snes9x/win32/CDirect3D.cpp

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/*****************************************************************************\
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
This file is licensed under the Snes9x License.
For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/
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#pragma comment( lib, "d3d9" )
#include "cdirect3d.h"
#include "win32_display.h"
#include "../snes9x.h"
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#include "../gfx.h"
#include "../display.h"
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#include "wsnes9x.h"
#include "dxerr.h"
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#include <commctrl.h>
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#include "../filter/hq2x.h"
#include "../filter/2xsai.h"
#ifndef max
#define max(a, b) (((a) > (b)) ? (a) : (b))
#endif
#ifndef min
#define min(a, b) (((a) < (b)) ? (a) : (b))
#endif
const D3DVERTEXELEMENT9 CDirect3D::vertexElems[4] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
};
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/* CDirect3D::CDirect3D()
sets default values for the variables
*/
CDirect3D::CDirect3D()
{
init_done = false;
pD3D = NULL;
pDevice = NULL;
drawSurface = NULL;
vertexBuffer = NULL;
afterRenderWidth = 0;
afterRenderHeight = 0;
quadTextureSize = 0;
fullscreen = false;
filterScale = 1;
for(int i = 0; i < MAX_SHADER_TEXTURES; i++) {
rubyLUT[i] = NULL;
}
shader_type = D3D_SHADER_NONE;
shaderTimer = 1.0f;
shaderTimeStart = 0;
shaderTimeElapsed = 0;
frameCount = 0;
cgContext = NULL;
cgAvailable = false;
cgShader = NULL;
vertexDeclaration = NULL;
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}
/* CDirect3D::~CDirect3D()
releases allocated objects
*/
CDirect3D::~CDirect3D()
{
DeInitialize();
}
/* CDirect3D::Initialize
Initializes Direct3D (always in window mode)
IN:
hWnd - the HWND of the window in which we render/the focus window for fullscreen
-----
returns true if successful, false otherwise
*/
bool CDirect3D::Initialize(HWND hWnd)
{
if(init_done)
return true;
pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(pD3D == NULL) {
DXTRACE_ERR_MSGBOX(TEXT("Error creating initial D3D9 object"), 0);
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return false;
}
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memset(&dPresentParams, 0, sizeof(dPresentParams));
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dPresentParams.hDeviceWindow = hWnd;
dPresentParams.Windowed = true;
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dPresentParams.BackBufferCount = GUI.DoubleBuffered?2:1;
dPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
dPresentParams.BackBufferFormat = D3DFMT_UNKNOWN;
HRESULT hr = pD3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_MIXED_VERTEXPROCESSING,
&dPresentParams,
&pDevice);
if(FAILED(hr)) {
DXTRACE_ERR_MSGBOX(TEXT("Error creating D3D9 device"), hr);
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return false;
}
hr = pDevice->CreateVertexBuffer(sizeof(vertexStream),D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&vertexBuffer,NULL);
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if(FAILED(hr)) {
DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex buffer"), hr);
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return false;
}
hr = pDevice->CreateVertexDeclaration(vertexElems,&vertexDeclaration);
if(FAILED(hr)) {
DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex declaration"), hr);
return false;
}
cgAvailable = loadCgFunctions();
if(cgAvailable) {
cgContext = cgCreateContext();
hr = cgD3D9SetDevice(pDevice);
if(FAILED(hr)) {
DXTRACE_ERR_MSGBOX(TEXT("Error setting cg device"), hr);
}
cgShader = new CD3DCG(cgContext,pDevice);
}
pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
pDevice->SetRenderState( D3DRS_ZENABLE, FALSE);
pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
Clear();
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init_done = true;
ApplyDisplayChanges();
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return true;
}
void CDirect3D::DeInitialize()
{
DestroyDrawSurface();
SetShader(NULL);
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if(cgShader) {
delete cgShader;
cgShader = NULL;
}
if(cgContext) {
cgDestroyContext(cgContext);
cgContext = NULL;
}
if(cgAvailable)
cgD3D9SetDevice(NULL);
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if(vertexBuffer) {
vertexBuffer->Release();
vertexBuffer = NULL;
}
if(vertexDeclaration) {
vertexDeclaration->Release();
vertexDeclaration = NULL;
}
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if( pDevice ) {
pDevice->Release();
pDevice = NULL;
}
if( pD3D ) {
pD3D->Release();
pD3D = NULL;
}
init_done = false;
afterRenderWidth = 0;
afterRenderHeight = 0;
quadTextureSize = 0;
fullscreen = false;
filterScale = 0;
if(cgAvailable)
unloadCgLibrary();
cgAvailable = false;
}
bool CDirect3D::SetShader(const TCHAR *file)
{
SetShaderCG(NULL);
shader_type = D3D_SHADER_NONE;
if(file!=NULL &&
(lstrlen(file)>3 && _tcsncicmp(&file[lstrlen(file)-3],TEXT(".cg"),3)==0) ||
(lstrlen(file)>4 && _tcsncicmp(&file[lstrlen(file)-4],TEXT(".cgp"),4)==0)){
return SetShaderCG(file);
}
return true;
}
void CDirect3D::checkForCgError(const char *situation)
{
char buffer[4096];
CGerror error = cgGetError();
const char *string = cgGetErrorString(error);
if (error != CG_NO_ERROR) {
sprintf(buffer,
"Situation: %s\n"
"Error: %s\n\n"
"Cg compiler output...\n", situation, string);
MessageBoxA(0, buffer,
"Cg error", MB_OK|MB_ICONEXCLAMATION);
if (error == CG_COMPILER_ERROR) {
MessageBoxA(0, cgGetLastListing(cgContext),
"Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
}
}
}
bool CDirect3D::SetShaderCG(const TCHAR *file)
{
if(!cgAvailable) {
if(file)
MessageBox(NULL, TEXT("The CG runtime is unavailable, CG shaders will not run.\nConsult the snes9x readme for information on how to obtain the runtime."), TEXT("CG Error"),
MB_OK|MB_ICONEXCLAMATION);
return false;
}
if(!cgShader->LoadShader(file))
return false;
shader_type = D3D_SHADER_CG;
return true;
}
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/* CDirect3D::Render
does the actual rendering, changes the draw surface if necessary and recalculates
the vertex information if filter output size changes
IN:
Src - the input surface
*/
void CDirect3D::Render(SSurface Src)
{
SSurface Dst;
RECT dstRect;
unsigned int newFilterScale;
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D3DLOCKED_RECT lr;
D3DLOCKED_RECT lrConv;
HRESULT hr;
if(!init_done) return;
//create a new draw surface if the filter scale changes
//at least factor 2 so we can display unscaled hi-res images
newFilterScale = max(2,max(GetFilterScale(GUI.ScaleHiRes),GetFilterScale(GUI.Scale)));
if(newFilterScale!=filterScale) {
ChangeDrawSurfaceSize(newFilterScale);
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}
if(FAILED(hr = pDevice->TestCooperativeLevel())) {
switch(hr) {
case D3DERR_DEVICELOST: //do no rendering until device is restored
return;
case D3DERR_DEVICENOTRESET: //we can reset now
if(!IsIconic(dPresentParams.hDeviceWindow))
ResetDevice();
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return;
default:
DXTRACE_ERR_MSGBOX(TEXT("Internal driver error"), hr);
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return;
}
}
//BlankTexture(drawSurface);
if(FAILED(hr = drawSurface->LockRect(0, &lr, NULL, 0))) {
DXTRACE_ERR_MSGBOX(TEXT("Unable to lock texture"), hr);
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return;
} else {
Dst.Surface = (unsigned char *)lr.pBits;
Dst.Height = quadTextureSize;
Dst.Width = quadTextureSize;
Dst.Pitch = lr.Pitch;
RenderMethod (Src, Dst, &dstRect);
if(!Settings.AutoDisplayMessages) {
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WinSetCustomDisplaySurface((void *)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
