// 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/ #include "D3DBase.h" #include "VideoConfig.h" #include "Render.h" #include "XFStructs.h" namespace D3D { LPDIRECT3D9 D3D = NULL; // Used to create the D3DDevice LPDIRECT3DDEVICE9 dev = NULL; // Our rendering device LPDIRECT3DSURFACE9 back_buffer; LPDIRECT3DSURFACE9 back_buffer_z; D3DCAPS9 caps; HWND hWnd; static bool fullScreen = false; static bool nextFullScreen = false; static int multisample; static int resolution; static int xres, yres; static bool auto_depth_stencil = false; #define VENDOR_NVIDIA 4318 #define VENDOR_ATI 4098 bool bFrameInProgress = false; #define MAX_ADAPTERS 4 static Adapter adapters[MAX_ADAPTERS]; static int numAdapters; static int cur_adapter; // Value caches for state filtering const int MaxTextureStages = 9; const int MaxRenderStates = 210 + 46; const int MaxTextureTypes = 33; const int MaxSamplerSize = 13; const int MaxSamplerTypes = 15; static bool m_RenderStatesSet[MaxRenderStates]; static DWORD m_RenderStates[MaxRenderStates]; static DWORD m_TextureStageStates[MaxTextureStages][MaxTextureTypes]; static DWORD m_SamplerStates[MaxSamplerSize][MaxSamplerTypes]; LPDIRECT3DBASETEXTURE9 m_Textures[16]; LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl; void Enumerate(); int GetNumAdapters() { return numAdapters; } const Adapter &GetAdapter(int i) { return adapters[i]; } const Adapter &GetCurAdapter() { return adapters[cur_adapter]; } HRESULT Init() { // Create the D3D object, which is needed to create the D3DDevice. D3D = Direct3DCreate9(D3D_SDK_VERSION); if (!D3D) return E_FAIL; Enumerate(); return S_OK; } void Shutdown() { D3D->Release(); D3D = 0; } void EnableAlphaToCoverage() { // Each vendor has their own specific little hack. if (GetCurAdapter().ident.VendorId == VENDOR_ATI) D3D::SetRenderState(D3DRS_POINTSIZE, (D3DFORMAT)MAKEFOURCC('A', '2', 'M', '1')); else D3D::SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')); } void InitPP(int adapter, int f, int aa_mode, D3DPRESENT_PARAMETERS *pp) { int FSResX = adapters[adapter].resolutions[resolution].xres; int FSResY = adapters[adapter].resolutions[resolution].yres; ZeroMemory(pp, sizeof(D3DPRESENT_PARAMETERS)); pp->hDeviceWindow = hWnd; if (auto_depth_stencil) { pp->EnableAutoDepthStencil = TRUE; pp->AutoDepthStencilFormat = D3DFMT_D24S8; } else { pp->EnableAutoDepthStencil = FALSE; pp->AutoDepthStencilFormat = D3DFMT_UNKNOWN; } pp->BackBufferFormat = D3DFMT_A8R8G8B8; if (aa_mode >= (int)adapters[adapter].aa_levels.size()) aa_mode = 0; pp->MultiSampleType = adapters[adapter].aa_levels[aa_mode].ms_setting; pp->MultiSampleQuality = adapters[adapter].aa_levels[aa_mode].qual_setting; pp->Flags = auto_depth_stencil ? D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL : 0; if (fullScreen) { xres = pp->BackBufferWidth = FSResX; yres = pp->BackBufferHeight = FSResY; pp->SwapEffect = D3DSWAPEFFECT_DISCARD; pp->Windowed = FALSE; } else { RECT client; GetClientRect(hWnd, &client); xres = pp->BackBufferWidth = client.right - client.left; yres = pp->BackBufferHeight = client.bottom - client.top; pp->SwapEffect = D3DSWAPEFFECT_DISCARD; pp->PresentationInterval = g_Config.bVSync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE; pp->Windowed = TRUE; } } void Enumerate() { numAdapters = D3D::D3D->GetAdapterCount(); for (int i = 0; i < std::min(MAX_ADAPTERS, numAdapters); i++) { Adapter &a = adapters[i]; D3D::D3D->GetAdapterIdentifier(i, 0, &a.ident); bool isNvidia = a.ident.VendorId == VENDOR_NVIDIA; // Add multisample modes a.aa_levels.push_back(AALevel("None", D3DMULTISAMPLE_NONE, 0)); DWORD qlevels = 0; if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels)) if (qlevels > 0) a.aa_levels.push_back(AALevel("2x