#include "D3DBase.h" namespace D3D { bool fullScreen = false, nextFullScreen=false; LPDIRECT3D9 D3D = NULL; // Used to create the D3DDevice LPDIRECT3DDEVICE9 dev = NULL; // Our rendering device LPDIRECT3DSURFACE9 backBuffer; D3DCAPS9 caps; int multisample; int resolution; #define VENDOR_NVIDIA 4318 RECT client; HWND hWnd; int xres, yres; int cur_adapter; int psMajor; int psMinor; int vsMajor; int vsMinor; bool bFrameInProgress = false; //enum shit Adapter adapters[4]; int numAdapters; void Enumerate(); int GetNumAdapters() { return numAdapters; } const Adapter &GetAdapter(int i) { return adapters[i]; } const Adapter &GetCurAdapter() { return adapters[cur_adapter]; } HRESULT Init() { // Create the D3D object, which is needed to create the D3DDevice. if( NULL == ( D3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; Enumerate(); return S_OK; } void EnableAlphaToCoverage() { dev->SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')); } void InitPP(int adapter, int resolution, int aa_mode, D3DPRESENT_PARAMETERS *pp) { int FSResX = adapters[adapter].resolutions[resolution].xres; int FSResY = adapters[adapter].resolutions[resolution].yres; ZeroMemory(pp, sizeof(D3DPRESENT_PARAMETERS)); pp->hDeviceWindow = hWnd; pp->EnableAutoDepthStencil = TRUE; pp->AutoDepthStencilFormat = D3DFMT_D24S8; pp->BackBufferFormat = D3DFMT_A8R8G8B8; if (aa_mode >= (int)adapters[adapter].aa_levels.size()) aa_mode = 0; pp->MultiSampleType = adapters[adapter].aa_levels[aa_mode].ms_setting; pp->MultiSampleQuality = adapters[adapter].aa_levels[aa_mode].qual_setting; pp->Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; //D3DPRESENTFLAG_LOCKABLE_BACKBUFFER if (fullScreen) { xres = pp->BackBufferWidth = FSResX; yres = pp->BackBufferHeight = FSResY; pp->SwapEffect = D3DSWAPEFFECT_DISCARD; pp->Windowed = FALSE; } else { GetClientRect(hWnd, &client); xres = pp->BackBufferWidth = client.right - client.left; yres = pp->BackBufferHeight = client.bottom - client.top; pp->SwapEffect = D3DSWAPEFFECT_DISCARD; pp->PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; pp->Windowed = TRUE; } } void Enumerate() { numAdapters = D3D::D3D->GetAdapterCount(); for (int i=0; iGetAdapterIdentifier(i, 0, &a.ident); bool isNvidia = a.ident.VendorId == VENDOR_NVIDIA; // Add multisample modes a.aa_levels.push_back(AALevel("None", D3DMULTISAMPLE_NONE, 0)); DWORD qlevels = 0; if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels)) if (qlevels > 0) a.aa_levels.push_back(AALevel("2x MSAA", D3DMULTISAMPLE_2_SAMPLES, 0)); if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels)) if (qlevels > 0) a.aa_levels.push_back(AALevel("4x MSAA", D3DMULTISAMPLE_4_SAMPLES, 0)); if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels)) if (qlevels > 0) a.aa_levels.push_back(AALevel("8x MSAA", D3DMULTISAMPLE_8_SAMPLES, 0)); if (isNvidia) { // CSAA support if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_4_SAMPLES, &qlevels)) { if (qlevels > 2) { // 8x, 8xQ are available // See http://developer.nvidia.com/object/coverage-sampled-aa.html a.aa_levels.push_back(AALevel("8x CSAA", D3DMULTISAMPLE_4_SAMPLES, 2)); a.aa_levels.push_back(AALevel("8xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 0)); } } if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels)) { if (qlevels > 2) { // 8x, 8xQ are available // See http://developer.nvidia.com/object/coverage-sampled-aa.html a.aa_levels.push_back(AALevel("16x CSAA", D3DMULTISAMPLE_4_SAMPLES, 4)); a.aa_levels.push_back(AALevel("16xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 2)); } } } if (a.aa_levels.size() == 1) { strcpy(a.aa_levels[0].name, "(Not supported on this device)"); } int numModes = D3D::D3D->GetAdapterModeCount(i, D3DFMT_X8R8G8B8); for (int m = 0; m < numModes; m++) { D3DDISPLAYMODE