diff options
Diffstat (limited to 'docs/release/src/osd/modules/render/drawd3d.cpp')
-rw-r--r-- | docs/release/src/osd/modules/render/drawd3d.cpp | 2753 |
1 files changed, 2753 insertions, 0 deletions
diff --git a/docs/release/src/osd/modules/render/drawd3d.cpp b/docs/release/src/osd/modules/render/drawd3d.cpp new file mode 100644 index 00000000000..2336536d084 --- /dev/null +++ b/docs/release/src/osd/modules/render/drawd3d.cpp @@ -0,0 +1,2753 @@ +// license:BSD-3-Clause +// copyright-holders:Aaron Giles +//============================================================ +// +// drawd3d.cpp - Win32 Direct3D implementation +// +//============================================================ + +// MAME headers +#include "emu.h" +#include "render.h" + +#include "rendutil.h" +#include "emuopts.h" +#include "aviio.h" + +// MAMEOS headers +#include "winmain.h" +#include "window.h" +#include "drawd3d.h" +#include "modules/render/d3d/d3dhlsl.h" +#include "modules/monitor/monitor_module.h" +#include <utility> + +//============================================================ +// TYPE DEFINITIONS +//============================================================ + +typedef IDirect3D9* (WINAPI *d3d9_create_fn)(UINT); + + +//============================================================ +// CONSTANTS +//============================================================ + +enum +{ + TEXTURE_TYPE_PLAIN, + TEXTURE_TYPE_DYNAMIC, + TEXTURE_TYPE_SURFACE +}; + + +//============================================================ +// INLINES +//============================================================ + +static inline BOOL GetClientRectExceptMenu(HWND hWnd, PRECT pRect, BOOL fullscreen) +{ + static HMENU last_menu; + static RECT last_rect; + static RECT cached_rect; + HMENU menu = GetMenu(hWnd); + BOOL result = GetClientRect(hWnd, pRect); + + if (!fullscreen || !menu) + return result; + + // to avoid flicker use cache if we can use + if (last_menu != menu || memcmp(&last_rect, pRect, sizeof *pRect) != 0) + { + last_menu = menu; + last_rect = *pRect; + + SetMenu(hWnd, nullptr); + result = GetClientRect(hWnd, &cached_rect); + SetMenu(hWnd, menu); + } + + *pRect = cached_rect; + return result; +} + + +static inline uint32_t ycc_to_rgb(uint8_t y, uint8_t cb, uint8_t cr) +{ + /* original equations: + + C = Y - 16 + D = Cb - 128 + E = Cr - 128 + + R = clip(( 298 * C + 409 * E + 128) >> 8) + G = clip(( 298 * C - 100 * D - 208 * E + 128) >> 8) + B = clip(( 298 * C + 516 * D + 128) >> 8) + + R = clip(( 298 * (Y - 16) + 409 * (Cr - 128) + 128) >> 8) + G = clip(( 298 * (Y - 16) - 100 * (Cb - 128) - 208 * (Cr - 128) + 128) >> 8) + B = clip(( 298 * (Y - 16) + 516 * (Cb - 128) + 128) >> 8) + + R = clip(( 298 * Y - 298 * 16 + 409 * Cr - 409 * 128 + 128) >> 8) + G = clip(( 298 * Y - 298 * 16 - 100 * Cb + 100 * 128 - 208 * Cr + 208 * 128 + 128) >> 8) + B = clip(( 298 * Y - 298 * 16 + 516 * Cb - 516 * 128 + 128) >> 8) + + R = clip(( 298 * Y - 298 * 16 + 409 * Cr - 409 * 128 + 128) >> 8) + G = clip(( 298 * Y - 298 * 16 - 100 * Cb + 100 * 128 - 208 * Cr + 208 * 128 + 128) >> 8) + B = clip(( 298 * Y - 298 * 16 + 516 * Cb - 516 * 128 + 128) >> 8) + */ + int r, g, b, common; + + common = 298 * y - 298 * 16; + r = (common + 409 * cr - 409 * 128 + 128) >> 8; + g = (common - 100 * cb + 100 * 128 - 208 * cr + 208 * 128 + 128) >> 8; + b = (common + 516 * cb - 516 * 128 + 128) >> 8; + + if (r < 0) r = 0; + else if (r > 255) r = 255; + if (g < 0) g = 0; + else if (g > 255) g = 255; + if (b < 0) b = 0; + else if (b > 255) b = 255; + + return rgb_t(0xff, r, g, b); +} + + +//============================================================ +// drawd3d_init +//============================================================ + +static d3d_base * d3dintf; // FIX ME + + +//============================================================ +// drawd3d_window_init +//============================================================ + +int renderer_d3d9::create() +{ + if (!initialize()) + { + osd_printf_error("Unable to initialize Direct3D 9\n"); + return 1; + } + + return 0; +} + +void renderer_d3d9::toggle_fsfx() +{ + set_toggle(true); +} + +void renderer_d3d9::record() +{ + if (m_shaders != nullptr) + { + m_shaders->record_movie(); + } +} + +void renderer_d3d9::add_audio_to_recording(const int16_t *buffer, int samples_this_frame) +{ + if (m_shaders != nullptr) + { + m_shaders->record_audio(buffer, samples_this_frame); + } +} + +void renderer_d3d9::save() +{ + if (m_shaders != nullptr) + { + m_shaders->save_snapshot(); + } +} + + +//============================================================ +// drawd3d_window_get_primitives +//============================================================ + +render_primitive_list *renderer_d3d9::get_primitives() +{ + RECT client; + auto win = try_getwindow(); + if (win == nullptr) + return nullptr; + + HWND hWnd = std::static_pointer_cast<win_window_info>(win)->platform_window(); + if (IsIconic(hWnd)) + return nullptr; + + GetClientRectExceptMenu(hWnd, &client, win->fullscreen()); + if (rect_width(&client) > 0 && rect_height(&client) > 0) + { + win->target()->set_bounds(rect_width(&client), rect_height(&client), win->pixel_aspect()); + win->target()->set_max_update_rate((get_refresh() == 0) ? get_origmode().RefreshRate : get_refresh()); + } + if (m_shaders != nullptr) + { + // do not transform primitives (scale, offset) if shaders are enabled, the shaders will handle the transformation + win->target()->set_transform_container(!m_shaders->enabled()); + } + return &win->target()->get_primitives(); +} + + +//============================================================ +// renderer_d3d9::init +//============================================================ + +bool renderer_d3d9::init(running_machine &machine) +{ + d3dintf = global_alloc(d3d_base); + + d3dintf->d3d9_dll = osd::dynamic_module::open({ "d3d9.dll" }); + + d3d9_create_fn d3d9_create_ptr = d3dintf->d3d9_dll->bind<d3d9_create_fn>("Direct3DCreate9"); + if (d3d9_create_ptr == nullptr) + { + osd_printf_verbose("Direct3D: Unable to find Direct3D 9 runtime library\n"); + return true; + } + + d3dintf->d3dobj = (*d3d9_create_ptr)(D3D_SDK_VERSION); + if (d3dintf->d3dobj == nullptr) + { + osd_printf_verbose("Direct3D: Unable to initialize Direct3D 9\n"); + return true; + } + + osd_printf_verbose("Direct3D: Using Direct3D 9\n"); + + return false; +} + + +//============================================================ +// drawd3d_window_draw +//============================================================ + +int renderer_d3d9::draw(const int update) +{ + int check = pre_window_draw_check(); + if (check >= 0) + return check; + + begin_frame(); + process_primitives(); + end_frame(); + + return 0; +} + +void renderer_d3d9::set_texture(texture_info *texture) +{ + if (texture != m_last_texture) + { + m_last_texture = texture; + m_last_texture_flags = (texture == nullptr ? 0 : texture->get_flags()); + HRESULT result = m_device->SetTexture(0, (texture == nullptr) ? get_default_texture()->get_finaltex() : texture->get_finaltex()); + m_shaders->set_texture(texture); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device set_texture call\n", result); + } +} + +void renderer_d3d9::set_filter(int filter) +{ + if (filter != m_last_filter) + { + m_last_filter = filter; + HRESULT result = m_device->SetSamplerState(0, D3DSAMP_MINFILTER, filter ? D3DTEXF_LINEAR : D3DTEXF_POINT); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetSamplerState call\n", result); + result = m_device->SetSamplerState(0, D3DSAMP_MAGFILTER, filter ? D3DTEXF_LINEAR : D3DTEXF_POINT); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetSamplerState call\n", result); + result = m_device->SetSamplerState(1, D3DSAMP_MINFILTER, filter ? D3DTEXF_LINEAR : D3DTEXF_POINT); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetSamplerState call\n", result); + result = m_device->SetSamplerState(1, D3DSAMP_MAGFILTER, filter ? D3DTEXF_LINEAR : D3DTEXF_POINT); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetSamplerState call\n", result); + } +} + +void renderer_d3d9::set_wrap(unsigned int wrap) +{ + if (wrap != m_last_wrap) + { + m_last_wrap = wrap; + HRESULT result = m_device->SetSamplerState(0, D3DSAMP_ADDRESSU, wrap); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetSamplerState call\n", result); + result = m_device->SetSamplerState(0, D3DSAMP_ADDRESSV, wrap); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetSamplerState call\n", result); + result = m_device->SetSamplerState(1, D3DSAMP_ADDRESSU, wrap); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetSamplerState call\n", result); + result = m_device->SetSamplerState(1, D3DSAMP_ADDRESSV, wrap); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetSamplerState call\n", result); + } +} + +void renderer_d3d9::set_modmode(int modmode) +{ + if (modmode != m_last_modmode) + { + m_last_modmode = modmode; + HRESULT result = m_device->SetTextureStageState(0, D3DTSS_COLOROP, modmode); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetTextureStageState call\n", result); + result = m_device->SetTextureStageState(1, D3DTSS_COLOROP, modmode); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetTextureStageState call\n", result); + } +} + +void renderer_d3d9::set_blendmode(int blendmode) +{ + int blendenable; + int blendop; + int blendsrc; + int blenddst; + + // choose the parameters + switch (blendmode) + { + default: + case BLENDMODE_NONE: + blendenable = FALSE; + blendop = D3DBLENDOP_ADD; + blendsrc = D3DBLEND_SRCALPHA; + blenddst = D3DBLEND_INVSRCALPHA; + break; + case BLENDMODE_ALPHA: + blendenable = TRUE; + blendop = D3DBLENDOP_ADD; + blendsrc = D3DBLEND_SRCALPHA; + blenddst = D3DBLEND_INVSRCALPHA; + break; + case BLENDMODE_RGB_MULTIPLY: + blendenable = TRUE; + blendop = D3DBLENDOP_ADD; + blendsrc = D3DBLEND_DESTCOLOR; + blenddst = D3DBLEND_ZERO; + break; + case BLENDMODE_ADD: + blendenable = TRUE; + blendop = D3DBLENDOP_ADD; + blendsrc = D3DBLEND_SRCALPHA; + blenddst = D3DBLEND_ONE; + break; + } + + // adjust the bits that changed + if (blendenable != m_last_blendenable) + { + m_last_blendenable = blendenable; + HRESULT