gzdoom-gles/src/win32/fb_d3d9.cpp
Randy Heit e1bd63e876 - Turned on warning level 4 just to see what it would produce: a lot of
warnings. At first, I was going to try and clean them all up. Then I decided
  that was a worthless cause and went about just acting on the ones that
  might actually be helpful:
   C4189 (local variable is initialized but not referenced)
   C4702 (unreachable code)
   C4512 (assignment operator could not be generated)


SVN r420 (trunk)
2006-12-21 04:34:43 +00:00

934 lines
23 KiB
C++

/*
** fb_d3d9.cpp
** Code to let ZDoom use Direct3D 9 as a simple framebuffer
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This file does _not_ implement hardware-acclerated rendering. It is just
** a means of getting the pixel data to the screen in a more reliable
** method on modern hardware by copying the entire frame to a texture,
** drawing that to the screen, and presenting.
*/
// HEADER FILES ------------------------------------------------------------
#ifdef _DEBUG
#define D3D_DEBUG_INFO
#endif
#define DIRECT3D_VERSION 0x0900
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d9.h>
#include <stdio.h>
#define USE_WINDOWS_DWORD
#include "doomtype.h"
#include "c_dispatch.h"
#include "templates.h"
#include "i_system.h"
#include "i_video.h"
#include "i_input.h"
#include "v_video.h"
#include "v_pfx.h"
#include "stats.h"
#include "doomerrors.h"
#include "win32iface.h"
#include <mmsystem.h>
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
IMPLEMENT_CLASS(D3DFB)
struct FBVERTEX
{
FLOAT x, y, z, rhw;
FLOAT tu, tv;
};
#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern HWND Window;
extern IVideo *Video;
extern BOOL AppActive;
extern int SessionState;
extern bool VidResizing;
EXTERN_CVAR (Bool, fullscreen)
EXTERN_CVAR (Float, Gamma)
EXTERN_CVAR (Int, vid_displaybits)
EXTERN_CVAR (Bool, vid_vsync)
extern IDirect3D9 *D3D;
extern cycle_t BlitCycles;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
#if 0
// This is the HLSL code:
// Technically, Palette only needs to be a sampler1D, but that
// produces assembly code to copy index.x to index.y, which is
// totally unnecessary.
sampler2D Image : register(s0);
sampler2D Palette : register(s1);
float4 Flash : register(c0);
float4 InvFlash : register(c1);
float4 main (float2 texCoord : TEXCOORD0) : COLOR
{
float4 index = tex2D (Image, texCoord);
float4 rgb = tex2D (Palette, index);
return Flash + rgb * InvFlash;
}
#endif
#if 0
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc paltex.ps /Tps_1_4 /VnPalTexShaderDef /Fh
//
//
// Parameters:
//
// float4 Flash;
// sampler2D Image;
// float4 InvFlash;
// sampler2D Palette;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Flash c0 1
// InvFlash c1 1
// Image s0 1
// Palette s1 1
//
ps_1_4
texld r0, t0
phase
texld r1, r0
mad r0, r1, c1, c0
// approximately 3 instruction slots used (2 texture, 1 arithmetic)
#endif
const DWORD PalTexShaderDef[] =
{
0xffff0104, 0x003bfffe, 0x42415443, 0x0000001c, 0x000000b4, 0xffff0104,
0x00000004, 0x0000001c, 0x00000100, 0x000000ad, 0x0000006c, 0x00000002,
0x00020001, 0x00000074, 0x00000000, 0x00000084, 0x00000003, 0x00000001,
0x0000008c, 0x00000000, 0x0000009c, 0x00010002, 0x00020001, 0x00000074,
0x00000000, 0x000000a5, 0x00010003, 0x00000001, 0x0000008c, 0x00000000,
0x73616c46, 0xabab0068, 0x00030001, 0x00040001, 0x00000001, 0x00000000,
0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001, 0x00000000,
0x46766e49, 0x6873616c, 0x6c615000, 0x65747465, 0x5f737000, 0x00345f31,
0x7263694d, 0x666f736f, 0x52282074, 0x33442029, 0x20395844, 0x64616853,
0x43207265, 0x69706d6f, 0x2072656c, 0x35312e39, 0x3937372e, 0x3030302e,
0xabab0030, 0x00000042, 0x800f0000, 0xb0e40000, 0x0000fffd, 0x00000042,
0x800f0001, 0x80e40000, 0x00000004, 0x800f0000, 0x80e40001, 0xa0e40001,
0xa0e40000, 0x0000ffff
};
