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Diffstat (limited to 'src/osd/modules/render/drawd3d.cpp')
-rw-r--r--src/osd/modules/render/drawd3d.cpp2892
1 files changed, 2892 insertions, 0 deletions
diff --git a/src/osd/modules/render/drawd3d.cpp b/src/osd/modules/render/drawd3d.cpp
new file mode 100644
index 00000000000..12e4403fec1
--- /dev/null
+++ b/src/osd/modules/render/drawd3d.cpp
@@ -0,0 +1,2892 @@
+// license:BSD-3-Clause
+// copyright-holders:Aaron Giles
+//============================================================
+//
+// drawd3d.c - Win32 Direct3D implementation
+//
+//============================================================
+
+// Useful info:
+// Windows XP/2003 shipped with DirectX 8.1
+// Windows 2000 shipped with DirectX 7a
+// Windows 98SE shipped with DirectX 6.1a
+// Windows 98 shipped with DirectX 5
+// Windows NT shipped with DirectX 3.0a
+// Windows 95 shipped with DirectX 2
+
+// standard windows headers
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#include <tchar.h>
+#include <mmsystem.h>
+#include <d3d9.h>
+#include <d3dx9.h>
+#include <math.h>
+#undef interface
+
+// MAME headers
+#include "emu.h"
+#include "render.h"
+#include "ui/ui.h"
+#include "rendutil.h"
+#include "options.h"
+#include "emuopts.h"
+#include "aviio.h"
+#include "png.h"
+
+// MAMEOS headers
+#include "modules/render/d3d/d3dintf.h"
+#include "winmain.h"
+#include "window.h"
+#include "config.h"
+#include "strconv.h"
+#include "modules/render/d3d/d3dcomm.h"
+#include "drawd3d.h"
+
+
+//============================================================
+// DEBUGGING
+//============================================================
+
+extern void mtlog_add(const char *event);
+
+
+//============================================================
+// CONSTANTS
+//============================================================
+
+#define ENABLE_BORDER_PIX (1)
+
+enum
+{
+ TEXTURE_TYPE_PLAIN,
+ TEXTURE_TYPE_DYNAMIC,
+ TEXTURE_TYPE_SURFACE
+};
+
+
+//============================================================
+// MACROS
+//============================================================
+
+#define FSWAP(var1, var2) do { float temp = var1; var1 = var2; var2 = temp; } while (0)
+
+
+//============================================================
+// GLOBALS
+//============================================================
+
+static const line_aa_step line_aa_1step[] =
+{
+ { 0.00f, 0.00f, 1.00f },
+ { 0 }
+};
+
+static const line_aa_step line_aa_4step[] =
+{
+ { -0.25f, 0.00f, 0.25f },
+ { 0.25f, 0.00f, 0.25f },
+ { 0.00f, -0.25f, 0.25f },
+ { 0.00f, 0.25f, 0.25f },
+ { 0 }
+};
+
+
+//============================================================
+// INLINES
+//============================================================
+
+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, NULL);
+ result = GetClientRect(hWnd, &cached_rect);
+ SetMenu(hWnd, menu);
+ }
+
+ *pRect = cached_rect;
+ return result;
+}
+
+
+INLINE UINT32 ycc_to_rgb(UINT8 y, UINT8 cb, UINT8 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
+
+
+//============================================================
+// PROTOTYPES
+//============================================================
+
+// core functions
+static void drawd3d_exit(void);
+
+
+//============================================================
+// drawd3d_window_init
+//============================================================
+
+int d3d::renderer::create()
+{
+ if (!initialize())
+ {
+ destroy();
+ osd_printf_error("Unable to initialize Direct3D.\n");
+ return 1;
+ }
+
+ return 0;
+}
+
+
+//============================================================
+// drawd3d_exit
+//============================================================
+
+static void drawd3d_exit(void)
+{
+ if (d3dintf != NULL)
+ (*d3dintf->d3d.release)(d3dintf);
+}
+
+void d3d::renderer::toggle_fsfx()
+{
+ set_restarting(true);
+}
+
+void d3d::renderer::record()
+{
+ get_shaders()->window_record();
+}
+
+void d3d::renderer::save()
+{
+ get_shaders()->window_save();
+}
+
+
+//============================================================
+// drawd3d_window_destroy
+//============================================================
+
+void d3d::renderer::destroy()
+{
+ if (get_shaders() != NULL && get_shaders()->recording())
+ get_shaders()->window_record();
+
+}
+
+
+//============================================================
+// drawd3d_window_get_primitives
+//============================================================
+
+render_primitive_list *d3d::renderer::get_primitives()
+{
+ RECT client;
+
+ GetClientRectExceptMenu(window().m_hwnd, &client, window().fullscreen());
+ if (rect_width(&client) > 0 && rect_height(&client) > 0)
+ {
+ window().target()->set_bounds(rect_width(&client), rect_height(&client), window().aspect());
+ window().target()->set_max_update_rate((get_refresh() == 0) ? get_origmode().RefreshRate : get_refresh());
+ }
+ return &window().target()->get_primitives();
+}
+
+
+//============================================================
+// drawnone_create
+//============================================================
+
+static osd_renderer *drawd3d_create(osd_window *window)
+{
+ return global_alloc(d3d::renderer(window));
+}
+
+int drawd3d_init(running_machine &machine, osd_draw_callbacks *callbacks)
+{
+ d3dintf = NULL;
+
+ // Use Direct3D9
+ d3dintf = d3d::drawd3d9_init();
+
+ // if we failed, note the error
+ if (d3dintf == NULL)
+ {
+ osd_printf_error("Unable to initialize Direct3D.\n");
+ return 1;
+ }
+
+ // fill in the callbacks
+ memset(callbacks, 0, sizeof(*callbacks));
+ callbacks->exit = drawd3d_exit;
+ callbacks->create = drawd3d_create;
+ return 0;
+}
+
+
+//============================================================
+// drawd3d_window_draw
+//============================================================
+
+int d3d::renderer::draw(const int update)
+{
+ int check = pre_window_draw_check();
+ if (check >= 0)
+ return check;
+
+ begin_frame();
+ process_primitives();
+ end_frame();
+
+ return 0;
+}
+
+namespace d3d
+{
+void renderer::set_texture(texture_info *texture)
+{
+ if (texture != m_last_texture)
+ {
+ m_last_texture = texture;
+ m_last_texture_flags = (texture == NULL ? 0 : texture->get_flags());
+ HRESULT result = (*d3dintf->device.set_texture)(m_device, 0, (texture == NULL) ? get_default_texture()->get_finaltex() : texture->get_finaltex());
+ m_shaders->set_texture(texture);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture call\n", (int)result);
+ }
+}
+
+void renderer::set_filter(int filter)
+{
+ if (filter != m_last_filter)
+ {
+ m_last_filter = filter;
+ HRESULT result = (*d3dintf->device.set_texture_stage_state)(m_device, 0, (D3DTEXTURESTAGESTATETYPE)D3DTSS_MINFILTER, filter ? D3DTEXF_LINEAR : D3DTEXF_POINT);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 0, (D3DTEXTURESTAGESTATETYPE)D3DTSS_MAGFILTER, filter ? D3DTEXF_LINEAR : D3DTEXF_POINT);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 1, (D3DTEXTURESTAGESTATETYPE)D3DTSS_MINFILTER, filter ? D3DTEXF_LINEAR : D3DTEXF_POINT);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 1, (D3DTEXTURESTAGESTATETYPE)D3DTSS_MAGFILTER, filter ? D3DTEXF_LINEAR : D3DTEXF_POINT);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ }
+}
+
+void renderer::set_wrap(D3DTEXTUREADDRESS wrap)
+{
+ if (wrap != m_last_wrap)
+ {
+ m_last_wrap = wrap;
+ HRESULT result = (*d3dintf->device.set_texture_stage_state)(m_device, 0, (D3DTEXTURESTAGESTATETYPE)D3DTSS_ADDRESSU, wrap);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 0, (D3DTEXTURESTAGESTATETYPE)D3DTSS_ADDRESSV, wrap);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 1, (D3DTEXTURESTAGESTATETYPE)D3DTSS_ADDRESSU, wrap);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 1, (D3DTEXTURESTAGESTATETYPE)D3DTSS_ADDRESSV, wrap);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ }
+}
+
+void renderer::set_modmode(DWORD modmode)
+{
+ if (modmode != m_last_modmode)
+ {
+ m_last_modmode = modmode;
+ HRESULT result = (*d3dintf->device.set_texture_stage_state)(m_device, 0, D3DTSS_COLOROP, modmode);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 1, D3DTSS_COLOROP, modmode);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture_stage_state call\n", (int)result);
+ }
+}
+
+void renderer::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 = (*d3dintf->device.set_render_state)(m_device, D3DRS_ALPHABLENDENABLE, blendenable);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_state call\n", (int)result);
+ }
+
+ if (blendop != m_last_blendop)
+ {
+ m_last_blendop = blendop;
+ HRESULT result = (*d3dintf->device.set_render_state)(m_device, D3DRS_BLENDOP, blendop);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_state call\n", (int)result);