result = m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, blendenable); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetRenderState call\n", result); + } + + if (blendop != m_last_blendop) + { + m_last_blendop = blendop; + HRESULT result = m_device->SetRenderState(D3DRS_BLENDOP, blendop); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetRenderState call\n", result); + } + + if (blendsrc != m_last_blendsrc) + { + m_last_blendsrc = blendsrc; + HRESULT result = m_device->SetRenderState(D3DRS_SRCBLEND, blendsrc); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetRenderState call\n", result); + } + + if (blenddst != m_last_blenddst) + { + m_last_blenddst = blenddst; + HRESULT result = m_device->SetRenderState(D3DRS_DESTBLEND, blenddst); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetRenderState call\n", result); + } +} + +void renderer_d3d9::reset_render_states() +{ + // this ensures subsequent calls to the above setters will force-update the data + m_last_texture = (texture_info *)~0; + m_last_filter = -1; + m_last_blendenable = -1; + m_last_blendop = -1; + m_last_blendsrc = -1; + m_last_blenddst = -1; + m_last_wrap = (D3DTEXTUREADDRESS)-1; +} + +d3d_texture_manager::d3d_texture_manager(renderer_d3d9 *d3d) +{ + m_renderer = d3d; + + m_default_texture = nullptr; + + D3DCAPS9 caps; + HRESULT result = d3dintf->d3dobj->GetDeviceCaps(d3d->get_adapter(), D3DDEVTYPE_HAL, &caps); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during GetDeviceCaps call\n", result); + + // check for dynamic texture support + m_dynamic_supported = ((caps.Caps2 & D3DCAPS2_DYNAMICTEXTURES) != 0); + if (m_dynamic_supported) + osd_printf_verbose("Direct3D: Using dynamic textures\n"); + + // check for stretchrect support + m_stretch_supported = ((caps.StretchRectFilterCaps & D3DPTFILTERCAPS_MAGFPOINT) != 0); + if (m_stretch_supported && video_config.prescale > 1) + osd_printf_verbose("Direct3D: Using StretchRect for prescaling\n"); + + // get texture caps + m_texture_caps = caps.TextureCaps; + m_texture_max_aspect = caps.MaxTextureAspectRatio; + m_texture_max_width = caps.MaxTextureWidth; + m_texture_max_height = caps.MaxTextureHeight; + + // pick a YUV texture format + m_yuv_format = D3DFMT_UYVY; + result = d3dintf->d3dobj->CheckDeviceFormat(d3d->get_adapter(), D3DDEVTYPE_HAL, d3d->get_pixel_format(), 0, D3DRTYPE_TEXTURE, D3DFMT_UYVY); + if (FAILED(result)) + { + m_yuv_format = D3DFMT_YUY2; + result = d3dintf->d3dobj->CheckDeviceFormat(d3d->get_adapter(), D3DDEVTYPE_HAL, d3d->get_pixel_format(), 0, D3DRTYPE_TEXTURE, D3DFMT_YUY2); + if (FAILED(result)) + m_yuv_format = D3DFMT_A8R8G8B8; + } + osd_printf_verbose("Direct3D: YUV format = %s\n", (m_yuv_format == D3DFMT_YUY2) ? "YUY2" : (m_yuv_format == D3DFMT_UYVY) ? "UYVY" : "RGB"); + + auto win = d3d->assert_window(); + + // set the max texture size + win->target()->set_max_texture_size(m_texture_max_width, m_texture_max_height); + osd_printf_verbose("Direct3D: Max texture size = %dx%d\n", (int)m_texture_max_width, (int)m_texture_max_height); +} + +void d3d_texture_manager::create_resources() +{ + auto win = m_renderer->assert_window(); + + m_default_bitmap.allocate(8, 8); + m_default_bitmap.fill(rgb_t(0xff,0xff,0xff,0xff)); + + if (m_default_bitmap.valid()) + { + render_texinfo texture; + + // fake in the basic data so it looks like it came from render.c + texture.base = m_default_bitmap.raw_pixptr(0); + texture.rowpixels = m_default_bitmap.rowpixels(); + texture.width = m_default_bitmap.width(); + texture.height = m_default_bitmap.height(); + texture.palette = nullptr; + texture.seqid = 0; + texture.unique_id = ~0ULL; + texture.old_id = ~0ULL; + + // now create it + auto tex = std::make_unique<texture_info>(this, &texture, win->prescale(), PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32)); + m_default_texture = tex.get(); + m_texture_list.push_back(std::move(tex)); + } +} + +void d3d_texture_manager::delete_resources() +{ + // is part of m_texlist and will be free'd there + //global_free(m_default_texture); + m_default_texture = nullptr; + + // free all textures + m_texture_list.clear(); +} + +uint32_t d3d_texture_manager::texture_compute_hash(const render_texinfo *texture, uint32_t flags) +{ + return (uintptr_t)texture->base ^ (flags & (PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK)); +} + +texture_info *d3d_texture_manager::find_texinfo(const render_texinfo *texinfo, uint32_t flags) +{ + uint32_t hash = texture_compute_hash(texinfo, flags); + + // find a match + for (auto it = m_texture_list.begin(); it != m_texture_list.end(); it++) + { + uint32_t test_screen = (uint32_t)((*it)->get_texinfo().unique_id >> 57); + uint32_t test_page = (uint32_t)((*it)->get_texinfo().unique_id >> 56) & 1; + uint32_t prim_screen = (uint32_t)(texinfo->unique_id >> 57); + uint32_t prim_page = (uint32_t)(texinfo->unique_id >> 56) & 1; + if (test_screen != prim_screen || test_page != prim_page) + continue; + + if ((*it)->get_hash() == hash && + (*it)->get_texinfo().base == texinfo->base && + (*it)->get_texinfo().width == texinfo->width && + (*it)->get_texinfo().height == texinfo->height && + (((*it)->get_flags() ^ flags) & (PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK)) == 0) + { + return (*it).get(); + } + } + + return nullptr; +} + +renderer_d3d9::renderer_d3d9(std::shared_ptr<osd_window> window) + : osd_renderer(window, FLAG_NONE), m_adapter(0), m_width(0), m_height(0), m_refresh(0), m_create_error_count(0), m_device(nullptr), m_gamma_supported(0), m_pixformat(), + m_vertexbuf(nullptr), m_lockedbuf(nullptr), m_numverts(0), m_vectorbatch(nullptr), m_batchindex(0), m_numpolys(0), m_toggle(false), + m_screen_format(), m_last_texture(nullptr), m_last_texture_flags(0), m_last_blendenable(0), m_last_blendop(0), m_last_blendsrc(0), m_last_blenddst(0), m_last_filter(0), + m_last_wrap(), m_last_modmode(0), m_shaders(nullptr), m_texture_manager(nullptr) +{ +} + +int renderer_d3d9::initialize() +{ + osd_printf_verbose("Direct3D: Initialize\n"); + + // configure the adapter for the mode we want + if (config_adapter_mode()) + { + return false; + } + + // create the device immediately for the full screen case (defer for window mode in update_window_size()) + auto win = assert_window(); + if (win->fullscreen() && device_create(std::static_pointer_cast<win_window_info>(win->main_window())->platform_window())) + { + return false; + } + + return true; +} + +int renderer_d3d9::pre_window_draw_check() +{ + auto win = assert_window(); + + // if we're in the middle of resizing, leave things alone + if (win->m_resize_state == RESIZE_STATE_RESIZING) + return 0; + + // check if shaders should be toggled + if (m_toggle) + { + m_toggle = false; + + // free resources + device_delete_resources(); + + m_shaders->toggle(); + m_sliders_dirty = true; + + // re-create resources + if (device_create_resources()) + { + osd_printf_verbose("Direct3D: failed to recreate resources for device; failing permanently\n"); + device_delete(); + return 1; + } + } + + // if we have a device, check the cooperative level + if (m_device != nullptr) + { + if (device_test_cooperative()) + { + return 1; + } + } + + // in window mode, we need to track the window size + if (!win->fullscreen() || m_device == nullptr) + { + // if the size changes, skip this update since the render target will be out of date + if (update_window_size()) + return 0; + + // if we have no device, after updating the size, return an error so GDI can try + if (m_device == nullptr) + return 1; + } + + return -1; +} + +void d3d_texture_manager::update_textures() +{ + auto win = m_renderer->assert_window(); + + for (render_primitive &prim : *win->m_primlist) + { + if (prim.texture.base != nullptr) + { + texture_info *texture = find_texinfo(&prim.texture, prim.flags); + if (texture == nullptr) + { + int prescale = m_renderer->get_shaders()->enabled() ? 1 : win->prescale(); + + auto tex = std::make_unique<texture_info>(this, &prim.texture, prescale, prim.flags); + texture = tex.get(); + m_texture_list.push_back(std::move(tex)); + } + else + { + // if there is one, but with a different seqid, copy the data + if (texture->get_texinfo().seqid != prim.texture.seqid) + { + texture->set_data(&prim.texture, prim.flags); + texture->get_texinfo().seqid = prim.texture.seqid; + } + } + } + } + + if (!m_renderer->get_shaders()->enabled()) + { + return; + } + + int screen_index = 0; + for (render_primitive &prim : *win->m_primlist) + { + if (PRIMFLAG_GET_SCREENTEX(prim.flags)) + { + if (!m_renderer->get_shaders()->get_texture_target(&prim, prim.texture.width, prim.texture.height, screen_index)) + { + if (!m_renderer->get_shaders()->create_texture_target(&prim, prim.texture.width, prim.texture.height, screen_index)) + { + d3dintf->post_fx_available = false; + break; + } + } + screen_index++; + } + else if (PRIMFLAG_GET_VECTORBUF(prim.flags)) + { + if (!m_renderer->get_shaders()->get_vector_target(&prim, screen_index)) + { + if (!m_renderer->get_shaders()->create_vector_target(&prim, screen_index)) + { + d3dintf->post_fx_available = false; + break; + } + } + screen_index++; + } + } +} + +void renderer_d3d9::begin_frame() +{ + auto win = assert_window(); + + HRESULT result = m_device->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device clear call\n", result); + + win->m_primlist->acquire_lock(); + + // first update any textures + m_texture_manager->update_textures(); + + // begin the scene + result = m_device->BeginScene(); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device BeginScene call\n", result); + + if (m_shaders->enabled()) + m_shaders->init_fsfx_quad(); +} + +void renderer_d3d9::process_primitives() +{ + auto win = assert_window(); + + // loop over line primitives + int vector_count = 0; + for (render_primitive &prim : *win->m_primlist) + { + if (prim.type == render_primitive::LINE && PRIMFLAG_GET_VECTOR(prim.flags)) + { + vector_count++; + } + } + + // Rotating index for vector time offsets + for (render_primitive &prim : *win->m_primlist) + { + switch (prim.type) + { + case render_primitive::LINE: + if (PRIMFLAG_GET_VECTOR(prim.flags)) + { + if (vector_count > 0) + { + batch_vectors(vector_count); + vector_count = 0; + } + } + else + { + draw_line(prim); + } + break; + + case render_primitive::QUAD: + draw_quad(prim); + break; + + default: + throw emu_fatalerror("Unexpected render_primitive type"); + } + } +} + +void renderer_d3d9::end_frame() +{ + auto win = assert_window(); + + win->m_primlist->release_lock(); + + // flush any pending polygons + primitive_flush_pending(); + + // finish the scene + HRESULT result = m_device->EndScene(); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device end_scene call\n", result); + + // present the current buffers + result = m_device->Present(nullptr, nullptr, nullptr, nullptr); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device present call\n", result); +} + +void renderer_d3d9::update_presentation_parameters() +{ + auto win = assert_window(); + + memset(&m_presentation, 0, sizeof(m_presentation)); + m_presentation.BackBufferWidth = m_width; + m_presentation.BackBufferHeight = m_height; + m_presentation.BackBufferFormat = m_pixformat; + m_presentation.BackBufferCount = video_config.triplebuf ? 