S9xDisplayMessages ((uint16*)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
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}
drawSurface->UnlockRect(0);
}
if (!GUI.Stretch || GUI.AspectRatio) {
Clear();
}
//if the output size of the render method changes we need to update the viewport
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if(afterRenderHeight != dstRect.bottom || afterRenderWidth != dstRect.right) {
afterRenderHeight = dstRect.bottom;
afterRenderWidth = dstRect.right;
SetViewport();
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}
pDevice->SetTexture(0, drawSurface);
pDevice->SetVertexDeclaration(vertexDeclaration);
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pDevice->SetStreamSource(0,vertexBuffer,0,sizeof(VERTEX));
if(shader_type == D3D_SHADER_CG) {
RECT displayRect;
//Get maximum rect respecting AR setting
displayRect=CalculateDisplayRect(dPresentParams.BackBufferWidth,dPresentParams.BackBufferHeight,
dPresentParams.BackBufferWidth,dPresentParams.BackBufferHeight);
cgShader->Render(drawSurface,
XMFLOAT2((float)quadTextureSize, (float)quadTextureSize),
XMFLOAT2((float)afterRenderWidth, (float)afterRenderHeight),
XMFLOAT2((float)(displayRect.right - displayRect.left),
(float)(displayRect.bottom - displayRect.top)),
XMFLOAT2((float)dPresentParams.BackBufferWidth, (float)dPresentParams.BackBufferHeight));
}
SetFiltering();
pDevice->SetVertexDeclaration(vertexDeclaration);
pDevice->BeginScene();
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
pDevice->EndScene();
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pDevice->Present(NULL, NULL, NULL, NULL);
if (GUI.ReduceInputLag)
{
IDirect3DSurface9 *surface;
RECT r = { 0, 0, 2, 2 };
if (pDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &surface) == D3D_OK)
{
if (surface->LockRect(&lr, &r, D3DLOCK_READONLY) == D3D_OK)
{
surface->UnlockRect();
}
surface->Release();
}
}
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return;
}
/* CDirect3D::CreateDrawSurface
calculates the necessary texture size (multiples of 2)
and creates a new texture
*/
void CDirect3D::CreateDrawSurface()
{
unsigned int neededSize;
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HRESULT hr;
//we need at least 512 pixels (SNES_WIDTH * 2) so we can start with that value
quadTextureSize = 512;
neededSize = SNES_WIDTH * filterScale;
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while(quadTextureSize < neededSize)
quadTextureSize *=2;
if(!drawSurface) {
hr = pDevice->CreateTexture(
quadTextureSize, quadTextureSize,
1, // 1 level, no mipmaps
0, // dynamic textures can be locked
D3DFMT_R5G6B5,
D3DPOOL_MANAGED,
&drawSurface,
NULL );
if(FAILED(hr)) {
DXTRACE_ERR_MSGBOX(TEXT("Error while creating texture"), hr);
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return;
}
}
}
/* CDirect3D::DestroyDrawSurface
releases the old textures (if allocated)
*/
void CDirect3D::DestroyDrawSurface()
{
if(drawSurface) {
drawSurface->Release();
drawSurface = NULL;
}
}
/* CDirect3D::BlankTexture
clears a texture (fills it with zeroes)
IN:
texture - the texture to be blanked
-----
returns true if successful, false otherwise
*/
bool CDirect3D::BlankTexture(LPDIRECT3DTEXTURE9 texture)
{
D3DLOCKED_RECT lr;
HRESULT hr;
if(FAILED(hr = texture->LockRect(0, &lr, NULL, 0))) {
DXTRACE_ERR_MSGBOX(TEXT("Unable to lock texture"), hr);
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return false;
} else {
memset(lr.pBits, 0, lr.Pitch * quadTextureSize);
texture->UnlockRect(0);
return true;
}
}
/* CDirect3D::ChangeDrawSurfaceSize
changes the draw surface size: deletes the old textures, creates a new texture
and calculate new vertices
IN:
scale - the scale that has to fit into the textures
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-----
returns true if successful, false otherwise
*/
