2010-06-13 19:50:06 +00:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DShader.h"
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#include "D3Dcompiler.h"
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#include "VideoConfig.h"
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#include "Render.h"
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#include "XFStructs.h"
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#include <map>
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#include <string>
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#include <algorithm>
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using namespace std;
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namespace D3D
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{
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ID3D11Device* device = NULL;
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ID3D11DeviceContext* context = NULL;
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IDXGISwapChain* swapchain = NULL;
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D3D_FEATURE_LEVEL featlevel;
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D3DTexture2D* backbuf = NULL;
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HWND hWnd;
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unsigned int xres, yres;
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bool bFrameInProgress = false;
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EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL)
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{
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for (unsigned int k = 0;k < 8;k++)
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{
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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shader_resources[k] = NULL;
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samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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}
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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depthdesc.DepthEnable = TRUE;
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depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthdesc.StencilEnable = FALSE;
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depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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// this probably must be changed once multisampling support gets added
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rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, false, false, false);
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pscbuf = NULL;
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vscbuf = NULL;
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vshaderchanged = false;
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inp_layout = NULL;
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num_inp_elems = 0;
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pscbufchanged = false;
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vscbufchanged = false;
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}
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EmuGfxState::~EmuGfxState()
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{
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for (unsigned int k = 0;k < 8;k++)
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SAFE_RELEASE(shader_resources[k])
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(psbytecode);
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SAFE_RELEASE(vertexshader);
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SAFE_RELEASE(pixelshader);
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SAFE_RELEASE(pscbuf);
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SAFE_RELEASE(vscbuf);
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SAFE_RELEASE(inp_layout);
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}
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// TODO: No need to store the whole bytecode, signature might be enough (?)
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void EmuGfxState::SetVShader(ID3D11VertexShader* shader, ID3D10Blob* bcode)
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{
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// TODO: vshaderchanged actually just needs to be true if the signature changed
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if (bcode && vsbytecode != bcode->GetBufferPointer()) vshaderchanged = true;
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(vertexshader);
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if (shader && bcode)
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{
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vertexshader = shader;
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shader->AddRef();
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vsbytecode = bcode;
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bcode->AddRef();
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}
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else if (shader || bcode)
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{
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PanicAlert("Invalid parameters!\n");
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}
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}
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void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
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{
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if (pixelshader) pixelshader->Release();
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pixelshader = shader;
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if (shader) shader->AddRef();
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}
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void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
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{
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num_inp_elems = num;
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memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
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}
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void EmuGfxState::SetShaderResource(int stage, ID3D11ShaderResourceView* srv)
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{
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if (shader_resources[stage]) shader_resources[stage]->Release();
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shader_resources[stage] = srv;
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if (srv) srv->AddRef();
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}
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void EmuGfxState::SetAlphaBlendEnable(bool enable)
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{
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blenddesc.RenderTarget[0].BlendEnable = enable;
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}
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void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
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{
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blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
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}
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void EmuGfxState::ApplyState()
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{
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HRESULT hr;
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// input layout (only needs to be updated if the vertex shader signature changed)
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if (vshaderchanged)
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{
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if (inp_layout) inp_layout->Release();
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hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->GetBufferPointer(), vsbytecode->GetBufferSize(), &inp_layout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
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vshaderchanged = false;
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}
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D3D::context->IASetInputLayout(inp_layout);
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// vertex shader
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers
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// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
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if (!vscbuf)
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{
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unsigned int size = ((sizeof(float)*952)&(~0xffff))+0x10000; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
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}
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if (vscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, vsconstants, sizeof(vsconstants));
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context->Unmap(vscbuf, 0);
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}
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D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
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// pixel shader
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if (!pscbuf)
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{
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unsigned int size = ((sizeof(float)*116)&(~0xffff))+0x10000; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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device->CreateBuffer(&cbdesc, NULL, &pscbuf);
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SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
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}
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if (pscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, psconstants, sizeof(psconstants));
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context->Unmap(pscbuf, 0);
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pscbufchanged = false;
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}
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D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
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ID3D11SamplerState* samplerstate[8];
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for (unsigned int stage = 0; stage < 8; stage++)
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{
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if (shader_resources[stage])
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{
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hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
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if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
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else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
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}
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else samplerstate[stage] = NULL;
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}
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D3D::context->PSSetSamplers(0, 8, samplerstate);
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for (unsigned int stage = 0; stage < 8; stage++)
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SAFE_RELEASE(samplerstate[stage]);
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ID3D11BlendState* blstate;
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hr = device->CreateBlendState(&blenddesc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
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SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
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blstate->Release();
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rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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ID3D11RasterizerState* raststate;
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hr = device->CreateRasterizerState(&rastdesc, &raststate);
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if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
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context->RSSetState(raststate);
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raststate->Release();
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ID3D11DepthStencilState* depth_state;
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hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
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if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
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else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
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context->OMSetDepthStencilState(depth_state, 0);
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depth_state->Release();
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context->PSSetShader(pixelshader, NULL, 0);
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context->VSSetShader(vertexshader, NULL, 0);
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context->PSSetShaderResources(0, 8, shader_resources);
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}
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void EmuGfxState::AlphaPass()
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{
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context->PSSetShader(pixelshader, NULL, 0);
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ID3D11BlendState* blstate;
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D3D11_BLEND_DESC desc = blenddesc;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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desc.RenderTarget[0].BlendEnable = FALSE;
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HRESULT hr = device->CreateBlendState(&desc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
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context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
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blstate->Release();
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}
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void EmuGfxState::ResetShaderResources()
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{
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for (unsigned int k = 0;k < 8;k++)
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SAFE_RELEASE(shader_resources[k]);
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}
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EmuGfxState* gfxstate = NULL;
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HRESULT Create(HWND wnd)
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{
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hWnd = wnd;
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HRESULT hr;
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RECT client;
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GetClientRect(hWnd, &client);
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xres = client.right - client.left;
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yres = client.bottom - client.top;
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2010-06-14 19:20:41 +00:00
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IDXGIFactory* factory;
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IDXGIAdapter* adapter;
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IDXGIOutput* output;
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hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
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hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
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if (FAILED(hr))
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{
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// try using the first one
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hr = factory->EnumAdapters(0, &adapter);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapter"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
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}
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// TODO: Make this configurable
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hr = adapter->EnumOutputs(0, &output);
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if (FAILED(hr))
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{
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// try using the first one
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hr = adapter->EnumOutputs(0, &output);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate output"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
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}
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// this will need to be changed once multisampling gets implemented
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DXGI_SWAP_CHAIN_DESC swap_chain_desc;
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memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
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swap_chain_desc.BufferCount = 1;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.OutputWindow = wnd;
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swap_chain_desc.SampleDesc.Count = 1;
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swap_chain_desc.SampleDesc.Quality = 0;
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swap_chain_desc.Windowed = TRUE;
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DXGI_MODE_DESC mode_desc;
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memset(&mode_desc, 0, sizeof(mode_desc));
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mode_desc.Width = xres;
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mode_desc.Height = yres;
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mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, NULL);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
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2010-06-14 21:31:23 +00:00
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// forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported!