mode; D3D::D3D->EnumAdapterModes(i, D3DFMT_X8R8G8B8, m, &mode); int found = -1; for (int x = 0; x < (int)a.resolutions.size(); x++) { if (a.resolutions[x].xres == mode.Width && a.resolutions[x].yres == mode.Height) { found = x; break; } } Resolution temp; Resolution &r = found==-1 ? temp : a.resolutions[found]; sprintf(r.name, "%ix%i", mode.Width, mode.Height); r.bitdepths.insert(mode.Format); r.refreshes.insert(mode.RefreshRate); if (found == -1 && mode.Width >= 640 && mode.Height >= 480) { r.xres = mode.Width; r.yres = mode.Height; a.resolutions.push_back(r); } } } } HRESULT Create(int adapter, HWND wnd, bool _fullscreen, int _resolution, int aa_mode) { hWnd = wnd; fullScreen = _fullscreen; nextFullScreen = _fullscreen; multisample = aa_mode; resolution = _resolution; cur_adapter = adapter; D3DPRESENT_PARAMETERS d3dpp; InitPP(adapter, resolution, aa_mode, &d3dpp); if( FAILED( D3D->CreateDevice( adapter, D3DDEVTYPE_HAL, wnd, D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_MULTITHREADED, // |D3DCREATE_MULTITHREADED /* | D3DCREATE_PUREDEVICE*/, //D3DCREATE_SOFTWARE_VERTEXPROCESSING , &d3dpp, &dev ) ) ) { MessageBox(wnd, "Sorry, but it looks like your 3D accelerator is too old,\n" "or doesn't support features that Dolphin requires.\n" "Falling back to software vertex processing.\n", "Dolphin Direct3D plugin", MB_OK | MB_ICONERROR); if( FAILED( D3D->CreateDevice( adapter, D3DDEVTYPE_HAL, wnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_MULTITHREADED, // |D3DCREATE_MULTITHREADED /* | D3DCREATE_PUREDEVICE*/, //D3DCREATE_SOFTWARE_VERTEXPROCESSING , &d3dpp, &dev ) ) ) { MessageBox(wnd, "Software VP failed too. Upgrade your graphics card.", "Dolphin Direct3D plugin", MB_OK | MB_ICONERROR); return E_FAIL; } } dev->GetDeviceCaps(&caps); dev->GetRenderTarget(0,&backBuffer); psMajor = (D3D::caps.PixelShaderVersion >> 8) & 0xFF; psMinor = (D3D::caps.PixelShaderVersion) & 0xFF; vsMajor = (D3D::caps.VertexShaderVersion >>8) & 0xFF; vsMinor = (D3D::caps.VertexShaderVersion) & 0xFF; // Device state would normally be set here return S_OK; } ShaderVersion GetShaderVersion() { if (psMajor < 2) return PSNONE; else //good enough estimate - we really only //care about zero shader vs ps20 return (ShaderVersion)psMajor; } void Close() { dev->Release(); dev = 0; } void Shutdown() { D3D->Release(); D3D = 0; } const D3DCAPS9 &GetCaps() { return caps; } LPDIRECT3DSURFACE9 GetBackBufferSurface() { return backBuffer; } void ShowD3DError(HRESULT err) { switch (err) { case D3DERR_DEVICELOST: MessageBox(0, "Device Lost", "D3D ERROR", 0); break; case D3DERR_INVALIDCALL: MessageBox(0, "Invalid Call", "D3D ERROR", 0); break; case D3DERR_DRIVERINTERNALERROR: MessageBox(0, "Driver Internal Error", "D3D ERROR", 0); break; case D3DERR_OUTOFVIDEOMEMORY: MessageBox(0, "Out of vid mem", "D3D ERROR", 0); break; default: // MessageBox(0,"Other error or success","ERROR",0); break; } } void Reset() { if (dev) { D3DPRESENT_PARAMETERS d3dpp; InitPP(cur_adapter, resolution, multisample, &d3dpp); HRESULT hr = dev->Reset(&d3dpp); ShowD3DError(hr); } } bool IsFullscreen() { return fullScreen; } int GetDisplayWidth() { return xres; } int GetDisplayHeight() { return yres; } void SwitchFullscreen(bool fullscreen) { nextFullScreen = fullscreen; } bool BeginFrame(bool clear, u32 color, float z) { if (bFrameInProgress) return false; bFrameInProgress = true; if (dev) { if (clear) dev->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, (DWORD)color, z, 0 ); dev->BeginScene(); return true; } else return false; } void EndFrame() { if (!bFrameInProgress) return; bFrameInProgress = false; if (dev) { dev->EndScene(); dev->Present( NULL, NULL, NULL, NULL ); } if (fullScreen != nextFullScreen) { fullScreen = nextFullScreen; Reset(); } } }