bsnes/ruby/video/direct3d.cpp

378 lines
13 KiB
C++
Executable File

#undef interface
#define interface struct
#include <d3d9.h>
#undef interface
static LRESULT CALLBACK VideoDirect3D9_WindowProcedure(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
if(msg == WM_SYSKEYDOWN && wparam == VK_F4) return false;
return DefWindowProc(hwnd, msg, wparam, lparam);
}
struct VideoDirect3D : VideoDriver {
VideoDirect3D& self = *this;
VideoDirect3D(Video& super) : VideoDriver(super) { construct(); }
~VideoDirect3D() { destruct(); }
auto create() -> bool override {
return initialize();
}
auto driver() -> string override { return "Direct3D 9.0"; }
auto ready() -> bool override { return _ready; }
auto hasFullScreen() -> bool override { return true; }
auto hasMonitor() -> bool override { return true; }
auto hasExclusive() -> bool override { return true; }
auto hasContext() -> bool override { return true; }
auto hasBlocking() -> bool override { return true; }
auto hasShader() -> bool override { return true; }
auto setFullScreen(bool fullScreen) -> bool override { return initialize(); }
auto setMonitor(string monitor) -> bool override { return initialize(); }
auto setExclusive(bool exclusive) -> bool override { return initialize(); }
auto setContext(uintptr context) -> bool override { return initialize(); }
auto setBlocking(bool blocking) -> bool override { return true; }
auto setShader(string shader) -> bool override { return updateFilter(); }
auto focused() -> bool override {
if(self.fullScreen && self.exclusive) return true;
auto focused = GetFocus();
return _context == focused || IsChild(_context, focused);
}
auto clear() -> void override {
if(_lost && !recover()) return;
D3DSURFACE_DESC surfaceDescription;
_texture->GetLevelDesc(0, &surfaceDescription);
_texture->GetSurfaceLevel(0, &_surface);
if(_surface) {
D3DLOCKED_RECT lockedRectangle;
_surface->LockRect(&lockedRectangle, 0, D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD);
memory::fill(lockedRectangle.pBits, lockedRectangle.Pitch * surfaceDescription.Height);
_surface->UnlockRect();
_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 size(uint& width, uint& height) -> void {
if(_lost && !recover()) return;
RECT rectangle;
GetClientRect(_context, &rectangle);
width = rectangle.right - rectangle.left;
height = rectangle.bottom - rectangle.top;
//if output size changed, driver must be re-initialized.
//failure to do so causes scaling issues on some video drivers.
if(width != _windowWidth || height != _windowHeight) initialize();
}
auto acquire(uint32_t*& data, uint& pitch, uint width, uint height) -> bool override {
if(_lost && !recover()) return false;
uint windowWidth, windowHeight;
size(windowWidth, windowHeight);
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 release() -> void override {
_surface->UnlockRect();
_surface->Release();
_surface = nullptr;
}
auto output(uint width, uint height) -> void override {
if(_lost && !recover()) return;
if(!width) width = _windowWidth;
if(!height) height = _windowHeight;
_device->BeginScene();
//center output within window
uint x = (_windowWidth - width) / 2;
uint y = (_windowHeight - height) / 2;
setVertex(0, 0, _inputWidth, _inputHeight, _textureWidth, _textureHeight, x, y, width, height);
_device->SetTexture(0, _texture);
_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
_device->EndScene();
if(self.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 construct() -> void {
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 = VideoDirect3D9_WindowProcedure;
windowClass.lpszClassName = L"VideoDirect3D9_Window";
windowClass.lpszMenuName = 0;
windowClass.style = CS_HREDRAW | CS_VREDRAW;
RegisterClass(&windowClass);
}
auto destruct() -> void {
terminate();
}
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() -> bool {
if(!_device) return false;
if(_lost && !recover()) return false;
auto filter = self.shader == "Blur" ? D3DTEXF_LINEAR : D3DTEXF_POINT;
_device->SetSamplerState(0, D3DSAMP_MINFILTER, filter);
_device->SetSamplerState(0, D3DSAMP_MAGFILTER, filter);
return true;
}
//(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<Vertex>(vertexPointer, vertex, 4);
_vertexBuffer->Unlock();
_device->SetStreamSource(0, _vertexBuffer, 0, sizeof(Vertex));
}
auto initialize() -> bool {
terminate();
if(!self.fullScreen && !self.context) return false;
auto monitor = Video::monitor(self.monitor);
_monitorX = monitor.x;
_monitorY = monitor.y;
_monitorWidth = monitor.width;
_monitorHeight = monitor.height;
_exclusive = self.exclusive && self.fullScreen;
//Direct3D exclusive mode targets the primary monitor only
if(_exclusive) {
POINT point{0, 0}; //the primary monitor always starts at (0,0)
HMONITOR monitor = MonitorFromPoint(point, MONITOR_DEFAULTTOPRIMARY);
MONITORINFOEX info{};
info.cbSize = sizeof(MONITORINFOEX);
GetMonitorInfo(monitor, &info);
_monitorX = info.rcMonitor.left;
_monitorY = info.rcMonitor.top;
_monitorWidth = info.rcMonitor.right - info.rcMonitor.left;
_monitorHeight = info.rcMonitor.bottom - info.rcMonitor.top;
}
if(self.fullScreen) {
_context = _window = CreateWindowEx(WS_EX_TOPMOST, L"VideoDirect3D9_Window", L"", WS_VISIBLE | WS_POPUP,
_monitorX, _monitorY, _monitorWidth, _monitorHeight,
nullptr, nullptr, GetModuleHandle(0), nullptr);
} else {
_context = (HWND)self.context;
}
RECT rectangle;
GetClientRect(_context, &rectangle);
_windowWidth = rectangle.right - rectangle.left;
_windowHeight = rectangle.bottom - rectangle.top;
_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;
_presentation.hDeviceWindow = _context;
_presentation.Windowed = !_exclusive;
_presentation.BackBufferFormat = _exclusive ? D3DFMT_X8R8G8B8 : D3DFMT_UNKNOWN;
_presentation.BackBufferWidth = _exclusive ? _monitorWidth : 0;
_presentation.BackBufferHeight = _exclusive ? _monitorHeight : 0;
_presentation.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
if(_instance->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, _context,
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(_window) { DestroyWindow(_window); _window = nullptr; }
_context = nullptr;
}
struct Vertex {
float x, y, z, rhw; //screen coordinates
float u, v; //texture coordinates
};
bool _ready = false;
HWND _window = nullptr;
HWND _context = nullptr;
LPDIRECT3D9 _instance = nullptr;
LPDIRECT3DDEVICE9 _device = nullptr;
LPDIRECT3DVERTEXBUFFER9 _vertexBuffer = nullptr;
D3DPRESENT_PARAMETERS _presentation = {};
D3DCAPS9 _capabilities = {};
LPDIRECT3DTEXTURE9 _texture = nullptr;
LPDIRECT3DSURFACE9 _surface = nullptr;
bool _exclusive = false;
bool _lost = true;
uint _windowWidth;
uint _windowHeight;
uint _textureWidth;
uint _textureHeight;
int _monitorX;
int _monitorY;
int _monitorWidth;
int _monitorHeight;
uint _inputWidth;
uint _inputHeight;
uint32_t _textureUsage;
uint32_t _texturePool;
uint32_t _vertexUsage;
uint32_t _vertexPool;
};