D3DFMT_UNKNOWN;
|
|
|
|
_presentation.BackBufferWidth = 0;
|
|
|
|
_presentation.BackBufferHeight = 0;
|
|
|
|
|
|
|
|
ShowWindow((HWND)_exclusiveContext, SW_HIDE);
|
2018-08-06 07:46:00 +00:00
|
|
|
if(_instance->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND)self.context,
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
D3DCREATE_FPU_PRESERVE | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_presentation, &_device) != D3D_OK) {
|
2017-07-09 02:23:17 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
} else {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_presentation.hDeviceWindow = (HWND)_exclusiveContext;
|
|
|
|
_presentation.Windowed = false;
|
|
|
|
_presentation.BackBufferFormat = D3DFMT_X8R8G8B8;
|
|
|
|
_presentation.BackBufferWidth = _monitorWidth;
|
|
|
|
_presentation.BackBufferHeight = _monitorHeight;
|
|
|
|
_presentation.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
|
|
|
|
|
|
|
|
ShowWindow((HWND)_exclusiveContext, SW_SHOWNORMAL);
|
|
|
|
if(_instance->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND)_exclusiveContext,
|
|
|
|
D3DCREATE_FPU_PRESERVE | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_presentation, &_device) != D3D_OK) {
|
2017-07-09 02:23:17 +00:00
|
|
|
return false;
|
|
|
|
}
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_device->GetDeviceCaps(&_capabilities);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_capabilities.Caps2 & D3DCAPS2_DYNAMICTEXTURES) {
|
|
|
|
_textureUsage = D3DUSAGE_DYNAMIC;
|
|
|
|
_texturePool = D3DPOOL_DEFAULT;
|
|
|
|
_vertexUsage = D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC;
|
|
|
|
_vertexPool = D3DPOOL_DEFAULT;
|
2010-08-09 13:28:56 +00:00
|
|
|
} else {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_textureUsage = 0;
|
|
|
|
_texturePool = D3DPOOL_MANAGED;
|
|
|
|
_vertexUsage = D3DUSAGE_WRITEONLY;
|
|
|
|
_vertexPool = D3DPOOL_MANAGED;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
_lost = false;
|
|
|
|
return _ready = recover();
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
auto terminate() -> void {
|
Update to v103r18 release.
byuu says:
Changelog:
- tomoko: improved handling of changing audio devices on the audio
settings panel
- ruby/audio/wasapi: added device enumeration and selection support¹
- ruby/audio/wasapi: release property store handle from audio device
- ruby/audio/wasapi: fix exclusive mode buffer filling
- ruby/video/glx2: ported to new API -- tested and confirmed working
great²
- ruby/video/sdl: fixed initialization -- tested and confirmed working
on FreeBSD now³
- ruby/video/xv: ported to new API -- tested and mostly working great,
sans fullscreen mode⁴
Errata:
- accidentally changed "Driver Settings" label to "Driver" on the
audio settings tab because I deleted the line and forgot the
"Settings" part
- need to use "return initialize();" from setDevice() in the WASAPI
driver, instead of "return true;", so device selection is currently
not functioning in this WIP for said driver
¹: for now, this will likely end up selecting the first available
endpoint device, which is probably wrong. I need to come up with a
system to expose good 'default values' when selecting new audio drivers,
or changing audio device settings.
²: glx2 is a fallback driver for system with only OpenGL 2.0 and no
OpenGL 3.2 drivers, such as FreeBSD 10.1 with AMD graphics cards.
³: although I really should track down why InputManager::poll() is
crashing the emulator when Video::ready() returns false ...
⁴: really bizarrely, when entering fullscreen mode, it looks like the
image was a triangle strip, and the bottom right triange is missing, and
the top left triangle skews the entire image into it. I'm suspecting
this is a Radeon driver bug when trying to create a 2560x1600 X-Video
surface. The glitch persists when exiting fullscreen, too.
If anyone can test the X-Video driver on their Linux/BSD system, it'd be
appreciated. If it's just my video card, I'll ignore it. If not,
hopefully someone can find the cause of the issue :|
2017-07-20 11:52:47 +00:00
|
|
|
_ready = false;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
|
|
if(_vertexBuffer) { _vertexBuffer->Release(); _vertexBuffer = nullptr; }
|
|
|
|
if(_surface) { _surface->Release(); _surface = nullptr; }
|
|
|
|
if(_texture) { _texture->Release(); _texture = nullptr; }
|
|
|
|
if(_device) { _device->Release(); _device = nullptr; }
|
|
|
|
if(_instance) { _instance->Release(); _instance = nullptr; }
|
|
|
|
if(_exclusiveContext) { DestroyWindow((HWND)_exclusiveContext); _exclusiveContext = 0; }
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
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struct Vertex {
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float x, y, z, rhw; //screen coordinates
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float u, v; //texture coordinates
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};
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bool _ready = false;
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uintptr _exclusiveContext = 0;
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LPDIRECT3D9 _instance = nullptr;
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LPDIRECT3DDEVICE9 _device = nullptr;
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LPDIRECT3DVERTEXBUFFER9 _vertexBuffer = nullptr;
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D3DPRESENT_PARAMETERS _presentation = {};
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D3DCAPS9 _capabilities = {};
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LPDIRECT3DTEXTURE9 _texture = nullptr;
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LPDIRECT3DSURFACE9 _surface = nullptr;
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bool _lost = true;
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uint _windowWidth;
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uint _windowHeight;
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uint _textureWidth;
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uint _textureHeight;
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uint _monitorWidth;
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uint _monitorHeight;
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uint _inputWidth;
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uint _inputHeight;
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uint32_t _textureUsage;
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uint32_t _texturePool;
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uint32_t _vertexUsage;
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uint32_t _vertexPool;
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2010-08-09 13:28:56 +00:00
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};
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