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// CODE --------------------------------------------------------------------
D3DFB::D3DFB (int width, int height, bool fullscreen)
: BaseWinFB (width, height)
{
D3DPRESENT_PARAMETERS d3dpp;
int i;
D3DDevice = NULL;
VertexBuffer = NULL;
FBTexture = NULL;
PaletteTexture = NULL;
PalTexShader = NULL;
FBFormat = D3DFMT_UNKNOWN;
PalFormat = D3DFMT_UNKNOWN;
VSync = vid_vsync;
OffByOneAt = -1;
Gamma = 1.0;
memset (FlashConstants, 0, sizeof(FlashConstants));
FlashConstants[1][3] = 1.f; // Always use alpha from palette (which is always 1, so meh)
FlashColor = 0;
FlashAmount = 0;
NeedGammaUpdate = false;
NeedPalUpdate = false;
if (MemBuffer == NULL)
{
return;
}
for (i = 0; i < 256; i++)
{
GammaTable[i] = (BYTE)i;
}
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
Windowed = !(static_cast<Win32Video *>(Video)->GoFullscreen (fullscreen));
TrueHeight = height;
if (fullscreen)
{
for (Win32Video::ModeInfo *mode = static_cast<Win32Video *>(Video)->m_Modes; mode != NULL; mode = mode->next)
{
if (mode->width == Width && mode->height == Height)
{
TrueHeight = mode->realheight;
break;
}
}
}
FillPresentParameters (&d3dpp, fullscreen, VSync);
HRESULT hr;
if (FAILED(hr = D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &D3DDevice)))
{
D3DDevice = NULL;
if (fullscreen)
{
d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
if (FAILED(D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &D3DDevice)))
{
D3DDevice = NULL;
}
}
}
if (D3DDevice != NULL)
{
CreateResources ();
}
}
D3DFB::~D3DFB ()
{
ReleaseResources ();
if (D3DDevice != NULL)
{
D3DDevice->Release();
}
}
void D3DFB::FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync)
{
memset (pp, 0, sizeof(*pp));
pp->Windowed = !fullscreen;
pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
pp->BackBufferWidth = Width;
pp->BackBufferHeight = TrueHeight;
pp->BackBufferFormat = fullscreen ? D3DFMT_X8R8G8B8 : D3DFMT_UNKNOWN;
pp->hDeviceWindow = Window;
pp->PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
}
bool D3DFB::CreateResources ()
{
if (!Windowed)
{
// Remove the window border in fullscreen mode
SetWindowLongPtr (Window, GWL_STYLE, WS_POPUP|WS_VISIBLE);
}
else
{
// Resize the window to match desired dimensions
int sizew = Width + GetSystemMetrics (SM_CXSIZEFRAME)*2;
int sizeh = Height + GetSystemMetrics (SM_CYSIZEFRAME) * 2 +
GetSystemMetrics (SM_CYCAPTION);
LOG2 ("Resize window to %dx%d\n", sizew, sizeh);
VidResizing = true;
// Make sure the window has a border in windowed mode
SetWindowLongPtr (Window, GWL_STYLE, WS_VISIBLE|WS_OVERLAPPEDWINDOW);
if (GetWindowLong (Window, GWL_EXSTYLE) & WS_EX_TOPMOST)
{
// Direct3D 9 will apparently add WS_EX_TOPMOST to fullscreen windows,
// and removing it is a little tricky. Using SetWindowLongPtr to clear it
// will not do the trick, but sending the window behind everything will.
SetWindowPos (Window, HWND_BOTTOM, 0, 0, sizew, sizeh,
SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE);
SetWindowPos (Window, HWND_TOP, 0, 0, 0, 0, SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOSIZE);
}
else
{
SetWindowPos (Window, NULL, 0, 0, sizew, sizeh,
SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOZORDER);
}
VidResizing = false;
}
if (FAILED(D3DDevice->CreatePixelShader (PalTexShaderDef, &PalTexShader)))
{
return false;
}
if (!CreateFBTexture() || !CreatePaletteTexture())
{
return false;
}
if (!CreateVertexes())
{
return false;
}
SetGamma (Gamma);
return true;
}
void D3DFB::ReleaseResources ()
{
if (FBTexture != NULL)
{
FBTexture->Release();
FBTexture = NULL;
}
if (VertexBuffer != NULL)
{
VertexBuffer->Release();
VertexBuffer = NULL;
}
if (PaletteTexture != NULL)
{
PaletteTexture->Release();
PaletteTexture = NULL;
}
if (PalTexShader != NULL)
{
PalTexShader->Release();
PalTexShader = NULL;
}
}
bool D3DFB::Reset ()
{
D3DPRESENT_PARAMETERS d3dpp;
// Free resources created with D3DPOOL_DEFAULT.