+ }
+
+ if (blendsrc != m_last_blendsrc)
+ {
+ m_last_blendsrc = blendsrc;
+ HRESULT result = (*d3dintf->device.set_render_state)(m_device, D3DRS_SRCBLEND, blendsrc);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_state call\n", (int)result);
+ }
+
+ if (blenddst != m_last_blenddst)
+ {
+ m_last_blenddst = blenddst;
+ HRESULT result = (*d3dintf->device.set_render_state)(m_device, D3DRS_DESTBLEND, blenddst);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_state call\n", (int)result);
+ }
+}
+
+void renderer::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;
+}
+
+texture_manager::texture_manager(renderer *d3d)
+{
+ m_renderer = d3d;
+
+ m_texlist = NULL;
+ m_vector_texture = NULL;
+ m_default_texture = NULL;
+
+ // check for dynamic texture support
+ DWORD tempcaps;
+ HRESULT result = (*d3dintf->d3d.get_caps_dword)(d3dintf, d3d->get_adapter(), D3DDEVTYPE_HAL, CAPS_CAPS2, &tempcaps);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ m_dynamic_supported = ((tempcaps & D3DCAPS2_DYNAMICTEXTURES) != 0);
+ if (m_dynamic_supported) osd_printf_verbose("Direct3D: Using dynamic textures\n");
+
+ // check for stretchrect support
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, d3d->get_adapter(), D3DDEVTYPE_HAL, CAPS_STRETCH_RECT_FILTER, &tempcaps);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ m_stretch_supported = ((tempcaps & D3DPTFILTERCAPS_MAGFPOINT) != 0);
+ if (m_stretch_supported && video_config.prescale > 1) osd_printf_verbose("Direct3D: Using StretchRect for prescaling\n");
+
+ // get texture caps
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, d3d->get_adapter(), D3DDEVTYPE_HAL, CAPS_TEXTURE_CAPS, &m_texture_caps);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, d3d->get_adapter(), D3DDEVTYPE_HAL, CAPS_MAX_TEXTURE_ASPECT, &m_texture_max_aspect);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, d3d->get_adapter(), D3DDEVTYPE_HAL, CAPS_MAX_TEXTURE_WIDTH, &m_texture_max_width);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, d3d->get_adapter(), D3DDEVTYPE_HAL, CAPS_MAX_TEXTURE_HEIGHT, &m_texture_max_height);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+
+ // pick a YUV texture format
+ m_yuv_format = D3DFMT_UYVY;
+ result = (*d3dintf->d3d.check_device_format)(d3dintf, d3d->get_adapter(), D3DDEVTYPE_HAL, d3d->get_pixel_format(), 0, D3DRTYPE_TEXTURE, D3DFMT_UYVY);
+ if (result != D3D_OK)
+ {
+ m_yuv_format = D3DFMT_YUY2;
+ result = (*d3dintf->d3d.check_device_format)(d3dintf, d3d->get_adapter(), D3DDEVTYPE_HAL, d3d->get_pixel_format(), 0, D3DRTYPE_TEXTURE, D3DFMT_YUY2);
+ if (result != D3D_OK)
+ 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");
+
+ // set the max texture size
+ d3d->window().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);
+}
+
+texture_manager::~texture_manager()
+{
+}
+
+void texture_manager::create_resources()
+{
+ // experimental: load a PNG to use for vector rendering; it is treated
+ // as a brightness map
+ emu_file file(m_renderer->window().machine().options().art_path(), OPEN_FLAG_READ);
+ render_load_png(m_vector_bitmap, file, NULL, "vector.png");
+ if (m_vector_bitmap.valid())
+ {
+ m_vector_bitmap.fill(rgb_t(0xff,0xff,0xff,0xff));
+ render_load_png(m_vector_bitmap, file, NULL, "vector.png", true);
+ }
+
+ 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 = NULL;
+ texture.seqid = 0;
+
+ // now create it
+ m_default_texture = global_alloc(texture_info(this, &texture, m_renderer->window().prescale(), PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32)));
+ }
+
+ // experimental: if we have a vector bitmap, create a texture for it
+ if (m_vector_bitmap.valid())
+ {
+ render_texinfo texture;
+
+ // fake in the basic data so it looks like it came from render.c
+ texture.base = &m_vector_bitmap.pix32(0);
+ texture.rowpixels = m_vector_bitmap.rowpixels();
+ texture.width = m_vector_bitmap.width();
+ texture.height = m_vector_bitmap.height();
+ texture.palette = NULL;
+ texture.seqid = 0;
+
+ // now create it
+ m_vector_texture = global_alloc(texture_info(this, &texture, m_renderer->window().prescale(), PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32)));
+ }
+}
+
+void texture_manager::delete_resources()
+{
+ // is part of m_texlist and will be free'd there
+ //global_free(m_default_texture);
+ m_default_texture = NULL;
+
+ //global_free(m_vector_texture);
+ m_vector_texture = NULL;
+
+ // free all textures
+ while (m_texlist != NULL)
+ {
+ texture_info *tex = m_texlist;
+ m_texlist = tex->get_next();
+ global_free(tex);
+ }
+}
+
+UINT32 texture_manager::texture_compute_hash(const render_texinfo *texture, UINT32 flags)
+{
+ return (FPTR)texture->base ^ (flags & (PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK));
+}
+
+texture_info *texture_manager::find_texinfo(const render_texinfo *texinfo, UINT32 flags)
+{
+ UINT32 hash = texture_compute_hash(texinfo, flags);
+ texture_info *texture;
+
+ // find a match
+ for (texture = m_renderer->get_texture_manager()->get_texlist(); texture != NULL; texture = texture->get_next())
+ {
+ UINT32 test_screen = (UINT32)texture->get_texinfo().osddata >> 1;
+ UINT32 test_page = (UINT32)texture->get_texinfo().osddata & 1;
+ UINT32 prim_screen = (UINT32)texinfo->osddata >> 1;
+ UINT32 prim_page = (UINT32)texinfo->osddata & 1;
+ if (test_screen != prim_screen || test_page != prim_page)
+ {
+ continue;
+ }
+
+ if (texture->get_hash() == hash &&
+ texture->get_texinfo().base == texinfo->base &&
+ texture->get_texinfo().width == texinfo->width &&
+ texture->get_texinfo().height == texinfo->height &&
+ ((texture->get_flags() ^ flags) & (PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK)) == 0)
+ {
+ // Reject a texture if it belongs to an out-of-date render target, so as to cause the HLSL system to re-cache
+ if (m_renderer->get_shaders()->enabled() && texinfo->width != 0 && texinfo->height != 0 && (flags & PRIMFLAG_SCREENTEX_MASK) != 0)
+ {
+ if (m_renderer->get_shaders()->find_render_target(texture) != NULL)
+ {
+ return texture;
+ }
+ }
+ else
+ {
+ return texture;
+ }
+ }
+ }
+
+ // Nothing found, check if we need to unregister something with HLSL
+ if (m_renderer->get_shaders()->enabled())
+ {
+ if (texinfo->width == 0 || texinfo->height == 0)
+ {
+ return NULL;
+ }
+
+ UINT32 prim_screen = texinfo->osddata >> 1;
+ UINT32 prim_page = texinfo->osddata & 1;
+
+ for (texture = m_renderer->get_texture_manager()->get_texlist(); texture != NULL; texture = texture->get_next())
+ {
+ UINT32 test_screen = texture->get_texinfo().osddata >> 1;
+ UINT32 test_page = texture->get_texinfo().osddata & 1;
+ if (test_screen != prim_screen || test_page != prim_page)
+ {
+ continue;
+ }
+
+ // Clear out our old texture reference
+ if (texture->get_hash() == hash &&
+ texture->get_texinfo().base == texinfo->base &&
+ ((texture->get_flags() ^ flags) & (PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK)) == 0 &&
+ (texture->get_texinfo().width != texinfo->width ||
+ texture->get_texinfo().height != texinfo->height))
+ {
+ m_renderer->get_shaders()->remove_render_target(texture);
+ }
+ }
+ }
+
+ return NULL;
+}
+
+renderer::renderer(osd_window *window)
+ : osd_renderer(window, FLAG_NONE)
+{
+ m_device = NULL;
+ m_restarting = false;
+ m_shaders = NULL;
+ m_numverts = 0;
+ m_numpolys = 0;
+ m_vertexbuf = NULL;
+ m_lockedbuf = NULL;
+ m_vectorbatch = NULL;
+ m_last_texture = NULL;
+ m_hlsl_buf = NULL;
+ m_texture_manager = NULL;
+}
+
+int renderer::initialize()
+{
+ // 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)
+ if (window().fullscreen() && device_create(window().m_focus_hwnd))
+ return false;
+
+ return true;
+}
+
+int renderer::pre_window_draw_check()
+{
+ // if we're in the middle of resizing, leave things alone
+ if (window().m_resize_state == RESIZE_STATE_RESIZING)
+ return 0;
+
+ // if we're restarting the renderer, leave things alone
+ if (m_restarting)
+ {
+ m_shaders->toggle();
+
+ // free all existing resources and re-create
+ device_delete_resources();
+ device_create_resources();
+
+ m_restarting = false;
+ }
+
+ // if we have a device, check the cooperative level
+ if (m_device != NULL)
+ {
+ if (device_test_cooperative())
+ {
+ return 1;
+ }
+ }
+
+ // in window mode, we need to track the window size
+ if (!window().fullscreen() || m_device == NULL)
+ {
+ // 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 == NULL)
+ return 1;
+ }
+
+ return -1;
+}
+
+void texture_manager::update_textures()
+{
+ for (render_primitive *prim = m_renderer->window().m_primlist->first(); prim != NULL; prim = prim->next())
+ {
+ if (prim->texture.base != NULL)
+ {
+ texture_info *texture = find_texinfo(&prim->texture, prim->flags);
+ if (texture == NULL)
