2006-11-19 02:10:25 +00:00
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/*
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** fb_d3d9.cpp
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** Code to let ZDoom use Direct3D 9 as a simple framebuffer
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This file does _not_ implement hardware-acclerated rendering. It is just
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** a means of getting the pixel data to the screen in a more reliable
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** method on modern hardware by copying the entire frame to a texture,
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** drawing that to the screen, and presenting.
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*/
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// HEADER FILES ------------------------------------------------------------
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#ifdef _DEBUG
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#define D3D_DEBUG_INFO
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#endif
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#define DIRECT3D_VERSION 0x0900
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <d3d9.h>
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#include <stdio.h>
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#define USE_WINDOWS_DWORD
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#include "doomtype.h"
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#include "c_dispatch.h"
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#include "templates.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "v_pfx.h"
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#include "stats.h"
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#include "doomerrors.h"
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#include "win32iface.h"
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#include <mmsystem.h>
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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IMPLEMENT_CLASS(D3DFB)
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struct FBVERTEX
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{
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FLOAT x, y, z, rhw;
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FLOAT tu, tv;
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};
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#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern HWND Window;
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extern IVideo *Video;
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extern BOOL AppActive;
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extern int SessionState;
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extern bool VidResizing;
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EXTERN_CVAR (Bool, fullscreen)
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EXTERN_CVAR (Float, Gamma)
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EXTERN_CVAR (Int, vid_displaybits)
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EXTERN_CVAR (Bool, vid_vsync)
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extern IDirect3D9 *D3D;
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extern cycle_t BlitCycles;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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#if 0
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// This is the HLSL code:
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// Technically, Palette only needs to be a sampler1D, but that
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// produces assembly code to copy index.x to index.y, which is
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// totally unnecessary.
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sampler2D Image : register(s0);
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sampler2D Palette : register(s1);
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float4 Flash : register(c0);
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float4 InvFlash : register(c1);
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float4 main (float2 texCoord : TEXCOORD0) : COLOR
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{
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half4 index = tex2D (Image, texCoord);
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// For some reason, this adjustment is needed on NVidia hardware.
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// If this is not done, then all palette index >=240 look up
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// palette index + 1. ATI behaves as expacted and does not need
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// this adjustment. Fortunately, this produces correct results
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// on both hardware with no perceptible performance impact, so
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// I only need to use one shader.
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index.x = clamp(index.x - 7.65931418e-6, 0.0, 1.0);
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float4 rgb = tex2D (Palette, index);
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return Flash + rgb * InvFlash;
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}
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//
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// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
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//
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// fxc paltex.ps /Tps_1_4 /VnPalTexShaderDef /Fh
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//
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//
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// Parameters:
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//
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// float4 Flash;
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// sampler2D Image;
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// float4 InvFlash;
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// sampler2D Palette;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// Flash c0 1
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// InvFlash c1 1
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// Image s0 1
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// Palette s1 1
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//
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ps_1_4
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def c2, -7.65931418e-006, 0, 0, 0
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texld r0, t0
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add_sat r0.x, r0.x, c2.x
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phase
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texld r1, r0
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mad r0, r1, c1, c0
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// approximately 4 instruction slots used (2 texture, 2 arithmetic)
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#endif
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const DWORD PalTexShaderDef[] =
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{
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0xffff0104, 0x003bfffe, 0x42415443, 0x0000001c, 0x000000b4, 0xffff0104,
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0x00000004, 0x0000001c, 0x00000100, 0x000000ad, 0x0000006c, 0x00000002,
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0x00020001, 0x00000074, 0x00000000, 0x00000084, 0x00000003, 0x00000001,
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0x0000008c, 0x00000000, 0x0000009c, 0x00010002, 0x00020001, 0x00000074,
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0x00000000, 0x000000a5, 0x00010003, 0x00000001, 0x0000008c, 0x00000000,
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0x73616c46, 0xabab0068, 0x00030001, 0x00040001, 0x00000001, 0x00000000,
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0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001, 0x00000000,
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0x46766e49, 0x6873616c, 0x6c615000, 0x65747465, 0x5f737000, 0x00345f31,
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0x7263694d, 0x666f736f, 0x52282074, 0x33442029, 0x20395844, 0x64616853,
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0x43207265, 0x69706d6f, 0x2072656c, 0x35312e39, 0x3937372e, 0x3030302e,
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0xabab0030, 0x00000051, 0xa00f0002, 0xb7008081, 0x00000000, 0x00000000,
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0x00000000, 0x00000042, 0x800f0000, 0xb0e40000, 0x00000002, 0x80110000,
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0x80000000, 0xa0000002, 0x0000fffd, 0x00000042, 0x800f0001, 0x80e40000,
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0x00000004, 0x800f0000, 0x80e40001, 0xa0e40001, 0xa0e40000, 0x0000ffff
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};
