428 lines
14 KiB
C++
428 lines
14 KiB
C++
/*
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* 86Box A hypervisor and IBM PC system emulator that specializes in
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* running old operating systems and software designed for IBM
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* PC systems and compatibles from 1981 through fairly recent
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* system designs based on the PCI bus.
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*
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* This file is part of the 86Box distribution.
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*
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* Direct3D 9 rendererer and screenshots taking.
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*
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* Version: @(#)win_d3d.cc 1.0.0 2017/05/30
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*
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* Authors: Sarah Walker, <http://pcem-emulator.co.uk/>
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* Miran Grca, <mgrca8@gmail.com>
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* Copyright 2008-2017 Sarah Walker.
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* Copyright 2016-2017 Miran Grca.
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*/
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#include <stdint.h>
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#include "../video/video.h"
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#include "win.h"
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#include "win_d3d.h"
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#include "win_cgapal.h"
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extern "C" void fatal(const char *format, ...);
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extern "C" void pclog(const char *format, ...);
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extern "C" void device_force_redraw(void);
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extern "C" void video_blit_complete(void);
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void d3d_init_objects(void);
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void d3d_close_objects(void);
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void d3d_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h);
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void d3d_blit_memtoscreen_8(int x, int y, int w, int h);
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static LPDIRECT3D9 d3d = NULL;
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static LPDIRECT3DDEVICE9 d3ddev = NULL;
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static LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
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static LPDIRECT3DTEXTURE9 d3dTexture = NULL;
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static D3DPRESENT_PARAMETERS d3dpp;
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static HWND d3d_hwnd;
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struct CUSTOMVERTEX
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{
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FLOAT x, y, z, rhw; // from the D3DFVF_XYZRHW flag
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DWORD color;
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FLOAT tu, tv;
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};
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static CUSTOMVERTEX d3d_verts[] =
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{
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f},
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{ 0.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f},
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{2048.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f},
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{ 0.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f},
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{2048.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f}
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};
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int d3d_init(HWND h)
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{
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int c;
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int ret;
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for (c = 0; c < 256; c++)
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pal_lookup[c] = makecol(cgapal[c].r << 2, cgapal[c].g << 2, cgapal[c].b << 2);
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d3d_hwnd = h;
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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memset(&d3dpp, 0, sizeof(d3dpp));
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d3dpp.Flags = 0;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.hDeviceWindow = h;
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d3dpp.BackBufferCount = 1;
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d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3dpp.MultiSampleQuality = 0;
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d3dpp.EnableAutoDepthStencil = false;
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d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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d3dpp.Windowed = true;
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d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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d3dpp.BackBufferWidth = 0;
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d3dpp.BackBufferHeight = 0;
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d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, h, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
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d3d_init_objects();
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video_blit_memtoscreen_func = d3d_blit_memtoscreen;
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video_blit_memtoscreen_8_func = d3d_blit_memtoscreen_8;
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return 1;
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}
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void d3d_close_objects()
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{
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if (d3dTexture)
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{
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d3dTexture->Release();
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d3dTexture = NULL;
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}
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if (v_buffer)
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{
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v_buffer->Release();
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v_buffer = NULL;
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}
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}
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void d3d_init_objects()
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{
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D3DLOCKED_RECT dr;
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int y;
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RECT r;
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d3ddev->CreateVertexBuffer(12*sizeof(CUSTOMVERTEX),
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0,
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D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
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D3DPOOL_MANAGED,
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&v_buffer,
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NULL);
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d3ddev->CreateTexture(2048, 2048, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &d3dTexture, NULL);
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r.top = r.left = 0;
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r.bottom = r.right = 2047;
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if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0)))
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fatal("LockRect failed\n");
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for (y = 0; y < 2048; y++)
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{
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uint32_t *p = (uint32_t *)((uintptr_t)dr.pBits + (y * dr.Pitch));
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memset(p, 0, 2048 * 4);
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}
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d3dTexture->UnlockRect(0);
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d3ddev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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d3ddev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE);
