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direct3d.cpp
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direct3d.cpp
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/* Direct3D 9 graphics renderer */
#include <windows.h>
#include "resource.h"
#include "sysconfig.h"
#include "sysdeps.h"
#if defined (D3D) && defined (GFXFILTER)
#define D3DXFX_LARGEADDRESS_HANDLE
#ifdef D3DXFX_LARGEADDRESS_HANDLE
#define EFFECTCOMPILERFLAGS D3DXFX_LARGEADDRESSAWARE
#else
#define EFFECTCOMPILERFLAGS 0
#endif
#define EFFECT_VERSION 3
#define D3DX9DLL _T("d3dx9_43.dll")
#define TWOPASS 1
#define SHADER 1
#include "options.h"
#include "xwin.h"
#include "custom.h"
#include "drawing.h"
#include "render.h"
#include "win32.h"
#include "win32gfx.h"
#include "gfxfilter.h"
#include "statusline.h"
#include "hq2x_d3d.h"
#include "zfile.h"
#include "uae.h"
#include "gui.h"
#include "threaddep\thread.h"
extern int D3DEX, shaderon, d3ddebug;
int forcedframelatency = -1;
#include <d3d9.h>
#include <d3dx9.h>
#include "direct3d.h"
static const TCHAR *D3DHEAD = _T("-");
static bool showoverlay = true;
static int slicecnt;
static int clearcnt;
static bool debugcolors;
static bool noclear;
static bool cannoclear;
int fakemodewaitms;
static int leds[LED_MAX];
static const TCHAR *overlayleds[] = {
_T("power"),
_T("df0"),
_T("df1"),
_T("df2"),
_T("df3"),
_T("hd"),
_T("cd"),
_T("md"),
_T("net"),
NULL
};
static const int ledtypes[] = {
LED_POWER,
LED_DF0,
LED_DF1,
LED_DF2,
LED_DF3,
LED_HD,
LED_CD,
LED_MD,
LED_NET
};
#define MAX_PASSES 2
#define SHADERTYPE_BEFORE 1
#define SHADERTYPE_AFTER 2
#define SHADERTYPE_MIDDLE 3
#define SHADERTYPE_MASK_BEFORE 4
#define SHADERTYPE_MASK_AFTER 5
#define SHADERTYPE_MASK_MIDDLE 6
#define SHADERTYPE_POST 10
struct shaderdata
{
int type;
int psPreProcess;
int worktex_width;
int worktex_height;
int targettex_width;
int targettex_height;
LPDIRECT3DTEXTURE9 lpWorkTexture1;
LPDIRECT3DTEXTURE9 lpWorkTexture2;
LPDIRECT3DTEXTURE9 lpTempTexture;
LPDIRECT3DVOLUMETEXTURE9 lpHq2xLookupTexture;
LPD3DXEFFECT pEffect;
// Technique stuff
D3DXHANDLE m_PreprocessTechnique1EffectHandle;
D3DXHANDLE m_PreprocessTechnique2EffectHandle;
D3DXHANDLE m_CombineTechniqueEffectHandle;
// Matrix Handles
D3DXHANDLE m_MatWorldEffectHandle;
D3DXHANDLE m_MatViewEffectHandle;
D3DXHANDLE m_MatProjEffectHandle;
D3DXHANDLE m_MatWorldViewEffectHandle;
D3DXHANDLE m_MatViewProjEffectHandle;
D3DXHANDLE m_MatWorldViewProjEffectHandle;
// Texture Handles
D3DXHANDLE m_SourceDimsEffectHandle;
D3DXHANDLE m_InputDimsEffectHandle;
D3DXHANDLE m_TargetDimsEffectHandle;
D3DXHANDLE m_TexelSizeEffectHandle;
D3DXHANDLE m_ScaleEffectHandle;
D3DXHANDLE m_SourceTextureEffectHandle;
D3DXHANDLE m_WorkingTexture1EffectHandle;
D3DXHANDLE m_WorkingTexture2EffectHandle;
D3DXHANDLE m_Hq2xLookupTextureHandle;
// Masks
LPDIRECT3DTEXTURE9 masktexture;
int masktexture_w, masktexture_h;
// Stuff
D3DXHANDLE framecounterHandle;
};
struct d3d9overlay
{
struct d3d9overlay *next;
int id;
int x, y;
LPDIRECT3DTEXTURE9 tex;
};
#define MAX_SHADERS (2 * MAX_FILTERSHADERS + 2)
#define SHADER_POST 0
struct d3dstruct
{
int num;
int psEnabled, psActive;
struct shaderdata shaders[MAX_SHADERS];
LPDIRECT3DTEXTURE9 lpPostTempTexture;
IDirect3DSurface9 *screenshotsurface;
D3DFORMAT tformat;
int d3d_enabled, d3d_ex;
IDirect3D9 *d3d;
IDirect3D9Ex *d3dex;
IDirect3DSwapChain9 *d3dswapchain;
D3DPRESENT_PARAMETERS dpp;
D3DDISPLAYMODEEX modeex;
IDirect3DDevice9 *d3ddev;
IDirect3DDevice9Ex *d3ddevex;
D3DSURFACE_DESC dsdbb;