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swap_chain_desc.BufferDesc.Width = xres;
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swap_chain_desc.BufferDesc.Height = yres;
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2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
#if defined(_DEBUG) || defined(DEBUGFAST)
|
|
|
|
D3D11_CREATE_DEVICE_FLAG device_flags = (D3D11_CREATE_DEVICE_FLAG)(D3D11_CREATE_DEVICE_DEBUG|D3D11_CREATE_DEVICE_SINGLETHREADED);
|
|
|
|
#else
|
|
|
|
D3D11_CREATE_DEVICE_FLAG device_flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
|
|
|
|
#endif
|
2010-06-14 19:20:41 +00:00
|
|
|
hr = D3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, device_flags, NULL, 0, D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device, &featlevel, &context);
|
2010-06-13 19:50:06 +00:00
|
|
|
if (FAILED(hr) || !device || !context || !swapchain)
|
|
|
|
{
|
|
|
|
MessageBox(wnd, _T("Failed to initialize Direct3D."), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
|
|
|
|
SAFE_RELEASE(device);
|
|
|
|
SAFE_RELEASE(context);
|
|
|
|
SAFE_RELEASE(swapchain);
|
|
|
|
return E_FAIL;
|
|
|
|
}
|
|
|
|
SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
|
2010-06-14 19:20:41 +00:00
|
|
|
factory->Release();
|
|
|
|
output->Release();
|
|
|
|
adapter->Release();
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
ID3D11Texture2D* buf;
|
|
|
|
hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
|
|
|
|
if (FAILED(hr))
|
|
|
|
{
|
|
|
|
MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 plugin"), MB_OK | MB_ICONERROR);
|
|
|
|
device->Release();
|
|
|
|
context->Release();
|
|
|
|
swapchain->Release();
|
|
|
|
return E_FAIL;
|
|
|
|
}
|
|
|
|
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
|
|
|
|
buf->Release();
|
|
|
|
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
|
|
|
|
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
|
|
|
|
|
|
|
|
context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL);
|
|
|
|
|
|
|
|
gfxstate = new EmuGfxState;
|
|
|
|
return S_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Close()
|
|
|
|
{
|
|
|
|
// release all bound resources
|
|
|
|
context->ClearState();
|
|
|
|
|
|
|
|
if (gfxstate) delete gfxstate;
|
|
|
|
SAFE_RELEASE(backbuf);
|
|
|
|
SAFE_RELEASE(context);
|
|
|
|
SAFE_RELEASE(swapchain);
|
|
|
|
ULONG references = device->Release();
|
|
|
|
if (references)
|
|
|
|
{
|
|
|
|
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NOTICE_LOG(VIDEO, "Successfully released all device references!");
|
|
|
|
}
|
|
|
|
device = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* just returning the 4_0 ones here */
|
|
|
|
const char* VertexShaderVersionString() { return "vs_4_0"; }
|
|
|
|
const char* PixelShaderVersionString() { return "ps_4_0"; }
|
|
|
|
|
|
|
|
D3DTexture2D* &GetBackBuffer() { return backbuf; }
|
|
|
|
unsigned int GetBackBufferWidth() { return xres; }
|
|
|
|
unsigned int GetBackBufferHeight() { return yres; }
|
|
|
|
|
|
|
|
void Reset()
|
|
|
|
{
|
|
|
|
// TODO: Check whether we need to do anything here
|
|
|
|
}
|
|
|
|
|
|
|
|
bool BeginFrame()
|
|
|
|
{
|
|
|
|
if (bFrameInProgress)
|
|
|
|
{
|
|
|
|
PanicAlert("BeginFrame called although a frame is already in progress");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
bFrameInProgress = true;
|
|
|
|
return (device != NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
void EndFrame()
|
|
|
|
{
|
|
|
|
if (!bFrameInProgress)
|
|
|
|
{
|
|
|
|
PanicAlert("EndFrame called although no frame is in progress");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
bFrameInProgress = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Present()
|
|
|
|
{
|
|
|
|
// TODO: Is 1 the correct value for vsyncing?
|
|
|
|
swapchain->Present((UINT)g_ActiveConfig.bVSync, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
} // namespace
|