2 : 1; + m_presentation.MultiSampleType = D3DMULTISAMPLE_NONE; + m_presentation.SwapEffect = D3DSWAPEFFECT_DISCARD; + m_presentation.hDeviceWindow = std::static_pointer_cast<win_window_info>(win)->platform_window(); + m_presentation.Windowed = !win->fullscreen() || win->win_has_menu(); + m_presentation.EnableAutoDepthStencil = FALSE; + m_presentation.AutoDepthStencilFormat = D3DFMT_D16; + m_presentation.Flags = 0; + m_presentation.FullScreen_RefreshRateInHz = m_refresh; + m_presentation.PresentationInterval = ( + (video_config.triplebuf && win->fullscreen()) + || video_config.waitvsync + || video_config.syncrefresh) + ? D3DPRESENT_INTERVAL_ONE + : D3DPRESENT_INTERVAL_IMMEDIATE; +} + + +void renderer_d3d9::update_gamma_ramp() +{ + if (!m_gamma_supported) + { + return; + } + + auto win = assert_window(); + + // set the gamma if we need to + if (win->fullscreen()) + { + // only set the gamma if it's not 1.0 + windows_options &options = downcast<windows_options &>(win->machine().options()); + float brightness = options.full_screen_brightness(); + float contrast = options.full_screen_contrast(); + float gamma = options.full_screen_gamma(); + if (brightness != 1.0f || contrast != 1.0f || gamma != 1.0f) + { + D3DGAMMARAMP ramp; + + for (int i = 0; i < 256; i++) + { + ramp.red[i] = ramp.green[i] = ramp.blue[i] = apply_brightness_contrast_gamma(i, brightness, contrast, gamma) << 8; + } + + m_device->SetGammaRamp(0, 0, &ramp); + } + } +} + + +//============================================================ +// device_create +//============================================================ + +int renderer_d3d9::device_create(HWND device_hwnd) +{ + // if a device exists, free it + if (m_device != nullptr) + { + device_delete(); + } + + // verify the caps + if (!device_verify_caps()) + { + return 1; + } + + m_texture_manager = global_alloc(d3d_texture_manager(this)); + +try_again: + // try for XRGB first + m_screen_format = D3DFMT_X8R8G8B8; + HRESULT result = d3dintf->d3dobj->CheckDeviceFormat(m_adapter, D3DDEVTYPE_HAL, m_pixformat, + m_texture_manager->is_dynamic_supported() + ? D3DUSAGE_DYNAMIC + : 0, + D3DRTYPE_TEXTURE, m_screen_format); + if (FAILED(result)) + { + // if not, try for ARGB + m_screen_format = D3DFMT_A8R8G8B8; + result = d3dintf->d3dobj->CheckDeviceFormat(m_adapter, D3DDEVTYPE_HAL, m_pixformat, + m_texture_manager->is_dynamic_supported() + ? D3DUSAGE_DYNAMIC + : 0, + D3DRTYPE_TEXTURE, m_screen_format); + if (FAILED(result) && m_texture_manager->is_dynamic_supported()) + { + m_texture_manager->set_dynamic_supported(false); + goto try_again; + } + if (FAILED(result)) + { + osd_printf_error("Error: unable to configure a screen texture format\n"); + return 1; + } + } + + // initialize the D3D presentation parameters + update_presentation_parameters(); + + // create the D3D device + result = d3dintf->d3dobj->CreateDevice( + m_adapter, D3DDEVTYPE_HAL, device_hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &m_presentation, &m_device); + if (FAILED(result)) + { + // if we got a "DEVICELOST" error, it may be transitory; count it and only fail if + // we exceed a threshold + if (result == D3DERR_DEVICELOST) + { + m_create_error_count++; + if (m_create_error_count < 10) + { + return 0; + } + } + + // fatal error if we just can't do it + osd_printf_error("Unable to create the Direct3D device (%08X)\n", (uint32_t)result); + return 1; + } + m_create_error_count = 0; + osd_printf_verbose("Direct3D: Device created at %dx%d\n", m_width, m_height); + + update_gamma_ramp(); + + return device_create_resources(); +} + + +//============================================================ +// device_create_resources +//============================================================ + +int renderer_d3d9::device_create_resources() +{ + auto win = assert_window(); + + // create shaders only once + if (m_shaders == nullptr) + { + m_shaders = (shaders*)global_alloc_clear<shaders>(); + } + + if (m_shaders->init(d3dintf, &win->machine(), this)) + { + m_shaders->init_slider_list(); + m_sliders_dirty = true; + } + + // create resources + if (m_shaders->create_resources()) + { + osd_printf_verbose("Direct3D: failed to create HLSL resources for device\n"); + return 1; + } + + // allocate a vertex buffer to use + HRESULT result = m_device->CreateVertexBuffer( + sizeof(vertex) * VERTEX_BUFFER_SIZE, + D3DUSAGE_DYNAMIC | D3DUSAGE_SOFTWAREPROCESSING | D3DUSAGE_WRITEONLY, + VERTEX_BASE_FORMAT | ((m_shaders->enabled()) + ? D3DFVF_XYZW + : D3DFVF_XYZRHW), + D3DPOOL_DEFAULT, &m_vertexbuf, nullptr); + if (FAILED(result)) + { + osd_printf_error("Error creating vertex buffer (%08X)\n", (uint32_t)result); + return 1; + } + + // set the vertex format + result = m_device->SetFVF( + (D3DFORMAT)(VERTEX_BASE_FORMAT | ((m_shaders->enabled()) + ? D3DFVF_XYZW + : D3DFVF_XYZRHW))); + if (FAILED(result)) + { + osd_printf_error("Error setting vertex format (%08X)\n", (uint32_t)result); + return 1; + } + + // set the fixed render state + result = m_device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); + result = m_device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + result = m_device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); + result = m_device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + result = m_device->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); + result = m_device->SetRenderState(D3DRS_LASTPIXEL, TRUE); + result = m_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + result = m_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS); + result = m_device->SetRenderState(D3DRS_ALPHAREF, 0); + result = m_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER); + result = m_device->SetRenderState(D3DRS_DITHERENABLE, FALSE); + result = m_device->SetRenderState(D3DRS_FOGENABLE, FALSE); + result = m_device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + result = m_device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + result = m_device->SetRenderState(D3DRS_WRAP0, FALSE); + result = m_device->SetRenderState(D3DRS_CLIPPING, TRUE); + result = m_device->SetRenderState(D3DRS_LIGHTING, FALSE); + result = m_device->SetRenderState(D3DRS_COLORVERTEX, TRUE); + + result = m_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + result = m_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + result = m_device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE); + result = m_device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + + // reset the local states to force updates + reset_render_states(); + + // clear the buffer + result = m_device->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0); + result = m_device->Present(nullptr, nullptr, nullptr, nullptr); + + m_texture_manager->create_resources(); + + return 0; +} + + +//============================================================ +// device_delete +//============================================================ + +renderer_d3d9::~renderer_d3d9() +{ + device_delete(); + + // todo: throws error when switching from full screen to window mode + //if (m_shaders != nullptr) + //{ + // // delete the HLSL interface + // global_free(m_shaders); + // m_shaders = nullptr; + //} +} + +void renderer_d3d9::exit() +{ + if (d3dintf != nullptr) + { + d3dintf->d3dobj->Release(); + global_free(d3dintf); + } +} + +void renderer_d3d9::device_delete() +{ + // free our base resources + device_delete_resources(); + + // we do not delete the HLSL interface here + + if (m_texture_manager != nullptr) + { + global_free(m_texture_manager); + m_texture_manager = nullptr; + } + + // free the device itself + if (m_device != nullptr) + { + m_device->Release(); + m_device = nullptr; + } +} + + +//============================================================ +// device_delete_resources +//============================================================ + +void renderer_d3d9::device_delete_resources() +{ + if (m_shaders != nullptr) + { + m_shaders->delete_resources(); + } + + if (m_texture_manager != nullptr) + { + m_texture_manager->delete_resources(); + } + + // free the vertex buffer + if (m_vertexbuf != nullptr) + { + m_vertexbuf->Release(); + m_vertexbuf = nullptr; + } +} + + +//============================================================ +// device_verify_caps +//============================================================ + +bool renderer_d3d9::device_verify_caps() +{ + bool success = true; + + D3DCAPS9 caps; + HRESULT result = d3dintf->d3dobj->GetDeviceCaps(m_adapter, D3DDEVTYPE_HAL, &caps); + if (FAILED(result)) + { + osd_printf_verbose("Direct3D: Error %08lX during GetDeviceCaps call\n", result); + return false; + } + + if (caps.MaxPixelShader30InstructionSlots < 512) + { + osd_printf_verbose("Direct3D: Warning - Device does not support Pixel Shader 3.0, falling back to non-PS rendering\n"); + d3dintf->post_fx_available = false; + } + + // verify presentation capabilities + if (!(caps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not support immediate presentation.\n"); + success = false; + } + if (!