/* * 86Box A hypervisor and IBM PC system emulator that specializes in * running old operating systems and software designed for IBM * PC systems and compatibles from 1981 through fairly recent * system designs based on the PCI bus. * * This file is part of the 86Box distribution. * * Rendering module for Microsoft Direct2D. * * Version: @(#)win_d2d.cpp 1.0.0 2018/07/19 * * Authors: David Hrdlička, * * Copyright 2018 David Hrdlička. */ #include #include #include #include #define UNICODE #define BITMAP WINDOWS_BITMAP #include #include #include #undef BITMAP #define PNG_DEBUG 0 #include #define HAVE_STDARG_H #include "../86box.h" #include "../device.h" #include "../video/video.h" #include "../plat.h" #include "../ui.h" #include "win.h" #include "win_d2d.h" static HWND d2d_hwnd, old_hwndMain; static ID2D1Factory *d2d_factory; static ID2D1HwndRenderTarget *d2d_hwndRT; static ID2D1BitmapRenderTarget *d2d_btmpRT; static ID2D1Bitmap *d2d_bitmap; static int d2d_width, d2d_height, d2d_screen_width, d2d_screen_height, d2d_fs; #ifdef ENABLE_D2D_LOG int d2d_do_log = ENABLE_D2D_LOG; #endif static void d2d_log(const char *fmt, ...) { #ifdef ENABLE_D2D_LOG va_list ap; if (d2d_do_log) { va_start(ap, fmt); pclog_ex(fmt, ap); va_end(ap); } #endif } static void d2d_stretch(float *w, float *h, float *x, float *y) { double dw, dh, dx, dy, temp, temp2, ratio_w, ratio_h, gsr, hsr; switch (video_fullscreen_scale) { case FULLSCR_SCALE_FULL: *w = d2d_screen_width; *h = d2d_screen_height; *x = 0; *y = 0; break; case FULLSCR_SCALE_43: dw = (double) d2d_screen_width; dh = (double) d2d_screen_height; temp = (dh / 3.0) * 4.0; dx = (dw - temp) / 2.0; dw = temp; *w = (float) dw; *h = (float) dh; *x = (float) dx; *y = 0; break; case FULLSCR_SCALE_SQ: dw = (double) d2d_screen_width; dh = (double) d2d_screen_height; temp = ((double) *w); temp2 = ((double) *h); dx = (dw / 2.0) - ((dh * temp) / (temp2 * 2.0)); dy = 0.0; if (dx < 0.0) { dx = 0.0; dy = (dw / 2.0) - ((dh * temp2) / (temp * 2.0)); } dw -= (dx * 2.0); dh -= (dy * 2.0); *w = (float) dw; *h = (float) dh; *x = (float) dx; *y = (float) dy; break; case FULLSCR_SCALE_INT: dw = (double) d2d_screen_width; dh = (double) d2d_screen_height; temp = ((double) *w); temp2 = ((double) *h); ratio_w = dw / ((double) *w); ratio_h = dh / ((double) *h); if (ratio_h < ratio_w) { ratio_w = ratio_h; } dx = (dw / 2.0) - ((temp * ratio_w) / 2.0); dy = (dh / 2.0) - ((temp2 * ratio_h) / 2.0); dw -= (dx * 2.0); dh -= (dy * 2.0); *w = (float) dw; *h = (float) dh; *x = (float) dx; *y = (float) dy; break; case FULLSCR_SCALE_KEEPRATIO: dw = (double) d2d_screen_width; dh = (double) d2d_screen_height; hsr = dw / dh; gsr = ((double) *w) / ((double) *h); if (gsr <= hsr) { temp = dh * gsr; dx = (dw - temp) / 2.0; dw = temp; *w = (float) dw; *h = (float) dh; *x = (float) dx; *y = 0; } else { temp = dw / gsr; dy = (dh - temp) / 2.0; dh = temp; *w = (float) dw; *h = (float) dh; *x = 0; *y = (float) dy; } break; } } static void d2d_blit(int x, int y, int y1, int y2, int w, int h) { HRESULT hr = S_OK; void *srcdata; int yy; D2D1_RECT_U rectU; ID2D1Bitmap *fs_bitmap; ID2D1RenderTarget *RT; float fs_x, fs_y; float fs_w = w; float fs_h = h; d2d_log("Direct2D: d2d_blit(x=%d, y=%d, y1=%d, y2=%d, w=%d, h=%d)\n", x, y, y1, y2, w, h); // TODO: Detect double scanned mode and resize render target // appropriately for more clear picture if (w != d2d_width || h != d2d_height) { if (d2d_fs) { if (d2d_btmpRT) { d2d_btmpRT->Release(); d2d_btmpRT = NULL; } hr = d2d_hwndRT->CreateCompatibleRenderTarget( D2D1::SizeF(w, h), &d2d_btmpRT); if (SUCCEEDED(hr)) { d2d_width = w; d2d_height = h; } } else { hr = d2d_hwndRT->Resize(D2D1::SizeU(w, h)); if (SUCCEEDED(hr)) { d2d_width = w; d2d_height = h; } } } if (y1 == y2) { video_blit_complete(); return; } if (buffer32 == NULL) { video_blit_complete(); return; } // TODO: Copy data directly from buffer32 to d2d_bitmap srcdata = malloc(h * w * 4); for (yy = y1; yy < y2; yy++) { if ((y + yy) >= 0 && (y + yy) < buffer32->h) { if (video_grayscale || invert_display) video_transform_copy( (uint32_t *) &(((uint8_t *)srcdata)[yy * w * 4]), &(((uint32_t *)buffer32->line[y + yy])[x]), w); else