mirror of https://github.com/bsnes-emu/bsnes.git
362 lines
12 KiB
C++
362 lines
12 KiB
C++
#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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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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struct VideoDirect3D : Video {
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VideoDirect3D() { initialize(); }
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~VideoDirect3D() { terminate(); }
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auto ready() -> bool { return _ready; }
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auto exclusive() -> bool { return _exclusive; }
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auto context() -> uintptr { return _context; }
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auto blocking() -> bool { return _blocking; }
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auto smooth() -> bool { return _smooth; }
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auto setExclusive(bool exclusive) -> bool {
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if(_exclusive == exclusive) return true;
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_exclusive = exclusive;
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return initialize();
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}
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auto setContext(uintptr context) -> bool {
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if(_context == context) return true;
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_context = context;
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return initialize();
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}
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auto setBlocking(bool blocking) -> bool {
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_blocking = blocking;
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return true;
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}
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auto setSmooth(bool smooth) -> bool {
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_smooth = smooth;
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if(_ready) updateFilter();
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return true;
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}
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auto clear() -> void {
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if(!ready()) return;
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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) {
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_device->ColorFill(_surface, 0, D3DCOLOR_XRGB(0x00, 0x00, 0x00));
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_surface->Release();
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_surface = nullptr;
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}
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//clear primary display and all backbuffers
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for(uint n : range(3)) {
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_device->Clear(0, 0, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0x00, 0x00, 0x00), 1.0f, 0);
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_device->Present(0, 0, 0, 0);
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}
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}
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auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
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if(!ready()) return false;
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if(_lost && !recover()) return false;
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if(width != _inputWidth || height != _inputHeight) {
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resize(_inputWidth = width, _inputHeight = height);
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}
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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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D3DLOCKED_RECT lockedRectangle;
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_surface->LockRect(&lockedRectangle, 0, D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD);
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pitch = lockedRectangle.Pitch;
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return data = (uint32_t*)lockedRectangle.pBits;
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}
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auto unlock() -> void {
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if(!ready()) return;
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_surface->UnlockRect();
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_surface->Release();
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_surface = nullptr;
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}
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auto output() -> void {
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if(!ready()) return;
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if(_lost && !recover()) return;
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RECT rectangle;
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GetClientRect((HWND)_context, &rectangle);
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//if output size changed, driver must be re-initialized.
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//failure to do so causes scaling issues on some video drivers.
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if(_windowWidth != rectangle.right || _windowHeight != rectangle.bottom) initialize();
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_device->BeginScene();
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uint x = 0, y = 0;
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if(_exclusive) {
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//center output in exclusive mode fullscreen window
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x = (_monitorWidth - _windowWidth) / 2;
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y = (_monitorHeight - _windowHeight) / 2;
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}
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setVertex(0, 0, _inputWidth, _inputHeight, _textureWidth, _textureHeight, x, y, _windowWidth, _windowHeight);
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_device->SetTexture(0, _texture);
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_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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_device->EndScene();
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if(_blocking) {
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D3DRASTER_STATUS status;
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while(true) { //wait for a previous vblank to finish, if necessary
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_device->GetRasterStatus(0, &status);
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if(!status.InVBlank) break;
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}
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while(true) { //wait for next vblank to begin
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_device->GetRasterStatus(0, &status);
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if(status.InVBlank) break;
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}
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}
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if(_device->Present(0, 0, 0, 0) == D3DERR_DEVICELOST) _lost = true;