LPDIRECT3DTEXTURE9 texture1, texture2, usetexture, sltexture, ledtexture, blanktexture;
LPDIRECT3DTEXTURE9 mask2texture, mask2textureleds[9], mask2textureled_power_dim;
int mask2textureledoffsets[9 * 2];
IDirect3DQuery9 *query;
float mask2texture_w, mask2texture_h, mask2texture_ww, mask2texture_wh;
float mask2texture_wwx, mask2texture_hhx, mask2texture_minusx, mask2texture_minusy;
float mask2texture_multx, mask2texture_multy, mask2texture_offsetw;
LPDIRECT3DTEXTURE9 cursorsurfaced3d;
uae_u8 *cursorsurfaced3dtexbuf;
bool cursorsurfaced3dtexbufupdated;
struct d3d9overlay *extoverlays;
IDirect3DVertexBuffer9 *vertexBuffer;
ID3DXSprite *sprite;
HWND d3dhwnd;
int devicelost;
int locked, fulllocked;
int cursor_offset_x, cursor_offset_y, cursor_offset2_x, cursor_offset2_y;
float maskmult_x, maskmult_y;
RECT mask2rect;
bool wasstilldrawing_broken;
bool renderdisabled;
HANDLE filenotificationhandle;
int frames_since_init;
volatile bool fakemode;
uae_u8 *fakebitmap;
int fakelock;
uae_thread_id fakemodetid;
D3DXMATRIXA16 m_matProj, m_matProj2, m_matProj_out;
D3DXMATRIXA16 m_matWorld, m_matWorld2, m_matWorld_out;
D3DXMATRIXA16 m_matView, m_matView2, m_matView_out;
D3DXMATRIXA16 m_matPreProj;
D3DXMATRIXA16 m_matPreView;
D3DXMATRIXA16 m_matPreWorld;
D3DXMATRIXA16 postproj;
D3DXVECTOR4 maskmult, maskshift;
D3DXVECTOR4 fakesize;
int ledwidth, ledheight;
int max_texture_w, max_texture_h;
int tin_w, tin_h, tout_w, tout_h, window_h, window_w;
int tino_w, tino_h;
int t_depth, dmult, dmultxh, dmultxv, dmode;
int required_sl_texture_w, required_sl_texture_h;
int vsync2, guimode, maxscanline, variablerefresh;
int resetcount;
float cursor_x, cursor_y;
float cursor_mx, cursor_my;
float xmult, ymult;
bool cursor_v, cursor_scale;
int statusbar_vx, statusbar_hx;
RECT sr2, dr2, zr2;
struct gfx_filterdata *filterd3d;
int filterd3didx;
int scanline_osl1, scanline_osl2, scanline_osl3, scanline_osl4;
D3DXHANDLE postSourceTextureHandle;
D3DXHANDLE postMaskTextureHandle;
D3DXHANDLE postTechnique, postTechniquePlain, postTechniqueAlpha;
D3DXHANDLE postMatrixSource;
D3DXHANDLE postMaskMult, postMaskShift;
D3DXHANDLE postFilterMode;
D3DXHANDLE postTexelSize;
D3DXHANDLE postFramecounterHandle;
float m_scale;
LPCSTR m_strName;
};
static struct d3dstruct d3ddata[MAX_AMIGAMONITORS];
#define NUMVERTICES 8
#define D3DFVF_TLVERTEX D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1
struct TLVERTEX {
D3DXVECTOR3 position; // vertex position
D3DCOLOR diffuse;
D3DXVECTOR2 texcoord; // texture coords
};
static const TCHAR *D3D_ErrorText (HRESULT error)
{
return _T("");
}
static TCHAR *D3D_ErrorString (HRESULT dival)
{
static TCHAR dierr[200];
_stprintf (dierr, _T("%08X S=%d F=%04X C=%04X (%d) (%s)"),
dival, (dival & 0x80000000) ? 1 : 0,
HRESULT_FACILITY(dival),
HRESULT_CODE(dival),
HRESULT_CODE(dival),
D3D_ErrorText (dival));
return dierr;
}
static D3DXMATRIX* MatrixOrthoOffCenterLH(D3DXMATRIXA16 *pOut, float l, float r, float b, float t, float zn, float zf)
{
pOut->_11=2.0f/r; pOut->_12=0.0f; pOut->_13=0.0f; pOut->_14=0.0f;
pOut->_21=0.0f; pOut->_22=2.0f/t; pOut->_23=0.0f; pOut->_24=0.0f;
pOut->_31=0.0f; pOut->_32=0.0f; pOut->_33=1.0f; pOut->_34=0.0f;
pOut->_41=-1.0f; pOut->_42=-1.0f; pOut->_43=0.0f; pOut->_44=1.0f;
return pOut;
}
static D3DXMATRIX* MatrixScaling(D3DXMATRIXA16 *pOut, float sx, float sy, float sz)
{
pOut->_11=sx; pOut->_12=0.0f; pOut->_13=0.0f; pOut->_14=0.0f;
pOut->_21=0.0f; pOut->_22=sy; pOut->_23=0.0f; pOut->_24=0.0f;
pOut->_31=0.0f; pOut->_32=0.0f; pOut->_33=sz; pOut->_34=0.0f;
pOut->_41=0.0f; pOut->_42=0.0f; pOut->_43=0.0f; pOut->_44=1.0f;
