RetroArch/gfx/common/d3d9_common.c

624 lines
16 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch 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 for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#define CINTERFACE
/* For Xbox we will just link statically
* to Direct3D libraries instead. */
#if !defined(_XBOX) && defined(HAVE_DYLIB)
#define HAVE_DYNAMIC_D3D
#endif
#ifdef HAVE_DYNAMIC_D3D
#include <dynamic/dylib.h>
#endif
#include "../../verbosity.h"
#include "d3d9_common.h"
#ifdef HAVE_D3DX
#include <d3dx9core.h>
#include <d3dx9tex.h>
#endif
#ifdef _XBOX
#include <xgraphics.h>
#endif
static UINT d3d9_SDKVersion = 0;
#ifdef HAVE_DYNAMIC_D3D
static dylib_t g_d3d9_dll;
#ifdef HAVE_D3DX
static dylib_t g_d3d9x_dll;
#endif
static bool d3d9_dylib_initialized = false;
#endif
typedef IDirect3D9 *(__stdcall *D3D9Create_t)(UINT);
#ifdef HAVE_D3DX
typedef HRESULT (__stdcall
*D3D9CompileShader_t)(
LPCSTR pSrcData,
UINT srcDataLen,
const D3DXMACRO *pDefines,
LPD3DXINCLUDE pInclude,
LPCSTR pFunctionName,
LPCSTR pProfile,
DWORD Flags,
LPD3DXBUFFER *ppShader,
LPD3DXBUFFER *ppErrorMsgs,
LPD3DXCONSTANTTABLE *ppConstantTable);
typedef HRESULT (__stdcall
*D3D9CompileShaderFromFile_t)(
LPCTSTR pSrcFile,
const D3DXMACRO *pDefines,
LPD3DXINCLUDE pInclude,
LPCSTR pFunctionName,
LPCSTR pProfile,
DWORD Flags,
LPD3DXBUFFER *ppShader,
LPD3DXBUFFER *ppErrorMsgs,
LPD3DXCONSTANTTABLE *ppConstantTable);
typedef HRESULT (__stdcall
*D3D9CreateTextureFromFile_t)(
LPDIRECT3DDEVICE9 pDevice,
LPCSTR pSrcFile,
UINT Width,
UINT Height,
UINT MipLevels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
DWORD Filter,
DWORD MipFilter,
D3DCOLOR ColorKey,
D3DXIMAGE_INFO* pSrcInfo,
PALETTEENTRY* pPalette,
LPDIRECT3DTEXTURE9* ppTexture);
typedef HRESULT (__stdcall
*D3D9XCreateFontIndirect_t)(
LPDIRECT3DDEVICE9 pDevice,
D3DXFONT_DESC* pDesc,
LPD3DXFONT* ppFont);
#endif
#ifdef HAVE_D3DX
static D3D9XCreateFontIndirect_t D3D9CreateFontIndirect;
static D3D9CreateTextureFromFile_t D3D9CreateTextureFromFile;
static D3D9CompileShaderFromFile_t D3D9CompileShaderFromFile;
static D3D9CompileShader_t D3D9CompileShader;
#endif
static D3D9Create_t D3D9Create;
void *d3d9_create(void)
{
return D3D9Create(d3d9_SDKVersion);
}
#ifdef HAVE_DYNAMIC_D3D
#ifdef HAVE_D3DX
static const char *d3dx9_dll_list[] =
{
"d3dx9_24.dll",
"d3dx9_25.dll",
"d3dx9_26.dll",
"d3dx9_27.dll",
"d3dx9_28.dll",
"d3dx9_29.dll",
"d3dx9_30.dll",
"d3dx9_31.dll",
"d3dx9_32.dll",
"d3dx9_33.dll",
"d3dx9_34.dll",
"d3dx9_35.dll",
"d3dx9_36.dll",
"d3dx9_37.dll",
"d3dx9_38.dll",
"d3dx9_39.dll",
"d3dx9_40.dll",
"d3dx9_41.dll",
"d3dx9_42.dll",
"d3dx9_43.dll",
NULL
};
static dylib_t dylib_load_d3d9x(void)
{
dylib_t dll = NULL;
const char **dll_name = d3dx9_dll_list;
while (!dll && *dll_name)
dll = dylib_load(*dll_name++);
return dll;
}
#endif
#endif
bool d3d9_initialize_symbols(enum gfx_ctx_api api)
{
#ifdef HAVE_DYNAMIC_D3D
if (d3d9_dylib_initialized)
return true;
#if defined(DEBUG) || defined(_DEBUG)
g_d3d9_dll = dylib_load("d3d9d.dll");
if(!g_d3d9_dll)
#endif
g_d3d9_dll = dylib_load("d3d9.dll");
#ifdef HAVE_D3DX
g_d3d9x_dll = dylib_load_d3d9x();
if (!g_d3d9x_dll)
return false;
#endif
if (!g_d3d9_dll)
return false;
#endif
d3d9_SDKVersion = 31;
#ifdef HAVE_DYNAMIC_D3D