(caps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not support per-refresh presentation.\n"); + success = false; + } + + // verify device capabilities + if (!(caps.DevCaps & D3DDEVCAPS_CANRENDERAFTERFLIP)) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not support rendering after a page\n"); + osd_printf_verbose("flip.\n"); + success = false; + } + + if (!(caps.DevCaps & D3DDEVCAPS_HWRASTERIZATION)) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not support hardware rendering.\n"); + success = false; + } + + // verify texture operation capabilities + if (!(caps.TextureOpCaps & D3DTEXOPCAPS_MODULATE)) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not support modulate-type blending.\n"); + success = false; + } + + if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not fully support non-power-of-two\n"); + osd_printf_verbose("textures.\n"); + success = false; + } + + if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not support non-power-of-two textures.\n"); + success = false; + } + + if (caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not support non-square textures.\n"); + success = false; + } + + // verify texture formats + result = d3dintf->d3dobj->CheckDeviceFormat(m_adapter, D3DDEVTYPE_HAL, m_pixformat, 0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8); + if (FAILED(result)) + { + osd_printf_verbose("Direct3D Error: Your graphics card does not support the A8R8G8B8 texture format.\n"); + success = false; + } + + if (!success) + { + osd_printf_verbose("This feature or features are required to use the Direct3D renderer. Please\n"); + osd_printf_verbose("select another renderer using the -video option or contact the MAME developers\n"); + osd_printf_verbose("with information about your system.\n"); + //return false; + } + + m_gamma_supported = ((caps.Caps2 & D3DCAPS2_FULLSCREENGAMMA) != 0); + if (!m_gamma_supported) + { + osd_printf_warning("Direct3D: Warning - device does not support full screen gamma correction.\n"); + } + + return true; +} + + +//============================================================ +// device_test_cooperative +//============================================================ + +int renderer_d3d9::device_test_cooperative() +{ + // check our current status; if we lost the device, punt to GDI + HRESULT result = m_device->TestCooperativeLevel(); + if (result == D3DERR_DEVICELOST) + return 1; + + // if we're able to reset ourselves, try it + if (result == D3DERR_DEVICENOTRESET) + { + osd_printf_verbose("Direct3D: resetting device\n"); + + // free all existing resources and call reset on the device + device_delete_resources(); + result = m_device->Reset(&m_presentation); + + // if it didn't work, punt to GDI + if (FAILED(result)) + { + osd_printf_error("Unable to reset, result %08lX\n", result); + return 1; + } + + // try to create the resources again; if that didn't work, delete the whole thing + if (device_create_resources()) + { + osd_printf_verbose("Direct3D: failed to recreate resources for device; failing permanently\n"); + device_delete(); + return 1; + } + } + + return 0; +} + + +//============================================================ +// config_adapter_mode +//============================================================ + +int renderer_d3d9::config_adapter_mode() +{ + // choose the monitor number + m_adapter = get_adapter_for_monitor(); + + // get the identifier + D3DADAPTER_IDENTIFIER9 id; + HRESULT result = d3dintf->d3dobj->GetAdapterIdentifier(m_adapter, 0, &id); + if (FAILED(result)) + { + osd_printf_error("Error getting identifier for adapter #%d\n", m_adapter); + return 1; + } + + osd_printf_verbose("Direct3D: Configuring adapter #%d = %s\n", m_adapter, id.Description); + + // get the current display mode + result = d3dintf->d3dobj->GetAdapterDisplayMode(m_adapter, &m_origmode); + if (FAILED(result)) + { + osd_printf_error("Error getting mode for adapter #%d\n", m_adapter); + return 1; + } + + auto win = assert_window(); + + // choose a resolution: window mode case + if (!win->fullscreen() || !video_config.switchres || win->win_has_menu()) + { + RECT client; + + // bounds are from the window client rect + GetClientRectExceptMenu(std::static_pointer_cast<win_window_info>(win)->platform_window(), &client, win->fullscreen()); + m_width = client.right - client.left; + m_height = client.bottom - client.top; + + // pix format is from the current mode + m_pixformat = m_origmode.Format; + m_refresh = 0; + + // make sure it's a pixel format we can get behind + if (m_pixformat != D3DFMT_X1R5G5B5 && m_pixformat != D3DFMT_R5G6B5 && m_pixformat != D3DFMT_X8R8G8B8) + { + osd_printf_error("Device %s currently in an unsupported mode\n", win->monitor()->devicename().c_str()); + return 1; + } + } + + // choose a resolution: full screen mode case + else + { + // default to the current mode exactly + m_width = m_origmode.Width; + m_height = m_origmode.Height; + m_pixformat = m_origmode.Format; + m_refresh = m_origmode.RefreshRate; + + // if we're allowed to switch resolutions, override with something better + if (video_config.switchres) + pick_best_mode(); + } + + // see if we can handle the device type + result = d3dintf->d3dobj->CheckDeviceType(m_adapter, D3DDEVTYPE_HAL, m_pixformat, m_pixformat, !win->fullscreen()); + if (FAILED(result)) + { + osd_printf_error("Proposed video mode not supported on device %s\n", win->monitor()->devicename().c_str()); + return 1; + } + + return 0; +} + + +//============================================================ +// get_adapter_for_monitor +//============================================================ + +int renderer_d3d9::get_adapter_for_monitor() +{ + int maxadapter = d3dintf->d3dobj->GetAdapterCount(); + + auto win = assert_window(); + + // iterate over adapters until we error or find a match + for (int adapternum = 0; adapternum < maxadapter; adapternum++) + { + // get the monitor for this adapter + HMONITOR curmonitor = d3dintf->d3dobj->GetAdapterMonitor(adapternum); + + // if we match the proposed monitor, this is it + if (curmonitor == reinterpret_cast<HMONITOR>(win->monitor()->oshandle())) + { + return adapternum; + } + } + + // default to the default + return D3DADAPTER_DEFAULT; +} + + +//============================================================ +// pick_best_mode +//============================================================ + +void renderer_d3d9::pick_best_mode() +{ + double target_refresh = 60.0; + int32_t minwidth, minheight; + float best_score = 0.0f; + + auto win = assert_window(); + + // determine the refresh rate of the primary screen + const screen_device *primary_screen = screen_device_iterator(win->machine().root_device()).first(); + if (primary_screen != nullptr) + { + target_refresh = ATTOSECONDS_TO_HZ(primary_screen->refresh_attoseconds()); + } + + // determine the minimum width/height for the selected target + // note: technically we should not be calling this from an alternate window + // thread; however, it is only done during init time, and the init code on + // the main thread is waiting for us to finish, so it is safe to do so here + win->target()->compute_minimum_size(minwidth, minheight); + + // use those as the target for now + int32_t target_width = minwidth; + int32_t target_height = minheight; + + // determine the maximum number of modes + int maxmodes = d3dintf->d3dobj->GetAdapterModeCount(m_adapter, D3DFMT_X8R8G8B8); + + // enumerate all the video modes and find the best match + osd_printf_verbose("Direct3D: Selecting video mode...\n"); + for (int modenum = 0; modenum < maxmodes; modenum++) + { + // check this mode + D3DDISPLAYMODE mode; + HRESULT result = d3dintf->d3dobj->EnumAdapterModes(m_adapter, D3DFMT_X8R8G8B8, modenum, &mode); + if (FAILED(result)) + break; + + // skip non-32 bit modes + if (mode.Format != D3DFMT_X8R8G8B8) + continue; + + // compute initial score based on difference between target and current + float size_score = 1.0f / (1.0f + fabs((float)(mode.Width - target_width)) + fabs((float)(mode.Height - target_height))); + + // if the mode is too small, give a big penalty + if (mode.Width < minwidth || mode.Height < minheight) + size_score *= 0.01f; + + // if mode is smaller than we'd like, it only scores up to 0.1 + if (mode.Width < target_width || mode.Height < target_height) + size_score *= 0.1f; + + // if we're looking for a particular mode, that's a winner + if (mode.Width == win->m_win_config.width && mode.Height == win->m_win_config.height) + size_score = 2.0f; + + // compute refresh score + float refresh_score = 1.0f / (1.0f + fabs((double)mode.RefreshRate - target_refresh)); + + // if refresh is smaller than we'd like, it only scores up to 0.1 + if ((double)mode.RefreshRate < target_refresh) + refresh_score *= 0.1f; + + // if we're looking for a particular refresh, make sure it matches + if (mode.RefreshRate == win->m_win_config.refresh) + refresh_score = 2.0f; + + // weight size and refresh equally + float final_score = size_score + refresh_score; + + // best so far? + osd_printf_verbose(" %4dx%4d@%3dHz -> %f\n", mode.Width, mode.Height, mode.RefreshRate, final_score * 1000.0f); + if (final_score > best_score) + { + best_score = final_score; + m_width = mode.Width; + m_height = mode.Height; + m_pixformat = mode.Format; + m_refresh = mode.RefreshRate; + } + } + osd_printf_verbose("Direct3D: Mode selected = %4dx%4d@%3dHz\n", m_width, m_height, m_refresh); +} + + +//============================================================ +// update_window_size +//============================================================ + +bool renderer_d3d9::update_window_size() +{ + auto win = assert_window(); + + // get the current window bounds + RECT client; + GetClientRectExceptMenu(std::static_pointer_cast<win_window_info>(win)->platform_window(), &client, win->fullscreen()); + + // if we have a device and matching width/height, nothing to do + if (m_device != nullptr && rect_width(&client) == m_width && rect_height(&client) == m_height) + { + // clear out any pending resizing if the area didn't change + if (win->m_resize_state == RESIZE_STATE_PENDING) + win->m_resize_state = RESIZE_STATE_NORMAL; + return false; + } + + // if we're in the middle of resizing, leave it alone as well + if (win->m_resize_state == RESIZE_STATE_RESIZING) + return false; + + // set the new bounds and create the device again + m_width = rect_width(&client); + m_height = rect_height(&client); + if (device_create(std::static_pointer_cast<win_window_info>(win->main_window())->platform_window())) + return false; + + // reset the resize state to normal, and indicate we made a change + win->m_resize_state = RESIZE_STATE_NORMAL; + return true; +} + + +//============================================================ +// batch_vectors +//============================================================ + +void renderer_d3d9::batch_vectors(int vector_count) +{ + auto win = assert_window(); + + float quad_width = 0.0f; + float quad_height = 0.0f; + float target_width = 0.0f; + float target_height = 0.0f; + + int vertex_count = vector_count * 6; + int triangle_count = vector_count * 2; + m_vectorbatch = mesh_alloc(vertex_count); + m_batchindex = 0; + + uint32_t cached_flags = 0; + for (render_primitive &prim : *win->m_primlist) + { + switch (prim.type) + { + case render_primitive::LINE: + if (PRIMFLAG_GET_VECTOR(prim.flags)) + { + batch_vector(prim); + cached_flags = prim.flags; + } + break; + + case render_primitive::QUAD: + if (PRIMFLAG_GET_VECTORBUF(prim.flags)) + { + quad_width = prim.get_quad_width(); + quad_height = prim.get_quad_height(); + target_width = prim.get_full_quad_width(); + target_height = prim.get_full_quad_height(); + } + break; + + default: + // Skip + break; + } + } + + // handle orientation and rotation for vectors as they were a texture + if (m_shaders->enabled()) + { + bool orientation_swap_xy = + (win->machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY; + bool rotation_swap_xy = + (win->target()->orientation() & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY; + bool swap_xy = orientation_swap_xy ^ rotation_swap_xy; + + bool rotation_0 = win->target()->orientation() == ROT0; + bool rotation_90 = win->target()->orientation() == ROT90; + bool rotation_180 = win->target()->orientation() == ROT180; + bool rotation_270 = win->target()->orientation() == ROT270; + bool flip_x = + ((rotation_0 || rotation_270) && orientation_swap_xy) || + ((rotation_180 || rotation_270) && !orientation_swap_xy); + bool flip_y = + ((rotation_0 || rotation_90) && orientation_swap_xy) || + ((rotation_180 || rotation_90) && !orientation_swap_xy); + + float screen_width = float(this->get_width()); + float screen_height = float(this->get_height()); + float half_screen_width = screen_width * 0.5f; + float half_screen_height = screen_height * 0.5f; + float screen_swap_x_factor = 1.0f / screen_width * screen_height; + float screen_swap_y_factor = 1.0f / screen_height * screen_width; + float screen_target_ratio_x = screen_width / target_width; + float screen_target_ratio_y = screen_height / target_height; + + if (swap_xy) + { + std::swap(screen_target_ratio_x, screen_target_ratio_y); + } + + for (int batchindex = 0; batchindex < m_batchindex; batchindex++) + { + if (swap_xy) + { + m_vectorbatch[batchindex].x *= screen_swap_x_factor; + m_vectorbatch[batchindex].y *= screen_swap_y_factor; + std::swap(m_vectorbatch[batchindex].x, m_vectorbatch[batchindex].y); + } + + if (flip_x) + { + m_vectorbatch[batchindex].x = screen_width - m_vectorbatch[batchindex].x; + } + + if (flip_y) + { + m_vectorbatch[batchindex].y = screen_height - m_vectorbatch[batchindex].y; + } + + // center + m_vectorbatch[batchindex].x -= half_screen_width; + m_vectorbatch[batchindex].y -= half_screen_height; + + // correct screen/target ratio (vectors are created in screen coordinates and have to be adjusted for texture corrdinates of the target) + m_vectorbatch[batchindex].x *= screen_target_ratio_x; + m_vectorbatch[batchindex].y *= screen_target_ratio_y; + + // un-center + m_vectorbatch[batchindex].x += half_screen_width; + m_vectorbatch[batchindex].y += half_screen_height; + } + } + + // now add a polygon entry + m_poly[m_numpolys].init(D3DPT_TRIANGLELIST, triangle_count, vertex_count, cached_flags, nullptr, D3DTOP_MODULATE, quad_width, quad_height); + m_numpolys++; +} + +void renderer_d3d9::batch_vector(const render_primitive &prim) +{ + // get a pointer to the vertex buffer + if (m_vectorbatch == nullptr) + { + return; + } + + // compute the effective width based on the direction of the line + float effwidth = prim.width; + if (effwidth < 2.0f) + { + effwidth = 2.0f; + } + + // determine the bounds of a quad to draw this line + render_bounds b0, b1; + render_line_to_quad(&prim.bounds, effwidth, effwidth, &b0, &b1); + + float lx = b1.x1 - b0.x1; + float ly = b1.y1 - b0.y1; + float wx = b1.x1 - b1.x0; + float wy = b1.y1 - b1.y0; + float line_length = sqrtf(lx * lx + ly * ly); + float line_width = sqrtf(wx * wx + wy * wy); + + m_vectorbatch[m_batchindex + 0].x = b0.x0; + m_vectorbatch[m_batchindex + 0].y = b0.y0; + m_vectorbatch[m_batchindex + 1].x = b0.x1; + m_vectorbatch[m_batchindex + 1].y = b0.y1; + m_vectorbatch[m_batchindex + 2].x = b1.x0; + m_vectorbatch[m_batchindex + 2].y = b1.y0; + + m_vectorbatch[m_batchindex + 3].x = b0.x1; + m_vectorbatch[m_batchindex + 3].y = b0.y1; + m_vectorbatch[m_batchindex + 4].x = b1.x0; + m_vectorbatch[m_batchindex + 4].y = b1.y0; + m_vectorbatch[m_batchindex + 5].x = b1.x1; + m_vectorbatch[m_batchindex + 5].y = b1.y1; + + if (m_shaders->enabled()) + { + // procedural generated texture + m_vectorbatch[m_batchindex + 0].u0 = 0.0f; + m_vectorbatch[m_batchindex + 0].v0 = 0.0f; + m_vectorbatch[m_batchindex + 1].u0 = 0.0f; + m_vectorbatch[m_batchindex + 1].v0 = 1.0f; + m_vectorbatch[m_batchindex + 2].u0 = 1.0f; + m_vectorbatch[m_batchindex + 2].v0 = 0.0f; + + m_vectorbatch[m_batchindex + 3].u0 = 0.0f; + m_vectorbatch[m_batchindex + 3].v0 = 1.0f; + m_vectorbatch[m_batchindex + 4].u0 = 1.0f; + m_vectorbatch[m_batchindex + 4].v0 = 0.0f; + m_vectorbatch[m_batchindex + 5].u0 = 1.0f; + m_vectorbatch[m_batchindex + 5].v0 = 1.0f; + } + else + { + vec2f& start = get_default_texture()->get_uvstart(); + vec2f& stop = get_default_texture()->get_uvstop(); + + m_vectorbatch[m_batchindex + 0].u0 = start.c.x; + m_vectorbatch[m_batchindex + 0].v0 = start.c.y; + m_vectorbatch[m_batchindex + 1].u0 = start.c.x; + m_vectorbatch[m_batchindex + 1].v0 = stop.c.y; + m_vectorbatch[m_batchindex + 2].u0 = stop.c.x; + m_vectorbatch[m_batchindex + 2].v0 = start.c.y; + + m_vectorbatch[m_batchindex + 3].u0 = start.c.x; + m_vectorbatch[m_batchindex + 3].v0 = stop.c.y; + m_vectorbatch[m_batchindex + 4].u0 = stop.c.x; + m_vectorbatch[m_batchindex + 4].v0 = start.c.y; + m_vectorbatch[m_batchindex + 5].u0 = stop.c.x; + m_vectorbatch[m_batchindex + 5].v0 = stop.c.y; + } + + // determine the color of the line + int32_t r = (int32_t)(prim.color.r * 255.0f); + int32_t g = (int32_t)(prim.color.g * 255.0f); + int32_t b = (int32_t)(prim.color.b * 255.0f); + int32_t a = (int32_t)(prim.color.a * 255.0f); + DWORD color = D3DCOLOR_ARGB(a, r, g, b); + + // set the color, Z parameters to standard values + for (int i = 0; i < 6; i++) + { + m_vectorbatch[m_batchindex + i].x -= 0.5f; + m_vectorbatch[m_batchindex + i].y -= 0.5f; + m_vectorbatch[m_batchindex + i].z = 0.0f; + m_vectorbatch[m_batchindex + i].rhw = 1.0f; + m_vectorbatch[m_batchindex + i].color = color; + + // vector length/width + m_vectorbatch[m_batchindex + i].u1 = line_length; + m_vectorbatch[m_batchindex + i].v1 = line_width; + } + + m_batchindex += 6; +} + + +//============================================================ +// draw_line +//============================================================ + +void renderer_d3d9::draw_line(const render_primitive &prim) +{ + // get a pointer to the vertex buffer + vertex *vertex = mesh_alloc(4); + if (vertex == nullptr) + { + return; + } + + // compute the effective width based on the direction of the line + float effwidth = prim.width; + if (effwidth < 1.0f) + { + effwidth = 1.0f; + } + + // determine the bounds of a quad to draw this line + render_bounds b0, b1; + render_line_to_quad(&prim.bounds, effwidth, 0.0f, &b0, &b1); + + vertex[0].x = b0.x0; + vertex[0].y = b0.y0; + vertex[1].x = b0.x1; + vertex[1].y = b0.y1; + vertex[2].x = b1.x0; + vertex[2].y = b1.y0; + vertex[3].x = b1.x1; + vertex[3].y = b1.y1; + + vec2f& start = get_default_texture()->get_uvstart(); + vec2f& stop = get_default_texture()->get_uvstop(); + + vertex[0].u0 = start.c.x; + vertex[0].v0 = start.c.y; + vertex[1].u0 = start.c.x; + vertex[1].v0 = stop.c.y; + vertex[2].u0 = stop.c.x; + vertex[2].v0 = start.c.y; + vertex[3].u0 = stop.c.x; + vertex[3].v0 = stop.c.y; + + // determine the color of the line + int32_t r = (int32_t)(prim.color.r * 255.0f); + int32_t g = (int32_t)(prim.color.g * 255.0f); + int32_t b = (int32_t)(prim.color.b * 255.0f); + int32_t a = (int32_t)(prim.color.a * 255.0f); + DWORD color = D3DCOLOR_ARGB(a, r, g, b); + + // set the color, Z parameters to standard values + for (int i = 0; i < 4; i++) + { + vertex[i].z = 0.0f; + vertex[i].rhw = 1.0f; + vertex[i].color = color; + } + + // now add a polygon entry + m_poly[m_numpolys].init(D3DPT_TRIANGLESTRIP, 2, 4, prim.flags, nullptr, D3DTOP_MODULATE, 0.0f, 0.0f); + m_numpolys++; +} + + +//============================================================ +// draw_quad +//============================================================ + +void renderer_d3d9::draw_quad(const render_primitive &prim) +{ + texture_info *texture = m_texture_manager->find_texinfo(&prim.texture, prim.flags); + if (texture == nullptr) + { + texture = get_default_texture(); + } + + // get a pointer to the vertex buffer + vertex *vertex = mesh_alloc(4); + if (vertex == nullptr) + { + return; + } + + // fill in the vertexes clockwise + vertex[0].x = prim.bounds.x0; + vertex[0].y = prim.bounds.y0; + vertex[1].x = prim.bounds.x1; + vertex[1].y = prim.bounds.y0; + vertex[2].x = prim.bounds.x0; + vertex[2].y = prim.bounds.y1; + vertex[3].x = prim.bounds.x1; + vertex[3].y = prim.bounds.y1; + float quad_width = prim.get_quad_width(); + float quad_height = prim.get_quad_height(); + + // set