+ {
+ // if there isn't one, create a new texture
+ global_alloc(texture_info(this, &prim->texture, m_renderer->window().prescale(), prim->flags));
+ }
+ 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;
+ }
+ }
+ }
+ else if(m_renderer->get_shaders()->vector_enabled() && PRIMFLAG_GET_VECTORBUF(prim->flags))
+ {
+ if (!m_renderer->get_shaders()->get_vector_target())
+ {
+ m_renderer->get_shaders()->create_vector_target(prim);
+ }
+ }
+ }
+}
+
+void renderer::begin_frame()
+{
+ HRESULT result = (*d3dintf->device.clear)(m_device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result);
+
+ m_shaders->begin_frame();
+
+ window().m_primlist->acquire_lock();
+
+ // first update any textures
+ m_texture_manager->update_textures();
+
+ // begin the scene
+ mtlog_add("drawd3d_window_draw: begin_scene");
+ result = (*d3dintf->device.begin_scene)(m_device);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device begin_scene call\n", (int)result);
+
+ m_lockedbuf = NULL;
+
+ if(m_shaders->enabled())
+ {
+ m_hlsl_buf = (void*)mesh_alloc(6);
+ m_shaders->init_fsfx_quad(m_hlsl_buf);
+ }
+
+ m_line_count = 0;
+
+ // loop over primitives
+ for (render_primitive *prim = window().m_primlist->first(); prim != NULL; prim = prim->next())
+ if (prim->type == render_primitive::LINE && PRIMFLAG_GET_VECTOR(prim->flags))
+ m_line_count++;
+}
+
+void renderer::process_primitives()
+{
+ // Rotating index for vector time offsets
+ for (render_primitive *prim = window().m_primlist->first(); prim != NULL; prim = prim->next())
+ {
+ switch (prim->type)
+ {
+ case render_primitive::LINE:
+ if (PRIMFLAG_GET_VECTOR(prim->flags))
+ {
+ if (m_line_count > 0)
+ batch_vectors();
+ else
+ continue;
+ }
+ else
+ {
+ draw_line(prim);
+ }
+ break;
+
+ case render_primitive::QUAD:
+ draw_quad(prim);
+ break;
+
+ default:
+ throw emu_fatalerror("Unexpected render_primitive type");
+ }
+ }
+}
+
+void renderer::end_frame()
+{
+ window().m_primlist->release_lock();
+
+ // flush any pending polygons
+ primitive_flush_pending();
+
+ m_shaders->end_frame();
+
+ // finish the scene
+ HRESULT result = (*d3dintf->device.end_scene)(m_device);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device end_scene call\n", (int)result);
+
+ // present the current buffers
+ result = (*d3dintf->device.present)(m_device, NULL, NULL, NULL, NULL, 0);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device present call\n", (int)result);
+}
+
+//============================================================
+// device_create
+//============================================================
+
+int renderer::device_create(HWND device_hwnd)
+{
+ // if a device exists, free it
+ if (m_device != NULL)
+ device_delete();
+
+ // verify the caps
+ int verify = device_verify_caps();
+ if (verify == 2)
+ {
+ osd_printf_error("Error: Device does not meet minimum requirements for Direct3D rendering\n");
+ return 1;
+ }
+ if (verify == 1)
+ osd_printf_warning("Warning: Device may not perform well for Direct3D rendering\n");
+
+ // verify texture formats
+ HRESULT result = (*d3dintf->d3d.check_device_format)(d3dintf, m_adapter, D3DDEVTYPE_HAL, m_pixformat, 0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8);
+ if (result != D3D_OK)
+ {
+ osd_printf_error("Error: A8R8G8B8 format textures not supported\n");
+ return 1;
+ }
+
+ m_texture_manager = global_alloc(texture_manager(this));
+
+try_again:
+ // try for XRGB first
+ m_screen_format = D3DFMT_X8R8G8B8;
+ result = (*d3dintf->d3d.check_device_format)(d3dintf, m_adapter, D3DDEVTYPE_HAL, m_pixformat, m_texture_manager->is_dynamic_supported() ? D3DUSAGE_DYNAMIC : 0, D3DRTYPE_TEXTURE, m_screen_format);
+ if (result != D3D_OK)
+ {
+ // if not, try for ARGB
+ m_screen_format = D3DFMT_A8R8G8B8;
+ result = (*d3dintf->d3d.check_device_format)(d3dintf, m_adapter, D3DDEVTYPE_HAL, m_pixformat, m_texture_manager->is_dynamic_supported() ? D3DUSAGE_DYNAMIC : 0, D3DRTYPE_TEXTURE, m_screen_format);
+ if (result != D3D_OK && m_texture_manager->is_dynamic_supported())
+ {
+ m_texture_manager->set_dynamic_supported(FALSE);
+ goto try_again;
+ }
+ if (result != D3D_OK)
+ {
+ osd_printf_error("Error: unable to configure a screen texture format\n");
+ return 1;
+ }
+ }
+
+ // initialize the D3D presentation parameters
+ 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 = window().m_hwnd;
+ m_presentation.Windowed = !window().fullscreen() || window().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 && window().fullscreen()) ||
+ video_config.waitvsync || video_config.syncrefresh) ?
+ D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
+
+ // create the D3D device
+ result = (*d3dintf->d3d.create_device)(d3dintf, m_adapter, D3DDEVTYPE_HAL, device_hwnd,
+ D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &m_presentation, &m_device);
+ if (result != D3D_OK)
+ {
+ // 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)result);
+ return 1;
+ }
+ m_create_error_count = 0;
+ osd_printf_verbose("Direct3D: Device created at %dx%d\n", m_width, m_height);
+
+ // set the gamma if we need to
+ if (window().fullscreen())
+ {
+ // only set the gamma if it's not 1.0f
+ windows_options &options = downcast<windows_options &>(window().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)
+ {
+ // warn if we can't do it
+ if (!m_gamma_supported)
+ {
+ osd_printf_warning("Direct3D: Warning - device does not support full screen gamma correction.\n");
+ }
+ else
+ {
+ // create a standard ramp and set it
+ 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;
+ }
+ (*d3dintf->device.set_gamma_ramp)(m_device, 0, &ramp);
+ }
+ }
+ }
+
+ int ret = m_shaders->create_resources(false);
+ if (ret != 0)
+ return ret;
+
+ return device_create_resources();
+}
+
+
+//============================================================
+// device_create_resources
+//============================================================
+
+int renderer::device_create_resources()
+{
+ // allocate a vertex buffer to use
+ HRESULT result = (*d3dintf->device.create_vertex_buffer)(m_device,
+ sizeof(vertex) * VERTEX_BUFFER_SIZE,
+ D3DUSAGE_DYNAMIC | D3DUSAGE_SOFTWAREPROCESSING | D3DUSAGE_WRITEONLY,
+ VERTEX_BASE_FORMAT | ((m_shaders->enabled() && d3dintf->post_fx_available) ? D3DFVF_XYZW : D3DFVF_XYZRHW),
+ D3DPOOL_DEFAULT, &m_vertexbuf);
+ if (result != D3D_OK)
+ {
+ osd_printf_error("Error creating vertex buffer (%08X)\n", (UINT32)result);
+ return 1;
+ }
+
+ // set the vertex format
+ result = (*d3dintf->device.set_vertex_format)(m_device, (D3DFORMAT)(VERTEX_BASE_FORMAT | ((m_shaders->enabled() &&
+ d3dintf->post_fx_available) ? D3DFVF_XYZW : D3DFVF_XYZRHW)));
+ if (result != D3D_OK)
+ {
+ osd_printf_error("Error setting vertex format (%08X)\n", (UINT32)result);
+ return 1;
+ }
+
+ // set the fixed render state
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_ZENABLE, D3DZB_FALSE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_FILLMODE, D3DFILL_SOLID);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_SHADEMODE, D3DSHADE_FLAT);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_ZWRITEENABLE, FALSE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_ALPHATESTENABLE, TRUE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_LASTPIXEL, TRUE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_CULLMODE, D3DCULL_NONE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_ZFUNC, D3DCMP_LESS);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_ALPHAREF, 0);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_DITHERENABLE, FALSE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_FOGENABLE, FALSE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_SPECULARENABLE, FALSE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_STENCILENABLE, FALSE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_WRAP0, FALSE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_CLIPPING, TRUE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_LIGHTING, FALSE);
+ result = (*d3dintf->device.set_render_state)(m_device, D3DRS_COLORVERTEX, TRUE);
+
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ result = (*d3dintf->device.set_texture_stage_state)(m_device, 1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+
+ // reset the local states to force updates
+ reset_render_states();
+
+ // clear the buffer
+ result = (*d3dintf->device.clear)(m_device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0);
+ result = (*d3dintf->device.present)(m_device, NULL, NULL, NULL, NULL, 0);
+
+ m_texture_manager->create_resources();
+
+ return 0;
+}
+
+
+//============================================================
+// device_delete
+//============================================================
+
+renderer::~renderer()