memcpy( (uint32_t *) &(((uint8_t *)srcdata)[yy * w * 4]), &(((uint32_t *)buffer32->line[y + yy])[x]), w * 4); } } video_blit_complete(); rectU = D2D1::RectU(0, 0, w, h); hr = d2d_bitmap->CopyFromMemory(&rectU, srcdata, w * 4); // In fullscreen mode we first draw offscreen to an intermediate // BitmapRenderTarget, which then gets rendered to the actual // HwndRenderTarget in order to implement different scaling modes // In windowed mode we draw directly to the HwndRenderTarget if (SUCCEEDED(hr)) { RT = d2d_fs ? (ID2D1RenderTarget *) d2d_btmpRT : (ID2D1RenderTarget *) d2d_hwndRT; RT->BeginDraw(); RT->DrawBitmap( d2d_bitmap, D2D1::RectF(0, y1, w, y2), 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, D2D1::RectF(0, y1, w, y2)); hr = RT->EndDraw(); } if (d2d_fs) { if (SUCCEEDED(hr)) { hr = d2d_btmpRT->GetBitmap(&fs_bitmap); } if (SUCCEEDED(hr)) { d2d_stretch(&fs_w, &fs_h, &fs_x, &fs_y); d2d_hwndRT->BeginDraw(); d2d_hwndRT->Clear( D2D1::ColorF(D2D1::ColorF::Black)); d2d_hwndRT->DrawBitmap( fs_bitmap, D2D1::RectF(fs_x, fs_y, fs_x + fs_w, fs_y + fs_h), 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_LINEAR, D2D1::RectF(0, 0, w, h)); hr = d2d_hwndRT->EndDraw(); } } if (FAILED(hr)) { d2d_log("Direct2D: d2d_blit: error 0x%08lx\n", hr); } // Tidy up free(srcdata); srcdata = NULL; } void d2d_close(void) { d2d_log("Direct2D: d2d_close()\n"); if (d2d_bitmap) { d2d_bitmap->Release(); d2d_bitmap = NULL; } if (d2d_btmpRT) { d2d_btmpRT->Release(); d2d_btmpRT = NULL; } if (d2d_hwndRT) { d2d_hwndRT->Release(); d2d_hwndRT = NULL; } if (d2d_factory) { d2d_factory->Release(); d2d_factory = NULL; } if (d2d_hwnd) { hwndMain = old_hwndMain; plat_set_input(hwndMain); DestroyWindow(d2d_hwnd); d2d_hwnd = NULL; old_hwndMain = NULL; } } static int d2d_init_common(int fs) { HRESULT hr = S_OK; WCHAR title[200]; D2D1_HWND_RENDER_TARGET_PROPERTIES props; d2d_log("Direct2D: d2d_init_common(fs=%d)\n", fs); cgapal_rebuild(); if (fs) { d2d_screen_width = GetSystemMetrics(SM_CXSCREEN); d2d_screen_height = GetSystemMetrics(SM_CYSCREEN); // Direct2D seems to lack any proper fullscreen mode, // therefore we just create a full screen window // and pass its handle to a HwndRenderTarget mbstowcs(title, emu_version, sizeof_w(title)); d2d_hwnd = CreateWindow( SUB_CLASS_NAME, title, WS_POPUP, 0, 0, d2d_screen_width, d2d_screen_height, HWND_DESKTOP, NULL, hinstance, NULL); old_hwndMain = hwndMain; hwndMain = d2d_hwnd; plat_set_input(d2d_hwnd); SetFocus(d2d_hwnd); SetWindowPos(d2d_hwnd, HWND_TOPMOST, 0, 0, d2d_screen_width, d2d_screen_height, SWP_SHOWWINDOW); } if (SUCCEEDED(hr)) { hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, &d2d_factory); } if (fs) { props = D2D1::HwndRenderTargetProperties(d2d_hwnd, D2D1::SizeU(d2d_screen_width, d2d_screen_height)); } else { // HwndRenderTarget will get resized appropriately by d2d_blit, // so it's fine to let D2D imply size of 0x0 for now props = D2D1::HwndRenderTargetProperties(hwndRender); } if (SUCCEEDED(hr)) { hr = d2d_factory->CreateHwndRenderTarget( D2D1::RenderTargetProperties(), props, &d2d_hwndRT); } if (SUCCEEDED(hr)) { // Create a bitmap for storing intermediate data hr = d2d_hwndRT->CreateBitmap( D2D1::SizeU(2048, 2048), D2D1::BitmapProperties(D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE)), &d2d_bitmap); } if (SUCCEEDED(hr)) { d2d_fs = fs; d2d_width = 0; d2d_height = 0; // Make sure we get a clean exit. atexit(d2d_close); // Register our renderer! video_setblit(d2d_blit); } if (FAILED(hr)) { d2d_log("Direct2D: d2d_init_common: error 0x%08lx\n", hr); d2d_close(); return(0); } return(1); } int d2d_init(HWND h) { d2d_log("Direct2D: d2d_init(h=0x%08lx)\n", h); return d2d_init_common(0); } int d2d_init_fs(HWND h) { d2d_log("Direct2D: d2d_init_fs(h=0x%08lx)\n", h); return d2d_init_common(1); } int d2d_pause(void) { // Not implemented in any renderer. The heck is this even for? d2d_log("Direct2D: d2d_pause()\n"); return(0); } void d2d_take_screenshot(wchar_t *fn) { // Saving a screenshot of a Direct2D render target is harder than // one would think. Keeping this stubbed for the moment // -ryu d2d_log("Direct2D: d2d_take_screenshot(%s)\n", fn); return; }