the texture coordinates + if (texture != nullptr) + { + vec2f& start = texture->get_uvstart(); + vec2f& stop = texture->get_uvstop(); + vec2f delta = stop - start; + + vertex[0].u0 = start.c.x + delta.c.x * prim.texcoords.tl.u; + vertex[0].v0 = start.c.y + delta.c.y * prim.texcoords.tl.v; + vertex[1].u0 = start.c.x + delta.c.x * prim.texcoords.tr.u; + vertex[1].v0 = start.c.y + delta.c.y * prim.texcoords.tr.v; + vertex[2].u0 = start.c.x + delta.c.x * prim.texcoords.bl.u; + vertex[2].v0 = start.c.y + delta.c.y * prim.texcoords.bl.v; + vertex[3].u0 = start.c.x + delta.c.x * prim.texcoords.br.u; + vertex[3].v0 = start.c.y + delta.c.y * prim.texcoords.br.v; + } + + // determine the color, allowing for over modulation + int32_t r = (int32_t)(prim.color.r * 255.0f); + int32_t g = (int32_t)(prim.color.g * 255.0f); + int32_t b = (int32_t)(prim.color.b * 255.0f); + int32_t a = (int32_t)(prim.color.a * 255.0f); + DWORD color = D3DCOLOR_ARGB(a, r, g, b); + + // adjust half pixel X/Y offset, set the color, Z parameters to standard values + for (int i = 0; i < 4; i++) + { + vertex[i].x -= 0.5f; + vertex[i].y -= 0.5f; + vertex[i].z = 0.0f; + vertex[i].rhw = 1.0f; + vertex[i].color = color; + } + + // now add a polygon entry + m_poly[m_numpolys].init(D3DPT_TRIANGLESTRIP, 2, 4, prim.flags, texture, D3DTOP_MODULATE, quad_width, quad_height); + m_numpolys++; +} + + +//============================================================ +// primitive_alloc +//============================================================ + +vertex *renderer_d3d9::mesh_alloc(int numverts) +{ + HRESULT result; + + // if we're going to overflow, flush + if (m_lockedbuf != nullptr && m_numverts + numverts >= VERTEX_BUFFER_SIZE) + { + primitive_flush_pending(); + + if (m_shaders->enabled()) + m_shaders->init_fsfx_quad(); + } + + // if we don't have a lock, grab it now + if (m_lockedbuf == nullptr) + { + result = m_vertexbuf->Lock(0, 0, (VOID **)&m_lockedbuf, D3DLOCK_DISCARD); + if (FAILED(result)) + return nullptr; + } + + // if we already have the lock and enough room, just return a pointer + if (m_lockedbuf != nullptr && m_numverts + numverts < VERTEX_BUFFER_SIZE) + { + int oldverts = m_numverts; + m_numverts += numverts; + return &m_lockedbuf[oldverts]; + } + + return nullptr; +} + + +//============================================================ +// primitive_flush_pending +//============================================================ + +void renderer_d3d9::primitive_flush_pending() +{ + // ignore if we're not locked + if (m_lockedbuf == nullptr) + return; + + // unlock the buffer + HRESULT result = m_vertexbuf->Unlock(); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during vertex buffer unlock call\n", result); + + m_lockedbuf = nullptr; + + // set the stream + result = m_device->SetStreamSource(0, m_vertexbuf, 0, sizeof(vertex)); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetStreamSource call\n", result); + + m_shaders->begin_draw(); + + int vertnum = 0; + if (m_shaders->enabled()) + { + vertnum = 6; + } + + // now do the polys + for (int polynum = 0; polynum < m_numpolys; polynum++) + { + uint32_t flags = m_poly[polynum].flags(); + texture_info *texture = m_poly[polynum].texture(); + int newfilter; + + // set the texture if different + set_texture(texture); + + // set filtering if different + if (texture != nullptr) + { + newfilter = FALSE; + if (PRIMFLAG_GET_SCREENTEX(flags)) + newfilter = video_config.filter; + set_filter(newfilter); + set_wrap(PRIMFLAG_GET_TEXWRAP(flags) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP); + set_modmode(m_poly[polynum].modmode()); + } + + if (vertnum + m_poly[polynum].numverts() > m_numverts) + { + osd_printf_error("Error: vertnum (%d) plus poly vertex count (%d) > %d\n", vertnum, m_poly[polynum].numverts(), m_numverts); + fflush(stdout); + } + + assert(vertnum + m_poly[polynum].numverts() <= m_numverts); + + if(m_shaders->enabled()) + { + // reset blend mode (handled by shader passes) + set_blendmode(BLENDMODE_NONE); + + m_shaders->render_quad(&m_poly[polynum], vertnum); + } + else + { + // set blend mode + set_blendmode(PRIMFLAG_GET_BLENDMODE(flags)); + + // add the primitives + result = m_device->DrawPrimitive(m_poly[polynum].type(), vertnum, m_poly[polynum].count()); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device draw_primitive call\n", result); + } + + vertnum += m_poly[polynum].numverts(); + } + + m_shaders->end_draw(); + + // reset the vertex count + m_numverts = 0; + m_numpolys = 0; +} + + +std::vector<ui::menu_item> renderer_d3d9::get_slider_list() +{ + m_sliders_dirty = false; + + std::vector<ui::menu_item> sliders; + sliders.insert(sliders.end(), m_sliders.begin(), m_sliders.end()); + + if (m_shaders != nullptr && m_shaders->enabled()) + { + std::vector<ui::menu_item> s_slider = m_shaders->get_slider_list(); + sliders.insert(sliders.end(), s_slider.begin(), s_slider.end()); + } + + return sliders; +} + +void renderer_d3d9::set_sliders_dirty() +{ + m_sliders_dirty = true; +} + + +//============================================================ +// texture_info destructor +//============================================================ + +texture_info::~texture_info() +{ + if (m_d3dfinaltex != nullptr) + { + if (m_d3dtex == m_d3dfinaltex) + m_d3dtex = nullptr; + + m_d3dfinaltex->Release(); + } + + if (m_d3dtex != nullptr) + m_d3dtex->Release(); + + if (m_d3dsurface != nullptr) + m_d3dsurface->Release(); +} + + +//============================================================ +// texture_info constructor +//============================================================ + +texture_info::texture_info(d3d_texture_manager *manager, const render_texinfo* texsource, int prescale, uint32_t flags) +{ + HRESULT result; + + // fill in the core data + m_texture_manager = manager; + m_renderer = m_texture_manager->get_d3d(); + m_hash = m_texture_manager->texture_compute_hash(texsource, flags); + m_flags = flags; + m_texinfo = *texsource; + m_xprescale = prescale; + m_yprescale = prescale; + + m_d3dtex = nullptr; + m_d3dsurface = nullptr; + m_d3dfinaltex = nullptr; + + // determine texture type, required to compute texture size + if (!PRIMFLAG_GET_SCREENTEX(flags)) + { + m_type = TEXTURE_TYPE_PLAIN; + } + else + { + if ((m_xprescale == 1 && m_yprescale == 1) || m_renderer->get_shaders()->enabled()) + { + m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN; + } + else + { + if (m_texture_manager->is_stretch_supported() && PRIMFLAG_GET_TEXFORMAT(flags) != TEXFORMAT_YUY16) + { + m_type = TEXTURE_TYPE_SURFACE; + } + else + { + m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN; + } + } + } + + // compute the size + compute_size(texsource->width, texsource->height); + + // non-screen textures are easy + if (!PRIMFLAG_GET_SCREENTEX(flags)) + { + assert(PRIMFLAG_TEXFORMAT(flags) != TEXFORMAT_YUY16); + result = m_renderer->get_device()->CreateTexture(m_rawdims.c.x, m_rawdims.c.y, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_d3dtex, nullptr); + if (FAILED(result)) + goto error; + m_d3dfinaltex = m_d3dtex; + } + + // screen textures are allocated differently + else + { + D3DFORMAT format; + DWORD usage = m_texture_manager->is_dynamic_supported() ? D3DUSAGE_DYNAMIC : 0; + D3DPOOL pool = m_texture_manager->is_dynamic_supported() ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED; + int maxdim = std::max(m_renderer->get_presentation()->BackBufferWidth, m_renderer->get_presentation()->BackBufferHeight); + + // pick the format + if (PRIMFLAG_GET_TEXFORMAT(flags) == TEXFORMAT_YUY16) + { + format = m_texture_manager->get_yuv_format(); + } + else if (PRIMFLAG_GET_TEXFORMAT(flags) == TEXFORMAT_ARGB32 || PRIMFLAG_GET_TEXFORMAT(flags) == TEXFORMAT_PALETTEA16) + { + format = D3DFMT_A8R8G8B8; + } + else + { + format = m_renderer->get_screen_format(); + } + + // don't prescale above screen size + while (m_xprescale > 1 && m_rawdims.c.x * m_xprescale >= 2 * maxdim) + { + m_xprescale--; + } + while (m_xprescale > 1 && m_rawdims.c.x * m_xprescale > manager->get_max_texture_width()) + { + m_xprescale--; + } + while (m_yprescale > 1 && m_rawdims.c.y * m_yprescale >= 2 * maxdim) + { + m_yprescale--; + } + while (m_yprescale > 1 && m_rawdims.c.y * m_yprescale > manager->get_max_texture_height()) + { + m_yprescale--; + } + + auto win = m_renderer->assert_window(); + + int prescale = win->prescale(); + if (m_xprescale != prescale || m_yprescale != prescale) + { + osd_printf_verbose("Direct3D: adjusting prescale from %dx%d to %dx%d\n", prescale, prescale, m_xprescale, m_yprescale); + } + + // loop until we allocate something or error + for (int attempt = 0; attempt < 2; attempt++) + { + // second attempt is always 1:1 + if (attempt == 1) + { + m_xprescale = m_yprescale = 1; + } + + // screen textures with no prescaling are pretty easy + if (m_xprescale == 1 && m_yprescale == 1) + { + result = m_renderer->get_device()->CreateTexture(m_rawdims.c.x, m_rawdims.c.y, 1, usage, format, pool, &m_d3dtex, nullptr); + if (result == D3D_OK) + { + m_d3dfinaltex = m_d3dtex; + break; + } + } + // screen textures with prescaling require two allocations + else + { + // use an offscreen plain surface for stretching if supported + // (won't work for YUY textures) + if (m_texture_manager->is_stretch_supported() && PRIMFLAG_GET_TEXFORMAT(flags) != TEXFORMAT_YUY16) + { + result = m_renderer->get_device()->CreateOffscreenPlainSurface(m_rawdims.c.x, m_rawdims.c.y, format, D3DPOOL_DEFAULT, &m_d3dsurface, nullptr); + if (FAILED(result)) + { + continue; + } + } + // otherwise, we allocate a dynamic texture for the source + else + { + result = m_renderer->get_device()->CreateTexture(m_rawdims.c.x, m_rawdims.c.y, 1, usage, format, pool, &m_d3dtex, nullptr); + if (FAILED(result)) + { + continue; + } + } + + // for the target surface, we allocate a render target texture + int scwidth = m_rawdims.c.x * m_xprescale; + int scheight = m_rawdims.c.y * m_yprescale; + + // target surfaces typically cannot be YCbCr, so we always pick RGB in that case + D3DFORMAT finalfmt = (format != m_texture_manager->get_yuv_format()) ? format : D3DFMT_A8R8G8B8; + + result = m_renderer->get_device()->CreateTexture(scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, finalfmt, D3DPOOL_DEFAULT, &m_d3dfinaltex, nullptr); + if (result == D3D_OK) + { + break; + } + + m_d3dtex->Release(); + m_d3dtex = nullptr; + } + } + } + + // copy the data to the texture + set_data(texsource, flags); + + return; + +error: + d3dintf->post_fx_available = false; + osd_printf_error("Direct3D: Critical warning: A texture failed to allocate. Expect things to get bad quickly.