+{
+ device_delete();
+}
+
+void renderer::device_delete()
+{
+ if (m_shaders != NULL)
+ {
+ // free our effects
+ m_shaders->delete_resources(false);
+
+ // delete the HLSL interface
+ global_free(m_shaders);
+ }
+
+ // free our base resources
+ device_delete_resources();
+
+ if (m_texture_manager != NULL)
+ {
+ global_free(m_texture_manager);
+ }
+ m_texture_manager = NULL;
+
+ // free the device itself
+ if (m_device != NULL)
+ {
+ (*d3dintf->device.reset)(m_device, &m_presentation);
+ (*d3dintf->device.release)(m_device);
+ }
+ m_device = NULL;
+}
+
+
+//============================================================
+// device_delete_resources
+//============================================================
+
+void renderer::device_delete_resources()
+{
+ if (m_texture_manager != NULL)
+ m_texture_manager->delete_resources();
+ // free the vertex buffer
+ if (m_vertexbuf != NULL)
+ (*d3dintf->vertexbuf.release)(m_vertexbuf);
+ m_vertexbuf = NULL;
+}
+
+
+//============================================================
+// device_verify_caps
+//============================================================
+
+int renderer::device_verify_caps()
+{
+ int retval = 0;
+
+ m_shaders = global_alloc_clear(shaders);
+ // FIXME: Dynamic cast
+ m_shaders->init(d3dintf, &window().machine(), this);
+
+ DWORD tempcaps;
+ HRESULT result = (*d3dintf->d3d.get_caps_dword)(d3dintf, m_adapter, D3DDEVTYPE_HAL, CAPS_MAX_PS30_INSN_SLOTS, &tempcaps);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D Error %08X during get_caps_dword call\n", (int)result);
+ if (tempcaps < 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
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, m_adapter, D3DDEVTYPE_HAL, CAPS_PRESENTATION_INTERVALS, &tempcaps);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ if (!(tempcaps & D3DPRESENT_INTERVAL_IMMEDIATE))
+ {
+ osd_printf_verbose("Direct3D: Error - Device does not support immediate presentations\n");
+ retval = 2;
+ }
+ if (!(tempcaps & D3DPRESENT_INTERVAL_ONE))
+ {
+ osd_printf_verbose("Direct3D: Error - Device does not support per-refresh presentations\n");
+ retval = 2;
+ }
+
+ // verify device capabilities
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, m_adapter, D3DDEVTYPE_HAL, CAPS_DEV_CAPS, &tempcaps);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ if (!(tempcaps & D3DDEVCAPS_CANRENDERAFTERFLIP))
+ {
+ osd_printf_verbose("Direct3D: Warning - Device does not support queued rendering after a page flip\n");
+ retval = 1;
+ }
+ if (!(tempcaps & D3DDEVCAPS_HWRASTERIZATION))
+ {
+ osd_printf_verbose("Direct3D: Warning - Device does not support hardware rasterization\n");
+ retval = 1;
+ }
+
+ // verify texture operation capabilities
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, m_adapter, D3DDEVTYPE_HAL, CAPS_TEXTURE_OP_CAPS, &tempcaps);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ if (!(tempcaps & D3DTEXOPCAPS_MODULATE))
+ {
+ osd_printf_verbose("Direct3D: Warning - Device does not support texture modulation\n");
+ retval = 1;
+ }
+
+ // set a simpler flag to indicate mod2x and mod4x texture modes
+ m_mod2x_supported = ((tempcaps & D3DTEXOPCAPS_MODULATE2X) != 0);
+ m_mod4x_supported = ((tempcaps & D3DTEXOPCAPS_MODULATE4X) != 0);
+
+ result = (*d3dintf->d3d.get_caps_dword)(d3dintf, m_adapter, D3DDEVTYPE_HAL, CAPS_CAPS2, &tempcaps);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during get_caps_dword call\n", (int)result);
+ m_gamma_supported = ((tempcaps & D3DCAPS2_FULLSCREENGAMMA) != 0);
+
+ return retval;
+}
+
+
+//============================================================
+// device_test_cooperative
+//============================================================
+
+int renderer::device_test_cooperative()
+{
+ // check our current status; if we lost the device, punt to GDI
+ HRESULT result = (*d3dintf->device.test_cooperative_level)(m_device);
+ 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();
+ device_delete_resources();
+ m_shaders->delete_resources(true);
+ result = (*d3dintf->device.reset)(m_device, &m_presentation);
+
+ // if it didn't work, punt to GDI
+ if (result != D3D_OK)
+ {
+ osd_printf_error("Unable to reset, result %08x\n", (UINT32)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;
+ }
+
+ if (m_shaders->create_resources(true))
+ {
+ osd_printf_verbose("Direct3D: failed to recreate HLSL resources for device; failing permanently\n");
+ device_delete();
+ return 1;
+ }
+ }
+ return 0;
+}
+
+
+//============================================================
+// config_adapter_mode
+//============================================================
+
+int renderer::config_adapter_mode()
+{
+ adapter_identifier identifier;
+
+ // choose the monitor number
+ m_adapter = get_adapter_for_monitor();
+
+ // get the identifier
+ HRESULT result = (*d3dintf->d3d.get_adapter_identifier)(d3dintf, m_adapter, 0, &identifier);
+ if (result != D3D_OK)
+ {
+ 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, identifier.Description);
+
+ // get the current display mode
+ result = (*d3dintf->d3d.get_adapter_display_mode)(d3dintf, m_adapter, &m_origmode);
+ if (result != D3D_OK)
+ {
+ osd_printf_error("Error getting mode for adapter #%d\n", m_adapter);
+ return 1;
+ }
+
+ // choose a resolution: window mode case
+ if (!window().fullscreen() || !video_config.switchres || window().win_has_menu())
+ {
+ RECT client;
+
+ // bounds are from the window client rect
+ GetClientRectExceptMenu(window().m_hwnd, &client, window().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", window().monitor()->devicename());
+ 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->d3d.check_device_type)(d3dintf, m_adapter, D3DDEVTYPE_HAL, m_pixformat, m_pixformat, !window().fullscreen());
+ if (result != D3D_OK)
+ {
+ osd_printf_error("Proposed video mode not supported on device %s\n", window().monitor()->devicename());
+ return 1;
+ }
+ return 0;
+}
+
+
+//============================================================
+// get_adapter_for_monitor
+//============================================================
+
+int renderer::get_adapter_for_monitor()
+{
+ int maxadapter = (*d3dintf->d3d.get_adapter_count)(d3dintf);
+
+ // 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->d3d.get_adapter_monitor)(d3dintf, adapternum);
+
+ // if we match the proposed monitor, this is it
+ if (curmonitor == *((HMONITOR *)window().monitor()->oshandle()))
+ {
+ return adapternum;
+ }
+ }
+
+ // default to the default
+ return D3DADAPTER_DEFAULT;
+}
+
+
+//============================================================
+// pick_best_mode
+//============================================================
+
+void renderer::pick_best_mode()
+{
+ double target_refresh = 60.0;
+ INT32 minwidth, minheight;
+ float best_score = 0.0f;
+
+ // determine the refresh rate of the primary screen
+ const screen_device *primary_screen = window().machine().config().first_screen();
+ if (primary_screen != NULL)
+ {
+ 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
+ window().target()->compute_minimum_size(minwidth, minheight);
+
+ // use those as the target for now
+ INT32 target_width = minwidth;
+ INT32 target_height = minheight;
+
+ // determine the maximum number of modes
+ int maxmodes = (*d3dintf->d3d.get_adapter_mode_count)(d3dintf, 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->d3d.enum_adapter_modes)(d3dintf, m_adapter, D3DFMT_X8R8G8B8, modenum, &mode);
+ if (result != D3D_OK)
+ 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 == window().m_win_config.width && mode.Height == window().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 == window().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
+//============================================================
+
+int renderer::update_window_size()
+{
+ // get the current window bounds
+ RECT client;
+ GetClientRectExceptMenu(window().m_hwnd, &client, window().fullscreen());
+
+ // if we have a device and matching width/height, nothing to do
+ if (m_device != NULL && rect_width(&client) == m_width && rect_height(&client) == m_height)
+ {
+ // clear out any pending resizing if the area didn't change
+ if (window().m_resize_state == RESIZE_STATE_PENDING)
+ window().m_resize_state = RESIZE_STATE_NORMAL;
+ return FALSE;
+ }
+
+ // if we're in the middle of resizing, leave it alone as well
+ if (window().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(window().m_focus_hwnd))
+ return FALSE;
+
+ // reset the resize state to normal, and indicate we made a change
+ window().m_resize_state = RESIZE_STATE_NORMAL;
+ return TRUE;
+}
+
+
+//============================================================
+// batch_vectors
+//============================================================