return pOut;
}
static D3DXMATRIX* MatrixTranslation(D3DXMATRIXA16 *pOut, float tx, float ty, float tz)
{
pOut->_11=1.0f; pOut->_12=0.0f; pOut->_13=0.0f; pOut->_14=0.0f;
pOut->_21=0.0f; pOut->_22=1.0f; pOut->_23=0.0f; pOut->_24=0.0f;
pOut->_31=0.0f; pOut->_32=0.0f; pOut->_33=1.0f; pOut->_34=0.0f;
pOut->_41=tx; pOut->_42=ty; pOut->_43=tz; pOut->_44=1.0f;
return pOut;
}
static TCHAR *D3DX_ErrorString (HRESULT hr, LPD3DXBUFFER Errors)
{
static TCHAR *buffer;
static int buffersize;
TCHAR *s = NULL;
int size = 0;
if (Errors)
s = au ((char*)Errors->GetBufferPointer ());
size = (s == NULL ? 0 : uaetcslen (s)) + 1000;
if (size + 1000 > buffersize) {
xfree (buffer);
buffer = xmalloc (TCHAR, size);
buffersize = size;
}
buffer[0] = 0;
if (hr != S_OK)
_tcscpy (buffer, D3D_ErrorString (hr));
if (s) {
if (buffer[0])
_tcscat (buffer, _T(" "));
_tcscat (buffer, s);
}
xfree (s);
return buffer;
}
static int isd3d (struct d3dstruct *d3d)
{
if (d3d->fakemode || d3d->devicelost || !d3d->d3ddev || !d3d->d3d_enabled || d3d->renderdisabled)
return 0;
return 1;
}
static void waitfakemode (struct d3dstruct *d3d)
{
while (d3d->fakemode) {
sleep_millis (10);
}
}
enum psEffect_Pass { psEffect_None, psEffect_PreProcess1, psEffect_PreProcess2, psEffect_Combine };
static int postEffect_ParseParameters (struct d3dstruct *d3d, LPD3DXEFFECTCOMPILER EffectCompiler, LPD3DXEFFECT effect, struct shaderdata *s)
{
d3d->postSourceTextureHandle = effect->GetParameterByName (NULL, "SourceTexture");
d3d->postMaskTextureHandle = effect->GetParameterByName (NULL, "OverlayTexture");
d3d->postTechnique = effect->GetTechniqueByName ("PostTechnique");
d3d->postTechniquePlain = effect->GetTechniqueByName ("PostTechniquePlain");
d3d->postTechniqueAlpha = effect->GetTechniqueByName ("PostTechniqueAlpha");
d3d->postMatrixSource = effect->GetParameterByName (NULL, "mtx");
d3d->postMaskMult = effect->GetParameterByName (NULL, "maskmult");
d3d->postMaskShift = effect->GetParameterByName (NULL, "maskshift");
d3d->postFilterMode = effect->GetParameterByName (NULL, "filtermode");
d3d->postTexelSize = effect->GetParameterByName (NULL, "texelsize");
d3d->postFramecounterHandle = effect->GetParameterByName (NULL, "framecounter");
if (!d3d->postMaskShift || !d3d->postMaskMult || !d3d->postFilterMode || !d3d->postMatrixSource || !d3d->postTexelSize) {
gui_message (_T("Mismatched _winuae.fx! Exiting.."));
abort ();
}
return true;
}
static void postEffect_freeParameters(struct d3dstruct *d3d)
{
d3d->postSourceTextureHandle = NULL;
d3d->postMaskTextureHandle = NULL;
d3d->postTechnique = NULL;
d3d->postTechniquePlain = NULL;
d3d->postTechniqueAlpha = NULL;
d3d->postMatrixSource = NULL;
d3d->postMaskMult = NULL;
d3d->postMaskShift = NULL;
d3d->postFilterMode = NULL;
d3d->postTexelSize = NULL;
d3d->postFramecounterHandle = NULL;
}
static int psEffect_ParseParameters (struct d3dstruct *d3d, LPD3DXEFFECTCOMPILER EffectCompiler, LPD3DXEFFECT effect, D3DXEFFECT_DESC EffectDesc, struct shaderdata *s)
{
HRESULT hr = S_OK;
// Look at parameters for semantics and annotations that we know how to interpret
D3DXPARAMETER_DESC ParamDesc;
D3DXPARAMETER_DESC AnnotDesc;
D3DXHANDLE hParam;
D3DXHANDLE hAnnot;
LPDIRECT3DBASETEXTURE9 pTex = NULL;
UINT iParam, iAnnot;
if(effect == NULL)
return 0;
for(iParam = 0; iParam < EffectDesc.Parameters; iParam++) {
LPCSTR pstrName = NULL;
LPCSTR pstrFunction = NULL;
D3DXHANDLE pstrFunctionHandle = NULL;
LPCSTR pstrTarget = NULL;
LPCSTR pstrTextureType = NULL;
INT Width = D3DX_DEFAULT;
INT Height= D3DX_DEFAULT;
INT Depth = D3DX_DEFAULT;