\n"); + if (m_d3dsurface != nullptr) + m_d3dsurface->Release(); + if (m_d3dtex != nullptr) + m_d3dtex->Release(); +} + + +//============================================================ +// texture_info::compute_size_subroutine +//============================================================ + +void texture_info::compute_size_subroutine(int texwidth, int texheight, int* p_width, int* p_height) +{ + int finalheight = texheight; + int finalwidth = texwidth; + + // adjust the aspect ratio if we need to + while (finalwidth < finalheight && finalheight / finalwidth > m_texture_manager->get_max_texture_aspect()) + { + finalwidth *= 2; + } + while (finalheight < finalwidth && finalwidth / finalheight > m_texture_manager->get_max_texture_aspect()) + { + finalheight *= 2; + } + + *p_width = finalwidth; + *p_height = finalheight; +} + + +//============================================================ +// texture_info::compute_size +//============================================================ + +void texture_info::compute_size(int texwidth, int texheight) +{ + int finalheight = texheight; + int finalwidth = texwidth; + + m_xborderpix = 0; + m_yborderpix = 0; + + bool shaders_enabled = m_renderer->get_shaders()->enabled(); + bool wrap_texture = (m_flags & PRIMFLAG_TEXWRAP_MASK) == PRIMFLAG_TEXWRAP_MASK; + + // skip border when shaders are enabled + if (!shaders_enabled) + { + // if we're not wrapping, add a 1-2 pixel border on all sides + if (!wrap_texture) + { + // note we need 2 pixels in X for YUY textures + m_xborderpix = (PRIMFLAG_GET_TEXFORMAT(m_flags) == TEXFORMAT_YUY16) ? 2 : 1; + m_yborderpix = 1; + } + } + + finalwidth += 2 * m_xborderpix; + finalheight += 2 * m_yborderpix; + + // take texture size as given when shaders are enabled + if (!shaders_enabled) + { + compute_size_subroutine(finalwidth, finalheight, &finalwidth, &finalheight); + + // if we added pixels for the border, and that just barely pushed us over, take it back + if (finalwidth > m_texture_manager->get_max_texture_width() || finalheight > m_texture_manager->get_max_texture_height()) + { + finalheight = texheight; + finalwidth = texwidth; + + m_xborderpix = 0; + m_yborderpix = 0; + + compute_size_subroutine(finalwidth, finalheight, &finalwidth, &finalheight); + } + } + + // if we're above the max width/height, do what? + if (finalwidth > m_texture_manager->get_max_texture_width() || finalheight > m_texture_manager->get_max_texture_height()) + { + static bool printed = false; + if (!printed) osd_printf_warning("Texture too big! (wanted: %dx%d, max is %dx%d)\n", finalwidth, finalheight, (int)m_texture_manager->get_max_texture_width(), (int)m_texture_manager->get_max_texture_height()); + printed = true; + } + + // compute the U/V scale factors + m_start.c.x = (float)m_xborderpix / (float)finalwidth; + m_start.c.y = (float)m_yborderpix / (float)finalheight; + m_stop.c.x = (float)(texwidth + m_xborderpix) / (float)finalwidth; + m_stop.c.y = (float)(texheight + m_yborderpix) / (float)finalheight; + + // set the final values + m_rawdims.c.x = finalwidth; + m_rawdims.c.y = finalheight; +} + + +//============================================================ +// copyline_palette16 +//============================================================ + +inline void texture_info::copyline_palette16(uint32_t *dst, const uint16_t *src, int width, const rgb_t *palette, int xborderpix) +{ + if (xborderpix) + *dst++ = 0xff000000 | palette[*src]; + for (int x = 0; x < width; x++) + *dst++ = 0xff000000 | palette[*src++]; + if (xborderpix) + *dst++ = 0xff000000 | palette[*--src]; +} + + +//============================================================ +// copyline_palettea16 +//============================================================ + +inline void texture_info::copyline_palettea16(uint32_t *dst, const uint16_t *src, int width, const rgb_t *palette, int xborderpix) +{ + if (xborderpix) + *dst++ = palette[*src]; + for (int x = 0; x < width; x++) + *dst++ = palette[*src++]; + if (xborderpix) + *dst++ = palette[*--src]; +} + + +//============================================================ +// copyline_rgb32 +//============================================================ + +inline void texture_info::copyline_rgb32(uint32_t *dst, const uint32_t *src, int width, const rgb_t *palette, int xborderpix) +{ + if (palette != nullptr) + { + if (xborderpix) + { + rgb_t srcpix = *src; + *dst++ = 0xff000000 | palette[0x200 + srcpix.r()] | palette[0x100 + srcpix.g()] | palette[srcpix.b()]; + } + for (int x = 0; x < width; x++) + { + rgb_t srcpix = *src++; + *dst++ = 0xff000000 | palette[0x200 + srcpix.r()] | palette[0x100 + srcpix.g()] | palette[srcpix.b()]; + } + if (xborderpix) + { + rgb_t srcpix = *--src; + *dst++ = 0xff000000 | palette[0x200 + srcpix.r()] | palette[0x100 + srcpix.g()] | palette[srcpix.b()]; + } + } + else + { + if (xborderpix) + *dst++ = 0xff000000 | *src; + for (int x = 0; x < width; x++) + *dst++ = 0xff000000 | *src++; + if (xborderpix) + *dst++ = 0xff000000 | *--src; + } +} + + +//============================================================ +// copyline_argb32 +//============================================================ + +inline void texture_info::copyline_argb32(uint32_t *dst, const uint32_t *src, int width, const rgb_t *palette, int xborderpix) +{ + if (palette != nullptr) + { + if (xborderpix) + { + rgb_t srcpix = *src; + *dst++ = (srcpix & 0xff000000) | palette[0x200 + srcpix.r()] | palette[0x100 + srcpix.g()] | palette[srcpix.b()]; + } + for (int x = 0; x < width; x++) + { + rgb_t srcpix = *src++; + *dst++ = (srcpix & 0xff000000) | palette[0x200 + srcpix.r()] | palette[0x100 + srcpix.g()] | palette[srcpix.b()]; + } + if (xborderpix) + { + rgb_t srcpix = *--src; + *dst++ = (srcpix & 0xff000000) | palette[0x200 + srcpix.r()] | palette[0x100 + srcpix.g()] | palette[srcpix.b()]; + } + } + else + { + if (xborderpix) + *dst++ = *src; + memcpy(dst, src, sizeof(uint32_t) * width); + dst += width; + src += width; + if (xborderpix) + *dst++ = *--src; + } +} + + +//============================================================ +// copyline_yuy16_to_yuy2 +//============================================================ + +inline void texture_info::copyline_yuy16_to_yuy2(uint16_t *dst, const uint16_t *src, int width, const rgb_t *palette) +{ + assert(width % 2 == 0); + + if (palette != nullptr) // palette (really RGB map) case + { + for (int x = 0; x < width; x += 2) + { + uint16_t srcpix0 = *src++; + uint16_t srcpix1 = *src++; + *dst++ = palette[0x000 + (srcpix0 >> 8)] | (srcpix0 << 8); + *dst++ = palette[0x000 + (srcpix1 >> 8)] | (srcpix1 << 8); + } + } + else // direct case + { + for (int x = 0; x < width; x += 2) + { + uint16_t srcpix0 = *src++; + uint16_t srcpix1 = *src++; + *dst++ = (srcpix0 >> 8) | (srcpix0 << 8); + *dst++ = (srcpix1 >> 8) | (srcpix1 << 8); + } + } +} + + +//============================================================ +// copyline_yuy16_to_uyvy +//============================================================ + +inline void texture_info::copyline_yuy16_to_uyvy(uint16_t *dst, const uint16_t *src, int width, const rgb_t *palette) +{ + assert(width % 2 == 0); + + if (palette != nullptr) // palette (really RGB map) case + { + for (int x = 0; x < width; x += 2) + { + uint16_t srcpix0 = *src++; + uint16_t srcpix1 = *src++; + *dst++ = palette[0x100 + (srcpix0 >> 8)] | (srcpix0 & 0xff); + *dst++ = palette[0x100 + (srcpix1 >> 8)] | (srcpix1 & 0xff); + } + } + + // direct case + else + { + memcpy(dst, src, sizeof(uint16_t) * width); + } +} + + +//============================================================ +// copyline_yuy16_to_argb +//============================================================ + +inline void texture_info::copyline_yuy16_to_argb(uint32_t *dst, const uint16_t *src, int width, const rgb_t *palette) +{ + assert(width % 2 == 0); + + if (palette != nullptr) // palette (really RGB map) case + { + for (int x = 0; x < width / 2; x++) + { + uint16_t srcpix0 = *src++; + uint16_t srcpix1 = *src++; + uint8_t cb = srcpix0 & 0xff; + uint8_t cr = srcpix1 & 0xff; + *dst++ = ycc_to_rgb(palette[0x000 + (srcpix0 >> 8)], cb, cr); + *dst++ = ycc_to_rgb(palette[0x000 + (srcpix1 >> 8)], cb, cr); + } + } + else // direct case + { + for (int x = 0; x < width; x += 2) + { + uint16_t srcpix0 = *src++; + uint16_t srcpix1 = *src++; + uint8_t cb = srcpix0 & 0xff; + uint8_t cr = srcpix1 & 0xff; + *dst++ = ycc_to_rgb(srcpix0 >> 8, cb, cr); + *dst++ = ycc_to_rgb(srcpix1 >> 8, cb, cr); + } + } +} + + +//============================================================ +// texture_set_data +//============================================================ + +void texture_info::set_data(const render_texinfo *texsource, uint32_t flags) +{ + D3DLOCKED_RECT rect; + HRESULT result; + + // lock the texture + switch (m_type) + { + default: + case TEXTURE_TYPE_PLAIN: result = m_d3dtex->LockRect(0, &rect, nullptr, 0); break; + case TEXTURE_TYPE_DYNAMIC: result = m_d3dtex->LockRect(0, &rect, nullptr, D3DLOCK_DISCARD); break; + case TEXTURE_TYPE_SURFACE: result = m_d3dsurface->LockRect(&rect, nullptr, D3DLOCK_DISCARD); break; + } + if (FAILED(result)) + { + return; + } + + // loop over Y + int tex_format = PRIMFLAG_GET_TEXFORMAT(flags); +#if 0 + if (tex_format == TEXFORMAT_ARGB32 && texsource->palette == nullptr && texsource->width == texsource->rowpixels && m_xborderpix == 0 && m_yborderpix == 0) + { + memcpy((BYTE *)rect.pBits, texsource->base, sizeof(uint32_t) * texsource->width * texsource->height); + } + else +#endif + { + int miny = 0 - m_yborderpix; + int maxy = texsource->height + m_yborderpix; + + for (int dsty = miny; dsty < maxy; dsty++) + { + int srcy = (dsty < 0) ? 