+
+void renderer::batch_vectors()
+{
+ windows_options &options = downcast<windows_options &>(window().machine().options());
+
+ int vector_size = (options.antialias() ? 24 : 6);
+ m_vectorbatch = mesh_alloc(m_line_count * vector_size);
+ m_batchindex = 0;
+
+ static int start_index = 0;
+ int line_index = 0;
+ float period = options.screen_vector_time_period();
+ UINT32 cached_flags = 0;
+ for (render_primitive *prim = window().m_primlist->first(); prim != NULL; prim = prim->next())
+ {
+ switch (prim->type)
+ {
+ case render_primitive::LINE:
+ if (PRIMFLAG_GET_VECTOR(prim->flags))
+ {
+ if (period == 0.0f || m_line_count == 0)
+ {
+ batch_vector(prim, 1.0f);
+ }
+ else
+ {
+ batch_vector(prim, (float)(start_index + line_index) / ((float)m_line_count * period));
+ line_index++;
+ }
+ cached_flags = prim->flags;
+ }
+ break;
+
+ default:
+ // Skip
+ break;
+ }
+ }
+
+ // now add a polygon entry
+ m_poly[m_numpolys].init(D3DPT_TRIANGLELIST, m_line_count * (options.antialias() ? 8 : 2), vector_size * m_line_count, cached_flags,
+ m_texture_manager->get_vector_texture(), D3DTOP_MODULATE, 0.0f, 1.0f, 0.0f, 0.0f);
+ m_numpolys++;
+
+ start_index += (int)((float)line_index * period);
+ if (m_line_count > 0)
+ {
+ start_index %= m_line_count;
+ }
+
+ m_line_count = 0;
+}
+
+void renderer::batch_vector(const render_primitive *prim, float line_time)
+{
+ // compute the effective width based on the direction of the line
+ float effwidth = prim->width;
+ if (effwidth < 0.5f)
+ {
+ effwidth = 0.5f;
+ }
+
+ // determine the bounds of a quad to draw this line
+ render_bounds b0, b1;
+ render_line_to_quad(&prim->bounds, effwidth, &b0, &b1);
+
+ // iterate over AA steps
+ for (const line_aa_step *step = PRIMFLAG_GET_ANTIALIAS(prim->flags) ? line_aa_4step : line_aa_1step;
+ step->weight != 0; step++)
+ {
+ // get a pointer to the vertex buffer
+ if (m_vectorbatch == NULL)
+ return;
+
+ m_vectorbatch[m_batchindex + 0].x = b0.x0 + step->xoffs;
+ m_vectorbatch[m_batchindex + 0].y = b0.y0 + step->yoffs;
+ m_vectorbatch[m_batchindex + 1].x = b0.x1 + step->xoffs;
+ m_vectorbatch[m_batchindex + 1].y = b0.y1 + step->yoffs;
+ m_vectorbatch[m_batchindex + 2].x = b1.x0 + step->xoffs;
+ m_vectorbatch[m_batchindex + 2].y = b1.y0 + step->yoffs;
+
+ m_vectorbatch[m_batchindex + 3].x = b0.x1 + step->xoffs;
+ m_vectorbatch[m_batchindex + 3].y = b0.y1 + step->yoffs;
+ m_vectorbatch[m_batchindex + 4].x = b1.x0 + step->xoffs;
+ m_vectorbatch[m_batchindex + 4].y = b1.y0 + step->yoffs;
+ m_vectorbatch[m_batchindex + 5].x = b1.x1 + step->xoffs;
+ m_vectorbatch[m_batchindex + 5].y = b1.y1 + step->yoffs;
+
+ float dx = b1.x1 - b0.x1;
+ float dy = b1.y1 - b0.y1;
+ float line_length = sqrtf(dx * dx + dy * dy);
+
+ // determine the color of the line
+ INT32 r = (INT32)(prim->color.r * step->weight * 255.0f);
+ INT32 g = (INT32)(prim->color.g * step->weight * 255.0f);
+ INT32 b = (INT32)(prim->color.b * step->weight * 255.0f);
+ INT32 a = (INT32)(prim->color.a * 255.0f);
+ if (r > 255 || g > 255 || b > 255)
+ {
+ if (r > 2*255 || g > 2*255 || b > 2*255)
+ {
+ r >>= 2; g >>= 2; b >>= 2;
+ }
+ else
+ {
+ r >>= 1; g >>= 1; b >>= 1;
+ }
+ }
+ if (r > 255) r = 255;
+ if (g > 255) g = 255;
+ if (b > 255) b = 255;
+ if (a > 255) a = 255;
+ DWORD color = D3DCOLOR_ARGB(a, r, g, b);
+
+ vec2f& start = (get_vector_texture() ? get_vector_texture()->get_uvstart() : get_default_texture()->get_uvstart());
+ vec2f& stop = (get_vector_texture() ? get_vector_texture()->get_uvstop() : 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;
+
+ m_vectorbatch[m_batchindex + 0].u1 = line_length;
+ m_vectorbatch[m_batchindex + 1].u1 = line_length;
+ m_vectorbatch[m_batchindex + 2].u1 = line_length;
+ m_vectorbatch[m_batchindex + 3].u1 = line_length;
+ m_vectorbatch[m_batchindex + 4].u1 = line_length;
+ m_vectorbatch[m_batchindex + 5].u1 = line_length;
+
+ // set the color, Z parameters to standard values
+ for (int i = 0; i < 6; i++)
+ {
+ m_vectorbatch[m_batchindex + i].z = 0.0f;
+ m_vectorbatch[m_batchindex + i].rhw = 1.0f;
+ m_vectorbatch[m_batchindex + i].color = color;
+ }
+
+ m_batchindex += 6;
+ }
+}
+
+
+//============================================================
+// draw_line
+//============================================================
+
+void renderer::draw_line(const render_primitive *prim)
+{
+ // compute the effective width based on the direction of the line
+ float effwidth = prim->width;
+ if (effwidth < 0.5f)
+ {
+ effwidth = 0.5f;
+ }
+
+ // determine the bounds of a quad to draw this line
+ render_bounds b0, b1;
+ render_line_to_quad(&prim->bounds, effwidth, &b0, &b1);
+
+ // iterate over AA steps
+ for (const line_aa_step *step = PRIMFLAG_GET_ANTIALIAS(prim->flags) ? line_aa_4step : line_aa_1step;
+ step->weight != 0; step++)
+ {
+ // get a pointer to the vertex buffer
+ vertex *vertex = mesh_alloc(4);
+ if (vertex == NULL)
+ return;
+
+ // rotate the unit vector by 135 degrees and add to point 0
+ vertex[0].x = b0.x0 + step->xoffs;
+ vertex[0].y = b0.y0 + step->yoffs;
+
+ // rotate the unit vector by -135 degrees and add to point 0
+ vertex[1].x = b0.x1 + step->xoffs;
+ vertex[1].y = b0.y1 + step->yoffs;
+
+ // rotate the unit vector by 45 degrees and add to point 1
+ vertex[2].x = b1.x0 + step->xoffs;
+ vertex[2].y = b1.y0 + step->yoffs;
+
+ // rotate the unit vector by -45 degrees and add to point 1
+ vertex[3].x = b1.x1 + step->xoffs;
+ vertex[3].y = b1.y1 + step->yoffs;
+
+ // determine the color of the line
+ INT32 r = (INT32)(prim->color.r * step->weight * 255.0f);
+ INT32 g = (INT32)(prim->color.g * step->weight * 255.0f);
+ INT32 b = (INT32)(prim->color.b * step->weight * 255.0f);
+ INT32 a = (INT32)(prim->color.a * 255.0f);
+ if (r > 255) r = 255;
+ if (g > 255) g = 255;
+ if (b > 255) b = 255;
+ if (a > 255) a = 255;
+ DWORD color = D3DCOLOR_ARGB(a, r, g, b);
+
+ vec2f& start = (get_vector_texture() ? get_vector_texture()->get_uvstart() : get_default_texture()->get_uvstart());
+ vec2f& stop = (get_vector_texture() ? get_vector_texture()->get_uvstop() : get_default_texture()->get_uvstop());
+
+ vertex[0].u0 = start.c.x;
+ vertex[0].v0 = start.c.y;
+
+ vertex[2].u0 = stop.c.x;
+ vertex[2].v0 = start.c.y;
+
+ vertex[1].u0 = start.c.x;
+ vertex[1].v0 = stop.c.y;
+
+ vertex[3].u0 = stop.c.x;
+ vertex[3].v0 = stop.c.y;
+
+ // 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, get_vector_texture(),
+ D3DTOP_MODULATE, 0.0f, 1.0f, 0.0f, 0.0f);
+ m_numpolys++;
+ }
+}
+
+
+//============================================================
+// draw_quad
+//============================================================
+
+void renderer::draw_quad(const render_primitive *prim)
+{
+ texture_info *texture = m_texture_manager->find_texinfo(&prim->texture, prim->flags);
+
+ if (texture == NULL)
+ {
+ texture = get_default_texture();
+ }
+
+ // get a pointer to the vertex buffer
+ vertex *vertex = mesh_alloc(4);
+ if (vertex == NULL)
+ 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 width = prim->bounds.x1 - prim->bounds.x0;
+ float height = prim->bounds.y1 - prim->bounds.y0;
+
+ // set the texture coordinates
+ if(texture != NULL)
+ {
+ 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 r = (INT32)(prim->color.r * 255.0f);
+ INT32 g = (INT32)(prim->color.g * 255.0f);
+ INT32 b = (INT32)(prim->color.b * 255.0f);
+ INT32 a = (INT32)(prim->color.a * 255.0f);
+ DWORD modmode = D3DTOP_MODULATE;
+ if (texture != NULL)
+ {
+ if (m_mod2x_supported && (r > 255 || g > 255 || b > 255))
+ {
+ if (m_mod4x_supported && (r > 2*255 || g > 2*255 || b > 2*255))
+ {
+ r >>= 2; g >>= 2; b >>= 2;
+ modmode = D3DTOP_MODULATE4X;
+ }
+ else
+ {
+ r >>= 1; g >>= 1; b >>= 1;
+ modmode = D3DTOP_MODULATE2X;
+ }
+ }
+ }
+ if (r > 255) r = 255;
+ if (g > 255) g = 255;
+ if (b > 255) b = 255;
+ if (a > 255) a = 255;
+ 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, modmode, width, height);
+ m_numpolys++;
+}
+
+void poly_info::init(D3DPRIMITIVETYPE type, UINT32 count, UINT32 numverts,
+ UINT32 flags, texture_info *texture, UINT32 modmode,
+ float line_time, float line_length,
+ float prim_width, float prim_height)
+{
+ init(type, count, numverts, flags, texture, modmode, prim_width, prim_height);
+ m_line_time = line_time;
+ m_line_length = line_length;
+}
+
+void poly_info::init(D3DPRIMITIVETYPE type, UINT32 count, UINT32 numverts,
+ UINT32 flags, texture_info *texture, UINT32 modmode,
+ float prim_width, float prim_height)
+{
+ m_type = type;
+ m_count = count;
+ m_numverts = numverts;
+ m_flags = flags;
+ m_texture = texture;
+ m_modmode = modmode;
+ m_prim_width = prim_width;
+ m_prim_height = prim_height;
+}
+
+
+//============================================================