bool CDirect3D::ChangeDrawSurfaceSize(unsigned int scale)
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{
filterScale = scale;
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if(pDevice) {
DestroyDrawSurface();
CreateDrawSurface();
SetupVertices();
return true;
}
return false;
}
/* CDirect3D::SetupVertices
calculates the vertex coordinates
(respecting the stretch and aspect ratio settings)
*/
void CDirect3D::SetupVertices()
{
void *pLockedVertexBuffer;
float tX = (float)afterRenderWidth / (float)quadTextureSize;
float tY = (float)afterRenderHeight / (float)quadTextureSize;
vertexStream[0] = VERTEX(0.0f,0.0f,0.0f,0.0f,tY,0.0f,0.0f);
vertexStream[1] = VERTEX(0.0f,1.0f,0.0f,0.0f,0.0f,0.0f,0.0f);
vertexStream[2] = VERTEX(1.0f,0.0f,0.0f,tX,tY,0.0f,0.0f);
vertexStream[3] = VERTEX(1.0f,1.0f,0.0f,tX,0.0f,0.0f,0.0f);
for(int i=0;i<4;i++) {
vertexStream[i].x -= 0.5f / (float)dPresentParams.BackBufferWidth;
vertexStream[i].y += 0.5f / (float)dPresentParams.BackBufferHeight;
}
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HRESULT hr = vertexBuffer->Lock(0,0,&pLockedVertexBuffer,NULL);
memcpy(pLockedVertexBuffer,vertexStream,sizeof(vertexStream));
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vertexBuffer->Unlock();
}
void CDirect3D::SetViewport()
{
XMMATRIX matIdentity;
XMMATRIX matProjection;
matProjection = XMMatrixOrthographicOffCenterLH(0.0f,1.0f,0.0f,1.0f,0.0f,1.0f);
matIdentity = XMMatrixIdentity();
pDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&matIdentity);
pDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)&matIdentity);
pDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)&matProjection);
RECT drawRect = CalculateDisplayRect(afterRenderWidth,afterRenderHeight,dPresentParams.BackBufferWidth,dPresentParams.BackBufferHeight);
D3DVIEWPORT9 viewport;
viewport.X = drawRect.left;
viewport.Y = drawRect.top;
viewport.Height = drawRect.bottom - drawRect.top;
viewport.Width = drawRect.right - drawRect.left;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
HRESULT hr = pDevice->SetViewport(&viewport);
SetupVertices();
}
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/* CDirect3D::ChangeRenderSize
determines if we need to reset the device (if the size changed)
called with (0,0) whenever we want new settings to take effect
IN:
newWidth,newHeight - the new window size
-----
returns true if successful, false otherwise
*/
bool CDirect3D::ChangeRenderSize(unsigned int newWidth, unsigned int newHeight)
{
if(!init_done)
return false;
//if we already have the desired size no change is necessary
//during fullscreen no changes are allowed
if(dPresentParams.BackBufferWidth == newWidth && dPresentParams.BackBufferHeight == newHeight)
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return true;
if(!ResetDevice())
return false;
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return true;
}
/* CDirect3D::ResetDevice
resets the device
called if surface was lost or the settings/display size require a device reset
-----
returns true if successful, false otherwise
*/
bool CDirect3D::ResetDevice()
{
if(!init_done) return false;
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HRESULT hr;
//release prior to reset
DestroyDrawSurface();
if(cgAvailable) {
cgShader->OnLostDevice();
cgD3D9SetDevice(NULL);
}
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//zero or unknown values result in the current window size/display settings
dPresentParams.BackBufferWidth = 0;
dPresentParams.BackBufferHeight = 0;
dPresentParams.BackBufferCount = GUI.DoubleBuffered?2:1;
dPresentParams.BackBufferFormat = D3DFMT_UNKNOWN;
dPresentParams.FullScreen_RefreshRateInHz = 0;
dPresentParams.Windowed = true;
dPresentParams.PresentationInterval = GUI.Vsync?D3DPRESENT_INTERVAL_ONE:D3DPRESENT_INTERVAL_IMMEDIATE;
dPresentParams.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
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if(fullscreen) {