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}
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private:
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auto recover() -> bool {
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if(!_device) return false;
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if(_lost) {
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if(_vertexBuffer) { _vertexBuffer->Release(); _vertexBuffer = nullptr; }
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if(_surface) { _surface->Release(); _surface = nullptr; }
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if(_texture) { _texture->Release(); _texture = nullptr; }
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if(_device->Reset(&_presentation) != D3D_OK) return false;
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}
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_lost = false;
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_device->SetDialogBoxMode(false);
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_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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_device->SetRenderState(D3DRS_LIGHTING, false);
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_device->SetRenderState(D3DRS_ZENABLE, false);
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_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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_device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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_device->SetVertexShader(nullptr);
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_device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
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_device->CreateVertexBuffer(sizeof(Vertex) * 4, _vertexUsage, D3DFVF_XYZRHW | D3DFVF_TEX1,
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(D3DPOOL)_vertexPool, &_vertexBuffer, nullptr);
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_textureWidth = 0;
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_textureHeight = 0;
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resize(_inputWidth = 256, _inputHeight = 256);
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updateFilter();
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clear();
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return true;
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}
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auto resize(uint width, uint height) -> void {
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if(_textureWidth >= width && _textureHeight >= height) return;
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_textureWidth = bit::round(max(width, _textureWidth));
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_textureHeight = bit::round(max(height, _textureHeight));
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if(_capabilities.MaxTextureWidth < _textureWidth || _capabilities.MaxTextureWidth < _textureHeight) return;
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if(_texture) _texture->Release();
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_device->CreateTexture(_textureWidth, _textureHeight, 1, _textureUsage, D3DFMT_X8R8G8B8,
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(D3DPOOL)_texturePool, &_texture, nullptr);
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}
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auto updateFilter() -> void {
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if(!_device) return;
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if(_lost && !recover()) return;
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auto filter = !_smooth ? D3DTEXF_POINT : D3DTEXF_LINEAR;
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_device->SetSamplerState(0, D3DSAMP_MINFILTER, filter);
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_device->SetSamplerState(0, D3DSAMP_MAGFILTER, filter);
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}
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//(x,y) screen coordinates, in pixels
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//(u,v) texture coordinates, betweeen 0.0 (top, left) to 1.0 (bottom, right)
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auto setVertex(
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uint32_t px, uint32_t py, uint32_t pw, uint32_t ph,
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uint32_t tw, uint32_t th,
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uint32_t x, uint32_t y, uint32_t w, uint32_t h
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) -> void {
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Vertex vertex[4];
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vertex[0].x = vertex[2].x = (double)(x - 0.5);
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vertex[1].x = vertex[3].x = (double)(x + w - 0.5);
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vertex[0].y = vertex[1].y = (double)(y - 0.5);
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vertex[2].y = vertex[3].y = (double)(y + h - 0.5);
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//Z-buffer and RHW are unused for 2D blit, set to normal values
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vertex[0].z = vertex[1].z = vertex[2].z = vertex[3].z = 0.0;
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vertex[0].rhw = vertex[1].rhw = vertex[2].rhw = vertex[3].rhw = 1.0;
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double rw = (double)w / (double)pw * (double)tw;
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double rh = (double)h / (double)ph * (double)th;
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vertex[0].u = vertex[2].u = (double)(px ) / rw;
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vertex[1].u = vertex[3].u = (double)(px + w) / rw;
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vertex[0].v = vertex[1].v = (double)(py ) / rh;
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vertex[2].v = vertex[3].v = (double)(py + h) / rh;
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LPDIRECT3DVERTEXBUFFER9* vertexPointer = nullptr;
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_vertexBuffer->Lock(0, sizeof(Vertex) * 4, (void**)&vertexPointer, 0);
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memory::copy(vertexPointer, vertex, sizeof(Vertex) * 4);
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_vertexBuffer->Unlock();
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_device->SetStreamSource(0, _vertexBuffer, 0, sizeof(Vertex));
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}
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auto initialize() -> bool {
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terminate();
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if(!_context) return false;
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HMONITOR monitor = MonitorFromWindow((HWND)_context, MONITOR_DEFAULTTOPRIMARY);
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MONITORINFOEX information = {};
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information.cbSize = sizeof(MONITORINFOEX);
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GetMonitorInfo(monitor, &information);
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_monitorWidth = information.rcMonitor.right - information.rcMonitor.left;
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_monitorHeight = information.rcMonitor.bottom - information.rcMonitor.top;
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WNDCLASS windowClass = {};
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windowClass.cbClsExtra = 0;
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windowClass.cbWndExtra = 0;
