mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-02-23 14:42:33 +01:00
byuu says: Changelog: - ruby/audio/xaudio2: ported to new ruby API - ruby/video/cgl: ported to new ruby API (untested, won't compile) - ruby/video/directdraw: ported to new ruby API - ruby/video/gdi: ported to new ruby API - ruby/video/glx: ported to new ruby API - ruby/video/wgl: ported to new ruby API - ruby/video/opengl: code cleanups The macOS CGL driver is sure to have compilation errors. If someone will post the compilation error log, I can hopefully fix it in one or two iterations of WIPs. I am unable to test the Xorg GLX driver, because my FreeBSD desktop video card drivers do not support OpenGL 3.2. If the driver doesn't work, I'm going to need help tracking down what broke from the older releases. The real fun is still yet to come ... all the Linux-only drivers, where I don't have a single Linux machine to test with. Todo: - libco/fiber - libco/ucontext (I should really just delete this) - tomoko: hide main UI window when in exclusive fullscreen mode
363 lines
12 KiB
C++
363 lines
12 KiB
C++
#undef interface
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#define interface struct
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#include <d3d9.h>
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#undef interface
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static LRESULT CALLBACK VideoDirect3D_WindowProcedure(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
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return DefWindowProc(hwnd, msg, wparam, lparam);
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}
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struct VideoDirect3D : Video {
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VideoDirect3D() { initialize(); }
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~VideoDirect3D() { terminate(); }
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auto ready() -> bool { return _ready; }
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auto exclusive() -> bool { return _exclusive; }
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auto context() -> uintptr { return _context; }
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auto blocking() -> bool { return _blocking; }
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auto smooth() -> bool { return _smooth; }
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auto setExclusive(bool exclusive) -> bool {
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if(_exclusive == exclusive) return true;
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_exclusive = exclusive;
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return initialize();
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}
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auto setContext(uintptr context) -> bool {
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if(_context == context) return true;
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_context = context;
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return initialize();
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}
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auto setBlocking(bool blocking) -> bool {
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_blocking = blocking;
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return true;
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}
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auto setSmooth(bool smooth) -> bool {
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_smooth = smooth;
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if(_ready) updateFilter();
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return true;
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}
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auto clear() -> void {
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if(!ready()) return;
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if(_lost && !recover()) return;
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D3DSURFACE_DESC surfaceDescription;
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_texture->GetLevelDesc(0, &surfaceDescription);
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_texture->GetSurfaceLevel(0, &_surface);
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if(_surface) {
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_device->ColorFill(_surface, 0, D3DCOLOR_XRGB(0x00, 0x00, 0x00));
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_surface->Release();
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_surface = nullptr;
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}
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//clear primary display and all backbuffers
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for(uint n : range(3)) {
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_device->Clear(0, 0, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0x00, 0x00, 0x00), 1.0f, 0);
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_device->Present(0, 0, 0, 0);
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}
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}
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auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
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if(!ready()) return false;
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if(_lost && !recover()) return false;
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if(width != _inputWidth || height != _inputHeight) {
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resize(_inputWidth = width, _inputHeight = height);
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}
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D3DSURFACE_DESC surfaceDescription;
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_texture->GetLevelDesc(0, &surfaceDescription);
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_texture->GetSurfaceLevel(0, &_surface);
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D3DLOCKED_RECT lockedRectangle;
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_surface->LockRect(&lockedRectangle, 0, D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD);
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pitch = lockedRectangle.Pitch;
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return data = (uint32_t*)lockedRectangle.pBits;
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}
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auto unlock() -> void {
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if(!ready()) return;
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_surface->UnlockRect();
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_surface->Release();
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_surface = nullptr;
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}
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auto output() -> void {
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if(!ready()) return;
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if(_lost && !recover()) return;
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RECT rectangle;
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GetClientRect((HWND)_context, &rectangle);
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//if output size changed, driver must be re-initialized.
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//failure to do so causes scaling issues on some video drivers.