+// primitive_alloc
+//============================================================
+
+vertex *renderer::mesh_alloc(int numverts)
+{
+ HRESULT result;
+
+ // if we're going to overflow, flush
+ if (m_lockedbuf != NULL && m_numverts + numverts >= VERTEX_BUFFER_SIZE)
+ {
+ primitive_flush_pending();
+
+ if(m_shaders->enabled())
+ {
+ m_hlsl_buf = (void*)mesh_alloc(6);
+ m_shaders->init_fsfx_quad(m_hlsl_buf);
+ }
+ }
+
+ // if we don't have a lock, grab it now
+ if (m_lockedbuf == NULL)
+ {
+ result = (*d3dintf->vertexbuf.lock)(m_vertexbuf, 0, 0, (VOID **)&m_lockedbuf, D3DLOCK_DISCARD);
+ if (result != D3D_OK)
+ return NULL;
+ }
+
+ // if we already have the lock and enough room, just return a pointer
+ if (m_lockedbuf != NULL && m_numverts + numverts < VERTEX_BUFFER_SIZE)
+ {
+ int oldverts = m_numverts;
+ m_numverts += numverts;
+ return &m_lockedbuf[oldverts];
+ }
+ return NULL;
+}
+
+
+//============================================================
+// primitive_flush_pending
+//============================================================
+
+void renderer::primitive_flush_pending()
+{
+ // ignore if we're not locked
+ if (m_lockedbuf == NULL)
+ {
+ return;
+ }
+
+ // unlock the buffer
+ HRESULT result = (*d3dintf->vertexbuf.unlock)(m_vertexbuf);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during vertex buffer unlock call\n", (int)result);
+ m_lockedbuf = NULL;
+
+ // set the stream
+ result = (*d3dintf->device.set_stream_source)(m_device, 0, m_vertexbuf, sizeof(vertex));
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_stream_source call\n", (int)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 flags = m_poly[polynum].get_flags();
+ texture_info *texture = m_poly[polynum].get_texture();
+ int newfilter;
+
+ // set the texture if different
+ set_texture(texture);
+
+ // set filtering if different
+ if (texture != NULL)
+ {
+ 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].get_modmode());
+
+ m_shaders->init_effect_info(&m_poly[polynum]);
+ }
+
+ // set the blendmode if different
+ set_blendmode(PRIMFLAG_GET_BLENDMODE(flags));
+
+ if (vertnum + m_poly[polynum].get_vertcount() > m_numverts)
+ {
+ osd_printf_error("Error: vertnum (%d) plus poly vertex count (%d) > %d\n", vertnum, m_poly[polynum].get_vertcount(), m_numverts);
+ fflush(stdout);
+ }
+
+ assert(vertnum + m_poly[polynum].get_vertcount() <= m_numverts);
+
+ if(m_shaders->enabled() && d3dintf->post_fx_available)
+ {
+ m_shaders->render_quad(&m_poly[polynum], vertnum);
+ }
+ else
+ {
+ // add the primitives
+ result = (*d3dintf->device.draw_primitive)(m_device, m_poly[polynum].get_type(), vertnum,
+ m_poly[polynum].get_count());
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
+ }
+
+ vertnum += m_poly[polynum].get_vertcount();
+ }
+
+ m_shaders->end_draw();
+
+ // reset the vertex count
+ m_numverts = 0;
+ m_numpolys = 0;
+}
+
+
+//============================================================
+// texture_info destructor
+//============================================================
+
+texture_info::~texture_info()
+{
+ if (m_d3dfinaltex != NULL)
+ {
+ if (m_d3dtex == m_d3dfinaltex)
+ {
+ m_d3dtex = NULL;
+ }
+ (*d3dintf->texture.release)(m_d3dfinaltex);
+ m_d3dfinaltex = NULL;
+ }
+ if (m_d3dtex != NULL)
+ {
+ (*d3dintf->texture.release)(m_d3dtex);
+ m_d3dtex = NULL;
+ }
+ if (m_d3dsurface != NULL)
+ {
+ (*d3dintf->surface.release)(m_d3dsurface);
+ m_d3dsurface = NULL;
+ }
+}
+
+
+//============================================================
+// texture_info constructor
+//============================================================
+
+texture_info::texture_info(texture_manager *manager, const render_texinfo* texsource, int prescale, UINT32 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 = NULL;
+ m_d3dsurface = NULL;
+ m_d3dfinaltex = NULL;
+
+ // 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 = (*d3dintf->device.create_texture)(m_renderer->get_device(), m_rawdims.c.x, m_rawdims.c.y, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_d3dtex);
+ if (result != D3D_OK)
+ goto error;
+ m_d3dfinaltex = m_d3dtex;
+ m_type = TEXTURE_TYPE_PLAIN;
+ }
+
+ // 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 = 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--;
+ }
+
+ int prescale = m_renderer->window().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 = (*d3dintf->device.create_texture)(m_renderer->get_device(), m_rawdims.c.x, m_rawdims.c.y, 1, usage, format, pool, &m_d3dtex);
+ if (result == D3D_OK)
+ {
+ m_d3dfinaltex = m_d3dtex;
+ m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN;
+ if (m_renderer->get_shaders()->enabled() && !m_renderer->get_shaders()->register_texture(this))
+ {
+ goto error;
+ }
+
+ 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 = (*d3dintf->device.create_offscreen_plain_surface)(m_renderer->get_device(), m_rawdims.c.x, m_rawdims.c.y, format, D3DPOOL_DEFAULT, &m_d3dsurface);
+ if (result != D3D_OK)
+ {
+ continue;
+ }
+ m_type = TEXTURE_TYPE_SURFACE;
+ }
+
+ // otherwise, we allocate a dynamic texture for the source
+ else
+ {
+ result = (*d3dintf->device.create_texture)(m_renderer->get_device(), m_rawdims.c.x, m_rawdims.c.y, 1, usage, format, pool, &m_d3dtex);
+ if (result != D3D_OK)
+ {
+ continue;
+ }
+ m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN;
+ }
+
+ // 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 = (*d3dintf->device.create_texture)(m_renderer->get_device(), scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, finalfmt, D3DPOOL_DEFAULT, &m_d3dfinaltex);
+ if (result == D3D_OK)
+ {
+ if (m_renderer->get_shaders()->enabled() && !m_renderer->get_shaders()->register_prescaled_texture(this))
+ {
+ goto error;
+ }
+ break;
+ }
+ (*d3dintf->texture.release)(m_d3dtex);
+ m_d3dtex = NULL;
+ }
+ }
+ }
+
+ // copy the data to the texture
+ set_data(texsource, flags);
+
+ //texsource->osdhandle = (void*)this;
+ // add us to the texture list
+ if(m_texture_manager->get_texlist() != NULL)
+ m_texture_manager->get_texlist()->m_prev = this;
+ m_prev = NULL;
+ m_next = m_texture_manager->get_texlist();
+ m_texture_manager->set_texlist(this);
+ 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 != NULL)
+ (*d3dintf->surface.release)(m_d3dsurface);
+ if (m_d3dtex != NULL)
+ (*d3dintf->texture.release)(m_d3dtex);
+}
+
+
+//============================================================
+// 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;
+
+ // round width/height up to nearest power of 2 if we need to
+ if (!(m_texture_manager->get_texture_caps() & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
+ {
+ // first the width
+ if (finalwidth & (finalwidth - 1))
+ {
+ finalwidth |= finalwidth >> 1;
+ finalwidth |= finalwidth >> 2;
+ finalwidth |= finalwidth >> 4;
+ finalwidth |= finalwidth >> 8;
+ finalwidth++;
+ }
+
+ // then the height
+ if (finalheight & (finalheight - 1))
+ {
+ finalheight |= finalheight >> 1;
+ finalheight |= finalheight >> 2;
+ finalheight |= finalheight >> 4;
+ finalheight |= finalheight >> 8;
+ finalheight++;
+ }
+ }
+
+ // round up to square if we need to
+ if (m_texture_manager->get_texture_caps() & D3DPTEXTURECAPS_SQUAREONLY)
+ {
+ if (finalwidth < finalheight)
+ finalwidth = finalheight;
+ else
+ finalheight = finalwidth;
+ }
+
+ // 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;
+
+ // if we're not wrapping, add a 1-2 pixel border on all sides
+ if (ENABLE_BORDER_PIX && !(m_flags & PRIMFLAG_TEXWRAP_MASK))
+ {
+ // note we need 2 pixels in X for YUY textures
+ m_xborderpix = (PRIMFLAG_GET_TEXFORMAT(m_flags) == TEXFORMAT_YUY16) ? 2 : 1;
+ m_yborderpix = 1;
+ }
+
+ // compute final texture size
+ finalwidth += 2 * m_xborderpix;
+ finalheight += 2 * m_yborderpix;
+
+ 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 int 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 copyline_palette16(UINT32 *dst, const UINT16 *src, int width, const rgb_t *palette, int xborderpix)
+{
+ int x;
+
+ assert(xborderpix == 0 || xborderpix == 1);
+ if (xborderpix)
+ *dst++ = 0xff000000 | palette[*src];
+ for (x = 0; x < width; x++)
+ *dst++ = 0xff000000 | palette[*src++];
+ if (xborderpix)
+ *dst++ = 0xff000000 | palette[*--src];
+}
+
+
+//============================================================
+// copyline_palettea16
+//============================================================
+
+INLINE void copyline_palettea16(UINT32 *dst, const UINT16 *src, int width, const rgb_t *palette, int xborderpix)
+{
+ int x;
+
+ assert(xborderpix == 0 || xborderpix == 1);
+ if (xborderpix)
+ *dst++ = palette[*src];
+ for (x = 0; x < width; x++)
+ *dst++ = palette[*src++];
+ if (xborderpix)
+ *dst++ = palette[*--src];
+}
+
+
+//============================================================
