//============================================================ // // d3d8intf.c - Direct3D 8.1 abstraction layer // //============================================================ // // Copyright Aaron Giles // All rights reserved. // // Redistribution and use in source and binary forms, with or // without modification, are permitted provided that the // following conditions are met: // // * Redistributions of source code must retain the above // copyright notice, this list of conditions and the // following disclaimer. // * Redistributions in binary form must reproduce the // above copyright notice, this list of conditions and // the following disclaimer in the documentation and/or // other materials provided with the distribution. // * Neither the name 'MAME' nor the names of its // contributors may be used to endorse or promote // products derived from this software without specific // prior written permission. // // THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND // ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND // FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO // EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT, // INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL // DAMAGE (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT // LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN // IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // //============================================================ // standard windows headers #define WIN32_LEAN_AND_MEAN #include #include #define D3DXVECTOR4 void #undef interface // MAME headers #include "emu.h" // MAMEOS headers #include "d3dintf.h" #include "winmain.h" //============================================================ // TYPE DEFINITIONS //============================================================ typedef IDirect3D8 *(WINAPI *direct3dcreate8_ptr)(UINT SDKVersion); //============================================================ // PROTOTYPES //============================================================ static void set_interfaces(d3d *d3dptr); //============================================================ // INLINES //============================================================ INLINE void convert_present_params(const d3d_present_parameters *params, D3DPRESENT_PARAMETERS *d3d8params) { memset(d3d8params, 0, sizeof(*d3d8params)); d3d8params->BackBufferWidth = params->BackBufferWidth; d3d8params->BackBufferHeight = params->BackBufferHeight; d3d8params->BackBufferFormat = params->BackBufferFormat; d3d8params->BackBufferCount = params->BackBufferCount; d3d8params->MultiSampleType = params->MultiSampleType; // d3d8params->MultiSampleQuality = params->MultiSampleQuality; d3d8params->SwapEffect = params->SwapEffect; d3d8params->hDeviceWindow = params->hDeviceWindow; d3d8params->Windowed = params->Windowed; d3d8params->EnableAutoDepthStencil = params->EnableAutoDepthStencil; d3d8params->AutoDepthStencilFormat = params->AutoDepthStencilFormat; d3d8params->Flags = params->Flags; d3d8params->FullScreen_RefreshRateInHz = params->FullScreen_RefreshRateInHz; d3d8params->FullScreen_PresentationInterval = params->PresentationInterval; if (d3d8params->Windowed) d3d8params->FullScreen_PresentationInterval = 0; } //============================================================ // drawd3d8_init //============================================================ d3d *drawd3d8_init(void) { direct3dcreate8_ptr direct3dcreate8; HINSTANCE dllhandle; IDirect3D8 *d3d8; d3d *d3dptr; // dynamically grab the create function from d3d8.dll dllhandle = LoadLibrary(TEXT("d3d8.dll")); if (dllhandle == NULL) { mame_printf_verbose("Direct3D: Unable to access d3d8.dll\n"); return NULL; } // import the create function direct3dcreate8 = (direct3dcreate8_ptr)GetProcAddress(dllhandle, "Direct3DCreate8"); if (direct3dcreate8 == NULL) { mame_printf_verbose("Direct3D: Unable to find Direct3DCreate8\n"); FreeLibrary(dllhandle); dllhandle = NULL; return NULL; } // create our core direct 3d object d3d8 = (*direct3dcreate8)(D3D_SDK_VERSION); if (d3d8 == NULL) { mame_printf_verbose("Direct3D: Error attempting to initialize Direct3D8\n"); FreeLibrary(dllhandle); dllhandle = NULL; return NULL; } // allocate an object to hold our data d3dptr = global_alloc(d3d); d3dptr->version = 8; d3dptr->d3dobj = d3d8; d3dptr->dllhandle = dllhandle; d3dptr->post_fx_available = false; set_interfaces(d3dptr); mame_printf_verbose("Direct3D: Using Direct3D 8\n"); return d3dptr; } //============================================================ // Direct3D interfaces //============================================================ static HRESULT d3d_check_device_format(d3d *d3dptr, UINT adapter, D3DDEVTYPE devtype, D3DFORMAT adapterformat, DWORD usage, D3DRESOURCETYPE restype, D3DFORMAT format) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; return IDirect3D8_CheckDeviceFormat(d3d8, adapter, devtype, adapterformat, usage, restype, format); } static HRESULT d3d_check_device_type(d3d *d3dptr, UINT adapter, D3DDEVTYPE devtype, D3DFORMAT format, D3DFORMAT backformat, BOOL windowed) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; return IDirect3D8_CheckDeviceType(d3d8, adapter, devtype, format, backformat, windowed); } static HRESULT d3d_create_device(d3d *d3dptr, UINT adapter, D3DDEVTYPE devtype, HWND focus, DWORD behavior, d3d_present_parameters *params, d3d_device **dev) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; D3DPRESENT_PARAMETERS d3d8params; convert_present_params(params, &d3d8params); return IDirect3D8_CreateDevice(d3d8, adapter, devtype, focus, behavior, &d3d8params, (IDirect3DDevice8 **)dev); } static HRESULT d3d_enum_adapter_modes(d3d *d3dptr, UINT adapter, D3DFORMAT format, UINT index, D3DDISPLAYMODE *mode) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; return IDirect3D8_EnumAdapterModes(d3d8, adapter, index, mode); } static UINT d3d_get_adapter_count(d3d *d3dptr) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; return IDirect3D8_GetAdapterCount(d3d8); } static HRESULT d3d_get_adapter_display_mode(d3d *d3dptr, UINT adapter, D3DDISPLAYMODE *mode) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; return IDirect3D8_GetAdapterDisplayMode(d3d8, adapter, mode); } static HRESULT d3d_get_adapter_identifier(d3d *d3dptr, UINT adapter, DWORD flags, d3d_adapter_identifier *identifier) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; D3DADAPTER_IDENTIFIER8 id; HRESULT result = IDirect3D8_GetAdapterIdentifier(d3d8, adapter, flags, &id); memcpy(identifier->Driver, id.Driver, sizeof(identifier->Driver)); memcpy(identifier->Description, id.Description, sizeof(identifier->Description)); identifier->DriverVersion = id.DriverVersion; identifier->VendorId = id.VendorId; identifier->DeviceId = id.DeviceId; identifier->SubSysId = id.SubSysId; identifier->Revision = id.Revision; identifier->DeviceIdentifier = id.DeviceIdentifier; identifier->WHQLLevel = id.WHQLLevel; return result; } static UINT d3d_get_adapter_mode_count(d3d *d3dptr, UINT adapter, D3DFORMAT format) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; return IDirect3D8_GetAdapterModeCount(d3d8, adapter); } static HMONITOR d3d_get_adapter_monitor(d3d *d3dptr, UINT adapter) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; return IDirect3D8_GetAdapterMonitor(d3d8, adapter); } static HRESULT d3d_get_caps_dword(d3d *d3dptr, UINT adapter, D3DDEVTYPE devtype, d3d_caps_index which, DWORD *value) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; D3DCAPS8 caps; HRESULT result = IDirect3D8_GetDeviceCaps(d3d8, adapter, devtype, &caps); switch (which) { case CAPS_PRESENTATION_INTERVALS: *value = caps.PresentationIntervals; break; case CAPS_CAPS2: *value = caps.DevCaps; break; case CAPS_DEV_CAPS: *value = caps.DevCaps; break; case CAPS_SRCBLEND_CAPS: *value = caps.SrcBlendCaps; break; case CAPS_DSTBLEND_CAPS: *value = caps.DestBlendCaps; break; case