hParam = effect->GetParameter (NULL, iParam);
hr = effect->GetParameterDesc (hParam, &ParamDesc);
if (FAILED (hr)) {
write_log (_T("GetParameterDescParm(%d) failed: %s\n"), D3DHEAD, iParam, D3DX_ErrorString (hr, NULL));
return 0;
}
s->framecounterHandle = effect->GetParameterByName (NULL, "framecounter");
hr = S_OK;
if(ParamDesc.Semantic != NULL) {
if(ParamDesc.Class == D3DXPC_MATRIX_ROWS || ParamDesc.Class == D3DXPC_MATRIX_COLUMNS) {
if(strcmpi(ParamDesc.Semantic, "world") == 0)
s->m_MatWorldEffectHandle = hParam;
else if(strcmpi(ParamDesc.Semantic, "view") == 0)
s->m_MatViewEffectHandle = hParam;
else if(strcmpi(ParamDesc.Semantic, "projection") == 0)
s->m_MatProjEffectHandle = hParam;
else if(strcmpi(ParamDesc.Semantic, "worldview") == 0)
s->m_MatWorldViewEffectHandle = hParam;
else if(strcmpi(ParamDesc.Semantic, "viewprojection") == 0)
s->m_MatViewProjEffectHandle = hParam;
else if(strcmpi(ParamDesc.Semantic, "worldviewprojection") == 0)
s->m_MatWorldViewProjEffectHandle = hParam;
} else if(ParamDesc.Class == D3DXPC_VECTOR && ParamDesc.Type == D3DXPT_FLOAT) {
if (strcmpi(ParamDesc.Semantic, "sourcedims") == 0)
s->m_SourceDimsEffectHandle = hParam;
if (strcmpi(ParamDesc.Semantic, "inputdims") == 0)
s->m_InputDimsEffectHandle = hParam;
if (strcmpi(ParamDesc.Semantic, "targetdims") == 0)
s->m_TargetDimsEffectHandle = hParam;
else if (strcmpi(ParamDesc.Semantic, "texelsize") == 0)
s->m_TexelSizeEffectHandle = hParam;
else if (strcmpi(ParamDesc.Semantic, "sourcescale") == 0)
s->m_ScaleEffectHandle = hParam;
} else if(ParamDesc.Class == D3DXPC_SCALAR && ParamDesc.Type == D3DXPT_FLOAT) {
if(strcmpi(ParamDesc.Semantic, "SCALING") == 0)
hr = effect->GetFloat(hParam, &d3d->m_scale);
} else if(ParamDesc.Class == D3DXPC_OBJECT && ParamDesc.Type == D3DXPT_TEXTURE) {
if(strcmpi(ParamDesc.Semantic, "SOURCETEXTURE") == 0)
s->m_SourceTextureEffectHandle = hParam;
if(strcmpi(ParamDesc.Semantic, "WORKINGTEXTURE") == 0)
s->m_WorkingTexture1EffectHandle = hParam;
if(strcmpi(ParamDesc.Semantic, "WORKINGTEXTURE1") == 0)
s->m_WorkingTexture2EffectHandle = hParam;
if(strcmpi(ParamDesc.Semantic, "HQ2XLOOKUPTEXTURE") == 0)
s->m_Hq2xLookupTextureHandle = hParam;
} else if(ParamDesc.Class == D3DXPC_OBJECT && ParamDesc.Type == D3DXPT_STRING) {
LPCSTR pstrTechnique = NULL;
if(strcmpi(ParamDesc.Semantic, "COMBINETECHNIQUE") == 0) {
hr = effect->GetString(hParam, &pstrTechnique);
s->m_CombineTechniqueEffectHandle = effect->GetTechniqueByName(pstrTechnique);
} else if(strcmpi(ParamDesc.Semantic, "PREPROCESSTECHNIQUE") == 0) {
hr = effect->GetString(hParam, &pstrTechnique);
s->m_PreprocessTechnique1EffectHandle = effect->GetTechniqueByName(pstrTechnique);
} else if(strcmpi(ParamDesc.Semantic, "PREPROCESSTECHNIQUE1") == 0) {
hr = effect->GetString(hParam, &pstrTechnique);
s->m_PreprocessTechnique2EffectHandle = effect->GetTechniqueByName(pstrTechnique);
} else if(strcmpi(ParamDesc.Semantic, "NAME") == 0) {
hr = effect->GetString(hParam, &d3d->m_strName);
}
}
if (FAILED (hr)) {
write_log (_T("ParamDesc.Semantic failed: %s\n"), D3DHEAD, D3DX_ErrorString (hr, NULL));
return 0;
}
}
for(iAnnot = 0; iAnnot < ParamDesc.Annotations; iAnnot++) {
hAnnot = effect->GetAnnotation (hParam, iAnnot);
hr = effect->GetParameterDesc(hAnnot, &AnnotDesc);
if (FAILED (hr)) {
write_log (_T("GetParameterDescAnnot(%d) failed: %s\n"), D3DHEAD, iAnnot, D3DX_ErrorString (hr, NULL));
return 0;
}
hr = S_OK;
if(strcmpi(AnnotDesc.Name, "name") == 0) {
hr = effect->GetString(hAnnot, &pstrName);
} else if(strcmpi(AnnotDesc.Name, "function") == 0) {
