// 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"
#undef min
#undef max
#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;
GetClientRectExceptMenu(std::static_pointer_cast<win_window_info>(win)->platform_window(), &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.osddata = 0;
// 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().osddata >> 1;
uint32_t test_page = (uint32_t)(*it)->get_texinfo().osddata & 1;
uint32_t prim_screen = (uint32_t)texinfo->osddata >> 1;
uint32_t prim_page = (uint32_t)texinfo->osddata & 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();
// create a standard ramp
D3DGAMMARAMP ramp;
// 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)
{
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_error("Direct3D Error: Your graphics card does not support rendering after a page\n");
osd_printf_error("flip.\n");
success = false;
}
if (!(caps.DevCaps & D3DDEVCAPS_HWRASTERIZATION))
{
osd_printf_error("Direct3D Error: Your graphics card does not support hardware rendering.\n");
success = false;
}
// verify texture operation capabilities
if (!(caps.TextureOpCaps & D3DTEXOPCAPS_MODULATE))
{
osd_printf_error("Direct3D Error: Your graphics card does not support modulate-type blending.\n");
success = false;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)
{
osd_printf_error("Direct3D Error: Your graphics card does not fully support non-power-of-two\n");
osd_printf_error("textures.\n");
success = false;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
osd_printf_error("Direct3D Error: Your graphics card does not support non-power-of-two textures.\n");
success = false;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY)
{
osd_printf_error("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_error("Direct3D Error: Your graphics card does not support the A8R8G8B8 texture format.\n");
success = false;
}
result = d3dintf->d3dobj->CheckDeviceFormat(m_adapter, D3DDEVTYPE_HAL, m_pixformat, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F);
if (FAILED(result))
{
osd_printf_error("Direct3D Error: Your graphics card does not support the A16B16G16R16F texture format.\n");
success = false;
}
if (!success)
{
osd_printf_error("This feature or features are required to use the Direct3D renderer. Please\n");
osd_printf_error("select another renderer using the -video option or contact the MAME developers\n");
osd_printf_error("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 = win->machine().config().first_screen();
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
//============================================================
static inline void 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
//============================================================
static inline void 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
//============================================================
static inline void 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
//============================================================
static inline void 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
//============================================================
static inline void 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
//============================================================
static inline void 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
//============================================================
static inline void 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[index] != nullptr)
cache_texture[index]->Release();
if (cache_surface[index] != nullptr)
cache_surface[index]->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_A16B16G16R16F, D3DPOOL_DEFAULT, &cache_texture[index], nullptr);
if (FAILED(result))
return false;
cache_texture[index]->GetSurfaceLevel(0, &cache_surface[index]);
}
auto win = d3d->assert_window();
auto first_screen = win->machine().first_screen();
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();
}