D3D9Create = (D3D9Create_t)dylib_proc(g_d3d9_dll, "Direct3DCreate9");
#ifdef HAVE_D3DX
D3D9CompileShaderFromFile = (D3D9CompileShaderFromFile_t)dylib_proc(g_d3d9x_dll, "D3DXCompileShaderFromFile");
D3D9CompileShader = (D3D9CompileShader_t)dylib_proc(g_d3d9x_dll, "D3DXCompileShader");
#ifdef UNICODE
D3D9CreateFontIndirect = (D3D9XCreateFontIndirect_t)dylib_proc(g_d3d9x_dll, "D3DXCreateFontIndirectW");
#else
D3D9CreateFontIndirect = (D3D9XCreateFontIndirect_t)dylib_proc(g_d3d9x_dll, "D3DXCreateFontIndirectA");
#endif
D3D9CreateTextureFromFile = (D3D9CreateTextureFromFile_t)dylib_proc(g_d3d9x_dll, "D3DXCreateTextureFromFileExA");
#endif
#else
D3D9Create = Direct3DCreate9;
#ifdef HAVE_D3DX
D3D9CompileShaderFromFile = D3DXCompileShaderFromFile;
D3D9CompileShader = D3DXCompileShader;
D3D9CreateFontIndirect = D3DXCreateFontIndirect;
D3D9CreateTextureFromFile = D3DXCreateTextureFromFileExA;
#endif
#endif
if (!D3D9Create)
goto error;
#ifdef _XBOX
d3d9_SDKVersion = 0;
#endif
#ifdef HAVE_DYNAMIC_D3D
d3d9_dylib_initialized = true;
#endif
return true;
error:
d3d9_deinitialize_symbols();
return false;
}
void d3d9_deinitialize_symbols(void)
{
#ifdef HAVE_DYNAMIC_D3D
if (g_d3d9_dll)
dylib_close(g_d3d9_dll);
#ifdef HAVE_D3DX
if (g_d3d9x_dll)
dylib_close(g_d3d9x_dll);
g_d3d9x_dll = NULL;
#endif
g_d3d9_dll = NULL;
d3d9_dylib_initialized = false;
#endif
}
#ifdef HAVE_D3DX
static void *d3d9_texture_new_from_file(
void *dev,
const char *path, unsigned width, unsigned height,
unsigned miplevels, unsigned usage, D3DFORMAT format,
INT32 pool, unsigned filter, unsigned mipfilter,
INT32 color_key, void *src_info_data,
PALETTEENTRY *palette)
{
void *buf = NULL;
if (FAILED(D3D9CreateTextureFromFile((LPDIRECT3DDEVICE9)dev,
path, width, height, miplevels, usage, format,
(D3DPOOL)pool, filter, mipfilter, color_key,
(D3DXIMAGE_INFO*)src_info_data,
palette, (struct IDirect3DTexture9**)&buf)))
return NULL;
return buf;
}
#endif
void *d3d9_texture_new(void *_dev,
const char *path, unsigned width, unsigned height,
unsigned miplevels, unsigned usage, INT32 format,
INT32 pool, unsigned filter, unsigned mipfilter,
INT32 color_key, void *src_info_data,
PALETTEENTRY *palette, bool want_mipmap)
{
LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)_dev;
void *buf = NULL;
if (path)
{
#ifdef HAVE_D3DX
return d3d9_texture_new_from_file(_dev,
path, width, height, miplevels,
usage, (D3DFORMAT)format,
(D3DPOOL)pool, filter, mipfilter,
color_key, src_info_data, palette);
#else
return NULL;
#endif
}
#ifndef _XBOX
if (want_mipmap)
usage |= D3DUSAGE_AUTOGENMIPMAP;
#endif
if (FAILED(IDirect3DDevice9_CreateTexture(dev,
width, height, miplevels, usage,
(D3DFORMAT)format,
(D3DPOOL)pool,
(struct IDirect3DTexture9**)&buf, NULL)))
return NULL;
return buf;
}
void *d3d9_vertex_buffer_new(void *_dev,
unsigned length, unsigned usage,
unsigned fvf, INT32 pool, void *handle)
{
void *buf = NULL;
LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)_dev;
#ifndef _XBOX
if (usage == 0)
if (IDirect3DDevice9_GetSoftwareVertexProcessing(dev))
usage = D3DUSAGE_SOFTWAREPROCESSING;
#endif
if (FAILED(IDirect3DDevice9_CreateVertexBuffer(
dev, length, usage, fvf,
(D3DPOOL)pool,
(LPDIRECT3DVERTEXBUFFER9*)&buf, NULL)))
return NULL;
return buf;
}