MSAA", D3DMULTISAMPLE_2_SAMPLES, 0)); if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels)) if (qlevels > 0) a.aa_levels.push_back(AALevel("4x MSAA", D3DMULTISAMPLE_4_SAMPLES, 0)); if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels)) if (qlevels > 0) a.aa_levels.push_back(AALevel("8x MSAA", D3DMULTISAMPLE_8_SAMPLES, 0)); if (isNvidia) { // CSAA support if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_4_SAMPLES, &qlevels)) { if (qlevels > 2) { // 8x, 8xQ are available // See http://developer.nvidia.com/object/coverage-sampled-aa.html a.aa_levels.push_back(AALevel("8x CSAA", D3DMULTISAMPLE_4_SAMPLES, 2)); a.aa_levels.push_back(AALevel("8xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 0)); } } if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels)) { if (qlevels > 2) { // 16x, 16xQ are available // See http://developer.nvidia.com/object/coverage-sampled-aa.html a.aa_levels.push_back(AALevel("16x CSAA", D3DMULTISAMPLE_4_SAMPLES, 4)); a.aa_levels.push_back(AALevel("16xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 2)); } } } // Determine if INTZ is supported. Code from ATI's doc. // http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf a.supports_intz = D3D_OK == D3D->CheckDeviceFormat( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_INTZ); // Also check for RAWZ (nvidia only, but the only option to get Z24 textures on sub GF8800 a.supports_rawz = D3D_OK == D3D->CheckDeviceFormat( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RAWZ); // Might as well check for RESZ and NULL too. a.supports_resz = D3D_OK == D3D->CheckDeviceFormat( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RESZ); a.supports_null = D3D_OK == D3D->CheckDeviceFormat( i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_NULL); if (a.aa_levels.size() == 1) { strcpy(a.aa_levels[0].name, "(Not supported on this device)"); } int numModes = D3D::D3D->GetAdapterModeCount(i, D3DFMT_X8R8G8B8); for (int m = 0; m < numModes; m++) { D3DDISPLAYMODE mode; D3D::D3D->EnumAdapterModes(i, D3DFMT_X8R8G8B8, m, &mode); int found = -1; for (int x = 0; x < (int)a.resolutions.size(); x++) { if (a.resolutions[x].xres == mode.Width && a.resolutions[x].yres == mode.Height) { found = x; break; } } Resolution temp; Resolution &r = found==-1 ? temp : a.resolutions[found]; sprintf(r.name, "%ix%i", mode.Width, mode.Height); r.bitdepths.insert(mode.Format); r.refreshes.insert(mode.RefreshRate); if (found == -1 && mode.Width >= 640 && mode.Height >= 480) { r.xres = mode.Width; r.yres = mode.Height; a.resolutions.push_back(r); } } } } HRESULT Create(int adapter, HWND wnd, bool _fullscreen, int _resolution, int aa_mode, bool auto_depth) { hWnd = wnd; fullScreen = _fullscreen; nextFullScreen = _fullscreen; multisample = aa_mode; resolution = _resolution; auto_depth_stencil = auto_depth; cur_adapter = adapter; D3DPRESENT_PARAMETERS d3dpp; InitPP(adapter, resolution, aa_mode, &d3dpp); if (FAILED(D3D->CreateDevice( adapter, D3DDEVTYPE_HAL, wnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, // | D3DCREATE_PUREDEVICE, doesn't seem to make a difference &d3dpp, &dev))) { if (FAILED(D3D->CreateDevice( adapter, D3DDEVTYPE_HAL, wnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &dev))) { MessageBox(wnd, _T("Failed to initialize Direct3D."), _T("Dolphin Direct3D plugin"), MB_OK | MB_ICONERROR); return E_FAIL; } } dev->GetDeviceCaps(&caps); dev->GetRenderTarget(0, &back_buffer); if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND) back_buffer_z = NULL; // Device state would normally be set here return S_OK; } void Close() { dev->Release(); dev = 0; } const D3DCAPS9 &GetCaps() { return caps; } const char *VertexShaderVersionString() { static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"}; int version = ((D3D::caps.VertexShaderVersion >> 8) & 0xFF); return versions[std::min(4, version)]; } const char *PixelShaderVersionString() { static const char *versions[5] = {"ERROR", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"}; int version = ((D3D::caps.PixelShaderVersion >> 8) & 0xFF); return versions[std::min(4, version)]; } LPDIRECT3DSURFACE9 GetBackBufferSurface() { return back_buffer; } LPDIRECT3DSURFACE9 GetBackBufferDepthSurface() { return back_buffer_z; } void ShowD3DError(HRESULT err) { switch (err) { case D3DERR_DEVICELOST: PanicAlert("Device Lost"); break; case D3DERR_INVALIDCALL: PanicAlert("Invalid Call"); break; case D3DERR_DRIVERINTERNALERROR: PanicAlert("Driver Internal Error"); break; case D3DERR_OUTOFVIDEOMEMORY: PanicAlert("Out of vid mem"); break; default: // MessageBoxA(0,"Other error or success","ERROR",0); break; } } void Reset() { if (dev) { // ForgetCachedState(); // Can't keep a pointer around to the backbuffer surface when resetting. if (back_buffer_z) back_buffer_z->Release(); back_buffer_z = NULL; back_buffer->Release(); back_buffer = NULL; D3DPRESENT_PARAMETERS d3dpp; InitPP(cur_adapter, resolution, multisample, &d3dpp); HRESULT hr = dev->Reset(&d3dpp); ShowD3DError(hr); dev->GetRenderTarget(0, &back_buffer); if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND) back_buffer_z = NULL; ApplyCachedState(); } } bool IsFullscreen() { return fullScreen; } int GetBackBufferWidth() { return xres; } int GetBackBufferHeight() { return yres; } void SwitchFullscreen(bool fullscreen) { nextFullScreen = fullscreen; } bool BeginFrame() { if (bFrameInProgress) { PanicAlert("BeginFrame WTF"); return false; } bFrameInProgress = true; if (dev) { dev->BeginScene(); return true; } else return false; } void EndFrame() { if (!bFrameInProgress) { PanicAlert("EndFrame WTF"); return; } bFrameInProgress = false; dev->EndScene(); } void Present() { if (dev) { dev->Present(NULL, NULL, NULL, NULL); } if (fullScreen != nextFullScreen) { fullScreen = nextFullScreen; Reset(); } } void ApplyCachedState() { for (int sampler = 0; sampler < 8; sampler++) { for (int type = 0; type < MaxSamplerTypes; type++) { D3D::dev->SetSamplerState(sampler, (D3DSAMPLERSTATETYPE)type, m_SamplerStates[sampler][type]); } } for (int rs = 0; rs < MaxRenderStates; rs++) { if (m_RenderStatesSet[rs]) D3D::dev->SetRenderState((D3DRENDERSTATETYPE)rs, m_RenderStates[rs]); } // We don't bother restoring these so let's just wipe the state copy // so no stale state is around. memset(m_Textures, 0, sizeof(m_Textures)); memset(m_TextureStageStates, 0xFF, sizeof(m_TextureStageStates)); m_VtxDecl = NULL; } void SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture) { if (m_Textures[Stage] != pTexture) { m_Textures[Stage] = pTexture; D3D::dev->SetTexture(Stage, pTexture); } } void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value) { if (m_RenderStates[State] != Value) { m_RenderStates[State] = Value; m_RenderStatesSet[State] = true; D3D::dev->SetRenderState(State, Value); } } void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) { if (m_TextureStageStates[Stage][Type] != Value) { m_TextureStageStates[Stage][Type] = Value; D3D::dev->SetTextureStageState(Stage, Type, Value); } } void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value) { if (m_SamplerStates[Sampler][Type] != Value) { m_SamplerStates[Sampler][Type] = Value; D3D::dev->SetSamplerState(Sampler, Type, Value); } } void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl) { if (!decl) { m_VtxDecl = NULL; return; } if (decl != m_VtxDecl) { D3D::dev->SetVertexDeclaration(decl); m_VtxDecl = decl; } } } // namespace