/* * 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. * * Direct3D 9 rendererer and screenshots taking. * * Version: @(#)win_d3d.cc 1.0.0 2017/05/30 * * Authors: Sarah Walker, * Miran Grca, * Copyright 2008-2017 Sarah Walker. * Copyright 2016-2017 Miran Grca. */ #include #include "../video/video.h" #include "win.h" #include "win_d3d.h" #include "win_cgapal.h" extern "C" void fatal(const char *format, ...); extern "C" void pclog(const char *format, ...); extern "C" void device_force_redraw(void); extern "C" void video_blit_complete(void); void d3d_init_objects(void); void d3d_close_objects(void); void d3d_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h); void d3d_blit_memtoscreen_8(int x, int y, int w, int h); static LPDIRECT3D9 d3d = NULL; static LPDIRECT3DDEVICE9 d3ddev = NULL; static LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; static LPDIRECT3DTEXTURE9 d3dTexture = NULL; static D3DPRESENT_PARAMETERS d3dpp; static HWND d3d_hwnd; struct CUSTOMVERTEX { FLOAT x, y, z, rhw; // from the D3DFVF_XYZRHW flag DWORD color; FLOAT tu, tv; }; static CUSTOMVERTEX d3d_verts[] = { { 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f}, {2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f}, { 0.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 1.0f}, { 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f}, {2048.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 0.0f}, {2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f}, { 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f}, {2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f}, { 0.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 1.0f}, { 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f}, {2048.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 0.0f}, {2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f} }; int d3d_init(HWND h) { int c; int ret; for (c = 0; c < 256; c++) pal_lookup[c] = makecol(cgapal[c].r << 2, cgapal[c].g << 2, cgapal[c].b << 2); d3d_hwnd = h; d3d = Direct3DCreate9(D3D_SDK_VERSION); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.Flags = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = h; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.EnableAutoDepthStencil = false; d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; d3dpp.Windowed = true; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.BackBufferWidth = 0; d3dpp.BackBufferHeight = 0; d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, h, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); d3d_init_objects(); video_blit_memtoscreen_func = d3d_blit_memtoscreen; video_blit_memtoscreen_8_func = d3d_blit_memtoscreen_8; return 1; } void d3d_close_objects() { if (d3dTexture) { d3dTexture->Release(); d3dTexture = NULL; } if (v_buffer) { v_buffer->Release(); v_buffer = NULL; } } void d3d_init_objects() { D3DLOCKED_RECT dr; int y; RECT r; d3ddev->CreateVertexBuffer(12*sizeof(CUSTOMVERTEX), 0, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, D3DPOOL_MANAGED, &v_buffer, NULL); d3ddev->CreateTexture(2048, 2048, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &d3dTexture, NULL); r.top = r.left = 0; r.bottom = r.right = 2047; if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0))) fatal("LockRect failed\n"); for (y = 0; y < 2048; y++) { uint32_t *p = (uint32_t *)((uintptr_t)dr.pBits + (y * dr.Pitch)); memset(p, 0, 2048 * 