void d3d9_vertex_buffer_free(void *vertex_data, void *vertex_declaration)
{
if (vertex_data)
{
LPDIRECT3DVERTEXBUFFER9 buf =
(LPDIRECT3DVERTEXBUFFER9)vertex_data;
IDirect3DVertexBuffer9_Release(buf);
buf = NULL;
}
if (vertex_declaration)
{
LPDIRECT3DVERTEXDECLARATION9 vertex_decl =
(LPDIRECT3DVERTEXDECLARATION9)vertex_declaration;
d3d9_vertex_declaration_free(vertex_decl);
vertex_decl = NULL;
}
}
static bool d3d9_reset_internal(void *data,
D3DPRESENT_PARAMETERS *d3dpp
)
{
LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)data;
if (dev &&
IDirect3DDevice9_Reset(dev, d3dpp) == D3D_OK)
return true;
return false;
}
static HRESULT d3d9_test_cooperative_level(void *data)
{
#ifndef _XBOX
LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)data;
if (dev)
return IDirect3DDevice9_TestCooperativeLevel(dev);
#endif
return E_FAIL;
}
static bool d3d9_create_device_internal(
void *data,
D3DPRESENT_PARAMETERS *d3dpp,
void *_d3d,
HWND focus_window,
unsigned cur_mon_id,
DWORD behavior_flags)
{
LPDIRECT3D9 d3d = (LPDIRECT3D9)_d3d;
LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)data;
if (dev &&
SUCCEEDED(IDirect3D9_CreateDevice(d3d,
cur_mon_id,
D3DDEVTYPE_HAL,
focus_window,
behavior_flags,
d3dpp,
(IDirect3DDevice9**)dev)))
return true;
return false;
}
bool d3d9_create_device(void *dev,
void *d3dpp,
void *d3d,
HWND focus_window,
unsigned cur_mon_id)
{
if (!d3d9_create_device_internal(dev,
(D3DPRESENT_PARAMETERS*)d3dpp,
d3d,
focus_window,
cur_mon_id,
D3DCREATE_HARDWARE_VERTEXPROCESSING))
if (!d3d9_create_device_internal(
dev,
(D3DPRESENT_PARAMETERS*)d3dpp, d3d, focus_window,
cur_mon_id,
D3DCREATE_SOFTWARE_VERTEXPROCESSING))
return false;
return true;
}
bool d3d9_reset(void *dev, void *d3dpp)
{
const char *err = NULL;
if (d3d9_reset_internal(dev, (D3DPRESENT_PARAMETERS*)d3dpp))
return true;
RARCH_WARN("[D3D]: Attempting to recover from dead state...\n");
#ifndef _XBOX
/* Try to recreate the device completely. */
switch (d3d9_test_cooperative_level(dev))
{
case D3DERR_DEVICELOST:
err = "DEVICELOST";
break;
case D3DERR_DEVICENOTRESET:
err = "DEVICENOTRESET";
break;
case D3DERR_DRIVERINTERNALERROR:
err = "DRIVERINTERNALERROR";
break;
default:
err = "Unknown";
}
RARCH_WARN("[D3D]: recovering from dead state: (%s).\n", err);
#endif
return false;
}
bool d3d9x_create_font_indirect(void *_dev,
void *desc, void **font_data)
{
#ifdef HAVE_D3DX
LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)_dev;
if (SUCCEEDED(D3D9CreateFontIndirect(
dev, (D3DXFONT_DESC*)desc,
(struct ID3DXFont**)font_data)))
return true;
#endif
return false;
}
void d3d9x_buffer_release(void *data)
{
#ifdef HAVE_D3DX
LPD3DXBUFFER p = (LPD3DXBUFFER)data;
if (!p)
return;
p->lpVtbl->Release(p);
#endif
}
bool d3d9x_compile_shader(
const char *src,
unsigned src_data_len,
const void *pdefines,
void *pinclude,
const char *pfunctionname,
const char *pprofile,
unsigned flags,
void *ppshader,
void *pperrormsgs,
void *ppconstanttable)
{
#if defined(HAVE_D3DX)
if (D3D9CompileShader)
if (D3D9CompileShader(
(LPCTSTR)src,
(UINT)src_data_len,
(const D3DXMACRO*)pdefines,
(LPD3DXINCLUDE)pinclude,
(LPCSTR)pfunctionname,
(LPCSTR)pprofile,
(DWORD)flags,
(LPD3DXBUFFER*)ppshader,
(LPD3DXBUFFER*)pperrormsgs,
(LPD3DXCONSTANTTABLE*)ppconstanttable) >= 0)
return true;