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windowClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
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windowClass.hCursor = LoadCursor(0, IDC_ARROW);
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windowClass.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
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windowClass.hInstance = GetModuleHandle(0);
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windowClass.lpfnWndProc = VideoDirect3D_WindowProcedure;
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windowClass.lpszClassName = L"VideoDirect3D_Window";
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windowClass.lpszMenuName = 0;
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windowClass.style = CS_HREDRAW | CS_VREDRAW;
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RegisterClass(&windowClass);
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_exclusiveContext = (uintptr)CreateWindow(L"VideoDirect3D_Window", L"", WS_POPUP,
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information.rcMonitor.left, information.rcMonitor.top, _monitorWidth, _monitorHeight,
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nullptr, nullptr, GetModuleHandle(0), nullptr);
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RECT rectangle;
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GetClientRect((HWND)_context, &rectangle);
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_windowWidth = rectangle.right;
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_windowHeight = rectangle.bottom;
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_instance = Direct3DCreate9(D3D_SDK_VERSION);
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if(!_instance) return false;
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memory::fill(&_presentation, sizeof(_presentation));
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_presentation.Flags = D3DPRESENTFLAG_VIDEO;
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_presentation.SwapEffect = D3DSWAPEFFECT_DISCARD;
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_presentation.BackBufferCount = 1;
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_presentation.MultiSampleType = D3DMULTISAMPLE_NONE;
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_presentation.MultiSampleQuality = 0;
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_presentation.EnableAutoDepthStencil = false;
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_presentation.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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_presentation.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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if(!_exclusive) {
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_presentation.hDeviceWindow = (HWND)_context;
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_presentation.Windowed = true;
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_presentation.BackBufferFormat = D3DFMT_UNKNOWN;
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_presentation.BackBufferWidth = 0;
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_presentation.BackBufferHeight = 0;
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ShowWindow((HWND)_exclusiveContext, SW_HIDE);
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if(_instance->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND)_context,
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D3DCREATE_FPU_PRESERVE | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_presentation, &_device) != D3D_OK) {
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return false;
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}
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} else {
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_presentation.hDeviceWindow = (HWND)_exclusiveContext;
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_presentation.Windowed = false;
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_presentation.BackBufferFormat = D3DFMT_X8R8G8B8;
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_presentation.BackBufferWidth = _monitorWidth;
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_presentation.BackBufferHeight = _monitorHeight;
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_presentation.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
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ShowWindow((HWND)_exclusiveContext, SW_SHOWNORMAL);
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if(_instance->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND)_exclusiveContext,
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D3DCREATE_FPU_PRESERVE | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_presentation, &_device) != D3D_OK) {
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return false;
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}
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}
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_device->GetDeviceCaps(&_capabilities);
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if(_capabilities.Caps2 & D3DCAPS2_DYNAMICTEXTURES) {
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_textureUsage = D3DUSAGE_DYNAMIC;
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_texturePool = D3DPOOL_DEFAULT;
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_vertexUsage = D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC;
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_vertexPool = D3DPOOL_DEFAULT;
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} else {
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_textureUsage = 0;
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_texturePool = D3DPOOL_MANAGED;
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_vertexUsage = D3DUSAGE_WRITEONLY;
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_vertexPool = D3DPOOL_MANAGED;
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}
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_lost = false;
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return _ready = recover();
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}
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auto terminate() -> void {
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_ready = false;
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if(_vertexBuffer) { _vertexBuffer->Release(); _vertexBuffer = nullptr; }
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if(_surface) { _surface->Release(); _surface = nullptr; }
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if(_texture) { _texture->Release(); _texture = nullptr; }
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if(_device) { _device->Release(); _device = nullptr; }
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if(_instance) { _instance->Release(); _instance = nullptr; }
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if(_exclusiveContext) { DestroyWindow((HWND)_exclusiveContext); _exclusiveContext = 0; }
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}
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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 _exclusive = false;
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bool _ready = false;
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uintptr _context = 0;
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bool _blocking = false;
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bool _smooth = true;
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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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};
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