if (FBTexture != NULL)
{
FBTexture->Release();
FBTexture = NULL;
}
if (VertexBuffer != NULL)
{
VertexBuffer->Release();
VertexBuffer = NULL;
}
FillPresentParameters (&d3dpp, !Windowed, VSync);
if (!SUCCEEDED(D3DDevice->Reset (&d3dpp)))
{
return false;
}
if (!CreateFBTexture() || !CreateVertexes())
{
return false;
}
if (OffByOneAt < 256)
{
D3DDevice->SetSamplerState (1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
D3DDevice->SetSamplerState (1, D3DSAMP_BORDERCOLOR,
D3DCOLOR_XRGB(GammaTable[SourcePalette[255].r],
GammaTable[SourcePalette[255].g],
GammaTable[SourcePalette[255].b]));
}
return true;
}
//==========================================================================
//
// DoOffByOneCheck
//
// Since NVidia hardware has an off-by-one error in the pixel shader.
// On a Geforce 7950GT and a 6200, I have witnessed it skip palette entry
// 240. I have a report that an FX card skips in a totally different spot.
// So rather than try and correct it in the shader, we detect it here and
// compensate when uploading the palette and when drawing by setting the
// sampler mode for the palette to border and making the border color the
// final color in the palette.
//
// Interestingly, a Radeon x300 doesn't have this problem. I am curious
// if other ATI hardware is the same.
//
//==========================================================================
void D3DFB::DoOffByOneCheck ()
{
IDirect3DSurface9 *savedrendertarget;
IDirect3DSurface9 *testsurf, *readsurf;
D3DSURFACE_DESC desc;
D3DLOCKED_RECT lockrect;
RECT testrect = { 0, 0, 256, 1 };
float texright = 256.f / float(FBWidth);
float texbot = 1.f / float(FBHeight);
FBVERTEX verts[4] =
{
{ -0.5f, -0.5f, 0.5f, 1.f, 0.f, 0.f },
{ 255.5f, -0.5f, 0.5f, 1.f, texright, 0.f },
{ 255.5f, 0.5f, 0.5f, 1.f, texright, texbot },
{ -0.5f, 0.5f, 0.5f, 1.f, 0.f, texbot }
};
float flash[2][4] =
{
{ 0.f, 0.f, 0.f, 0.f },
{ 1.f, 1.f, 1.f, 1.f }
};
union
{
BYTE Pal32[256][4];
WORD Pal16[256];
};
int i, c;
if (OffByOneAt >= 0)
{
return;
}
// Create an easily recognizable R3G3B2 palette.
if (PalFormat == D3DFMT_A8R8G8B8)
{
for (i = 0; i < 256; ++i)
{
Pal32[i][0] = BYTE(i & 0x03) << 6; // blue
Pal32[i][1] = BYTE(i & 0x1C) << 3; // green
Pal32[i][2] = BYTE(i & 0xE0); // red;
Pal32[i][3] = 255;
}
}
else
{
for (i = 0; i < 256; ++i)
{
Pal16[i] = WORD((i & 0xE0) << 8) | // red
((i & 0x1C) << 6) | // green
((i & 0x03) << 3); // blue
}
}
// Upload the palette
if (SUCCEEDED(PaletteTexture->LockRect (0, &lockrect, NULL, 0)))
{
memcpy (lockrect.pBits, Pal32, 256 * ((PalFormat == D3DFMT_A8R8G8B8) ? 4 : 2));
PaletteTexture->UnlockRect (0);
}
else
{
return;
}
// Prepare a texture with values 0-256.
if (SUCCEEDED(FBTexture->LockRect (0, &lockrect, &testrect, 0)))
{
for (i = 0; i < 256; ++i)
{
((BYTE *)lockrect.pBits)[i] = (BYTE)i;
}
FBTexture->UnlockRect (0);
}
else
{
return;
}
// Create a render target that we can draw it to.
