bsnes/ruby/video/direct3d.cpp

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#undef interface
#define interface struct
#include <d3d9.h>
#undef interface
static LRESULT CALLBACK VideoDirect3D_WindowProcedure(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
return DefWindowProc(hwnd, msg, wparam, lparam);
}
struct VideoDirect3D : Video {
VideoDirect3D() { initialize(); }
~VideoDirect3D() { terminate(); }
auto ready() -> bool { return _ready; }
auto exclusive() -> bool { return _exclusive; }
auto context() -> uintptr { return _context; }
auto blocking() -> bool { return _blocking; }
auto smooth() -> bool { return _smooth; }
auto setExclusive(bool exclusive) -> bool {
if(_exclusive == exclusive) return true;
_exclusive = exclusive;
return initialize();
}
auto setContext(uintptr context) -> bool {
if(_context == context) return true;
_context = context;
return initialize();
}
auto setBlocking(bool blocking) -> bool {
_blocking = blocking;
return true;
}
auto setSmooth(bool smooth) -> bool {
_smooth = smooth;
if(_ready) updateFilter();
return true;
}
auto clear() -> void {
if(_lost && !recover()) return;
D3DSURFACE_DESC surfaceDescription;
_texture->GetLevelDesc(0, &surfaceDescription);
_texture->GetSurfaceLevel(0, &_surface);
if(_surface) {
_device->ColorFill(_surface, 0, D3DCOLOR_XRGB(0x00, 0x00, 0x00));
_surface->Release();
_surface = nullptr;
}
//clear primary display and all backbuffers
for(uint n : range(3)) {
_device->Clear(0, 0, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0x00, 0x00, 0x00), 1.0f, 0);
_device->Present(0, 0, 0, 0);
}
}
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
if(_lost && !recover()) return false;
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;
}
auto unlock() -> void {
_surface->UnlockRect();
_surface->Release();
_surface = nullptr;
}
auto output() -> void {
if(_lost && !recover()) return;
RECT rectangle;
GetClientRect((HWND)_context, &rectangle);
//if output size changed, driver must be re-initialized.
//failure to do so causes scaling issues on some video drivers.
if(_windowWidth != rectangle.right || _windowHeight != rectangle.bottom) initialize();
_device->BeginScene();
uint x = 0, y = 0;
if(_exclusive) {
//center output in exclusive mode fullscreen window
x = (_monitorWidth - _windowWidth) / 2;
y = (_monitorHeight - _windowHeight) / 2;
}
setVertex(0, 0, _inputWidth, _inputHeight, _textureWidth, _textureHeight, x, y, _windowWidth, _windowHeight);
_device->SetTexture(0, _texture);
_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
_device->EndScene();
if(_blocking) {
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;
}
}
if(_device->Present(0, 0, 0, 0) == D3DERR_DEVICELOST) _lost = true;
}
private:
auto recover() -> bool {
if(!_device) return false;
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;
}
_lost = false;
_device->SetDialogBoxMode(false);
_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
_device->SetRenderState(D3DRS_LIGHTING, false);
_device->SetRenderState(D3DRS_ZENABLE, false);
_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
_device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
_device->SetVertexShader(nullptr);
_device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
_device->CreateVertexBuffer(sizeof(Vertex) * 4, _vertexUsage, D3DFVF_XYZRHW | D3DFVF_TEX1,
(D3DPOOL)_vertexPool, &_vertexBuffer, nullptr);
_textureWidth = 0;
_textureHeight = 0;
resize(_inputWidth = 256, _inputHeight = 256);
updateFilter();
clear();
return true;
}
auto resize(uint width, uint height) -> void {
if(_textureWidth >= width && _textureHeight >= height) return;
_textureWidth = bit::round(max(width, _textureWidth));
_textureHeight = bit::round(max(height, _textureHeight));
