// 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 //============================================================ // 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)->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("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(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 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->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(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)->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(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(); } 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)->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(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)->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->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 renderer_d3d9::get_slider_list() { m_sliders_dirty = false; std::vector sliders; sliders.insert(sliders.end(), m_sliders.begin(), m_sliders.end()); if (m_shaders != nullptr && m_shaders->enabled()) { std::vector 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(); }