+// copyline_rgb32
+//============================================================
+
+INLINE void copyline_rgb32(UINT32 *dst, const UINT32 *src, int width, const rgb_t *palette, int xborderpix)
+{
+ int x;
+
+ assert(xborderpix == 0 || xborderpix == 1);
+
+ // palette (really RGB map) case
+ if (palette != NULL)
+ {
+ if (xborderpix)
+ {
+ rgb_t srcpix = *src;
+ *dst++ = 0xff000000 | palette[0x200 + srcpix.r()] | palette[0x100 + srcpix.g()] | palette[srcpix.b()];
+ }
+ for (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()];
+ }
+ }
+
+ // direct case
+ else
+ {
+ if (xborderpix)
+ *dst++ = 0xff000000 | *src;
+ for (x = 0; x < width; x++)
+ *dst++ = 0xff000000 | *src++;
+ if (xborderpix)
+ *dst++ = 0xff000000 | *--src;
+ }
+}
+
+
+//============================================================
+// copyline_argb32
+//============================================================
+
+INLINE void copyline_argb32(UINT32 *dst, const UINT32 *src, int width, const rgb_t *palette, int xborderpix)
+{
+ int x;
+
+ assert(xborderpix == 0 || xborderpix == 1);
+
+ // palette (really RGB map) case
+ if (palette != NULL)
+ {
+ if (xborderpix)
+ {
+ rgb_t srcpix = *src;
+ *dst++ = (srcpix & 0xff000000) | palette[0x200 + srcpix.r()] | palette[0x100 + srcpix.g()] | palette[srcpix.b()];
+ }
+ for (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()];
+ }
+ }
+
+ // direct case
+ else
+ {
+ if (xborderpix)
+ *dst++ = *src;
+ for (x = 0; x < width; x++)
+ *dst++ = *src++;
+ if (xborderpix)
+ *dst++ = *--src;
+ }
+}
+
+
+//============================================================
+// copyline_yuy16_to_yuy2
+//============================================================
+
+INLINE void copyline_yuy16_to_yuy2(UINT16 *dst, const UINT16 *src, int width, const rgb_t *palette, int xborderpix)
+{
+ int x;
+
+ assert(xborderpix == 0 || xborderpix == 2);
+ assert(width % 2 == 0);
+
+ // palette (really RGB map) case
+ if (palette != NULL)
+ {
+ if (xborderpix)
+ {
+ UINT16 srcpix0 = *src++;
+ UINT16 srcpix1 = *src--;
+ *dst++ = palette[0x000 + (srcpix0 >> 8)] | (srcpix0 << 8);
+ *dst++ = palette[0x000 + (srcpix0 >> 8)] | (srcpix1 << 8);
+ }
+ for (x = 0; x < width; x += 2)
+ {
+ UINT16 srcpix0 = *src++;
+ UINT16 srcpix1 = *src++;
+ *dst++ = palette[0x000 + (srcpix0 >> 8)] | (srcpix0 << 8);
+ *dst++ = palette[0x000 + (srcpix1 >> 8)] | (srcpix1 << 8);
+ }
+ if (xborderpix)
+ {
+ UINT16 srcpix1 = *--src;
+ UINT16 srcpix0 = *--src;
+ *dst++ = palette[0x000 + (srcpix1 >> 8)] | (srcpix0 << 8);
+ *dst++ = palette[0x000 + (srcpix1 >> 8)] | (srcpix1 << 8);
+ }
+ }
+
+ // direct case
+ else
+ {
+ if (xborderpix)
+ {
+ UINT16 srcpix0 = *src++;
+ UINT16 srcpix1 = *src--;
+ *dst++ = (srcpix0 >> 8) | (srcpix0 << 8);
+ *dst++ = (srcpix0 >> 8) | (srcpix1 << 8);
+ }
+ for (x = 0; x < width; x += 2)
+ {
+ UINT16 srcpix0 = *src++;
+ UINT16 srcpix1 = *src++;
+ *dst++ = (srcpix0 >> 8) | (srcpix0 << 8);
+ *dst++ = (srcpix1 >> 8) | (srcpix1 << 8);
+ }
+ if (xborderpix)
+ {
+ UINT16 srcpix1 = *--src;
+ UINT16 srcpix0 = *--src;
+ *dst++ = (srcpix1 >> 8) | (srcpix0 << 8);
+ *dst++ = (srcpix1 >> 8) | (srcpix1 << 8);
+ }
+ }
+}
+
+
+//============================================================
+// copyline_yuy16_to_uyvy
+//============================================================
+
+INLINE void copyline_yuy16_to_uyvy(UINT16 *dst, const UINT16 *src, int width, const rgb_t *palette, int xborderpix)
+{
+ int x;
+
+ assert(xborderpix == 0 || xborderpix == 2);
+ assert(width % 2 == 0);
+
+ // palette (really RGB map) case
+ if (palette != NULL)
+ {
+ if (xborderpix)
+ {
+ UINT16 srcpix0 = *src++;
+ UINT16 srcpix1 = *src--;
+ *dst++ = palette[0x100 + (srcpix0 >> 8)] | (srcpix0 & 0xff);
+ *dst++ = palette[0x100 + (srcpix0 >> 8)] | (srcpix1 & 0xff);
+ }
+ for (x = 0; x < width; x += 2)
+ {
+ UINT16 srcpix0 = *src++;
+ UINT16 srcpix1 = *src++;
+ *dst++ = palette[0x100 + (srcpix0 >> 8)] | (srcpix0 & 0xff);
+ *dst++ = palette[0x100 + (srcpix1 >> 8)] | (srcpix1 & 0xff);
+ }
+ if (xborderpix)
+ {
+ UINT16 srcpix1 = *--src;
+ UINT16 srcpix0 = *--src;
+ *dst++ = palette[0x100 + (srcpix1 >> 8)] | (srcpix0 & 0xff);
+ *dst++ = palette[0x100 + (srcpix1 >> 8)] | (srcpix1 & 0xff);
+ }
+ }
+
+ // direct case
+ else
+ {
+ if (xborderpix)
+ {
+ UINT16 srcpix0 = src[0];
+ UINT16 srcpix1 = src[1];
+ *dst++ = srcpix0;
+ *dst++ = (srcpix0 & 0xff00) | (srcpix1 & 0x00ff);
+ }
+ for (x = 0; x < width; x += 2)
+ {
+ *dst++ = *src++;
+ *dst++ = *src++;
+ }
+ if (xborderpix)
+ {
+ UINT16 srcpix1 = *--src;
+ UINT16 srcpix0 = *--src;
+ *dst++ = (srcpix1 & 0xff00) | (srcpix0 & 0x00ff);
+ *dst++ = srcpix1;
+ }
+ }
+}
+
+
+//============================================================
+// copyline_yuy16_to_argb
+//============================================================
+
+INLINE void copyline_yuy16_to_argb(UINT32 *dst, const UINT16 *src, int width, const rgb_t *palette, int xborderpix)
+{
+ int x;
+
+ assert(xborderpix == 0 || xborderpix == 2);
+ assert(width % 2 == 0);
+
+ // palette (really RGB map) case
+ if (palette != NULL)
+ {
+ if (xborderpix)
+ {
+ UINT16 srcpix0 = src[0];
+ UINT16 srcpix1 = src[1];
+ UINT8 cb = srcpix0 & 0xff;
+ UINT8 cr = srcpix1 & 0xff;
+ *dst++ = ycc_to_rgb(palette[0x000 + (srcpix0 >> 8)], cb, cr);
+ *dst++ = ycc_to_rgb(palette[0x000 + (srcpix0 >> 8)], cb, cr);
+ }
+ for (x = 0; x < width / 2; x++)
+ {
+ UINT16 srcpix0 = *src++;
+ UINT16 srcpix1 = *src++;
+ UINT8 cb = srcpix0 & 0xff;
+ UINT8 cr = srcpix1 & 0xff;
+ *dst++ = ycc_to_rgb(palette[0x000 + (srcpix0 >> 8)], cb, cr);
+ *dst++ = ycc_to_rgb(palette[0x000 + (srcpix1 >> 8)], cb, cr);
+ }
+ if (xborderpix)
+ {
+ UINT16 srcpix1 = *--src;
+ UINT16 srcpix0 = *--src;
+ UINT8 cb = srcpix0 & 0xff;
+ UINT8 cr = srcpix1 & 0xff;
+ *dst++ = ycc_to_rgb(palette[0x000 + (srcpix1 >> 8)], cb, cr);
+ *dst++ = ycc_to_rgb(palette[0x000 + (srcpix1 >> 8)], cb, cr);
+ }
+ }
+
+ // direct case
+ else
+ {
+ if (xborderpix)
+ {
+ UINT16 srcpix0 = src[0];
+ UINT16 srcpix1 = src[1];
+ UINT8 cb = srcpix0 & 0xff;
+ UINT8 cr = srcpix1 & 0xff;
+ *dst++ = ycc_to_rgb(srcpix0 >> 8, cb, cr);
+ *dst++ = ycc_to_rgb(srcpix0 >> 8, cb, cr);
+ }
+ for (x = 0; x < width; x += 2)
+ {
+ UINT16 srcpix0 = *src++;
+ UINT16 srcpix1 = *src++;
+ UINT8 cb = srcpix0 & 0xff;
+ UINT8 cr = srcpix1 & 0xff;
+ *dst++ = ycc_to_rgb(srcpix0 >> 8, cb, cr);
+ *dst++ = ycc_to_rgb(srcpix1 >> 8, cb, cr);
+ }
+ if (xborderpix)
+ {
+ UINT16 srcpix1 = *--src;
+ UINT16 srcpix0 = *--src;
+ UINT8 cb = srcpix0 & 0xff;
+ UINT8 cr = srcpix1 & 0xff;
+ *dst++ = ycc_to_rgb(srcpix1 >> 8, cb, cr);
+ *dst++ = ycc_to_rgb(srcpix1 >> 8, cb, cr);
+ }
+ }
+}
+
+
+//============================================================
+// texture_set_data
+//============================================================
+
+void texture_info::set_data(const render_texinfo *texsource, UINT32 flags)
+{
+ D3DLOCKED_RECT rect;
+ HRESULT result;
+
+ // lock the texture
+ switch (m_type)
+ {
+ default:
+ case TEXTURE_TYPE_PLAIN: result = (*d3dintf->texture.lock_rect)(m_d3dtex, 0, &rect, NULL, 0); break;
+ case TEXTURE_TYPE_DYNAMIC: result = (*d3dintf->texture.lock_rect)(m_d3dtex, 0, &rect, NULL, D3DLOCK_DISCARD); break;
+ case TEXTURE_TYPE_SURFACE: result = (*d3dintf->surface.lock_rect)(m_d3dsurface, &rect, NULL, D3DLOCK_DISCARD); break;
+ }
+ if (result != D3D_OK)
+ {
+ return;
+ }
+
+ // loop over Y
+ 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 off of the format and
+ switch (PRIMFLAG_GET_TEXFORMAT(flags))
+ {
+ case TEXFORMAT_PALETTE16:
+ copyline_palette16((UINT32 *)dst, (UINT16 *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix);
+ break;
+
+ case TEXFORMAT_PALETTEA16:
+ copyline_palettea16((UINT32 *)dst, (UINT16 *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix);
+ break;
+
+ case TEXFORMAT_RGB32:
+ copyline_rgb32((UINT32 *)dst, (UINT32 *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix);
+ break;
+
+ case TEXFORMAT_ARGB32:
+ copyline_argb32((UINT32 *)dst, (UINT32 *)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 *)dst, (UINT16 *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix);
+ else if (m_texture_manager->get_yuv_format() == D3DFMT_UYVY)
+ copyline_yuy16_to_uyvy((UINT16 *)dst, (UINT16 *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix);
+ else
+ copyline_yuy16_to_argb((UINT32 *)dst, (UINT16 *)texsource->base + srcy * texsource->rowpixels, texsource->width, texsource->palette, m_xborderpix);
+ 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 = (*d3dintf->texture.unlock_rect)(m_d3dtex, 0); break;
+ case TEXTURE_TYPE_DYNAMIC: result = (*d3dintf->texture.unlock_rect)(m_d3dtex, 0); break;
+ case TEXTURE_TYPE_SURFACE: result = (*d3dintf->surface.unlock_rect)(m_d3dsurface); break;
