dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.h
NeoBrainX 5abed9d5a4 Dependency cleanup in DX9.
Dynamically load a d3dx9 dll at runtime (I tested Dolphin with the first d3dx9 dll and it even worked fine there).
Should fix the flood of users asking why they can't select the DX9 plugin :P

Compilers should be able to stop bundling cgD3D9.dll now.

Minor changes in DX11.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5890 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-17 11:42:28 +00:00

160 lines
4.9 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/
#ifndef _D3DBASE_H
#define _D3DBASE_H
#include <vector>
#include <set>
#include <d3dx9.h>
#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')))
#define FOURCC_DF24 ((D3DFORMAT)(MAKEFOURCC('D','F','2','4')))
#define FOURCC_DF16 ((D3DFORMAT)(MAKEFOURCC('D','F','1','6')))
// 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')))
bool IsATIDevice();
HRESULT Init();
HRESULT Create(int adapter, HWND wnd, int resolution, int aa_mode, bool auto_depth);
void Close();
void Shutdown();
// Direct access to the device.
extern LPDIRECT3DDEVICE9 dev;
extern bool bFrameInProgress;
void Reset();
bool BeginFrame();
void EndFrame();
void Present();
bool CanUseINTZ();
int GetBackBufferWidth();
int GetBackBufferHeight();
LPDIRECT3DSURFACE9 GetBackBufferSurface();
LPDIRECT3DSURFACE9 GetBackBufferDepthSurface();
LPDIRECT3DVERTEXBUFFER9 GetquadVB();
LPDIRECT3DVERTEXDECLARATION9 GetBasicvertexDecl();
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 RefreshRenderState(D3DRENDERSTATETYPE State);
void ChangeRenderState(D3DRENDERSTATETYPE State, DWORD Value);
void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);
void RefreshTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type);
void ChangeTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);
void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
void RefreshSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type);
void ChangeSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
void RefreshVertexDeclaration();
void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl);
void RefreshVertexShader();
void SetVertexShader(LPDIRECT3DVERTEXSHADER9 shader);
void RefreshPixelShader();
void SetPixelShader(LPDIRECT3DPIXELSHADER9 shader);
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<D3DFORMAT> bitdepths;
std::set<int> refreshes;
};
struct AALevel
{
AALevel(const char *n, D3DMULTISAMPLE_TYPE m, int q) {
strncpy(name, n, 32);
name[31] = '\0';
ms_setting = m;
qual_setting = q;
}
char name[32];
D3DMULTISAMPLE_TYPE ms_setting;
int qual_setting;
};
struct Adapter
{
D3DADAPTER_IDENTIFIER9 ident;
std::vector<Resolution> resolutions;
std::vector<AALevel> 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
// Used to not require the SDK and runtime versions to match:
// Linking with d3dx9.lib makes the most recent d3dx9_xx.dll of the
// compiler's SDK an actually unnecessary requirement.
// Add any d3dx9 functions which you want to use here and load them in LoadD3DX9()
typedef HRESULT (WINAPI* D3DXSAVESURFACETOFILEATYPE)(LPCSTR, D3DXIMAGE_FILEFORMAT, LPDIRECT3DSURFACE9, CONST PALETTEENTRY*, CONST RECT*);
typedef HRESULT (WINAPI* D3DXSAVETEXTURETOFILEATYPE)(LPCSTR, D3DXIMAGE_FILEFORMAT, LPDIRECT3DBASETEXTURE9, CONST PALETTEENTRY*);
typedef HRESULT (WINAPI* D3DXCOMPILESHADERTYPE)(LPCSTR, UINT, CONST D3DXMACRO*, LPD3DXINCLUDE, LPCSTR, LPCSTR, DWORD, LPD3DXBUFFER*, LPD3DXBUFFER*, LPD3DXCONSTANTTABLE*);
extern D3DXSAVESURFACETOFILEATYPE PD3DXSaveSurfaceToFileA;
extern D3DXSAVETEXTURETOFILEATYPE PD3DXSaveTextureToFileA;
extern D3DXCOMPILESHADERTYPE PD3DXCompileShader;
#endif