if (FAILED(D3DDevice->GetRenderTarget (0, &savedrendertarget)))
{
return;
}
if (FAILED(D3DDevice->CreateRenderTarget (256, 1, PalFormat, D3DMULTISAMPLE_NONE, 0, FALSE, &testsurf, NULL)))
{
return;
}
if (FAILED(D3DDevice->CreateOffscreenPlainSurface (256, 1, PalFormat, D3DPOOL_SYSTEMMEM, &readsurf, NULL)))
{
testsurf->Release();
return;
}
if (FAILED(D3DDevice->SetRenderTarget (0, testsurf)))
{
testsurf->Release();
readsurf->Release();
return;
}
// Write it to the render target using the pixel shader.
D3DDevice->BeginScene();
D3DDevice->SetTexture (0, FBTexture);
D3DDevice->SetTexture (1, PaletteTexture);
D3DDevice->SetFVF (D3DFVF_FBVERTEX);
D3DDevice->SetPixelShader (PalTexShader);
D3DDevice->SetPixelShaderConstantF (0, flash[0], 2);
D3DDevice->DrawPrimitiveUP (D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
D3DDevice->EndScene();
D3DDevice->SetRenderTarget (0, savedrendertarget);
savedrendertarget->Release();
// Now read it back and see where it skips an entry
if (SUCCEEDED(D3DDevice->GetRenderTargetData (testsurf, readsurf)) &&
SUCCEEDED(readsurf->LockRect (&lockrect, &testrect, D3DLOCK_READONLY)))
{
desc.Format = PalFormat;
if (desc.Format == D3DFMT_A8R8G8B8 || desc.Format == D3DFMT_X8R8G8B8)
{
const BYTE *pix = (const BYTE *)lockrect.pBits;
for (i = 0; i < 256; ++i, pix += 4)
{
c = (pix[0] >> 6) | // blue
((pix[1] >> 5) << 2) | // green
((pix[2] >> 5) << 5); // red
if (c != i)
{
break;
}
}
}
else if (desc.Format == D3DFMT_A1R5G5B5 || desc.Format == D3DFMT_X1R5G5B5)
{
const WORD *pix = (const WORD *)lockrect.pBits;
for (i = 0; i < 256; ++i, ++pix)
{
c = ((*pix & 0x0018) >> 3) | // blue
((*pix & 0x0380) >> 5) | // green
((*pix & 0x7C00) >> 7) ; // red
if (c != i)
{
break;
}
}
}
else if (desc.Format == D3DFMT_R5G6B5)
{
const WORD *pix = (const WORD *)lockrect.pBits;
for (i = 0; i < 256; ++i, ++pix)
{
c = ((*pix & 0x0018) >> 3) | // blue
((*pix & 0x0700) >> 6) | // green
((*pix & 0xE000) >> 8) ; // red
if (c != i)
{
break;
}
}
}
else
{
// Huh? What kind of backbuffer is this?
i = 256;
}
}
readsurf->UnlockRect();
readsurf->Release();
testsurf->Release();
OffByOneAt = i;
if (i < 256)
{
D3DDevice->SetSamplerState (1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
}
}
bool D3DFB::CreateFBTexture ()
{
if (FAILED(D3DDevice->CreateTexture (Width, Height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &FBTexture, NULL)))
{
int pow2width, pow2height, i;
for (i = 1; i < Width; i <<= 1) {} pow2width = i;
for (i = 1; i < Height; i <<= 1) {} pow2height = i;
if (FAILED(D3DDevice->CreateTexture (pow2width, pow2height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &FBTexture, NULL)))
{
return false;
}
else
{
FBWidth = pow2width;
FBHeight = pow2height;
}
}
else
{
FBWidth = Width;
FBHeight = Height;
}
return true;
}
bool D3DFB::CreatePaletteTexture ()
{
if (FAILED(D3DDevice->CreateTexture (256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &PaletteTexture, NULL)))