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d3ddev->SetTextureStageState(0,D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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d3ddev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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d3ddev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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}
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void d3d_resize(int x, int y)
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{
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d3dpp.BackBufferWidth = x;
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d3dpp.BackBufferHeight = y;
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d3d_reset();
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}
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void d3d_reset()
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{
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HRESULT hr;
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if (!d3ddev)
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return;
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memset(&d3dpp, 0, sizeof(d3dpp));
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d3dpp.Flags = 0;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.hDeviceWindow = d3d_hwnd;
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d3dpp.BackBufferCount = 1;
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d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3dpp.MultiSampleQuality = 0;
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d3dpp.EnableAutoDepthStencil = false;
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d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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d3dpp.Windowed = true;
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d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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d3dpp.BackBufferWidth = 0;
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d3dpp.BackBufferHeight = 0;
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hr = d3ddev->Reset(&d3dpp);
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if (hr == D3DERR_DEVICELOST)
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return;
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d3ddev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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d3ddev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE);
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d3ddev->SetTextureStageState(0,D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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d3ddev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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d3ddev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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device_force_redraw();
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}
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void d3d_close()
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{
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if (d3dTexture)
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{
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d3dTexture->Release();
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d3dTexture = NULL;
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}
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if (v_buffer)
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{
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v_buffer->Release();
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v_buffer = NULL;
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}
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if (d3ddev)
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{
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d3ddev->Release();
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d3ddev = NULL;
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}
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if (d3d)
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{
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d3d->Release();
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d3d = NULL;
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}
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}
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void d3d_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h)
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{
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HRESULT hr = D3D_OK;
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VOID* pVoid;
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D3DLOCKED_RECT dr;
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RECT r;
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int yy;
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if (y1 == y2)
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{
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video_blit_complete();
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return; /*Nothing to do*/
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}
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r.top = y1;
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r.left = 0;
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r.bottom = y2;
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r.right = 2047;
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if (hr == D3D_OK)
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{
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if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0)))
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fatal("LockRect failed\n");
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for (yy = y1; yy < y2; yy++)
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memcpy((void *)((uintptr_t)dr.pBits + ((yy - y1) * dr.Pitch)), &(((uint32_t *)buffer32->line[yy + y])[x]), w * 4);
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video_blit_complete();
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d3dTexture->UnlockRect(0);
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}
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else
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video_blit_complete();
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d3d_verts[0].tu = d3d_verts[2].tu = d3d_verts[3].tu = 0;//0.5 / 2048.0;
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d3d_verts[0].tv = d3d_verts[3].tv = d3d_verts[4].tv = 0;//0.5 / 2048.0;
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d3d_verts[1].tu = d3d_verts[4].tu = d3d_verts[5].tu = (float)w / 2048.0;
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d3d_verts[1].tv = d3d_verts[2].tv = d3d_verts[5].tv = (float)h / 2048.0;
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d3d_verts[0].color = d3d_verts[1].color = d3d_verts[2].color =
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d3d_verts[3].color = d3d_verts[4].color = d3d_verts[5].color =
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d3d_verts[6].color = d3d_verts[7].color = d3d_verts[8].color =
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d3d_verts[9].color = d3d_verts[10].color = d3d_verts[11].color = 0xffffff;
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GetClientRect(d3d_hwnd, &r);
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d3d_verts[0].x = d3d_verts[2].x = d3d_verts[3].x = -0.5;
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d3d_verts[0].y = d3d_verts[3].y = d3d_verts[4].y = -0.5;
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d3d_verts[1].x = d3d_verts[4].x = d3d_verts[5].x = (r.right - r.left) - 0.5;
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d3d_verts[1].y = d3d_verts[2].y = d3d_verts[5].y = (r.bottom - r.top) - 0.5;
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d3d_verts[6].x = d3d_verts[8].x = d3d_verts[9].x = (r.right - r.left) - 40.5;
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d3d_verts[6].y = d3d_verts[9].y = d3d_verts[10].y = 8.5;
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d3d_verts[7].x = d3d_verts[10].x = d3d_verts[11].x = (r.right - r.left) - 8.5;
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d3d_verts[7].y = d3d_verts[8].y = d3d_verts[11].y = 14.5;
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if (hr == D3D_OK)
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hr = v_buffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer
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if (hr == D3D_OK)
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memcpy(pVoid, d3d_verts, sizeof(d3d_verts)); // copy the vertices to the locked buffer
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if (hr == D3D_OK)
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hr = v_buffer->Unlock(); // unlock the vertex buffer
