520 lines
13 KiB
C++
520 lines
13 KiB
C++
// Copyright (C) 2003 Dolphin Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official SVN repository and contact information can be found at
|
|
// http://code.google.com/p/dolphin-emu/
|
|
|
|
#include "D3DBase.h"
|
|
#include "VideoConfig.h"
|
|
#include "Render.h"
|
|
#include "XFStructs.h"
|
|
|
|
namespace D3D
|
|
{
|
|
|
|
LPDIRECT3D9 D3D = NULL; // Used to create the D3DDevice
|
|
LPDIRECT3DDEVICE9 dev = NULL; // Our rendering device
|
|
LPDIRECT3DSURFACE9 back_buffer;
|
|
LPDIRECT3DSURFACE9 back_buffer_z;
|
|
D3DCAPS9 caps;
|
|
HWND hWnd;
|
|
|
|
static bool fullScreen = false;
|
|
static bool nextFullScreen = false;
|
|
static int multisample;
|
|
static int resolution;
|
|
static int xres, yres;
|
|
static bool auto_depth_stencil = false;
|
|
|
|
#define VENDOR_NVIDIA 4318
|
|
#define VENDOR_ATI 4098
|
|
|
|
bool bFrameInProgress = false;
|
|
|
|
#define MAX_ADAPTERS 4
|
|
static Adapter adapters[MAX_ADAPTERS];
|
|
static int numAdapters;
|
|
static int cur_adapter;
|
|
|
|
// Value caches for state filtering
|
|
const int MaxTextureStages = 9;
|
|
const int MaxRenderStates = 210 + 46;
|
|
const int MaxTextureTypes = 33;
|
|
const int MaxSamplerSize = 13;
|
|
const int MaxSamplerTypes = 15;
|
|
static bool m_RenderStatesSet[MaxRenderStates];
|
|
static DWORD m_RenderStates[MaxRenderStates];
|
|
static DWORD m_TextureStageStates[MaxTextureStages][MaxTextureTypes];
|
|
static DWORD m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
|
|
LPDIRECT3DBASETEXTURE9 m_Textures[16];
|
|
LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl;
|
|
|
|
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.
|
|
D3D = Direct3DCreate9(D3D_SDK_VERSION);
|
|
if (!D3D)
|
|
return E_FAIL;
|
|
Enumerate();
|
|
return S_OK;
|
|
}
|
|
|
|
void Shutdown()
|
|
{
|
|
D3D->Release();
|
|
D3D = 0;
|
|
}
|
|
|
|
void EnableAlphaToCoverage()
|
|
{
|
|
// Each vendor has their own specific little hack.
|
|
if (GetCurAdapter().ident.VendorId == VENDOR_ATI)
|
|
D3D::SetRenderState(D3DRS_POINTSIZE, (D3DFORMAT)MAKEFOURCC('A', '2', 'M', '1'));
|
|
else
|
|
D3D::SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C'));
|
|
}
|
|
|
|
void InitPP(int adapter, int f, 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;
|
|
if (auto_depth_stencil)
|
|
{
|
|
pp->EnableAutoDepthStencil = TRUE;
|
|
pp->AutoDepthStencilFormat = D3DFMT_D24S8;
|
|
} else {
|
|
pp->EnableAutoDepthStencil = FALSE;
|
|
pp->AutoDepthStencilFormat = D3DFMT_UNKNOWN;
|
|
}
|
|
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 = auto_depth_stencil ? D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL : 0;
|
|
if (fullScreen)
|
|
{
|
|
xres = pp->BackBufferWidth = FSResX;
|
|
yres = pp->BackBufferHeight = FSResY;
|
|
pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
pp->Windowed = FALSE;
|
|
}
|
|
else
|
|
{
|
|
RECT client;
|
|
GetClientRect(hWnd, &client);
|
|
xres = pp->BackBufferWidth = client.right - client.left;
|
|
yres = pp->BackBufferHeight = client.bottom - client.top;
|
|
pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
pp->PresentationInterval = g_Config.bVSync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
|
|
pp->Windowed = TRUE;
|
|
}
|
|
}
|
|
|
|
void Enumerate()
|
|
{
|
|
numAdapters = D3D::D3D->GetAdapterCount();
|
|
|
|
for (int i = 0; i < std::min(MAX_ADAPTERS, numAdapters); i++)
|
|
{
|
|
Adapter &a = adapters[i];
|
|
a.aa_levels.clear();
|
|
a.resolutions.clear();
|
|
D3D::D3D->GetAdapterIdentifier(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)
|
|
{
|
|
// 16x, 16xQ 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));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Determine if INTZ is supported. Code from ATI's doc.