{
if (FAILED(D3DDevice->CreateTexture (256, 1, 1, 0, D3DFMT_R5G6B5, D3DPOOL_MANAGED, &PaletteTexture, NULL)))
{
return false;
}
else
{
PalFormat = D3DFMT_R5G6B5;
}
}
else
{
PalFormat = D3DFMT_A8R8G8B8;
}
return true;
}
bool D3DFB::CreateVertexes ()
{
float top = (TrueHeight - Height) * 0.5f - 0.5f;
float right = float(Width) - 0.5f;
float bot = float(Height) + top + 1.f;
float texright = float(Width) / float(FBWidth);
float texbot = float(Height) / float(FBHeight);
FBVERTEX verts[4] =
{
{ -0.5f, top, 0.5f, 1.f, 0.f, 0.f },
{ right, top, 0.5f, 1.f, texright, 0.f },
{ right, bot, 0.5f, 1.f, texright, texbot },
{ -0.5f, bot, 0.5f, 1.f, 0.f, texbot }
};
void *pverts;
if (FAILED(D3DDevice->CreateVertexBuffer (sizeof(verts), D3DUSAGE_WRITEONLY, D3DFVF_FBVERTEX, D3DPOOL_DEFAULT, &VertexBuffer, NULL)) ||
FAILED(VertexBuffer->Lock (0, sizeof(verts), &pverts, 0)))
{
return false;
}
else
{
memcpy (pverts, verts, sizeof(verts));
VertexBuffer->Unlock();
}
return true;
}
int D3DFB::GetPageCount ()
{
return 1;
}
void D3DFB::PaletteChanged ()
{
}
int D3DFB::QueryNewPalette ()
{
return 0;
}
bool D3DFB::IsValid ()
{
return D3DDevice != NULL;
}
HRESULT D3DFB::GetHR ()
{
return 0;
}
bool D3DFB::IsFullscreen ()
{
return !Windowed;
}
bool D3DFB::Lock ()
{
return Lock(true);
}
bool D3DFB::Lock (bool buffered)
{
if (LockCount++ > 0)
{
return false;
}
Buffer = MemBuffer;
return false;
}
void D3DFB::Unlock ()
{
LOG1 ("Unlock <%d>\n", LockCount);
if (LockCount == 0)
{
return;
}
if (UpdatePending && LockCount == 1)
{
Update ();
}
else if (--LockCount == 0)
{
Buffer = NULL;
}
}
void D3DFB::Update ()
{
if (LockCount != 1)
{
//I_FatalError ("Framebuffer must have exactly 1 lock to be updated");
if (LockCount > 0)
{
UpdatePending = true;
--LockCount;
}
return;
}
DrawRateStuff ();
if (NeedGammaUpdate)
{
NeedGammaUpdate = false;
CalcGamma (Gamma, GammaTable);
NeedPalUpdate = true;
}
if (NeedPalUpdate)
{
UploadPalette();
}
BlitCycles = 0;
clock (BlitCycles);
LockCount = 0;
PaintToWindow ();
unclock (BlitCycles);
LOG1 ("cycles = %d\n", BlitCycles);
Buffer = NULL;
UpdatePending = false;
}
bool D3DFB::PaintToWindow ()
{
RECT texrect = { 0, 0, Width, Height };
D3DLOCKED_RECT lockrect;
HRESULT hr;
if (LockCount != 0)
{
return false;
}
hr = D3DDevice->TestCooperativeLevel();
if (FAILED(hr))
{
if (hr != D3DERR_DEVICENOTRESET || !Reset())
{
Sleep (1);
return false;
}
}
if ((FBWidth == Width && FBHeight == Height && SUCCEEDED(FBTexture->LockRect (0, &lockrect, NULL, D3DLOCK_DISCARD))) ||
SUCCEEDED(FBTexture->LockRect (0, &lockrect, &texrect, 0)))
{
if (lockrect.Pitch == Pitch)
{
memcpy (lockrect.pBits, MemBuffer, Width * Height);
}
else
{
BYTE *dest = (BYTE *)lockrect.pBits;
BYTE *src = MemBuffer;
for (int y = 0; y < Height; y++)
{
memcpy (dest, src, Width);
dest += lockrect.Pitch;
src += Pitch;
}
}
FBTexture->UnlockRect (0);
}
if (TrueHeight != Height)
{
// Letterbox! Draw black top and bottom borders.