hr = effect->GetString(hAnnot, &pstrFunction);
pstrFunctionHandle = effect->GetFunctionByName(pstrFunction);
} else if(strcmpi(AnnotDesc.Name, "target") == 0) {
hr = effect->GetString(hAnnot, &pstrTarget);
} else if(strcmpi(AnnotDesc.Name, "width") == 0) {
hr = effect->GetInt(hAnnot, &Width);
} else if(strcmpi(AnnotDesc.Name, "height") == 0) {
hr = effect->GetInt(hAnnot, &Height);
} else if(strcmpi(AnnotDesc.Name, "depth") == 0) {
hr = effect->GetInt(hAnnot, &Depth);
} else if(strcmpi(AnnotDesc.Name, "type") == 0) {
hr = effect->GetString(hAnnot, &pstrTextureType);
}
if (FAILED (hr)) {
write_log (_T("GetString/GetInt(%d) failed: %s\n"), D3DHEAD, iAnnot, D3DX_ErrorString (hr, NULL));
return 0;
}
}
if(pstrFunctionHandle != NULL) {
LPD3DXBUFFER pTextureShader = NULL;
LPD3DXBUFFER lpErrors = 0;
if(pstrTarget == NULL || strcmp(pstrTarget,"tx_1_1"))
pstrTarget = "tx_1_0";
if(SUCCEEDED(hr = EffectCompiler->CompileShader(
pstrFunctionHandle, pstrTarget, D3DXSHADER_SKIPVALIDATION|D3DXSHADER_DEBUG, &pTextureShader, &lpErrors, NULL))) {
LPD3DXTEXTURESHADER ppTextureShader;
if (lpErrors)
lpErrors->Release ();
if(Width == D3DX_DEFAULT)
Width = 64;
if(Height == D3DX_DEFAULT)
Height = 64;
if(Depth == D3DX_DEFAULT)
Depth = 64;
D3DXCreateTextureShader((DWORD *)pTextureShader->GetBufferPointer(), &ppTextureShader);
if(pstrTextureType != NULL) {
if(strcmpi(pstrTextureType, "volume") == 0) {
LPDIRECT3DVOLUMETEXTURE9 pVolumeTex = NULL;
if(SUCCEEDED(hr = D3DXCreateVolumeTexture(d3d->d3ddev,
Width, Height, Depth, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTex))) {
if(SUCCEEDED(hr = D3DXFillVolumeTextureTX(pVolumeTex, ppTextureShader))) {
pTex = pVolumeTex;
}
}
} else if(strcmpi(pstrTextureType, "cube") == 0) {
LPDIRECT3DCUBETEXTURE9 pCubeTex = NULL;
if(SUCCEEDED(hr = D3DXCreateCubeTexture(d3d->d3ddev,
Width, D3DX_DEFAULT, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pCubeTex))) {
if(SUCCEEDED(hr = D3DXFillCubeTextureTX(pCubeTex, ppTextureShader))) {
pTex = pCubeTex;
}
}
}
} else {
LPDIRECT3DTEXTURE9 p2DTex = NULL;
if(SUCCEEDED(hr = D3DXCreateTexture(d3d->d3ddev, Width, Height,
D3DX_DEFAULT, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &p2DTex))) {
if(SUCCEEDED(hr = D3DXFillTextureTX(p2DTex, ppTextureShader))) {
pTex = p2DTex;
}
}
}
effect->SetTexture(effect->GetParameter(NULL, iParam), pTex);
if (pTex)
pTex->Release ();
if (pTextureShader)
pTextureShader->Release ();
if (ppTextureShader)
ppTextureShader->Release ();
} else {
write_log (_T("%s: Could not compile texture shader: %s\n"), D3DHEAD, D3DX_ErrorString (hr, lpErrors));
if (lpErrors)
lpErrors->Release ();
return 0;
}
}
}
if (!s->m_CombineTechniqueEffectHandle && EffectDesc.Techniques > 0) {
s->m_CombineTechniqueEffectHandle = effect->GetTechnique(0);
}
return 1;
}
static int psEffect_hasPreProcess (struct shaderdata *s) { return s->m_PreprocessTechnique1EffectHandle != 0; }
static int psEffect_hasPreProcess2 (struct shaderdata *s) { return s->m_PreprocessTechnique2EffectHandle != 0; }
int xD3D_goodenough (void)
{
static int d3d_good;
LPDIRECT3D9 d3dx;
D3DCAPS9 d3dCaps;
if (d3d_good > 0)
return d3d_good;
if (d3d_good < 0)
return 0;
d3d_good = -1;
d3dx = Direct3DCreate9 (D3D_SDK_VERSION);
if (d3dx != NULL) {
if (SUCCEEDED (d3dx->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps))) {
if (((d3dCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) == D3DPTEXTURECAPS_NONPOW2CONDITIONAL) || !(d3dCaps.TextureCaps & D3DPTEXTURECAPS_POW2)) {
if (!(d3dCaps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) && (d3dCaps.Caps2 & D3DCAPS2_DYNAMICTEXTURES)) {
