dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DUtil.cpp
Rodolfo Osvaldo Bogado 0ac07e8aa8 Big Commit this will break a lot, fix a lot, but i thing is a good step:
Implemented all the correct format conversions in efb to texture copy.
replaced all the stretcrect calls with quad draws this must improve speed a bit.
A BIGGGGGGGGGG cleanup in the code and reorganization.
reimplemented zpeek using a secondary render target ( this still is buggy so many issues left)
please a lot off feedback.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4520 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-08 20:35:11 +00:00

425 lines
11 KiB
C++

// 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 "Common.h"
#include "D3DBase.h"
#include "D3DUtil.h"
#include "Render.h"
namespace D3D
{
CD3DFont font;
#define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX {
float x,y,z;
float rhw;
u32 color;
float tu, tv;
};
#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1)
inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
{
FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.rhw=1.0f; v.color = color; v.tu = tu; v.tv = tv;
return v;
}
CD3DFont::CD3DFont()
{
m_pTexture = NULL;
m_pVB = NULL;
}
enum {m_dwTexWidth = 512, m_dwTexHeight = 512};
int CD3DFont::Init()
{
// Create vertex buffer for the letters
HRESULT hr;
if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &m_pVB, NULL)))
{
return hr;
}
m_fTextScale = 1.0f; // Draw fonts into texture without scaling
// Prepare to create a bitmap
int *pBitmapBits;
BITMAPINFO bmi;
ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biBitCount = 32;
// Create a DC and a bitmap for the font
HDC hDC = CreateCompatibleDC(NULL);
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (VOID**)&pBitmapBits, NULL, 0);
SetMapMode(hDC, MM_TEXT);
// Create a font. By specifying ANTIALIASED_QUALITY, we might get an
// antialiased font, but this is not guaranteed.
// We definitely don't want to get it cleartype'd, anyway.
int m_dwFontHeight = 24;
int nHeight = -MulDiv(m_dwFontHeight, int(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72);
int dwBold = FW_NORMAL; ///FW_BOLD
HFONT hFont = CreateFont(nHeight, 0, 0, 0, dwBold, 0,
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
VARIABLE_PITCH, _T("Tahoma"));
if (NULL == hFont)
return E_FAIL;
HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
HGDIOBJ hOldFont = SelectObject(hDC, hFont);
// Set text properties
SetTextColor(hDC, 0xFFFFFF);
SetBkColor (hDC, 0);
SetTextAlign(hDC, TA_TOP);
// Loop through all printable character and output them to the bitmap..
// Meanwhile, keep track of the corresponding tex coords for each character.
int x = 0, y = 0;
char str[2] = "\0";
for (int c = 0; c < 127 - 32; c++)
{
str[0] = c + 32;
SIZE size;
GetTextExtentPoint32A(hDC, str, 1, &size);
if ((int)(x+size.cx+1) > m_dwTexWidth)
{
x = 0;
y += size.cy + 1;
}
ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight;
x += size.cx + 3; //3 to work around annoying ij conflict (part of the j ends up with the i)
}
// Create a new texture for the font
hr = dev->CreateTexture(m_dwTexWidth, m_dwTexHeight, 1, D3DUSAGE_DYNAMIC,
D3DFMT_A4R4G4B4, D3DPOOL_DEFAULT, &m_pTexture, NULL);
if (FAILED(hr))
{
PanicAlert("Failed to create font texture");
return hr;
}
// Lock the surface and write the alpha values for the set pixels