|
|
// http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf
|
|
a.supports_intz = D3D_OK == D3D->CheckDeviceFormat(
|
|
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
|
|
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_INTZ);
|
|
// Also check for RAWZ (nvidia only, but the only option to get Z24 textures on sub GF8800
|
|
a.supports_rawz = D3D_OK == D3D->CheckDeviceFormat(
|
|
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
|
|
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RAWZ);
|
|
// Might as well check for RESZ and NULL too.
|
|
a.supports_resz = D3D_OK == D3D->CheckDeviceFormat(
|
|
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
|
|
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RESZ);
|
|
a.supports_null = D3D_OK == D3D->CheckDeviceFormat(
|
|
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
|
|
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_NULL);
|
|
|
|
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, bool auto_depth)
|
|
{
|
|
hWnd = wnd;
|
|
fullScreen = _fullscreen;
|
|
nextFullScreen = _fullscreen;
|
|
multisample = aa_mode;
|
|
resolution = _resolution;
|
|
auto_depth_stencil = auto_depth;
|
|
cur_adapter = adapter;
|
|
D3DPRESENT_PARAMETERS d3dpp;
|
|
InitPP(adapter, resolution, aa_mode, &d3dpp);
|
|
|
|
if (FAILED(D3D->CreateDevice(
|
|
adapter,
|
|
D3DDEVTYPE_HAL,
|
|
wnd,
|
|
D3DCREATE_HARDWARE_VERTEXPROCESSING, // | D3DCREATE_PUREDEVICE, doesn't seem to make a difference
|
|
&d3dpp, &dev)))
|
|
{
|
|
if (FAILED(D3D->CreateDevice(
|
|
adapter,
|
|
D3DDEVTYPE_HAL,
|
|
wnd,
|
|
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
|
|
&d3dpp, &dev)))
|
|
{
|
|
MessageBox(wnd,
|
|
_T("Failed to initialize Direct3D."),
|
|
_T("Dolphin Direct3D plugin"), MB_OK | MB_ICONERROR);
|
|
return E_FAIL;
|
|
}
|
|
}
|
|
|
|
dev->GetDeviceCaps(&caps);
|
|
dev->GetRenderTarget(0, &back_buffer);
|
|
if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
|
|
back_buffer_z = NULL;
|
|
dev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE );
|
|
|
|
dev->SetRenderState(D3DRS_FILLMODE, g_Config.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
|
|
|
|
// Device state would normally be set here
|
|
return S_OK;
|
|
}
|
|
|
|
void Close()
|
|
{
|
|
dev->Release();
|
|
dev = 0;
|
|
}
|
|
|
|
const D3DCAPS9 &GetCaps()
|
|
{
|
|
return caps;
|
|
}
|
|
|
|
const char *VertexShaderVersionString()
|
|
{
|
|
static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
|
|
int version = ((D3D::caps.VertexShaderVersion >> 8) & 0xFF);
|
|
return versions[std::min(4, version)];
|
|
}
|
|
|
|
const char *PixelShaderVersionString()
|
|
{
|
|
static const char *versions[5] = {"ERROR", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
|
|
int version = ((D3D::caps.PixelShaderVersion >> 8) & 0xFF);
|
|
return versions[std::min(4, version)];
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 GetBackBufferSurface()
|
|
{
|
|
return back_buffer;
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 GetBackBufferDepthSurface()
|
|
{
|
|
return back_buffer_z;
|
|
}
|
|
|
|
void ShowD3DError(HRESULT err)
|
|
{
|
|
switch (err)
|
|
{
|
|
case D3DERR_DEVICELOST: PanicAlert("Device Lost"); break;
|
|
case D3DERR_INVALIDCALL: PanicAlert("Invalid Call"); break;
|
|
case D3DERR_DRIVERINTERNALERROR: PanicAlert("Driver Internal Error"); break;
|
|
case D3DERR_OUTOFVIDEOMEMORY: PanicAlert("Out of vid mem"); break;
|
|
default:
|
|
// MessageBoxA(0,"Other error or success","ERROR",0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
if (dev)
|
|
{
|
|
// ForgetCachedState();
|
|
|
|
// Can't keep a pointer around to the backbuffer surface when resetting.