d3d_good = 1;
if (d3dCaps.PixelShaderVersion >= D3DPS_VERSION(1, 0)) {
d3d_good = 2;
if (shaderon < 0)
shaderon = 1;
}
}
}
}
d3dx->Release ();
}
#if SHADER == 0
shaderon = 0;
#endif
if (shaderon < 0)
shaderon = 0;
return d3d_good > 0 ? d3d_good : 0;
}
int xD3D_canshaders (void)
{
static int d3d_yesno = 0;
HMODULE h;
LPDIRECT3D9 d3dx;
D3DCAPS9 d3dCaps;
if (d3d_yesno < 0)
return 0;
if (d3d_yesno > 0)
return 1;
d3d_yesno = -1;
h = LoadLibrary (D3DX9DLL);
if (h != NULL) {
FreeLibrary (h);
d3dx = Direct3DCreate9 (D3D_SDK_VERSION);
if (d3dx != NULL) {
if (SUCCEEDED (d3dx->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps))) {
if (d3dCaps.PixelShaderVersion >= D3DPS_VERSION(2,0)) {
write_log (_T("Direct3D: Pixel shader 2.0+ support detected, shader filters enabled.\n"));
d3d_yesno = 1;
}
}
d3dx->Release ();
}
}
return d3d_yesno > 0 ? 1 : 0;
}
static const char *fx10 = {
"// 3 (version)\n"
"//\n"
"// WinUAE Direct3D post processing shader\n"
"//\n"
"// by Toni Wilen 2012\n"
"\n"
"uniform extern float4x4 mtx;\n"
"uniform extern float2 maskmult;\n"
"uniform extern float2 maskshift;\n"
"uniform extern int filtermode;\n"
"uniform extern float2 texelsize;\n"
"\n"
"// final possibly filtered Amiga output\n"
"texture SourceTexture : SOURCETEXTURE;\n"
"\n"
"sampler SourceSampler = sampler_state {\n"
" Texture = (SourceTexture);\n"
" MinFilter = POINT;\n"
" MagFilter = POINT;\n"
" MipFilter = NONE;\n"
" AddressU = Clamp;\n"
" AddressV = Clamp;\n"
"};\n"
"\n"
"\n"
"texture OverlayTexture : OVERLAYTEXTURE;\n"
"\n"
"sampler OverlaySampler = sampler_state {\n"
" Texture = (OverlayTexture);\n"
" MinFilter = POINT;\n"
" MagFilter = POINT;\n"
" MipFilter = NONE;\n"
" AddressU = Wrap;\n"
" AddressV = Wrap;\n"
"};\n"
"\n"
"struct VS_OUTPUT_POST\n"
"{\n"
" float4 Position : POSITION;\n"
" float2 CentreUV : TEXCOORD0;\n"
" float2 Selector : TEXCOORD1;\n"
"};\n"
"\n"
"VS_OUTPUT_POST VS_Post(float3 pos : POSITION, float2 TexCoord : TEXCOORD0)\n"
"{\n"
" VS_OUTPUT_POST Out = (VS_OUTPUT_POST)0;\n"
"\n"
" Out.Position = mul(float4(pos, 1.0f), mtx);\n"
" Out.CentreUV = TexCoord;\n"
" Out.Selector = TexCoord * maskmult + maskshift;\n"
" return Out;\n"
"}\n"
"\n"
"float4 PS_Post(in VS_OUTPUT_POST inp) : COLOR\n"
"{\n"
" float4 s = tex2D(SourceSampler, inp.CentreUV);\n"
" float4 o = tex2D(OverlaySampler, inp.Selector);\n"
" return s * o;\n"
"}\n"
"\n"
"float4 PS_PostAlpha(in VS_OUTPUT_POST inp) : COLOR\n"
"{\n"
" float4 s = tex2D(SourceSampler, inp.CentreUV);\n"
" float4 o = tex2D(OverlaySampler, inp.Selector);\n"
" return s * (1 - o.a) + (o * o.a);\n"
"}\n"
"\n"
"float4 PS_PostPlain(in VS_OUTPUT_POST inp) : COLOR\n"
"{\n"
" float4 s = tex2D(SourceSampler, inp.CentreUV);\n"
" return s;\n"
"}\n"
"\n"
"// source and overlay texture\n"
"technique PostTechnique\n"
"{\n"
" pass P0\n"
" {\n"
" VertexShader = compile vs_1_0 VS_Post();\n"
" PixelShader = compile ps_1_0 PS_Post();\n"
" } \n"
"}\n"
"\n"
"// source and scanline texture with alpha\n"
"technique PostTechniqueAlpha\n"
"{\n"
" pass P0\n"
" {\n"
" VertexShader = compile vs_1_0 VS_Post();\n"
" PixelShader = compile ps_1_0 PS_PostAlpha();\n"
" } \n"
"}\n"
"\n"
"// only source texture\n"
"technique PostTechniquePlain\n"
"{\n"
" pass P0\n"
" {\n"
" VertexShader = compile vs_1_0 VS_Post();\n"
" PixelShader = compile ps_1_0 PS_PostPlain();\n"
" }\n"
"}\n"
};
static const char *fx20 = {
"// 3 (version)\n"
"//\n"
"// WinUAE Direct3D post processing shader\n"
"//\n"
"// by Toni Wilen 2012\n"
"\n"
"uniform extern float4x4 mtx;\n"