D3DLOCKED_RECT d3dlr;
m_pTexture->LockRect(0, &d3dlr, 0, D3DLOCK_DISCARD);
int bAlpha; // 4-bit measure of pixel intensity
for (y = 0; y < m_dwTexHeight; y++)
{
u16 *pDst16 = (u16*)((u8 *)d3dlr.pBits + y * d3dlr.Pitch);
for (x = 0; x < m_dwTexWidth; x++)
{
bAlpha = ((pBitmapBits[m_dwTexWidth * y + x] & 0xff) >> 4);
pDst16[x] = (bAlpha << 12) | 0x0fff;
}
}
// Done updating texture, so clean up used objects
m_pTexture->UnlockRect(0);
SelectObject(hDC, hOldbmBitmap);
DeleteObject(hbmBitmap);
SelectObject(hDC, hOldFont);
DeleteObject(hFont);
return S_OK;
}
int CD3DFont::Shutdown()
{
m_pVB->Release();
m_pVB = NULL;
m_pTexture->Release();
m_pTexture = NULL;
return S_OK;
}
const int RS[6][2] =
{
{D3DRS_ALPHABLENDENABLE, TRUE},
{D3DRS_SRCBLEND, D3DBLEND_SRCALPHA},
{D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA},
{D3DRS_CULLMODE, D3DCULL_NONE},
{D3DRS_ZENABLE, FALSE},
{D3DRS_FOGENABLE, FALSE},
};
const int TS[6][2] =
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_COLORARG2, D3DTA_DIFFUSE },
{D3DTSS_ALPHAOP, D3DTOP_MODULATE },
{D3DTSS_ALPHAARG1, D3DTA_TEXTURE },
{D3DTSS_ALPHAARG2, D3DTA_DIFFUSE },
};
static DWORD RS_old[6];
static DWORD TS_old[6];
static LPDIRECT3DBASETEXTURE9 texture_old;
static LPDIRECT3DPIXELSHADER9 ps_old;
static LPDIRECT3DVERTEXSHADER9 vs_old;
void SaveRenderStates()
{
// TODO: Get rid of these Gets so we can potentially switch to Pure Device
for (int i = 0; i < 6; i++)
{
dev->GetRenderState((_D3DRENDERSTATETYPE)RS[i][0], &(RS_old[i]));
dev->GetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), &(TS_old[i]));
}
dev->GetTexture(0, &texture_old);
dev->GetPixelShader(&ps_old);
dev->GetVertexShader(&vs_old);
}
void RestoreRenderStates()
{
if(texture_old)
{
D3D::SetTexture(0, texture_old);
texture_old->Release();
texture_old = NULL;
}
if(ps_old)
{
dev->SetPixelShader(ps_old);
ps_old->Release();
ps_old = NULL;
}
if(vs_old)
{
dev->SetVertexShader(vs_old);
vs_old->Release();
vs_old = NULL;
}
for (int i = 0; i < 6; i++)
{
D3D::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS_old[i]);
D3D::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i]);
}
}
void CD3DFont::SetRenderStates()
{
D3D::SetTexture(0, m_pTexture);
dev->SetPixelShader(0);
dev->SetVertexShader(0);
D3D::SetVertexDeclaration(NULL); // throw away cached vtx decl
dev->SetFVF(D3DFVF_FONT2DVERTEX);
for (int i = 0; i < 6; i++)
{
D3D::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS[i][1]);
D3D::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
}
}
int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText, bool center)
{
if (!m_pVB)
return 0;
SaveRenderStates();
SetRenderStates();
dev->SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
float vpWidth = 1;
float vpHeight = 1;
float sx = x*vpWidth-0.5f;
float sy = y*vpHeight-0.5f;
float fStartX = sx;
float invLineHeight = 1.0f / ((m_fTexCoords[0][3] - m_fTexCoords[0][1]) * m_dwTexHeight);
// Fill vertex buffer
FONT2DVERTEX* pVertices;
int dwNumTriangles = 0L;
m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
const char *oldstrText=strText;
//First, let's measure the text
float tw=0;
float mx=0;
float maxx=0;
while (*strText)
{
char c = *strText++;
if (c == ('\n'))
mx = 0;
if (c < (' '))
continue;
float tx1 = m_fTexCoords[c-32][0];
float tx2 = m_fTexCoords[c-32][2];
float w = (tx2-tx1)*m_dwTexWidth;
w *= (fXScale*vpHeight)*invLineHeight;