0 : (dsty >= texsource->height) ? texsource->height - 1 : dsty; + + void *dst = (BYTE *)rect.pBits + (dsty + m_yborderpix) * rect.Pitch; + + switch (tex_format) + { + case TEXFORMAT_PALETTE16: + copyline_palette16((uint32_t *)dst, (uint16_t *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix); + break; + + case TEXFORMAT_PALETTEA16: + copyline_palettea16((uint32_t *)dst, (uint16_t *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix); + break; + + case TEXFORMAT_RGB32: + copyline_rgb32((uint32_t *)dst, (uint32_t *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix); + break; + + case TEXFORMAT_ARGB32: + copyline_argb32((uint32_t *)dst, (uint32_t *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix); + break; + + case TEXFORMAT_YUY16: + if (m_texture_manager->get_yuv_format() == D3DFMT_YUY2) + copyline_yuy16_to_yuy2((uint16_t *)dst, (uint16_t *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette); + else if (m_texture_manager->get_yuv_format() == D3DFMT_UYVY) + copyline_yuy16_to_uyvy((uint16_t *)dst, (uint16_t *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette); + else + copyline_yuy16_to_argb((uint32_t *)dst, (uint16_t *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette); + break; + + default: + osd_printf_error("Unknown texture blendmode=%d format=%d\n", PRIMFLAG_GET_BLENDMODE(flags), PRIMFLAG_GET_TEXFORMAT(flags)); + break; + } + } + } + + // unlock + switch (m_type) + { + default: + case TEXTURE_TYPE_PLAIN: result = m_d3dtex->UnlockRect(0); break; + case TEXTURE_TYPE_DYNAMIC: result = m_d3dtex->UnlockRect(0); break; + case TEXTURE_TYPE_SURFACE: result = m_d3dsurface->UnlockRect(); break; + } + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during texture UnlockRect call\n", result); + + // prescale + prescale(); +} + + +//============================================================ +// texture_info::prescale +//============================================================ + +void texture_info::prescale() +{ + IDirect3DSurface9 *scale_surface; + HRESULT result; + int i; + + // if we don't need to, just skip it + if (m_d3dtex == m_d3dfinaltex) + return; + + // for all cases, we need to get the surface of the render target + result = m_d3dfinaltex->GetSurfaceLevel(0, &scale_surface); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during texture GetSurfaceLevel call\n", result); + + // if we have an offscreen plain surface, we can just StretchRect to it + if (m_type == TEXTURE_TYPE_SURFACE) + { + assert(m_d3dsurface != nullptr); + + // set the source bounds + RECT source; + source.left = source.top = 0; + source.right = m_texinfo.width + 2 * m_xborderpix; + source.bottom = m_texinfo.height + 2 * m_yborderpix; + + // set the target bounds + RECT dest; + dest = source; + dest.right *= m_xprescale; + dest.bottom *= m_yprescale; + + // do the stretchrect + result = m_renderer->get_device()->StretchRect(m_d3dsurface, &source, scale_surface, &dest, D3DTEXF_POINT); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device stretct_rect call\n", result); + } + + // if we are using a texture render target, we need to do more preparations + else + { + IDirect3DSurface9 *backbuffer; + + assert(m_d3dtex != nullptr); + + // first remember the original render target and set the new one + result = m_renderer->get_device()->GetRenderTarget(0, &backbuffer); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device GetRenderTarget call\n", result); + result = m_renderer->get_device()->SetRenderTarget(0, scale_surface); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call 1\n", result); + m_renderer->reset_render_states(); + + // start the scene + result = m_renderer->get_device()->BeginScene(); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device BeginScene call\n", result); + + // configure the rendering pipeline + m_renderer->set_filter(FALSE); + m_renderer->set_blendmode(BLENDMODE_NONE); + result = m_renderer->get_device()->SetTexture(0, m_d3dtex); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetTexture call\n", result); + + // lock the vertex buffer + vertex *lockedbuf; + result = m_renderer->get_vertex_buffer()->Lock(0, 0, (VOID **)&lockedbuf, D3DLOCK_DISCARD); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during vertex buffer lock call\n", result); + + // configure the X/Y coordinates on the target surface + lockedbuf[0].x = -0.5f; + lockedbuf[0].y = -0.5f; + lockedbuf[1].x = (float)((m_texinfo.width + 2 * m_xborderpix) * m_xprescale) - 0.5f; + lockedbuf[1].y = -0.5f; + lockedbuf[2].x = -0.5f; + lockedbuf[2].y = (float)((m_texinfo.height + 2 * m_yborderpix) * m_yprescale) - 0.5f; + lockedbuf[3].x = (float)((m_texinfo.width + 2 * m_xborderpix) * m_xprescale) - 0.5f; + lockedbuf[3].y = (float)((m_texinfo.height + 2 * m_yborderpix) * m_yprescale) - 0.5f; + + // configure the U/V coordintes on the source texture + lockedbuf[0].u0 = 0.0f; + lockedbuf[0].v0 = 0.0f; + lockedbuf[1].u0 = (float)(m_texinfo.width + 2 * m_xborderpix) / (float)m_rawdims.c.x; + lockedbuf[1].v0 = 0.0f; + lockedbuf[2].u0 = 0.0f; + lockedbuf[2].v0 = (float)(m_texinfo.height + 2 * m_yborderpix) / (float)m_rawdims.c.y; + lockedbuf[3].u0 = (float)(m_texinfo.width + 2 * m_xborderpix) / (float)m_rawdims.c.x; + lockedbuf[3].v0 = (float)(m_texinfo.height + 2 * m_yborderpix) / (float)m_rawdims.c.y; + + // reset the remaining vertex parameters + for (i = 0; i < 4; i++) + { + lockedbuf[i].z = 0.0f; + lockedbuf[i].rhw = 1.0f; + lockedbuf[i].color = D3DCOLOR_ARGB(0xff,0xff,0xff,0xff); + } + + // unlock the vertex buffer + result = m_renderer->get_vertex_buffer()->Unlock(); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during vertex buffer unlock call\n", result); + + // set the stream and draw the triangle strip + result = m_renderer->get_device()->SetStreamSource(0, m_renderer->get_vertex_buffer(), 0, sizeof(vertex)); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetStreamSource call\n", result); + result = m_renderer->get_device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device DrawPrimitive call\n", result); + + // end the scene + result = m_renderer->get_device()->EndScene(); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device end_scene call\n", result); + + // reset the render target and release our reference to the backbuffer + result = m_renderer->get_device()->SetRenderTarget(0, backbuffer); + if (FAILED(result)) + osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call 2\n", result); + backbuffer->Release(); + m_renderer->reset_render_states(); + } + + // release our reference to the target surface + scale_surface->Release(); +} + + +//============================================================ +// d3d_render_target::~d3d_render_target +//============================================================ + +d3d_render_target::~d3d_render_target() +{ + for (int index = 0; index < MAX_BLOOM_COUNT; index++) + { + if (bloom_texture[index] != nullptr) + bloom_texture[index]->Release(); + + if (bloom_surface[index] != nullptr) + bloom_surface[index]->Release(); + } + + for (int index = 0; index < 2; index++) + { + if (source_texture[index] != nullptr) + source_texture[index]->Release(); + + if (source_surface[index] != nullptr) + source_surface[index]->Release(); + + if (target_texture[index] != nullptr) + target_texture[index]->Release(); + + if (target_surface[index] != nullptr) + target_surface[index]->Release(); + } + + if (cache_texture != nullptr) + cache_texture->Release(); + + if (cache_surface != nullptr) + cache_surface->Release(); +} + + +//============================================================ +// d3d_render_target::init - initializes a render target +//============================================================ + +bool d3d_render_target::init(renderer_d3d9 *d3d, int source_width, int source_height, int target_width, int target_height, int screen_index) +{ + HRESULT result; + + this->width = source_width; + this->height = source_height; + + this->target_width = target_width; + this->target_height = target_height; + + this->screen_index = screen_index; + + for (int index = 0; index < 2; index++) + { + result = d3d->get_device()->CreateTexture(source_width, source_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &source_texture[index], nullptr); + if (FAILED(result)) + return false; + + source_texture[index]->GetSurfaceLevel(0, &source_surface[index]); + + result = d3d->get_device()->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &target_texture[index], nullptr); + if (FAILED(result)) + return false; + + target_texture[index]->GetSurfaceLevel(0, &target_surface[index]); + } + + result = d3d->get_device()->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &cache_texture, nullptr); + if (FAILED(result)) + return false; + + cache_texture->GetSurfaceLevel(0, &cache_surface); + + auto win = d3d->assert_window(); + + const screen_device *first_screen = screen_device_iterator(win->machine().root_device()).first(); + bool vector_screen = + first_screen != nullptr && + first_screen->screen_type() == SCREEN_TYPE_VECTOR; + + float scale_factor = 0.75f; + int scale_count = vector_screen ? MAX_BLOOM_COUNT : HALF_BLOOM_COUNT; + + float bloom_width = (float)source_width; + float bloom_height = (float)source_height; + float bloom_size = bloom_width < bloom_height ? bloom_width : bloom_height; + for (int bloom_index = 0; bloom_index < scale_count && bloom_size >= 2.0f; bloom_size *= scale_factor) + { + this->bloom_dims[bloom_index][0] = (int)bloom_width; + this->bloom_dims[bloom_index][1] = (int)bloom_height; + + result = d3d->get_device()->CreateTexture((int)bloom_width, (int)bloom_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bloom_texture[bloom_index], nullptr); + if (FAILED(result)) + return false; + + bloom_texture[bloom_index]->GetSurfaceLevel(0, &bloom_surface[bloom_index]); + + bloom_width *= scale_factor; + bloom_height *= scale_factor; + + bloom_index++; + + this->bloom_count = bloom_index; + } + + return true; +} + +texture_info *renderer_d3d9::get_default_texture() +{ + return m_texture_manager->get_default_texture(); +} |