CAPS_TEXTURE_CAPS: *value = caps.TextureCaps; break; case CAPS_TEXTURE_FILTER_CAPS: *value = caps.TextureFilterCaps; break; case CAPS_TEXTURE_ADDRESS_CAPS: *value = caps.TextureAddressCaps; break; case CAPS_TEXTURE_OP_CAPS: *value = caps.TextureOpCaps; break; case CAPS_MAX_TEXTURE_ASPECT: *value = caps.MaxTextureAspectRatio; break; case CAPS_MAX_TEXTURE_WIDTH: *value = caps.MaxTextureWidth; break; case CAPS_MAX_TEXTURE_HEIGHT: *value = caps.MaxTextureHeight; break; case CAPS_STRETCH_RECT_FILTER: *value = 0; break; case CAPS_MAX_PS30_INSN_SLOTS: *value = 0; break; } return result; } static ULONG d3d_release(d3d *d3dptr) { IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj; ULONG result = IDirect3D8_Release(d3d8); FreeLibrary(d3dptr->dllhandle); global_free(d3dptr); return result; } static const d3d_interface d3d8_interface = { d3d_check_device_format, d3d_check_device_type, d3d_create_device, d3d_enum_adapter_modes, d3d_get_adapter_count, d3d_get_adapter_display_mode, d3d_get_adapter_identifier, d3d_get_adapter_mode_count, d3d_get_adapter_monitor, d3d_get_caps_dword, d3d_release }; //============================================================ // Direct3DDevice interfaces //============================================================ static HRESULT d3d_device_begin_scene(d3d_device *dev) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_BeginScene(device); } static HRESULT d3d_device_clear(d3d_device *dev, DWORD count, const D3DRECT *rects, DWORD flags, D3DCOLOR color, float z, DWORD stencil) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_Clear(device, count, rects, flags, color, z, stencil); } static HRESULT d3d_device_create_offscreen_plain_surface(d3d_device *dev, UINT width, UINT height, D3DFORMAT format, D3DPOOL pool, d3d_surface **surface) { assert(FALSE); return D3D_OK; } static HRESULT d3d_device_create_effect(d3d_device *dev, const WCHAR *name, d3d_effect **effect) { assert(FALSE); return D3D_OK; } static HRESULT d3d_device_create_texture(d3d_device *dev, UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool, d3d_texture **texture) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_CreateTexture(device, width, height, levels, usage, format, pool, (IDirect3DTexture8 **)texture); } static HRESULT d3d_device_create_vertex_buffer(d3d_device *dev, UINT length, DWORD usage, DWORD fvf, D3DPOOL pool, d3d_vertex_buffer **buf) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_CreateVertexBuffer(device, length, usage, fvf, pool, (IDirect3DVertexBuffer8 **)buf); } static HRESULT d3d_device_draw_primitive(d3d_device *dev, D3DPRIMITIVETYPE type, UINT start, UINT count) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_DrawPrimitive(device, type, start, count); } static HRESULT d3d_device_end_scene(d3d_device *dev) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_EndScene(device); } static HRESULT d3d_device_get_raster_status(d3d_device *dev, D3DRASTER_STATUS *status) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_GetRasterStatus(device, status); } static HRESULT d3d_device_get_render_target(d3d_device *dev, DWORD index, d3d_surface **surface) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; assert(index == 0); return IDirect3DDevice8_GetRenderTarget(device, (IDirect3DSurface8 **)surface); } static HRESULT d3d_device_get_render_target_data(d3d_device *dev, d3d_surface *rendertarget, d3d_surface *destsurface) { assert(false); return D3D_OK; } static HRESULT d3d_device_present(d3d_device *dev, const RECT *source, const RECT *dest, HWND override, RGNDATA *dirty, DWORD flags) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_Present(device, source, dest, override, dirty); } static ULONG d3d_device_release(d3d_device *dev) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_Release(device); } static HRESULT d3d_device_reset(d3d_device *dev, d3d_present_parameters *params) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; D3DPRESENT_PARAMETERS