if(_capabilities.MaxTextureWidth < _textureWidth || _capabilities.MaxTextureWidth < _textureHeight) return;
if(_texture) _texture->Release();
_device->CreateTexture(_textureWidth, _textureHeight, 1, _textureUsage, D3DFMT_X8R8G8B8,
(D3DPOOL)_texturePool, &_texture, nullptr);
}
auto updateFilter() -> void {
if(!_device) return;
if(_lost && !recover()) return;
auto filter = !_smooth ? D3DTEXF_POINT : D3DTEXF_LINEAR;
_device->SetSamplerState(0, D3DSAMP_MINFILTER, filter);
_device->SetSamplerState(0, D3DSAMP_MAGFILTER, filter);
}
//(x,y) screen coordinates, in pixels
//(u,v) texture coordinates, betweeen 0.0 (top, left) to 1.0 (bottom, right)
auto setVertex(
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
) -> void {
Vertex vertex[4];
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;
LPDIRECT3DVERTEXBUFFER9* vertexPointer = nullptr;
_vertexBuffer->Lock(0, sizeof(Vertex) * 4, (void**)&vertexPointer, 0);
memory::copy(vertexPointer, vertex, sizeof(Vertex) * 4);
_vertexBuffer->Unlock();
_device->SetStreamSource(0, _vertexBuffer, 0, sizeof(Vertex));
}
auto initialize() -> bool {
terminate();
if(!_context) return false;
POINT point = {0, 0};
HMONITOR monitor = MonitorFromPoint(point, MONITOR_DEFAULTTOPRIMARY);
MONITORINFOEX information = {};
information.cbSize = sizeof(MONITORINFOEX);
GetMonitorInfo(monitor, &information);
_monitorWidth = information.rcMonitor.right - information.rcMonitor.left;
_monitorHeight = information.rcMonitor.bottom - information.rcMonitor.top;
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);
_exclusiveContext = (uintptr)CreateWindowEx(WS_EX_TOPMOST, L"VideoDirect3D_Window", L"", WS_POPUP,
information.rcMonitor.left, information.rcMonitor.top, _monitorWidth, _monitorHeight,
nullptr, nullptr, GetModuleHandle(0), nullptr);
RECT rectangle;
GetClientRect((HWND)_context, &rectangle);
_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;
if(!_exclusive) {
_presentation.hDeviceWindow = (HWND)_context;
_presentation.Windowed = true;
_presentation.BackBufferFormat = D3DFMT_UNKNOWN;
_presentation.BackBufferWidth = 0;
_presentation.BackBufferHeight = 0;
ShowWindow((HWND)_exclusiveContext, SW_HIDE);
if(_instance->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND)_context,
D3DCREATE_FPU_PRESERVE | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_presentation, &_device) != D3D_OK) {
return false;
}
} else {
_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) {
return false;
}
}
_device->GetDeviceCaps(&_capabilities);
if(_capabilities.Caps2 & D3DCAPS2_DYNAMICTEXTURES) {
_textureUsage = D3DUSAGE_DYNAMIC;
_texturePool = D3DPOOL_DEFAULT;
_vertexUsage = D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC;
_vertexPool = D3DPOOL_DEFAULT;
} else {
_textureUsage = 0;
_texturePool = D3DPOOL_MANAGED;
_vertexUsage = D3DUSAGE_WRITEONLY;
_vertexPool = D3DPOOL_MANAGED;
}
_lost = false;
return _ready = recover();
}
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;
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; }
}
struct Vertex {
float x, y, z, rhw; //screen coordinates
float u, v; //texture coordinates
};
bool _exclusive = false;
bool _ready = false;
uintptr _context = 0;
bool _blocking = false;
bool _smooth = true;
uintptr _exclusiveContext = 0;
LPDIRECT3D9 _instance = nullptr;
LPDIRECT3DDEVICE9 _device = nullptr;
LPDIRECT3DVERTEXBUFFER9 _vertexBuffer = nullptr;
D3DPRESENT_PARAMETERS _presentation = {};
D3DCAPS9 _capabilities = {};
LPDIRECT3DTEXTURE9 _texture = nullptr;
LPDIRECT3DSURFACE9 _surface = nullptr;
bool _lost = true;
uint _windowWidth;
uint _windowHeight;
uint _textureWidth;
uint _textureHeight;
uint _monitorWidth;
uint _monitorHeight;
uint _inputWidth;
uint _inputHeight;
uint32_t _textureUsage;
uint32_t _texturePool;
uint32_t _vertexUsage;
uint32_t _vertexPool;
};