snes9x/win32/CDirect3D.h

279 lines
9.0 KiB
C++

/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com)
(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
Nach (n-a-c-h@users.sourceforge.net),
(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
(c) Copyright 2006 - 2007 nitsuja
(c) Copyright 2009 - 2018 BearOso,
OV2
(c) Copyright 2017 qwertymodo
(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
Daniel De Matteis
(Under no circumstances will commercial rights be given)
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com),
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code used in 1.39-1.51
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
SPC7110 and RTC C++ emulator code used in 1.52+
(c) Copyright 2009 byuu,
neviksti
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001 - 2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound emulator code used in 1.5-1.51
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
Sound emulator code used in 1.52+
(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
S-SMP emulator code used in 1.54+
(c) Copyright 2016 byuu
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
NTSC filter
(c) Copyright 2006 - 2007 Shay Green
GTK+ GUI code
(c) Copyright 2004 - 2018 BearOso
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
(c) Copyright 2009 - 2018 OV2
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2011 zones
Libretro port
(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
Daniel De Matteis
(Under no circumstances will commercial rights be given)
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com/
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
***********************************************************************************/
#ifndef W9XDIRECT3D_H
#define W9XDIRECT3D_H
#define MAX_SHADER_TEXTURES 8
#include <d3d9.h>
#include <windows.h>
#include "cgFunctions.h"
#include "CD3DCG.h"
#include "render.h"
#include "wsnes9x.h"
#include "IS9xDisplayOutput.h"
#define FVF_COORDS_TEX D3DFVF_XYZ | D3DFVF_TEX1
typedef struct _VERTEX {
float x, y, z;
float tx, ty;
float lutx, luty;
_VERTEX() {}
_VERTEX(float x,float y,float z,float tx,float ty,float lutx, float luty) {
this->x=x;this->y=y;this->z=z;this->tx=tx;this->ty=ty;this->lutx=lutx;this->luty=luty;
}
} VERTEX; //our custom vertex with a constuctor for easier assignment
enum current_d3d_shader_type { D3D_SHADER_NONE, D3D_SHADER_CG };
class CDirect3D: public IS9xDisplayOutput
{
private:
bool init_done; //has initialize been called?
LPDIRECT3D9 pD3D;
LPDIRECT3DDEVICE9 pDevice;
LPDIRECT3DTEXTURE9 drawSurface; //the texture used for all drawing operations
LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
D3DPRESENT_PARAMETERS dPresentParams;
unsigned int filterScale; //the current maximum filter scale (at least 2)
unsigned int afterRenderWidth, afterRenderHeight; //dimensions after filter has been applied
unsigned int quadTextureSize; //size of the texture (only multiples of 2)
bool fullscreen; //are we currently displaying in fullscreen mode
VERTEX vertexStream[4]; //the 4 vertices that make up our display rectangle
static const D3DVERTEXELEMENT9 vertexElems[4];
LPDIRECT3DVERTEXDECLARATION9 vertexDeclaration;
LPDIRECT3DTEXTURE9 rubyLUT[MAX_SHADER_TEXTURES];
CGcontext cgContext;
current_d3d_shader_type shader_type;
bool cgAvailable;
CD3DCG *cgShader;
float shaderTimer;
int shaderTimeStart;
int shaderTimeElapsed;
int frameCount;
bool BlankTexture(LPDIRECT3DTEXTURE9 texture);
void CreateDrawSurface();
void DestroyDrawSurface();
bool ChangeDrawSurfaceSize(unsigned int scale);
void SetViewport();
void SetupVertices();
bool ResetDevice();
void SetFiltering();
bool SetShader(const TCHAR *file);
void checkForCgError(const char *situation);
bool SetShaderCG(const TCHAR *file);
public:
CDirect3D();
~CDirect3D();
bool Initialize(HWND hWnd);
void DeInitialize();
void Render(SSurface Src);
bool ChangeRenderSize(unsigned int newWidth, unsigned int newHeight);
bool ApplyDisplayChanges(void);
bool SetFullscreen(bool fullscreen);
void SetSnes9xColorFormat();
void EnumModes(std::vector<dMode> *modeVector);
};
#endif