#endif
return false;
}
void d3d9x_font_draw_text(void *data, void *sprite_data, void *string_data,
unsigned count, void *rect_data, unsigned format, unsigned color)
{
#ifdef HAVE_D3DX
ID3DXFont *font = (ID3DXFont*)data;
if (font)
font->lpVtbl->DrawText(font, (LPD3DXSPRITE)sprite_data,
(LPCTSTR)string_data, count, (LPRECT)rect_data,
(DWORD)format, (D3DCOLOR)color);
#endif
}
void d3d9x_font_release(void *data)
{
#ifdef HAVE_D3DX
ID3DXFont *font = (ID3DXFont*)data;
if (font)
font->lpVtbl->Release(font);
#endif
}
void d3d9x_font_get_text_metrics(void *data, void *metrics)
{
#ifdef HAVE_D3DX
ID3DXFont *font = (ID3DXFont*)data;
if (font)
font->lpVtbl->GetTextMetrics(font, (TEXTMETRICA*)metrics);
#endif
}
bool d3d9x_compile_shader_from_file(
const char *src,
const void *pdefines,
void *pinclude,
const char *pfunctionname,
const char *pprofile,
unsigned flags,
void *ppshader,
void *pperrormsgs,
void *ppconstanttable)
{
#if defined(HAVE_D3DX)
if (D3D9CompileShaderFromFile)
if (D3D9CompileShaderFromFile(
(LPCTSTR)src,
(const D3DXMACRO*)pdefines,
(LPD3DXINCLUDE)pinclude,
(LPCSTR)pfunctionname,
(LPCSTR)pprofile,
(DWORD)flags,
(LPD3DXBUFFER*)ppshader,
(LPD3DXBUFFER*)pperrormsgs,
(LPD3DXCONSTANTTABLE*)ppconstanttable) >= 0)
return true;
#endif
return false;
}
const void *d3d9x_get_buffer_ptr(void *data)
{
#if defined(HAVE_D3DX)
ID3DXBuffer *listing = (ID3DXBuffer*)data;
if (listing)
return listing->lpVtbl->GetBufferPointer(listing);
#endif
return NULL;
}
void *d3d9x_constant_table_get_constant_by_name(void *_tbl,
void *_handle, void *_name)
{
#if defined(HAVE_D3DX)
D3DXHANDLE handle = (D3DXHANDLE)_handle;
LPD3DXCONSTANTTABLE consttbl = (LPD3DXCONSTANTTABLE)_tbl;
LPCSTR name = (LPCSTR)_name;
if (consttbl && handle && name)
return (void*)consttbl->lpVtbl->GetConstantByName(consttbl,
handle, name);
#endif
return NULL;
}
void d3d9x_constant_table_set_float_array(LPDIRECT3DDEVICE9 dev,
void *p, void *_handle, const void *_pf, unsigned count)
{
#if defined(HAVE_D3DX)
LPD3DXCONSTANTTABLE consttbl = (LPD3DXCONSTANTTABLE)p;
D3DXHANDLE handle = (D3DXHANDLE)_handle;
CONST FLOAT *pf = (CONST FLOAT*)_pf;
if (consttbl && dev)
consttbl->lpVtbl->SetFloatArray(consttbl, dev, handle, pf,
(UINT)count);
#endif
}
void d3d9x_constant_table_set_defaults(LPDIRECT3DDEVICE9 dev,
void *p)
{
#if defined(HAVE_D3DX)
LPD3DXCONSTANTTABLE consttbl = (LPD3DXCONSTANTTABLE)p;
if (consttbl && dev)
{
if (consttbl->lpVtbl->SetDefaults)
consttbl->lpVtbl->SetDefaults(consttbl, dev);
}
#endif
}
void d3d9x_constant_table_set_matrix(LPDIRECT3DDEVICE9 dev,
void *p,
void *data, const void *_matrix)
{
#if defined(HAVE_D3DX)
LPD3DXCONSTANTTABLE consttbl = (LPD3DXCONSTANTTABLE)p;
D3DXHANDLE handle = (D3DXHANDLE)data;
const D3DXMATRIX *matrix = (const D3DXMATRIX*)_matrix;
if (consttbl && dev && handle)
consttbl->lpVtbl->SetMatrix(consttbl, dev, handle, matrix);
#endif
}
const bool d3d9x_constant_table_set_float(void *p,
void *a, void *b, float val)
{
#if defined(HAVE_D3DX)
LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)a;
D3DXHANDLE handle = (D3DXHANDLE)b;
LPD3DXCONSTANTTABLE consttbl = (LPD3DXCONSTANTTABLE)p;
if (consttbl && dev && handle &&
consttbl->lpVtbl->SetFloat(
consttbl, dev, handle, val) == D3D_OK)
return true;
#endif
return false;
}