d3d8params; convert_present_params(params, &d3d8params); return IDirect3DDevice8_Reset(device, &d3d8params); } static void d3d_device_set_gamma_ramp(d3d_device *dev, DWORD flags, const D3DGAMMARAMP *ramp) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; IDirect3DDevice8_SetGammaRamp(device, flags, ramp); } static HRESULT d3d_device_set_render_state(d3d_device *dev, D3DRENDERSTATETYPE state, DWORD value) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_SetRenderState(device, state, value); } static HRESULT d3d_device_set_render_target(d3d_device *dev, DWORD index, d3d_surface *surf) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; IDirect3DSurface8 *surface = (IDirect3DSurface8 *)surf; assert(index == 0); return IDirect3DDevice8_SetRenderTarget(device, surface, NULL); } static HRESULT d3d_device_create_render_target(d3d_device *dev, UINT width, UINT height, D3DFORMAT format, d3d_surface **surface) { assert(false); return D3D_OK; } static HRESULT d3d_device_set_stream_source(d3d_device *dev, UINT number, d3d_vertex_buffer *vbuf, UINT stride) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; IDirect3DVertexBuffer8 *vertexbuf = (IDirect3DVertexBuffer8 *)vbuf; return IDirect3DDevice8_SetStreamSource(device, number, vertexbuf, stride); } static HRESULT d3d_device_set_texture(d3d_device *dev, DWORD stage, d3d_texture *tex) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; IDirect3DBaseTexture8 *texture = (IDirect3DBaseTexture8 *)tex; return IDirect3DDevice8_SetTexture(device, stage, texture); } static HRESULT d3d_device_set_texture_stage_state(d3d_device *dev, DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD value) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_SetTextureStageState(device, stage, state, value); } static HRESULT d3d_device_set_vertex_format(d3d_device *dev, D3DFORMAT format) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_SetVertexShader(device, format); } static HRESULT d3d_device_stretch_rect(d3d_device *dev, d3d_surface *source, const RECT *srcrect, d3d_surface *dest, const RECT *dstrect, D3DTEXTUREFILTERTYPE filter) { assert(FALSE); return D3D_OK; } static HRESULT d3d_device_test_cooperative_level(d3d_device *dev) { IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev; return IDirect3DDevice8_TestCooperativeLevel(device); } static const d3d_device_interface d3d8_device_interface = { d3d_device_begin_scene, d3d_device_clear, d3d_device_create_offscreen_plain_surface, d3d_device_create_effect, d3d_device_create_texture, d3d_device_create_vertex_buffer, d3d_device_create_render_target, d3d_device_draw_primitive, d3d_device_end_scene, d3d_device_get_raster_status, d3d_device_get_render_target, d3d_device_get_render_target_data, d3d_device_present, d3d_device_release, d3d_device_reset, d3d_device_set_gamma_ramp, d3d_device_set_render_state, d3d_device_set_render_target, d3d_device_set_stream_source, d3d_device_set_texture, d3d_device_set_texture_stage_state, d3d_device_set_vertex_format, d3d_device_stretch_rect, d3d_device_test_cooperative_level }; //============================================================ // Direct3DSurface interfaces //============================================================ static HRESULT d3d_surface_lock_rect(d3d_surface *surf, D3DLOCKED_RECT *locked, const RECT *rect, DWORD flags) { IDirect3DSurface8 *surface = (IDirect3DSurface8 *)surf; return IDirect3DSurface8_LockRect(surface, locked, rect, flags); } static ULONG d3d_surface_release(d3d_surface *surf) { IDirect3DSurface8 *surface = (IDirect3DSurface8 *)surf; return IDirect3DSurface8_Release(surface); } static HRESULT d3d_surface_unlock_rect(d3d_surface *surf) { IDirect3DSurface8 *surface = (IDirect3DSurface8 *)surf; return IDirect3DSurface8_UnlockRect(surface); } static const d3d_surface_interface d3d8_surface_interface = { d3d_surface_lock_rect, d3d_surface_release, d3d_surface_unlock_rect }; //============================================================ // Direct3DTexture interfaces //============================================================ static HRESULT d3d_texture_get_surface_level(d3d_texture *tex, UINT level, d3d_surface **surface) { IDirect3DTexture8 *texture = (IDirect3DTexture8 *)tex; return IDirect3DTexture8_GetSurfaceLevel(texture, level, (IDirect3DSurface8 **)surface); } static HRESULT d3d_texture_lock_rect(d3d_texture *tex, UINT level, D3DLOCKED_RECT *locked, const RECT *rect, DWORD flags) { IDirect3DTexture8 *texture = (IDirect3DTexture8 *)tex; return IDirect3DTexture8_LockRect(texture, level, locked, rect, flags); } static ULONG d3d_texture_release(d3d_texture *tex) { IDirect3DTexture8 *texture = (IDirect3DTexture8 *)tex; return IDirect3DTexture8_Release(texture); } static HRESULT d3d_texture_unlock_rect(d3d_texture *tex, UINT level) { IDirect3DTexture8 *texture = (IDirect3DTexture8 *)tex; return IDirect3DTexture8_UnlockRect(texture, level); } static const d3d_texture_interface d3d8_texture_interface = { d3d_texture_get_surface_level, d3d_texture_lock_rect, d3d_texture_release, d3d_texture_unlock_rect }; //============================================================ // Direct3DVertexBuffer interfaces //============================================================ static HRESULT d3d_vertex_buffer_lock(d3d_vertex_buffer *vbuf, UINT offset, UINT size, VOID **data, DWORD flags) { IDirect3DVertexBuffer8 *vertexbuf = (IDirect3DVertexBuffer8 *)vbuf; return IDirect3DVertexBuffer8_Lock(vertexbuf, offset, size, (BYTE **)data, flags); } static ULONG d3d_vertex_buffer_release(d3d_vertex_buffer *vbuf) { IDirect3DVertexBuffer8 *vertexbuf = (IDirect3DVertexBuffer8 *)vbuf; return IDirect3DVertexBuffer8_Release(vertexbuf); } static HRESULT d3d_vertex_buffer_unlock(d3d_vertex_buffer *vbuf) { IDirect3DVertexBuffer8 *vertexbuf = (IDirect3DVertexBuffer8 *)vbuf; return IDirect3DVertexBuffer8_Unlock(vertexbuf); } static const d3d_vertex_buffer_interface d3d8_vertex_buffer_interface = { d3d_vertex_buffer_lock, d3d_vertex_buffer_release, d3d_vertex_buffer_unlock }; //============================================================ // Direct3DEffect interfaces //============================================================ static void d3d_effect_begin(d3d_effect *effect, UINT *passes, DWORD flags) { assert(FALSE); } static void d3d_effect_end(d3d_effect *effect) { assert(FALSE); } static void d3d_effect_begin_pass(d3d_effect *effect, UINT pass) { assert(FALSE); } static void d3d_effect_end_pass(d3d_effect *effect) { assert(FALSE); } static void d3d_effect_set_technique(d3d_effect *effect, const char *name) { assert(FALSE); } static void d3d_effect_set_vector(d3d_effect *effect, const char *name, int count, float *vector) { assert(FALSE); } static void d3d_effect_set_float(d3d_effect *effect, const char *name, float value) { assert(FALSE); } static void d3d_effect_set_int(d3d_effect *effect, const char *name, int value) { assert(FALSE); } static void d3d_effect_set_matrix(d3d_effect *effect, const char *name, d3d_matrix *matrix) { assert(FALSE); } static void d3d_effect_set_texture(d3d_effect *effect, const char *name, d3d_texture *tex) { assert(FALSE); } static ULONG d3d_effect_release(d3d_effect *effect) { assert(FALSE); return 0; } static const d3d_effect_interface d3d8_effect_interface = { d3d_effect_begin, d3d_effect_end, d3d_effect_begin_pass, d3d_effect_end_pass, d3d_effect_set_technique, d3d_effect_set_vector, d3d_effect_set_float, d3d_effect_set_int, d3d_effect_set_matrix, d3d_effect_set_texture, d3d_effect_release }; //============================================================ // set_interfaces //============================================================ static void set_interfaces(d3d *d3dptr) { d3dptr->d3d = d3d8_interface; d3dptr->device = d3d8_device_interface; d3dptr->surface = d3d8_surface_interface; d3dptr->texture = d3d8_texture_interface; d3dptr->vertexbuf = d3d8_vertex_buffer_interface; d3dptr->effect = d3d8_effect_interface; }