dPresentParams.BackBufferWidth = GUI.FullscreenMode.width;
dPresentParams.BackBufferHeight = GUI.FullscreenMode.height;
dPresentParams.BackBufferCount = GUI.DoubleBuffered?2:1;
dPresentParams.Windowed = false;
if(GUI.FullscreenMode.depth == 32)
dPresentParams.BackBufferFormat = D3DFMT_X8R8G8B8;
else
dPresentParams.BackBufferFormat = D3DFMT_R5G6B5;
dPresentParams.FullScreen_RefreshRateInHz = GUI.FullscreenMode.rate;
}
if(FAILED(hr = pDevice->Reset(&dPresentParams))) {
DXTRACE_ERR(TEXT("Unable to reset device"), hr);
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return false;
}
if(cgAvailable) {
cgD3D9SetDevice(pDevice);
cgShader->OnResetDevice();
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}
pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//recreate the surface
CreateDrawSurface();
SetViewport();
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return true;
}
/* CDirect3D::SetSnes9xColorFormat
sets the color format to 16bit (since the texture is always 16bit)
no depth conversion is necessary (done by D3D)
*/
void CDirect3D::SetSnes9xColorFormat()
{
GUI.ScreenDepth = 16;
GUI.BlueShift = 0;
GUI.GreenShift = 6;
GUI.RedShift = 11;
S9xBlit2xSaIFilterInit();
S9xBlitHQ2xFilterInit();
GUI.NeedDepthConvert = FALSE;
GUI.DepthConverted = TRUE;
return;
}
/* CDirect3D::SetFullscreen
enables/disables fullscreen mode
IN:
fullscreen - determines if fullscreen is enabled/disabled
-----
returns true if successful, false otherwise
*/
bool CDirect3D::SetFullscreen(bool fullscreen)
{
if(!init_done)
return false;
if(this->fullscreen==fullscreen)
return true;
this->fullscreen = fullscreen;
if(!ResetDevice())
return false;
//present here to get a fullscreen blank even if no rendering is done
pDevice->Present(NULL,NULL,NULL,NULL);
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return true;
}
/* CDirect3D::EnumModes
enumerates possible display modes (only 16 and 32 bit) and fills the vector
IN:
modeVector - pointer to the mode vector
*/
void CDirect3D::EnumModes(std::vector<dMode> *modeVector)
{
D3DDISPLAYMODE d3dMode;
int modeCount,index;
dMode mode;
if(!init_done)
return;
//enumerate 32bit modes
modeCount = pD3D->GetAdapterModeCount(D3DADAPTER_DEFAULT,D3DFMT_X8R8G8B8);
for(int i=0;i<modeCount;i++) {
if(pD3D->EnumAdapterModes(D3DADAPTER_DEFAULT,D3DFMT_X8R8G8B8,i,&d3dMode)==D3D_OK) {
mode.width = d3dMode.Width;
mode.height = d3dMode.Height;
mode.rate = d3dMode.RefreshRate;
mode.depth = 32;
modeVector->push_back(mode);
}
}
//enumerate 16bit modes
modeCount = pD3D->GetAdapterModeCount(D3DADAPTER_DEFAULT,D3DFMT_R5G6B5);
for(int i=0;i<modeCount;i++) {
if(pD3D->EnumAdapterModes(D3DADAPTER_DEFAULT,D3DFMT_R5G6B5,i,&d3dMode)==D3D_OK) {
mode.width = d3dMode.Width;
mode.height = d3dMode.Height;
mode.rate = d3dMode.RefreshRate;
mode.depth = 16;
modeVector->push_back(mode);
}
}
}
/* CDirect3D::ApplyDisplayChanges
calls changerendersize to apply new display settings
-----
returns true if successful, false otherwise
*/
bool CDirect3D::ApplyDisplayChanges(void)
{
if(GUI.shaderEnabled && GUI.D3DshaderFileName)
SetShader(GUI.D3DshaderFileName);
else
SetShader(NULL);
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return ChangeRenderSize(0,0);
}
void CDirect3D::SetFiltering()
{
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if(Settings.BilinearFilter) {
pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
} else {
pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
}
}
// reset viewport to whole window, clear, set back to current viewport
void CDirect3D::Clear()
{
if (!init_done)
return;
D3DVIEWPORT9 vp_current, vp_all;
pDevice->GetViewport(&vp_current);
vp_all.X = 0;
vp_all.Y = 0;
vp_all.Width = dPresentParams.BackBufferWidth;
vp_all.Height = dPresentParams.BackBufferHeight;
vp_all.MinZ = 0.0;
vp_all.MaxZ = 1.0;
pDevice->SetViewport(&vp_all);
pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
pDevice->SetViewport(&vp_current);
}