mx += w + spacing*fXScale*vpWidth;
if (mx > maxx) maxx = mx;
}
float offset = -maxx/2;
strText = oldstrText;
//Then let's draw it
if (center)
{
sx+=offset;
fStartX+=offset;
}
float wScale = (fXScale*vpHeight)*invLineHeight;
float hScale = (fYScale*vpHeight)*invLineHeight;
while (*strText)
{
char c = *strText++;
if (c == ('\n'))
{
sx = fStartX;
sy += fYScale*vpHeight;
}
if (c < (' '))
continue;
c-=32;
float tx1 = m_fTexCoords[c][0];
float ty1 = m_fTexCoords[c][1];
float tx2 = m_fTexCoords[c][2];
float ty2 = m_fTexCoords[c][3];
float w = (tx2-tx1)*m_dwTexWidth;
float h = (ty2-ty1)*m_dwTexHeight;
w *= wScale;
h *= hScale;
FONT2DVERTEX v[6];
v[0] = InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2);
v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
v[2] = InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2);
v[3] = InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1);
v[4] = v[2];
v[5] = v[1];
memcpy(pVertices, v, 6*sizeof(FONT2DVERTEX));
pVertices+=6;
dwNumTriangles += 2;
if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
{
// Unlock, render, and relock the vertex buffer
m_pVB->Unlock();
dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
m_pVB->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
dwNumTriangles = 0;
}
sx += w + spacing*fXScale*vpWidth;
}
// Unlock and render the vertex buffer
m_pVB->Unlock();
if (dwNumTriangles > 0)
dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
RestoreRenderStates();
return S_OK;
}
void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1, float v1, float u2, float v2)
{
SaveRenderStates();
struct Q2DVertex { float x,y,z,rhw; u32 color; float u, v; } coords[4] = {
{x1-0.5f, y1-0.5f, 0, 1, color, u1, v1},
{x2-0.5f, y1-0.5f, 0, 1, color, u2, v1},
{x2-0.5f, y2-0.5f, 0, 1, color, u2, v2},
{x1-0.5f, y2-0.5f, 0, 1, color, u1, v2},
};
dev->SetPixelShader(0);
dev->SetVertexShader(0);
dev->SetVertexDeclaration(0);
D3D::SetVertexDeclaration(NULL); // throw away cached vtx decl
dev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
RestoreRenderStates();
}
void drawShadedTexQuad(IDirect3DTexture9 *texture,
const RECT *rSource,
int SourceWidth,
int SourceHeight,
const RECT *rDest,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader)
{
SaveRenderStates();
float span = ((rSource->right-rSource->left - 1.0f) * (rDest->right - rDest->left))/(SourceWidth*((rDest->right - rDest->left)-1.0f));
float u1=((0.5f+rSource->left)/(float) SourceWidth)-(span*0.5f/(float)(rDest->right - rDest->left));
float u2=u1+span;
span = ((rSource->bottom-rSource->top - 1.0f) * (rDest->bottom - rDest->top))/(SourceHeight*((rDest->bottom - rDest->top)-1.0f));
float v1=((0.5f+rSource->top)/(float) SourceHeight)-(span*0.5f/(float)(rDest->bottom - rDest->top));
float v2=v1+span;
struct Q2DVertex { float x,y,z,rhw,u,v; } coords[4] = {
{(float)rDest->left-1.0f, (float)rDest->top-1.0f, 0.0f, 1.0f, u1, v1},
{(float)rDest->right, (float)rDest->top-1.0f, 0.0f,1.0f, u2, v1},
{(float)rDest->right, (float)rDest->bottom, 0.0f,1.0f, u2, v2},
{(float)rDest->left-1.0f, (float)rDest->bottom, 0.0f,1.0f, u1, v2}
};
dev->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
dev->SetVertexShader(Vshader);
dev->SetPixelShader(PShader);
dev->SetTexture(0, texture);
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
D3D::RefreshVertexDeclaration();
RestoreRenderStates();
}
} // namespace