// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _D3DBASE_H #define _D3DBASE_H #include #include #include #include "Common.h" namespace D3D { // From http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf // Magic FourCC's to unlock undocumented D3D9 features: // Z texture formats #define FOURCC_INTZ ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z'))) #define FOURCC_RAWZ ((D3DFORMAT)(MAKEFOURCC('R','A','W','Z'))) // Depth buffer resolve: #define FOURCC_RESZ ((D3DFORMAT)(MAKEFOURCC('R','E','S','Z'))) #define RESZ_CODE 0x7fa05000 // Null render target to do Z-only shadow maps: (probably not useful for Dolphin) #define FOURCC_NULL ((D3DFORMAT)(MAKEFOURCC('N','U','L','L'))) HRESULT Init(); HRESULT Create(int adapter, HWND wnd, bool fullscreen, int resolution, int aa_mode, bool auto_depth); void Close(); void Shutdown(); // Direct access to the device. extern IDirect3DDevice9 *dev; extern bool bFrameInProgress; void Reset(); bool BeginFrame(); void EndFrame(); void SwitchFullscreen(bool fullscreen); bool IsFullscreen(); bool CanUseINTZ(); int GetBackBufferWidth(); int GetBackBufferHeight(); LPDIRECT3DSURFACE9 GetBackBufferSurface(); LPDIRECT3DSURFACE9 GetBackBufferDepthSurface(); const D3DCAPS9 &GetCaps(); const char *PixelShaderVersionString(); const char *VertexShaderVersionString(); void ShowD3DError(HRESULT err); // The following are "filtered" versions of the corresponding D3Ddev-> functions. void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture); void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value); void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value); void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value); void ApplyCachedState(); // Utility functions for vendor specific hacks. So far, just the one. void EnableAlphaToCoverage(); struct Resolution { char name[32]; int xres; int yres; std::set bitdepths; std::set refreshes; }; struct AALevel { AALevel(const char *n, D3DMULTISAMPLE_TYPE m, int q) {strcpy(name, n); ms_setting=m; qual_setting=q;} char name[32]; D3DMULTISAMPLE_TYPE ms_setting; int qual_setting; }; struct Adapter { D3DADAPTER_IDENTIFIER9 ident; std::vector resolutions; std::vector aa_levels; bool supports_alpha_to_coverage; // Magic render targets, see the top of this file. bool supports_intz; bool supports_rawz; bool supports_resz; bool supports_null; }; const Adapter &GetAdapter(int i); const Adapter &GetCurAdapter(); int GetNumAdapters(); } // namespace #endif