#undef interface #define interface struct #include #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(!ready()) return; 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(!ready()) return false; 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 { if(!ready()) return; _surface->UnlockRect(); _surface->Release(); _surface = nullptr; } auto output() -> void { if(!ready()) return; 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; HMONITOR monitor = MonitorFromWindow((HWND)_context, 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)CreateWindow(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 { _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; };