+ }
+ if (result != D3D_OK)
+ {
+ osd_printf_verbose("Direct3D: Error %08X during texture unlock_rect call\n", (int)result);
+ }
+
+ // prescale
+ prescale();
+}
+
+
+//============================================================
+// texture_info::prescale
+//============================================================
+
+void texture_info::prescale()
+{
+ surface *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 = (*d3dintf->texture.get_surface_level)(m_d3dfinaltex, 0, &scale_surface);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during texture get_surface_level call\n", (int)result);
+
+ // if we have an offscreen plain surface, we can just StretchRect to it
+ if (m_type == TEXTURE_TYPE_SURFACE)
+ {
+ assert(m_d3dsurface != NULL);
+
+ // 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 = (*d3dintf->device.stretch_rect)(m_renderer->get_device(), m_d3dsurface, &source, scale_surface, &dest, D3DTEXF_POINT);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device stretct_rect call\n", (int)result);
+ }
+
+ // if we are using a texture render target, we need to do more preparations
+ else
+ {
+ surface *backbuffer;
+
+ assert(m_d3dtex != NULL);
+
+ // first remember the original render target and set the new one
+ result = (*d3dintf->device.get_render_target)(m_renderer->get_device(), 0, &backbuffer);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device get_render_target call\n", (int)result);
+ result = (*d3dintf->device.set_render_target)(m_renderer->get_device(), 0, scale_surface);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_target call 1\n", (int)result);
+ m_renderer->reset_render_states();
+
+ // start the scene
+ result = (*d3dintf->device.begin_scene)(m_renderer->get_device());
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device begin_scene call\n", (int)result);
+
+ // configure the rendering pipeline
+ m_renderer->set_filter(FALSE);
+ m_renderer->set_blendmode(BLENDMODE_NONE);
+ result = (*d3dintf->device.set_texture)(m_renderer->get_device(), 0, m_d3dtex);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_texture call\n", (int)result);
+
+ // lock the vertex buffer
+ result = (*d3dintf->vertexbuf.lock)(m_renderer->get_vertex_buffer(), 0, 0, m_renderer->get_locked_buffer_ptr(), D3DLOCK_DISCARD);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during vertex buffer lock call\n", (int)result);
+
+ // configure the X/Y coordinates on the target surface
+ vertex *lockedbuf = m_renderer->get_locked_buffer();
+ 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 = (*d3dintf->vertexbuf.unlock)(m_renderer->get_vertex_buffer());
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during vertex buffer unlock call\n", (int)result);
+ m_renderer->set_locked_buffer(NULL);
+
+ // set the stream and draw the triangle strip
+ result = (*d3dintf->device.set_stream_source)(m_renderer->get_device(), 0, m_renderer->get_vertex_buffer(), sizeof(vertex));
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_stream_source call\n", (int)result);
+ result = (*d3dintf->device.draw_primitive)(m_renderer->get_device(), D3DPT_TRIANGLESTRIP, 0, 2);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
+
+ // end the scene
+ result = (*d3dintf->device.end_scene)(m_renderer->get_device());
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device end_scene call\n", (int)result);
+
+ // reset the render target and release our reference to the backbuffer
+ result = (*d3dintf->device.set_render_target)(m_renderer->get_device(), 0, backbuffer);
+ if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_target call 2\n", (int)result);
+ (*d3dintf->surface.release)(backbuffer);
+ m_renderer->reset_render_states();
+ }
+
+ // release our reference to the target surface
+ (*d3dintf->surface.release)(scale_surface);
+}
+
+
+//============================================================
+// cache_target::~cache_target
+//============================================================
+
+cache_target::~cache_target()
+{
+ for (int index = 0; index < 11; index++)
+ {
+ if (bloom_texture[index] != NULL)
+ {
+ (*d3dintf->texture.release)(bloom_texture[index]);
+ bloom_texture[index] = NULL;
+ }
+ if (bloom_target[index] != NULL)
+ {
+ (*d3dintf->surface.release)(bloom_target[index]);
+ bloom_target[index] = NULL;
+ }
+ }
+
+ if (last_texture != NULL)
+ {
+ (*d3dintf->texture.release)(last_texture);
+ last_texture = NULL;
+ }
+ if (last_target != NULL)
+ {
+ (*d3dintf->surface.release)(last_target);
+ last_target = NULL;
+ }
+}
+
+
+//============================================================
+// cache_target::init - initializes a target cache
+//============================================================
+
+bool cache_target::init(renderer *d3d, base *d3dintf, int width, int height, int prescale_x, int prescale_y)
+{
+ int bloom_index = 0;
+ int bloom_size = (width < height) ? width : height;
+ int bloom_width = width;
+ int bloom_height = height;
+ for (; bloom_size >= 2 && bloom_index < 11; bloom_size >>= 1)
+ {
+ bloom_width >>= 1;
+ bloom_height >>= 1;
+
+ HRESULT result = (*d3dintf->device.create_texture)(d3d->get_device(), bloom_width, bloom_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bloom_texture[bloom_index]);
+ if (result != D3D_OK)
+ {
+ return false;
+ }
+ (*d3dintf->texture.get_surface_level)(bloom_texture[bloom_index], 0, &bloom_target[bloom_index]);
+
+ bloom_index++;
+ }
+
+ HRESULT result = (*d3dintf->device.create_texture)(d3d->get_device(), width * prescale_x, height * prescale_y, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &last_texture);
+ if (result != D3D_OK)
+ {
+ return false;
+ }
+ (*d3dintf->texture.get_surface_level)(last_texture, 0, &last_target);
+
+ target_width = width * prescale_x;
+ target_height = height * prescale_y;
+
+ return true;
+}
+
+
+//============================================================
+// render_target::~render_target
+//============================================================
+
+render_target::~render_target()
+{
+ for (int index = 0; index < 11; index++)
+ {
+ if (bloom_texture[index] != NULL)
+ {
+ (*d3dintf->texture.release)(bloom_texture[index]);
+ bloom_texture[index] = NULL;
+ }
+ if (bloom_target[index] != NULL)
+ {
+ (*d3dintf->surface.release)(bloom_target[index]);
+ bloom_target[index] = NULL;
+ }
+ }
+
+ for (int index = 0; index < 2; index++)
+ {
+ if (native_texture[index] != NULL)
+ {
+ (*d3dintf->texture.release)(native_texture[index]);
+ native_texture[index] = NULL;
+ }
+ if (native_target[index] != NULL)
+ {
+ (*d3dintf->surface.release)(native_target[index]);
+ native_target[index] = NULL;
+ }
+ if (prescale_texture[index] != NULL)
+ {
+ (*d3dintf->texture.release)(prescale_texture[index]);
+ prescale_texture[index] = NULL;
+ }
+ if (prescale_target[index] != NULL)
+ {
+ (*d3dintf->surface.release)(prescale_target[index]);
+ prescale_target[index] = NULL;
+ }
+ }
+}
+
+
+//============================================================
+// render_target::init - initializes a render target
+//============================================================
+
+bool render_target::init(renderer *d3d, base *d3dintf, int width, int height, int prescale_x, int prescale_y)
+{
+ HRESULT result;
+
+ for (int index = 0; index < 2; index++)
+ {
+ result = (*d3dintf->device.create_texture)(d3d->get_device(), width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &native_texture[index]);
+ if (result != D3D_OK)
+ {
+ return false;
+ }
+ (*d3dintf->texture.get_surface_level)(native_texture[index], 0, &native_target[index]);
+
+ result = (*d3dintf->device.create_texture)(d3d->get_device(), width * prescale_x, height * prescale_y, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &prescale_texture[index]);
+ if (result != D3D_OK)
+ {
+ return false;
+ }
+ (*d3dintf->texture.get_surface_level)(prescale_texture[index], 0, &prescale_target[index]);
+ }
+
+ int bloom_index = 0;
+ float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
+ float bloom_width = d3d->get_width();
+ float bloom_height = d3d->get_height();
+ for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
+ {
+ bloom_width *= 0.5f;
+ bloom_height *= 0.5f;
+
+ result = (*d3dintf->device.create_texture)(d3d->get_device(), (int)bloom_width, (int)bloom_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bloom_texture[bloom_index]);
+ if (result != D3D_OK)
+ {
+ return false;
+ }
+ (*d3dintf->texture.get_surface_level)(bloom_texture[bloom_index], 0, &bloom_target[bloom_index]);
+
+ bloom_index++;
+ }
+
+ this->width = width;
+ this->height = height;
+
+ target_width = width * prescale_x;
+ target_height = height * prescale_y;
+
+ return true;
+}
+
+}