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if(_windowWidth != rectangle.right || _windowHeight != rectangle.bottom) initialize();
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_device->BeginScene();
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uint x = 0, y = 0;
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if(_exclusive) {
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//center output in exclusive mode fullscreen window
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x = (_monitorWidth - _windowWidth) / 2;
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y = (_monitorHeight - _windowHeight) / 2;
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}
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setVertex(0, 0, _inputWidth, _inputHeight, _textureWidth, _textureHeight, x, y, _windowWidth, _windowHeight);
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_device->SetTexture(0, _texture);
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_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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_device->EndScene();
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if(_blocking) {
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D3DRASTER_STATUS status;
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while(true) { //wait for a previous vblank to finish, if necessary
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_device->GetRasterStatus(0, &status);
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if(!status.InVBlank) break;
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}
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while(true) { //wait for next vblank to begin
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_device->GetRasterStatus(0, &status);
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if(status.InVBlank) break;
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}
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}
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if(_device->Present(0, 0, 0, 0) == D3DERR_DEVICELOST) _lost = true;
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}
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private:
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auto recover() -> bool {
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if(!_device) return false;
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if(_lost) {
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if(_vertexBuffer) { _vertexBuffer->Release(); _vertexBuffer = nullptr; }
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if(_surface) { _surface->Release(); _surface = nullptr; }
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if(_texture) { _texture->Release(); _texture = nullptr; }
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if(_device->Reset(&_presentation) != D3D_OK) return false;
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}
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_lost = false;
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_device->SetDialogBoxMode(false);
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_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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_device->SetRenderState(D3DRS_LIGHTING, false);
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_device->SetRenderState(D3DRS_ZENABLE, false);
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_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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_device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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_device->SetVertexShader(nullptr);
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_device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
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_device->CreateVertexBuffer(sizeof(Vertex) * 4, _vertexUsage, D3DFVF_XYZRHW | D3DFVF_TEX1,
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(D3DPOOL)_vertexPool, &_vertexBuffer, nullptr);
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_textureWidth = 0;
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_textureHeight = 0;
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resize(_inputWidth = 256, _inputHeight = 256);
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updateFilter();
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clear();
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return true;
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}
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auto resize(uint width, uint height) -> void {
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if(_textureWidth >= width && _textureHeight >= height) return;
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_textureWidth = bit::round(max(width, _textureWidth));
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_textureHeight = bit::round(max(height, _textureHeight));
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if(_capabilities.MaxTextureWidth < _textureWidth || _capabilities.MaxTextureWidth < _textureHeight) return;
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if(_texture) _texture->Release();
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_device->CreateTexture(_textureWidth, _textureHeight, 1, _textureUsage, D3DFMT_X8R8G8B8,
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(D3DPOOL)_texturePool, &_texture, nullptr);
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}
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auto updateFilter() -> void {
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if(!_device) return;
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if(_lost && !recover()) return;
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auto filter = !_smooth ? D3DTEXF_POINT : D3DTEXF_LINEAR;
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_device->SetSamplerState(0, D3DSAMP_MINFILTER, filter);
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_device->SetSamplerState(0, D3DSAMP_MAGFILTER, filter);
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}
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//(x,y) screen coordinates, in pixels
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//(u,v) texture coordinates, betweeen 0.0 (top, left) to 1.0 (bottom, right)
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auto setVertex(
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uint32_t px, uint32_t py, uint32_t pw, uint32_t ph,
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uint32_t tw, uint32_t th,
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uint32_t x, uint32_t y, uint32_t w, uint32_t h
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) -> void {
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Vertex vertex[4];
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vertex[0].x = vertex[2].x = (double)(x - 0.5);
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vertex[1].x = vertex[3].x = (double)(x + w - 0.5);
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vertex[0].y = vertex[1].y = (double)(y - 0.5);
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vertex[2].y = vertex[3].y = (double)(y + h - 0.5);
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//Z-buffer and RHW are unused for 2D blit, set to normal values
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vertex[0].z = vertex[1].z = vertex[2].z = vertex[3].z = 0.0;
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vertex[0].rhw = vertex[1].rhw = vertex[2].rhw = vertex[3].rhw = 1.0;
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double rw = (double)w / (double)pw * (double)tw;
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double rh = (double)h / (double)ph * (double)th;
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vertex[0].u = vertex[2].u = (double)(px ) / rw;
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vertex[1].u = vertex[3].u = (double)(px + w) / rw;
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vertex[0].v = vertex[1].v = (double)(py ) / rh;
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vertex[2].v = vertex[3].v = (double)(py + h) / rh;
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LPDIRECT3DVERTEXBUFFER9* vertexPointer = nullptr;
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_vertexBuffer->Lock(0, sizeof(Vertex) * 4, (void**)&vertexPointer, 0);
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memory::copy(vertexPointer, vertex, sizeof(Vertex) * 4);
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_vertexBuffer->Unlock();
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_device->SetStreamSource(0, _vertexBuffer, 0, sizeof(Vertex));
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}
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auto initialize() -> bool {
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terminate();
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if(!_context) return false;
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POINT point = {0, 0};
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HMONITOR monitor = MonitorFromPoint(point, MONITOR_DEFAULTTOPRIMARY);
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MONITORINFOEX information = {};
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information.cbSize = sizeof(MONITORINFOEX);
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GetMonitorInfo(monitor, &information);
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_monitorWidth = information.rcMonitor.right - information.rcMonitor.left;
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_monitorHeight = information.rcMonitor.bottom - information.rcMonitor.top;
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WNDCLASS windowClass = {};
