dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.cpp

496 lines
13 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 "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_resz = 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;
}
void Present()
{
if (dev)
{
dev->EndScene();
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