"uniform extern float2 maskmult;\n"
"uniform extern float2 maskshift;\n"
"uniform extern int filtermode;\n"
"uniform extern float2 texelsize;\n"
"\n"
"// final possibly filtered Amiga output\n"
"texture SourceTexture : SOURCETEXTURE;\n"
"\n"
"sampler SourceSampler = sampler_state {\n"
" Texture = (SourceTexture);\n"
" MinFilter = filtermode;\n"
" MagFilter = filtermode;\n"
" MipFilter = NONE;\n"
" AddressU = Clamp;\n"
" AddressV = Clamp;\n"
"};\n"
"\n"
"\n"
"texture OverlayTexture : OVERLAYTEXTURE;\n"
"\n"
"sampler OverlaySampler = sampler_state {\n"
" Texture = (OverlayTexture);\n"
" MinFilter = POINT;\n"
" MagFilter = POINT;\n"
" MipFilter = NONE;\n"
" AddressU = Wrap;\n"
" AddressV = Wrap;\n"
"};\n"
"\n"
"struct VS_OUTPUT_POST\n"
"{\n"
" float4 Position : POSITION;\n"
" float2 CentreUV : TEXCOORD0;\n"
" float2 Selector : TEXCOORD1;\n"
"};\n"
"\n"
"VS_OUTPUT_POST VS_Post(float3 pos : POSITION, float2 TexCoord : TEXCOORD0)\n"
"{\n"
" VS_OUTPUT_POST Out = (VS_OUTPUT_POST)0;\n"
"\n"
" Out.Position = mul(float4(pos, 1.0f), mtx);\n"
" Out.CentreUV = TexCoord;\n"
" Out.Selector = TexCoord * maskmult + maskshift;\n"
" return Out;\n"
"}\n"
"\n"
"float4 PS_Post(in VS_OUTPUT_POST inp) : COLOR\n"
"{\n"
" float4 s = tex2D(SourceSampler, inp.CentreUV);\n"
" float4 o = tex2D(OverlaySampler, inp.Selector);\n"
" return s * o;\n"
"}\n"
"\n"
"float4 PS_PostAlpha(in VS_OUTPUT_POST inp) : COLOR\n"
"{\n"
" float4 s = tex2D(SourceSampler, inp.CentreUV);\n"
" float4 o = tex2D(OverlaySampler, inp.Selector);\n"
" return s * (1 - o.a) + (o * o.a);\n"
"}\n"
"\n"
"float4 PS_PostPlain(in VS_OUTPUT_POST inp) : COLOR\n"
"{\n"
" float4 s = tex2D(SourceSampler, inp.CentreUV);\n"
" return s;\n"
"}\n"
"\n"
"// source and overlay texture\n"
"technique PostTechnique\n"
"{\n"
" pass P0\n"
" {\n"
" VertexShader = compile vs_1_0 VS_Post();\n"
" PixelShader = compile ps_2_0 PS_Post();\n"
" } \n"
"}\n"
"\n"
"// source and scanline texture with alpha\n"
"technique PostTechniqueAlpha\n"
"{\n"
" pass P0\n"
" {\n"
" VertexShader = compile vs_1_0 VS_Post();\n"
" PixelShader = compile ps_2_0 PS_PostAlpha();\n"
" } \n"
"}\n"
"\n"
"// only source texture\n"
"technique PostTechniquePlain\n"
"{\n"
" pass P0\n"
" {\n"
" VertexShader = compile vs_1_0 VS_Post();\n"
" PixelShader = compile ps_2_0 PS_PostPlain();\n"
" }\n"
"}\n"
};
static bool psEffect_LoadEffect (struct d3dstruct *d3d, const TCHAR *shaderfile, int full, struct shaderdata *s, int num)
{
int ret = 0;
LPD3DXEFFECTCOMPILER EffectCompiler = NULL;
LPD3DXBUFFER Errors = NULL;
LPD3DXBUFFER BufferEffect = NULL;
HRESULT hr;
TCHAR tmp[MAX_DPATH], tmp2[MAX_DPATH], tmp3[MAX_DPATH];
LPD3DXEFFECT effect = NULL;
static int first;
DWORD compileflags = d3d->psEnabled ? 0 : D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
int canusefile = 0, existsfile = 0;
bool plugin_path;
D3DXEFFECT_DESC EffectDesc;
void *bp;
int bplen;
compileflags |= EFFECTCOMPILERFLAGS;
plugin_path = get_plugin_path (tmp, sizeof tmp / sizeof (TCHAR), _T("filtershaders\\direct3d"));
_tcscpy (tmp3, tmp);
_tcscat (tmp, shaderfile);
if (!full) {
struct zfile *z = zfile_fopen (tmp, _T("r"));
if (z) {
existsfile = 1;
zfile_fgets (tmp2, sizeof tmp2 / sizeof (TCHAR), z);
zfile_fclose (z);
int ver = _tstol (tmp2 + 2);
if (ver == EFFECT_VERSION) {
canusefile = 1;
} else {
write_log (_T("'%s' mismatched version (%d != %d)\n"), tmp, ver, EFFECT_VERSION);
}
}
hr = E_FAIL;
if (canusefile) {
write_log (_T("%s: Attempting to load '%s'\n"), D3DHEAD, tmp);
hr = D3DXCreateEffectCompilerFromFile (tmp, NULL, NULL, compileflags, &EffectCompiler, &Errors);