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// CODE --------------------------------------------------------------------
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D3DFB::D3DFB (int width, int height, bool fullscreen)
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: BaseWinFB (width, height)
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{
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D3DPRESENT_PARAMETERS d3dpp;
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int i;
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D3DDevice = NULL;
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VertexBuffer = NULL;
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FBTexture = NULL;
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PaletteTexture = NULL;
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PalTexShader = NULL;
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FBFormat = D3DFMT_UNKNOWN;
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PalFormat = D3DFMT_UNKNOWN;
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VSync = vid_vsync;
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Gamma = 1.0;
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memset (FlashConstants, 0, sizeof(FlashConstants));
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FlashConstants[1][3] = 1.f; // Always use alpha from palette (which is always 1, so meh)
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FlashColor = 0;
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FlashAmount = 0;
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NeedGammaUpdate = false;
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NeedPalUpdate = false;
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if (MemBuffer == NULL)
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{
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return;
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}
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for (i = 0; i < 256; i++)
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{
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GammaTable[i] = i;
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}
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memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
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Windowed = !(static_cast<Win32Video *>(Video)->GoFullscreen (fullscreen));
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TrueHeight = height;
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if (fullscreen)
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{
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for (Win32Video::ModeInfo *mode = static_cast<Win32Video *>(Video)->m_Modes; mode != NULL; mode = mode->next)
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{
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if (mode->width == Width && mode->height == Height)
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{
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TrueHeight = mode->realheight;
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break;
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}
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}
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}
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FillPresentParameters (&d3dpp, fullscreen, VSync);
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HRESULT hr;
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if (FAILED(hr = D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &D3DDevice)))
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{
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D3DDevice = NULL;
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if (fullscreen)
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{
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d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
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if (FAILED(D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &D3DDevice)))
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{
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D3DDevice = NULL;
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}
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}
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}
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if (D3DDevice != NULL)
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{
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CreateResources ();
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D3DDevice->Clear (0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.f, 0);
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D3DDevice->BeginScene();
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D3DDevice->EndScene();
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D3DDevice->Present(NULL, NULL, NULL, NULL);
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}
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}
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D3DFB::~D3DFB ()
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{
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ReleaseResources ();
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if (D3DDevice != NULL)
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{
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// Do not release the D3DDevice in fullscreen mode.
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D3DPRESENT_PARAMETERS d3dpp;
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FillPresentParameters (&d3dpp, false, true);
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//D3DDevice->Reset (&d3dpp);
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D3DDevice->Release();
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//Sleep (1000);
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}
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}
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void D3DFB::FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync)
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{
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memset (pp, 0, sizeof(*pp));
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pp->Windowed = !fullscreen;
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pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
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pp->BackBufferWidth = Width;
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pp->BackBufferHeight = TrueHeight;
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pp->BackBufferFormat = fullscreen ? D3DFMT_X8R8G8B8 : D3DFMT_UNKNOWN;
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pp->hDeviceWindow = Window;
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pp->PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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}
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bool D3DFB::CreateResources ()
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{
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if (!Windowed)
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{
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// Remove the window border in fullscreen mode
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SetWindowLongPtr (Window, GWL_STYLE, WS_POPUP|WS_VISIBLE|WS_SYSMENU);
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ShowWindow (Window, SW_SHOW);
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2006-11-19 02:10:25 +00:00
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}
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else
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{
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// Resize the window to match desired dimensions
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int sizew = Width + GetSystemMetrics (SM_CXSIZEFRAME)*2;
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int sizeh = Height + GetSystemMetrics (SM_CYSIZEFRAME) * 2 +
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GetSystemMetrics (SM_CYCAPTION);
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LOG2 ("Resize window to %dx%d\n", sizew, sizeh);
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VidResizing = true;
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// Make sure the window has a border in windowed mode
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SetWindowLongPtr (Window, GWL_STYLE, WS_VISIBLE|WS_OVERLAPPEDWINDOW);
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if (GetWindowLong (Window, GWL_EXSTYLE) & WS_EX_TOPMOST)
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{
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// Direct3D 9 will apparently add WS_EX_TOPMOST to fullscreen windows,
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// and removing it is a little tricky. Using SetWindowLongPtr to clear it
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// will not do the trick, but sending the window behind everything will.