int topborder = (TrueHeight - Height) / 2;
D3DRECT rects[2] = { { 0, 0, Width, topborder }, { 0, Height + topborder, Width, TrueHeight } };
D3DDevice->Clear (2, rects, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.f, 0);
}
D3DDevice->BeginScene();
D3DDevice->SetTexture (0, FBTexture);
D3DDevice->SetTexture (1, PaletteTexture);
D3DDevice->SetStreamSource (0, VertexBuffer, 0, sizeof(FBVERTEX));
D3DDevice->SetFVF (D3DFVF_FBVERTEX);
D3DDevice->SetPixelShader (PalTexShader);
D3DDevice->SetPixelShaderConstantF (0, FlashConstants[0], 2);
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2);
D3DDevice->EndScene();
return SUCCEEDED(D3DDevice->Present(NULL, NULL, NULL, NULL));
}
void D3DFB::UploadPalette ()
{
D3DLOCKED_RECT lockrect;
int i;
if (OffByOneAt < 0)
{
DoOffByOneCheck ();
}
if (SUCCEEDED(PaletteTexture->LockRect (0, &lockrect, NULL, 0)))
{
// Keep trying to update the palette if we haven't done the off-by-one
// check yet. Otherwise, wait until the next time the palette changes.
NeedPalUpdate = (OffByOneAt < 0);
if (PalFormat == D3DFMT_A8R8G8B8)
{
BYTE *pix = (BYTE *)lockrect.pBits;
for (i = 0; i < OffByOneAt; ++i, pix += 4)
{
pix[0] = GammaTable[SourcePalette[i].b];
pix[1] = GammaTable[SourcePalette[i].g];
pix[2] = GammaTable[SourcePalette[i].r];
pix[3] = 255;
}
for (; i < 256; ++i, pix += 4)
{
pix[0] = GammaTable[SourcePalette[i-1].b];
pix[1] = GammaTable[SourcePalette[i-1].g];
pix[2] = GammaTable[SourcePalette[i-1].r];
pix[3] = 255;
}
}
else
{
WORD *pix = (WORD *)lockrect.pBits;
for (i = 0; i < OffByOneAt; ++i, ++pix)
{
*pix = ((GammaTable[SourcePalette[i].r] >> 3) << 11) |
((GammaTable[SourcePalette[i].g] >> 2) << 5) |
(GammaTable[SourcePalette[i].b] >> 3);
}
for (; i < 256; ++i, ++pix)
{
*pix = ((GammaTable[SourcePalette[i-1].r] >> 3) << 11) |
((GammaTable[SourcePalette[i-1].g] >> 2) << 5) |
(GammaTable[SourcePalette[i-1].b] >> 3);
}
}
PaletteTexture->UnlockRect (0);
}
if (OffByOneAt < 256)
{
D3DDevice->SetSamplerState (1, D3DSAMP_BORDERCOLOR,
D3DCOLOR_XRGB(GammaTable[SourcePalette[255].r],
GammaTable[SourcePalette[255].g],
GammaTable[SourcePalette[255].b]));
}
}
PalEntry *D3DFB::GetPalette ()
{
return SourcePalette;
}
void D3DFB::UpdatePalette ()
{
NeedPalUpdate = true;
}
bool D3DFB::SetGamma (float gamma)
{
LOG1 ("SetGamma %g\n", gamma);
Gamma = gamma;
NeedGammaUpdate = true;
return true;
}
bool D3DFB::SetFlash (PalEntry rgb, int amount)
{
FlashColor = rgb;
FlashAmount = amount;
// Fill in the constants for the pixel shader to do linear interpolation between the palette and the flash:
float r = rgb.r / 255.f, g = rgb.g / 255.f, b = rgb.b / 255.f, a = amount / 256.f;
FlashConstants[0][0] = r * a;
FlashConstants[0][1] = g * a;
FlashConstants[0][2] = b * a;
a = 1 - a;
FlashConstants[1][0] = a;
FlashConstants[1][1] = a;
FlashConstants[1][2] = a;
return true;
}
void D3DFB::GetFlash (PalEntry &rgb, int &amount)
{
rgb = FlashColor;
amount = FlashAmount;
}
void D3DFB::GetFlashedPalette (PalEntry pal[256])
{
memcpy (pal, SourcePalette, 256*sizeof(PalEntry));
if (FlashAmount)
{
DoBlending (pal, pal, 256, FlashColor.r, FlashColor.g, FlashColor.b, FlashAmount);
}
}
void D3DFB::SetVSync (bool vsync)
{
if (VSync != vsync)
{
VSync = vsync;
Reset();
}
}
void D3DFB::Blank ()
{
// Only used by movie player, which isn't working with D3D9 yet.
}