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if (hr == D3D_OK)
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hr = d3ddev->BeginScene();
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if (hr == D3D_OK)
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{
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if (hr == D3D_OK)
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hr = d3ddev->SetTexture(0, d3dTexture);
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if (hr == D3D_OK)
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hr = d3ddev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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if (hr == D3D_OK)
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hr = d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
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if (hr == D3D_OK)
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hr = d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
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if (hr == D3D_OK)
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hr = d3ddev->SetTexture(0, NULL);
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if (hr == D3D_OK)
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hr = d3ddev->EndScene();
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}
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if (hr == D3D_OK)
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hr = d3ddev->Present(NULL, NULL, d3d_hwnd, NULL);
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if (hr == D3DERR_DEVICELOST || hr == D3DERR_INVALIDCALL)
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PostMessage(d3d_hwnd, WM_RESETD3D, 0, 0);
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}
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void d3d_blit_memtoscreen_8(int x, int y, int w, int h)
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{
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VOID* pVoid;
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D3DLOCKED_RECT dr;
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RECT r;
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int yy, xx;
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HRESULT hr = D3D_OK;
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if (h == 0)
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{
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video_blit_complete();
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return; /*Nothing to do*/
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}
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r.top = 0;
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r.left = 0;
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r.bottom = h;
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r.right = 2047;
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if (hr == D3D_OK)
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{
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if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0)))
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fatal("LockRect failed\n");
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for (yy = 0; yy < h; yy++)
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{
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uint32_t *p = (uint32_t *)((uintptr_t)dr.pBits + (yy * dr.Pitch));
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if ((y + yy) >= 0 && (y + yy) < buffer->h)
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{
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for (xx = 0; xx < w; xx++)
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p[xx] = pal_lookup[buffer->line[y + yy][x + xx]];
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}
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}
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video_blit_complete();
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d3dTexture->UnlockRect(0);
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}
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else
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video_blit_complete();
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d3d_verts[0].tu = d3d_verts[2].tu = d3d_verts[3].tu = 0;//0.5 / 2048.0;
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d3d_verts[0].tv = d3d_verts[3].tv = d3d_verts[4].tv = 0;//0.5 / 2048.0;
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d3d_verts[1].tu = d3d_verts[4].tu = d3d_verts[5].tu = (float)w / 2048.0;
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d3d_verts[1].tv = d3d_verts[2].tv = d3d_verts[5].tv = (float)h / 2048.0;
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d3d_verts[0].color = d3d_verts[1].color = d3d_verts[2].color =
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d3d_verts[3].color = d3d_verts[4].color = d3d_verts[5].color =
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d3d_verts[6].color = d3d_verts[7].color = d3d_verts[8].color =
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d3d_verts[9].color = d3d_verts[10].color = d3d_verts[11].color = 0xffffff;
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GetClientRect(d3d_hwnd, &r);
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d3d_verts[0].x = d3d_verts[2].x = d3d_verts[3].x = -0.5;
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d3d_verts[0].y = d3d_verts[3].y = d3d_verts[4].y = -0.5;
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d3d_verts[1].x = d3d_verts[4].x = d3d_verts[5].x = (r.right - r.left) - 0.5;
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d3d_verts[1].y = d3d_verts[2].y = d3d_verts[5].y = (r.bottom - r.top) - 0.5;
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d3d_verts[6].x = d3d_verts[8].x = d3d_verts[9].x = (r.right - r.left) - 40.5;
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d3d_verts[6].y = d3d_verts[9].y = d3d_verts[10].y = 8.5;
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d3d_verts[7].x = d3d_verts[10].x = d3d_verts[11].x = (r.right - r.left) - 8.5;
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d3d_verts[7].y = d3d_verts[8].y = d3d_verts[11].y = 14.5;
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if (hr == D3D_OK)
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hr = v_buffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer
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if (hr == D3D_OK)
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memcpy(pVoid, d3d_verts, sizeof(d3d_verts)); // copy the vertices to the locked buffer
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if (hr == D3D_OK)
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hr = v_buffer->Unlock(); // unlock the vertex buffer
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if (hr == D3D_OK)
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hr = d3ddev->BeginScene();
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if (hr == D3D_OK)
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{
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if (hr == D3D_OK)
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hr = d3ddev->SetTexture(0, d3dTexture);
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if (hr == D3D_OK)
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hr = d3ddev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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if (hr == D3D_OK)
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hr = d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
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if (hr == D3D_OK)
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hr = d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
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if (hr == D3D_OK)
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hr = d3ddev->SetTexture(0, NULL);
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if (hr == D3D_OK)
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hr = d3ddev->EndScene();
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}
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if (hr == D3D_OK)
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hr = d3ddev->Present(NULL, NULL, d3d_hwnd, NULL);
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if (hr == D3DERR_DEVICELOST || hr == D3DERR_INVALIDCALL)
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PostMessage(d3d_hwnd, WM_RESETD3D, 0, 0);
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}
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void d3d_take_screenshot(wchar_t *fn)
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{
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LPDIRECT3DSURFACE9 d3dSurface = NULL;
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if (!d3dTexture) return;
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|
|
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &d3dSurface);
|
|
D3DXSaveSurfaceToFile(fn, D3DXIFF_PNG, d3dSurface, NULL, NULL);
|
|
|
|
d3dSurface->Release();
|
|
d3dSurface = NULL;
|
|
}
|