|
|
if (back_buffer_z)
|
|
back_buffer_z->Release();
|
|
back_buffer_z = NULL;
|
|
back_buffer->Release();
|
|
back_buffer = NULL;
|
|
|
|
D3DPRESENT_PARAMETERS d3dpp;
|
|
InitPP(cur_adapter, resolution, multisample, &d3dpp);
|
|
HRESULT hr = dev->Reset(&d3dpp);
|
|
ShowD3DError(hr);
|
|
|
|
dev->GetRenderTarget(0, &back_buffer);
|
|
if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
|
|
back_buffer_z = NULL;
|
|
ApplyCachedState();
|
|
}
|
|
}
|
|
|
|
bool IsFullscreen()
|
|
{
|
|
return fullScreen;
|
|
}
|
|
|
|
int GetBackBufferWidth()
|
|
{
|
|
return xres;
|
|
}
|
|
|
|
int GetBackBufferHeight()
|
|
{
|
|
return yres;
|
|
}
|
|
|
|
void SwitchFullscreen(bool fullscreen)
|
|
{
|
|
nextFullScreen = fullscreen;
|
|
}
|
|
|
|
bool BeginFrame()
|
|
{
|
|
if (bFrameInProgress)
|
|
{
|
|
PanicAlert("BeginFrame WTF");
|
|
return false;
|
|
}
|
|
bFrameInProgress = true;
|
|
if (dev)
|
|
{
|
|
dev->BeginScene();
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void EndFrame()
|
|
{
|
|
if (!bFrameInProgress)
|
|
{
|
|
PanicAlert("EndFrame WTF");
|
|
return;
|
|
}
|
|
bFrameInProgress = false;
|
|
dev->EndScene();
|
|
}
|
|
|
|
void Present()
|
|
{
|
|
if (dev)
|
|
{
|
|
dev->Present(NULL, NULL, NULL, NULL);
|
|
}
|
|
|
|
if (fullScreen != nextFullScreen)
|
|
{
|
|
fullScreen = nextFullScreen;
|
|
Reset();
|
|
}
|
|
}
|
|
|
|
void ApplyCachedState()
|
|
{
|
|
for (int sampler = 0; sampler < 8; sampler++)
|
|
{
|
|
for (int type = 0; type < MaxSamplerTypes; type++)
|
|
{
|
|
D3D::dev->SetSamplerState(sampler, (D3DSAMPLERSTATETYPE)type, m_SamplerStates[sampler][type]);
|
|
}
|
|
}
|
|
|
|
for (int rs = 0; rs < MaxRenderStates; rs++)
|
|
{
|
|
if (m_RenderStatesSet[rs])
|
|
D3D::dev->SetRenderState((D3DRENDERSTATETYPE)rs, m_RenderStates[rs]);
|
|
}
|
|
|
|
// We don't bother restoring these so let's just wipe the state copy
|
|
// so no stale state is around.
|
|
memset(m_Textures, 0, sizeof(m_Textures));
|
|
memset(m_TextureStageStates, 0xFF, sizeof(m_TextureStageStates));
|
|
m_VtxDecl = NULL;
|
|
}
|
|
|
|
void SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
|
|
{
|
|
if (m_Textures[Stage] != pTexture)
|
|
{
|
|
m_Textures[Stage] = pTexture;
|
|
D3D::dev->SetTexture(Stage, pTexture);
|
|
}
|
|
}
|
|
|
|
void RefreshRenderState(D3DRENDERSTATETYPE State)
|
|
{
|
|
D3D::dev->SetRenderState(State, m_RenderStates[State]);
|
|
}
|
|
|
|
void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
|
|
{
|
|
if (m_RenderStates[State] != Value)
|
|
{
|
|
m_RenderStates[State] = Value;
|
|
m_RenderStatesSet[State] = true;
|
|
D3D::dev->SetRenderState(State, Value);
|
|
}
|
|
}
|
|
|
|
void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
|
|
{
|
|
if (m_TextureStageStates[Stage][Type] != Value)
|
|
{
|
|
m_TextureStageStates[Stage][Type] = Value;
|
|
D3D::dev->SetTextureStageState(Stage, Type, Value);
|
|
}
|
|
}
|
|
|
|
void RefreshSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type)
|
|
{
|
|
D3D::dev->SetSamplerState(Sampler, Type, m_SamplerStates[Sampler][Type]);
|
|
}
|
|
|
|
void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
|
|
{
|
|
if (m_SamplerStates[Sampler][Type] != Value)
|
|
{
|
|
m_SamplerStates[Sampler][Type] = Value;
|
|
D3D::dev->SetSamplerState(Sampler, Type, Value);
|
|
}
|
|
}
|
|
|
|
void RefreshVertexDeclaration()
|
|
{
|
|
if (m_VtxDecl)
|
|
{
|
|
D3D::dev->SetVertexDeclaration(m_VtxDecl);
|
|
}
|
|
}
|
|
|
|
void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl)
|
|
{
|
|
if (!decl) {
|
|
m_VtxDecl = NULL;
|
|
return;
|
|
}
|
|
if (decl != m_VtxDecl)
|
|
{
|
|
D3D::dev->SetVertexDeclaration(decl);
|
|
m_VtxDecl = decl;
|
|
}
|
|
}
|
|
|
|
} // namespace
|