4); } d3dTexture->UnlockRect(0); d3ddev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_SELECTARG1); d3ddev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE); d3ddev->SetTextureStageState(0,D3DTSS_ALPHAOP, D3DTOP_DISABLE); d3ddev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); d3ddev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); } void d3d_resize(int x, int y) { d3dpp.BackBufferWidth = x; d3dpp.BackBufferHeight = y; d3d_reset(); } void d3d_reset() { HRESULT hr; if (!d3ddev) return; memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.Flags = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = d3d_hwnd; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.EnableAutoDepthStencil = false; d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; d3dpp.Windowed = true; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.BackBufferWidth = 0; d3dpp.BackBufferHeight = 0; hr = d3ddev->Reset(&d3dpp); if (hr == D3DERR_DEVICELOST) return; d3ddev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_SELECTARG1); d3ddev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE); d3ddev->SetTextureStageState(0,D3DTSS_ALPHAOP, D3DTOP_DISABLE); d3ddev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); d3ddev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); device_force_redraw(); } void d3d_close() { if (d3dTexture) { d3dTexture->Release(); d3dTexture = NULL; } if (v_buffer) { v_buffer->Release(); v_buffer = NULL; } if (d3ddev) { d3ddev->Release(); d3ddev = NULL; } if (d3d) { d3d->Release(); d3d = NULL; } } void d3d_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h) { HRESULT hr = D3D_OK; VOID* pVoid; D3DLOCKED_RECT dr; RECT r; int yy; if (y1 == y2) { video_blit_complete(); return; /*Nothing to do*/ } r.top = y1; r.left = 0; r.bottom = y2; r.right = 2047; if (hr == D3D_OK) { if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0))) fatal("LockRect failed\n"); for (yy = y1; yy < y2; yy++) memcpy((void *)((uintptr_t)dr.pBits + ((yy - y1) * dr.Pitch)), &(((uint32_t *)buffer32->line[yy + y])[x]), w * 4); video_blit_complete(); d3dTexture->UnlockRect(0); } else video_blit_complete(); d3d_verts[0].tu = d3d_verts[2].tu = d3d_verts[3].tu = 0;//0.5 / 2048.0; d3d_verts[0].tv = d3d_verts[3].tv = d3d_verts[4].tv = 0;//0.5 / 2048.0; d3d_verts[1].tu = d3d_verts[4].tu = d3d_verts[5].tu = (float)w / 2048.0; d3d_verts[1].tv = d3d_verts[2].tv = d3d_verts[5].tv = (float)h / 2048.0; d3d_verts[0].color = d3d_verts[1].color = d3d_verts[2].color = d3d_verts[3].color = d3d_verts[4].color = d3d_verts[5].color = d3d_verts[6].color = d3d_verts[7].color = d3d_verts[8].color = d3d_verts[9].color = d3d_verts[10].color = d3d_verts[11].color = 0xffffff; GetClientRect(d3d_hwnd, &r); d3d_verts[0].x = d3d_verts[2].x = d3d_verts[3].x = -0.5; d3d_verts[0].y = d3d_verts[3].y = d3d_verts[4].y = -0.5; d3d_verts[1].x = d3d_verts[4].x = d3d_verts[5].x = (r.right - r.left) - 0.5; d3d_verts[1].y = d3d_verts[2].y = d3d_verts[5].y = (r.bottom - r.top) - 0.5; d3d_verts[6].x = d3d_verts[8].x = d3d_verts[9].x = (r.right - r.left) - 40.5; d3d_verts[6].y = d3d_verts[9].y = d3d_verts[10].y = 8.5; d3d_verts[7].x = d3d_verts[10].x = d3d_verts[11].x = (r.right - r.left) - 8.5; d3d_verts[7].y = d3d_verts[8].y = d3d_verts[11].y = 14.5; if (hr == D3D_OK) hr = v_buffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer if (hr == D3D_OK) memcpy(pVoid, d3d_verts, sizeof(d3d_verts)); // copy the vertices to the locked buffer if (hr == D3D_OK) hr = v_buffer->Unlock(); // unlock the vertex buffer if (hr == D3D_OK) hr = d3ddev->BeginScene(); if (hr == D3D_OK) { if (hr == D3D_OK) hr = d3ddev->SetTexture(0, d3dTexture); if (hr == D3D_OK) hr = d3ddev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); if (hr == D3D_OK) hr = d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX)); if (hr == D3D_OK) hr = d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); if (hr == D3D_OK) hr = d3ddev->SetTexture(0, NULL); if (hr == D3D_OK) hr = d3ddev->EndScene(); } if (hr == D3D_OK) hr = d3ddev->Present(NULL, NULL, d3d_hwnd, NULL); if (hr == D3DERR_DEVICELOST || hr == D3DERR_INVALIDCALL) PostMessage(d3d_hwnd, WM_RESETD3D, 0, 0); } void d3d_blit_memtoscreen_8(int x, int y, int w, int h) { VOID* pVoid; D3DLOCKED_RECT dr; RECT r; int yy, xx; HRESULT hr = D3D_OK; if (h == 0) { video_blit_complete(); return; /*Nothing to do*/ } r.top = 0; r.left = 0; r.bottom = h; r.right = 2047; if (hr == D3D_OK) { if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0))) fatal("LockRect failed\n"); for (yy = 0; yy < h; yy++) { uint32_t *p = (uint32_t *)((uintptr_t)dr.pBits + (yy * dr.Pitch)); if ((y + yy) >= 0 && (y + yy) < buffer->h) { for (xx = 0; xx < w; xx++) p[xx] = pal_lookup[buffer->line[y + yy][x + xx]]; } } video_blit_complete(); d3dTexture->UnlockRect(0); } else video_blit_complete(); d3d_verts[0].tu = d3d_verts[2].tu = d3d_verts[3].tu = 0;//0.5 / 2048.0; d3d_verts[0].tv = d3d_verts[3].tv = d3d_verts[4].tv = 0;//0.5 / 2048.0; d3d_verts[1].tu = d3d_verts[4].tu = d3d_verts[5].tu = (float)w / 2048.0; d3d_verts[1].tv = d3d_verts[2].tv = d3d_verts[5].tv = (float)h / 2048.0; d3d_verts[0].color = d3d_verts[1].color = d3d_verts[2].color = d3d_verts[3].color = d3d_verts[4].color = d3d_verts[5].color = d3d_verts[6].color = d3d_verts[7].color = d3d_verts[8].color = d3d_verts[9].color = d3d_verts[10].color = d3d_verts[11].color = 0xffffff; GetClientRect(d3d_hwnd, &r); d3d_verts[0].x = d3d_verts[2].x = d3d_verts[3].x = -0.5; d3d_verts[0].y = d3d_verts[3].y = d3d_verts[4].y = -0.5; d3d_verts[1].x = d3d_verts[4].x = d3d_verts[5].x = (r.right - r.left) - 0.5; d3d_verts[1].y = d3d_verts[2].y = d3d_verts[5].y = (r.bottom - r.top) - 0.5; d3d_verts[6].x = d3d_verts[8].x = d3d_verts[9].x = (r.right - r.left) - 40.5; d3d_verts[6].y = d3d_verts[9].y = d3d_verts[10].y = 8.5; d3d_verts[7].x = d3d_verts[10].x = d3d_verts[11].x = (r.right - r.left) - 8.5; d3d_verts[7].y = d3d_verts[8].y = d3d_verts[11].y = 14.5; if (hr == D3D_OK) hr = v_buffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer if (hr == D3D_OK) memcpy(pVoid, d3d_verts, sizeof(d3d_verts)); // copy the vertices to the locked buffer if (hr == D3D_OK) hr = v_buffer->Unlock(); // unlock the vertex buffer if (hr == D3D_OK) hr = d3ddev->BeginScene(); if (hr == D3D_OK) { if (hr == D3D_OK) hr = d3ddev->SetTexture(0, d3dTexture); if (hr == D3D_OK) hr = d3ddev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); if (hr == D3D_OK) hr = d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX)); if (hr == D3D_OK) hr = d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); if (hr == D3D_OK) hr = d3ddev->SetTexture(0, NULL); if (hr == D3D_OK) hr = d3ddev->EndScene(); } if (hr == D3D_OK) hr = d3ddev->Present(NULL, NULL, d3d_hwnd, NULL); if (hr == D3DERR_DEVICELOST || hr == D3DERR_INVALIDCALL) PostMessage(d3d_hwnd, WM_RESETD3D, 0, 0); } void d3d_take_screenshot(wchar_t *fn) { LPDIRECT3DSURFACE9 d3dSurface = NULL; if (!d3dTexture) return; d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &d3dSurface); D3DXSaveSurfaceToFile(fn, D3DXIFF_PNG, d3dSurface, NULL, NULL); d3dSurface->Release(); d3dSurface = NULL; }