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SetWindowPos (Window, HWND_BOTTOM, 0, 0, sizew, sizeh,
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SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE);
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SetWindowPos (Window, HWND_TOP, 0, 0, 0, 0, SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOSIZE);
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}
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else
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2006-11-19 02:10:25 +00:00
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{
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2006-11-21 05:43:34 +00:00
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SetWindowPos (Window, NULL, 0, 0, sizew, sizeh,
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SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOZORDER);
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2006-11-19 02:10:25 +00:00
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}
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VidResizing = false;
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ShowWindow (Window, SW_SHOWNORMAL);
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}
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if (FAILED(D3DDevice->CreatePixelShader (PalTexShaderDef, &PalTexShader)))
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{
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return false;
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}
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if (!CreateFBTexture() || !CreatePaletteTexture())
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{
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return false;
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}
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if (!CreateVertexes())
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{
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return false;
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}
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SetGamma (Gamma);
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return true;
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}
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void D3DFB::ReleaseResources ()
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{
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if (FBTexture != NULL)
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{
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FBTexture->Release();
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FBTexture = NULL;
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}
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if (VertexBuffer != NULL)
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{
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VertexBuffer->Release();
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VertexBuffer = NULL;
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}
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if (PaletteTexture != NULL)
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{
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|
|
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;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
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 ()
|
|
|
|
{
|
|
|
|
bool pchanged = false;
|
|
|
|
|
|
|
|
LOG3 ("Update <%d,%c:%d>\n", LockCount, AppActive?'Y':'N', SessionState);
|
|
|
|
|
|
|
|
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 ()
|
|
|
|
{
|
|
|
|
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 (SUCCEEDED(FBTexture->LockRect (0, &lockrect, NULL, D3DLOCK_DISCARD)))
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
|
|
|
if (SUCCEEDED(PaletteTexture->LockRect (0, &lockrect, NULL, 0)))
|
|
|
|
{
|
|
|
|
NeedPalUpdate = false;
|
|
|
|
|
|
|
|
if (PalFormat == D3DFMT_A8R8G8B8)
|
|
|
|
{
|
|
|
|
BYTE *pix = (BYTE *)lockrect.pBits;
|
|
|
|
for (int i = 0; i < 256; ++i, pix += 4)
|
|
|
|
{
|
|
|
|
pix[0] = GammaTable[SourcePalette[i].b];
|
|
|
|
pix[1] = GammaTable[SourcePalette[i].g];
|
|
|
|
pix[2] = GammaTable[SourcePalette[i].r];
|
|
|
|
pix[3] = 255;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
WORD *pix = (WORD *)lockrect.pBits;
|
|
|
|
for (int i = 0; i < 256; ++i, ++pix)
|
|
|
|
{
|
|
|
|
*pix = ((GammaTable[SourcePalette[i].r] >> 3) << 11) |
|
|
|
|
((GammaTable[SourcePalette[i].g] >> 2) << 5) |
|
|
|
|
(GammaTable[SourcePalette[i].b] >> 3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
PaletteTexture->UnlockRect (0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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.
|
|
|
|
}
|