/* * 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 Direct3D 9. * * Version: @(#)win_d3d.cpp 1.0.6 2017/11/25 * * Authors: Sarah Walker, * Miran Grca, * Fred N. van Kempen, * * Copyright 2008-2017 Sarah Walker. * Copyright 2016,2017 Miran Grca. * Copyright 2017 Fred N. van Kempen. */ #include #include #include "../86box.h" #include "../device.h" #include "../video/video.h" #include "../plat.h" #include "win.h" #include "win_d3d.h" struct CUSTOMVERTEX { FLOAT x, y, z, rhw; // from the D3DFVF_XYZRHW flag DWORD color; FLOAT tu, tv; }; 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; static HWND d3d_device_window; static int d3d_w, d3d_h; 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} }; static void d3d_size(RECT w_rect, double *l, double *t, double *r, double *b, int w, int h) { int ratio_w, ratio_h; switch (video_fullscreen_scale) { case FULLSCR_SCALE_FULL: *l = -0.5; *t = -0.5; *r = (w_rect.right - w_rect.left) - 0.5; *b = (w_rect.bottom - w_rect.top) - 0.5; break; case FULLSCR_SCALE_43: *t = -0.5; *b = (w_rect.bottom - w_rect.top) - 0.5; *l = ((w_rect.right - w_rect.left) / 2) - (((w_rect.bottom - w_rect.top) * 4) / (3 * 2)) - 0.5; *r = ((w_rect.right - w_rect.left) / 2) + (((w_rect.bottom - w_rect.top) * 4) / (3 * 2)) - 0.5; if (*l < -0.5) { *l = -0.5; *r = (w_rect.right - w_rect.left) - 0.5; *t = ((w_rect.bottom - w_rect.top) / 2) - (((w_rect.right - w_rect.left) * 3) / (4 * 2)) - 0.5; *b = ((w_rect.bottom - w_rect.top) / 2) + (((w_rect.right - w_rect.left) * 3) / (4 * 2)) - 0.5; } break; case FULLSCR_SCALE_SQ: *t = -0.5; *b = (w_rect.bottom - w_rect.top) - 0.5; *l = ((w_rect.right - w_rect.left) / 2) - (((w_rect.bottom - w_rect.top) * w) / (h * 2)) - 0.5; *r = ((w_rect.right - w_rect.left) / 2) + (((w_rect.bottom - w_rect.top) * w) / (h * 2)) - 0.5; if (*l < -0.5) { *l = -0.5; *r = (w_rect.right - w_rect.left) - 0.5; *t = ((w_rect.bottom - w_rect.top) / 2) - (((w_rect.right - w_rect.left) * h) / (w * 2)) - 0.5; *b = ((w_rect.bottom - w_rect.top) / 2) + (((w_rect.right - w_rect.left) * h) / (w * 2)) - 0.5; } break; case FULLSCR_SCALE_INT: ratio_w = (w_rect.right - w_rect.left) / w; ratio_h = (w_rect.bottom - w_rect.top) / h; if (ratio_h < ratio_w) ratio_w = ratio_h; *l = ((w_rect.right - w_rect.left) / 2) - ((w * ratio_w) / 2) - 0.5; *r = ((w_rect.right - w_rect.left) / 2) + ((w * ratio_w) / 2) - 0.5; *t = ((w_rect.bottom - w_rect.top) / 2) - ((h * ratio_w) / 2) - 0.5; *b = ((w_rect.bottom - w_rect.top) / 2) + ((h * ratio_w) / 2) - 0.5; break; } } static void d3d_blit_fs(int x, int y, int y1, int y2, int w, int h) { HRESULT hr = D3D_OK; HRESULT hbsr = D3D_OK; VOID* pVoid; D3DLOCKED_RECT dr; RECT w_rect; int yy; double l = 0, t = 0, r = 0, b = 0; if ((y1 == y2) || (h <= 0)) { video_blit_complete(); return; /*Nothing to do*/ } if (hr == D3D_OK && !(y1 == 0 && y2 == 0)) { RECT lock_rect; lock_rect.top = y1; lock_rect.left = 0; lock_rect.bottom = y2; lock_rect.right = 2047; hr = d3dTexture->LockRect(0, &dr, &lock_rect, 0); if (hr == D3D_OK) { 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(); return; } } else video_blit_complete(); d3d_verts[0].tu = d3d_verts[2].tu = d3d_verts[3].tu = 0; d3d_verts[0].tv = d3d_verts[3].tv = d3d_verts[4].tv = 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_device_window, &w_rect); d3d_size(w_rect, &l, &t, &r, &b, w, h); d3d_verts[0].x = l; d3d_verts[0].y = t; d3d_verts[1].x = r; d3d_verts[1].y = b; d3d_verts[2].x = l; d3d_verts[2].y = b; d3d_verts[3].x = l; d3d_verts[3].y = t; d3d_verts[4].x = r; d3d_verts[4].y = t; d3d_verts[5].x = r; d3d_verts[5].y = b; d3d_verts[6].x = d3d_verts[8].x = d3d_verts[9].x = r - 40.5; d3d_verts[6].y = d3d_verts[9].y = d3d_verts[10].y = t + 8.5; d3d_verts[7].x = d3d_verts[10].x = d3d_verts[11].x = r - 8.5; d3d_verts[7].y = d3d_verts[8].y = d3d_verts[11].y = t + 14.5; if (hr == D3D_OK) hr = v_buffer->Lock(0, 0, (void**)&pVoid, 0); if (hr == D3D_OK) memcpy(pVoid, d3d_verts, sizeof(d3d_verts)); if (hr == D3D_OK) hr = v_buffer->Unlock(); if (hr == D3D_OK) hbsr = hr = d3ddev->BeginScene(); if (hr == D3D_OK) { if (hr == D3D_OK) d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0, 0); 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 (hbsr == D3D_OK) hr = d3ddev->EndScene(); if (hr == D3D_OK) hr = d3ddev->Present(NULL, NULL, d3d_device_window, NULL); if (hr == D3DERR_DEVICELOST || hr == D3DERR_INVALIDCALL) PostMessage(hwndMain, WM_RESETD3D, 0, 0); } static void d3d_blit(int x, int y, int y1, int y2, int w, int h) { HRESULT hr = D3D_OK; HRESULT hbsr = D3D_OK; VOID* pVoid; D3DLOCKED_RECT dr; RECT r; int yy; if ((y1 == y2) || (h <= 0)) { video_blit_complete(); return; /*Nothing to do*/ } r.top = y1; r.left = 0; r.bottom = y2; r.right = 2047; hr = d3dTexture->LockRect(0, &dr, &r, 0); if (hr == D3D_OK) { for (yy = y1; yy < y2; yy++) { if ((y + yy) >= 0 && (y + yy) < buffer32->h) 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(); return; } 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) hbsr = 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 (hbsr == 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); } static void d3d_init_objects(void) { D3DLOCKED_RECT dr; RECT r; int y; if (FAILED(d3ddev->CreateVertexBuffer(12*sizeof(CUSTOMVERTEX), 0, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, D3DPOOL_MANAGED, &v_buffer, NULL))) fatal("CreateVertexBuffer failed\n"); if (FAILED(d3ddev->CreateTexture(2048, 2048, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &d3dTexture, NULL))) fatal("CreateTexture failed\n"); 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); } int d3d_init(HWND h) { int c; 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; if (FAILED(d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, h, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev))) fatal("CreateDevice failed\n"); d3d_init_objects(); video_setblit(d3d_blit); return(1); } int d3d_init_fs(HWND h) { WCHAR title[200]; int c; d3d_w = GetSystemMetrics(SM_CXSCREEN); d3d_h = GetSystemMetrics(SM_CYSCREEN); d3d_hwnd = h; for (c = 0; c < 256; c++) pal_lookup[c] = makecol(cgapal[c].r << 2, cgapal[c].g << 2, cgapal[c].b << 2); /*FIXME: should be done once, in win.c */ _swprintf(title, L"%s v%s", EMU_NAME_W, EMU_VERSION_W); d3d_device_window = CreateWindowEx ( 0, SUB_CLASS_NAME, title, WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT, 640, 480, HWND_DESKTOP, NULL, NULL, NULL ); d3d = Direct3DCreate9(D3D_SDK_VERSION); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.Flags = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = d3d_device_window; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.EnableAutoDepthStencil = false; d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; d3dpp.Windowed = false; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = d3d_w; d3dpp.BackBufferHeight = d3d_h; if (FAILED(d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, h, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev))) fatal("CreateDevice failed\n"); d3d_init_objects(); video_setblit(d3d_blit_fs); return(1); } static void d3d_close_objects(void) { if (d3dTexture) { d3dTexture->Release(); d3dTexture = NULL; } if (v_buffer) { v_buffer->Release(); v_buffer = NULL; } } void d3d_close(void) { d3d_close_objects(); if (d3ddev) { d3ddev->Release(); d3ddev = NULL; } if (d3d) { d3d->Release(); d3d = NULL; } if (d3d_device_window != NULL) { DestroyWindow(d3d_device_window); d3d_device_window = NULL; } } void d3d_reset(void) { 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_reset_fs(void) { HRESULT hr; memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.Flags = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = d3d_device_window; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.EnableAutoDepthStencil = false; d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; d3dpp.Windowed = false; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = d3d_w; d3dpp.BackBufferHeight = d3d_h; 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_resize(int x, int y) { d3dpp.BackBufferWidth = x; d3dpp.BackBufferHeight = y; d3d_reset(); } int d3d_pause(void) { return(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; }