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windowClass.cbClsExtra = 0;
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windowClass.cbWndExtra = 0;
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windowClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
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windowClass.hCursor = LoadCursor(0, IDC_ARROW);
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windowClass.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
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windowClass.hInstance = GetModuleHandle(0);
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windowClass.lpfnWndProc = VideoDirect3D_WindowProcedure;
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windowClass.lpszClassName = L"VideoDirect3D_Window";
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windowClass.lpszMenuName = 0;
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windowClass.style = CS_HREDRAW | CS_VREDRAW;
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RegisterClass(&windowClass);
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_exclusiveContext = (uintptr)CreateWindowEx(WS_EX_TOPMOST, L"VideoDirect3D_Window", L"", WS_POPUP,
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information.rcMonitor.left, information.rcMonitor.top, _monitorWidth, _monitorHeight,
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nullptr, nullptr, GetModuleHandle(0), nullptr);
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RECT rectangle;
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GetClientRect((HWND)_context, &rectangle);
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_windowWidth = rectangle.right;
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_windowHeight = rectangle.bottom;
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_instance = Direct3DCreate9(D3D_SDK_VERSION);
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if(!_instance) return false;
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memory::fill(&_presentation, sizeof(_presentation));
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_presentation.Flags = D3DPRESENTFLAG_VIDEO;
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_presentation.SwapEffect = D3DSWAPEFFECT_DISCARD;
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_presentation.BackBufferCount = 1;
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_presentation.MultiSampleType = D3DMULTISAMPLE_NONE;
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_presentation.MultiSampleQuality = 0;
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_presentation.EnableAutoDepthStencil = false;
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_presentation.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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_presentation.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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if(!_exclusive) {
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_presentation.hDeviceWindow = (HWND)_context;
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_presentation.Windowed = true;
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_presentation.BackBufferFormat = D3DFMT_UNKNOWN;
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_presentation.BackBufferWidth = 0;
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_presentation.BackBufferHeight = 0;
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ShowWindow((HWND)_exclusiveContext, SW_HIDE);
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if(_instance->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND)_context,
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D3DCREATE_FPU_PRESERVE | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_presentation, &_device) != D3D_OK) {
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return false;
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}
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} else {
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_presentation.hDeviceWindow = (HWND)_exclusiveContext;
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_presentation.Windowed = false;
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_presentation.BackBufferFormat = D3DFMT_X8R8G8B8;
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_presentation.BackBufferWidth = _monitorWidth;
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_presentation.BackBufferHeight = _monitorHeight;
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_presentation.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
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ShowWindow((HWND)_exclusiveContext, SW_SHOWNORMAL);
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if(_instance->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, (HWND)_exclusiveContext,
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D3DCREATE_FPU_PRESERVE | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &_presentation, &_device) != D3D_OK) {
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return false;
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}
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}
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_device->GetDeviceCaps(&_capabilities);
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if(_capabilities.Caps2 & D3DCAPS2_DYNAMICTEXTURES) {
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_textureUsage = D3DUSAGE_DYNAMIC;
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_texturePool = D3DPOOL_DEFAULT;
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_vertexUsage = D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC;
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_vertexPool = D3DPOOL_DEFAULT;
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} else {
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_textureUsage = 0;
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_texturePool = D3DPOOL_MANAGED;
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_vertexUsage = D3DUSAGE_WRITEONLY;
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_vertexPool = D3DPOOL_MANAGED;
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}
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_lost = false;
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return _ready = recover();
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}
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auto terminate() -> void {
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_ready = false;
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if(_vertexBuffer) { _vertexBuffer->Release(); _vertexBuffer = nullptr; }
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if(_surface) { _surface->Release(); _surface = nullptr; }
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if(_texture) { _texture->Release(); _texture = nullptr; }
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if(_device) { _device->Release(); _device = nullptr; }
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if(_instance) { _instance->Release(); _instance = nullptr; }
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if(_exclusiveContext) { DestroyWindow((HWND)_exclusiveContext); _exclusiveContext = 0; }
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}
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struct Vertex {
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float x, y, z, rhw; //screen coordinates
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float u, v; //texture coordinates
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};
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bool _exclusive = false;
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bool _ready = false;
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uintptr _context = 0;
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bool _blocking = false;
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bool _smooth = true;
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uintptr _exclusiveContext = 0;
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LPDIRECT3D9 _instance = nullptr;
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LPDIRECT3DDEVICE9 _device = nullptr;
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LPDIRECT3DVERTEXBUFFER9 _vertexBuffer = nullptr;
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D3DPRESENT_PARAMETERS _presentation = {};
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D3DCAPS9 _capabilities = {};
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LPDIRECT3DTEXTURE9 _texture = nullptr;
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LPDIRECT3DSURFACE9 _surface = nullptr;
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bool _lost = true;
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uint _windowWidth;
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uint _windowHeight;
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uint _textureWidth;
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uint _textureHeight;
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uint _monitorWidth;
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uint _monitorHeight;
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uint _inputWidth;
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uint _inputHeight;
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uint32_t _textureUsage;
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uint32_t _texturePool;
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uint32_t _vertexUsage;
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uint32_t _vertexPool;
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};
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