if (FAILED (hr))
write_log (_T("%s: D3DXCreateEffectCompilerFromFile failed: %s\n"), D3DHEAD, D3DX_ErrorString (hr, Errors));
}
if (FAILED (hr)) {
const char *str = d3d->psEnabled ? fx20 : fx10;
int len = uaestrlen(str);
if (!existsfile && plugin_path) {
struct zfile *z = zfile_fopen (tmp, _T("w"));
if (z) {
zfile_fwrite ((void*)str, len, 1, z);
zfile_fclose (z);
}
}
hr = D3DXCreateEffectCompiler (str, len, NULL, NULL, compileflags, &EffectCompiler, &Errors);
if (FAILED (hr)) {
write_log (_T("%s: D3DXCreateEffectCompiler failed: %s\n"), D3DHEAD, D3DX_ErrorString (hr, Errors));
goto end;
}
}
} else {
write_log (_T("%s: Attempting to load '%s'\n"), D3DHEAD, tmp);
hr = D3DXCreateEffectCompilerFromFile (tmp, NULL, NULL, compileflags, &EffectCompiler, &Errors);
if (FAILED (hr)) {
write_log (_T("%s: D3DXCreateEffectCompilerFromFile failed: %s\n"), D3DHEAD, D3DX_ErrorString (hr, Errors));
goto end;
}
}
if (Errors) {
write_log (_T("%s: '%s' warning: %s\n"), D3DHEAD, shaderfile, D3DX_ErrorString (hr, Errors));
Errors->Release();
Errors = NULL;
}
hr = EffectCompiler->CompileEffect (0, &BufferEffect, &Errors);
if (FAILED (hr)) {
write_log (_T("%s: CompileEffect failed: %s\n"), D3DHEAD, D3DX_ErrorString (hr, Errors));
goto end;
}
bp = BufferEffect->GetBufferPointer ();
bplen = BufferEffect->GetBufferSize ();
hr = D3DXCreateEffect (d3d->d3ddev,
bp, bplen,
NULL, NULL,
EFFECTCOMPILERFLAGS,
NULL, &effect, &Errors);
if (FAILED (hr)) {
write_log (_T("%s: D3DXCreateEffect failed: %s\n"), D3DHEAD, D3DX_ErrorString (hr, Errors));
goto end;
}
hr = effect->GetDesc (&EffectDesc);
if (FAILED (hr)) {
write_log (_T("%s: effect->GetDesc() failed: %s\n"), D3DHEAD, D3DX_ErrorString (hr, Errors));
goto end;
}
if (full) {
if (!psEffect_ParseParameters (d3d, EffectCompiler, effect, EffectDesc, s))
goto end;
} else {
if (!postEffect_ParseParameters (d3d, EffectCompiler, effect, s))
goto end;
}
ret = 1;
d3d->frames_since_init = 0;
if (plugin_path && d3d->filenotificationhandle == NULL)
d3d->filenotificationhandle = FindFirstChangeNotification (tmp3, FALSE, FILE_NOTIFY_CHANGE_LAST_WRITE);
end:
if (Errors)
Errors->Release ();
if (BufferEffect)
BufferEffect->Release ();
if (EffectCompiler)
EffectCompiler->Release ();
if (full) {
s->psPreProcess = FALSE;
if (ret) {
d3d->psActive = TRUE;
if (psEffect_hasPreProcess (s))
s->psPreProcess = TRUE;
}
}
if (ret)
write_log (_T("%s: pixelshader filter '%s':%d enabled\n"), D3DHEAD, tmp, num);
else
write_log (_T("%s: pixelshader filter '%s':%d failed to initialize\n"), D3DHEAD, tmp, num);
s->pEffect = effect;
return effect != NULL;
}
static int psEffect_SetMatrices (D3DXMATRIXA16 *matProj, D3DXMATRIXA16 *matView, D3DXMATRIXA16 *matWorld, struct shaderdata *s)
{
HRESULT hr;
if (s->m_MatWorldEffectHandle) {
hr = s->pEffect->SetMatrix (s->m_MatWorldEffectHandle, matWorld);
if (FAILED (hr)) {
write_log (_T("%s: Create:SetMatrix:matWorld %s\n"), D3DHEAD, D3D_ErrorString (hr));
return 0;
}
}
if (s->m_MatViewEffectHandle) {
hr = s->pEffect->SetMatrix (s->m_MatViewEffectHandle, matView);
if (FAILED (hr)) {
write_log (_T("%s: Create:SetMatrix:matView %s\n"), D3DHEAD, D3D_ErrorString (hr));
return 0;
}
}
if (s->m_MatProjEffectHandle) {
hr = s->pEffect->SetMatrix (s->m_MatProjEffectHandle, matProj);
if (FAILED (hr)) {
write_log (_T("%s: Create:SetMatrix:matProj %s\n"), D3DHEAD, D3D_ErrorString (hr));
return 0;
}
}
if (s->m_MatWorldViewEffectHandle) {
D3DXMATRIXA16 matWorldView;
D3DXMatrixMultiply (&matWorldView, matWorld, matView);
hr = s->pEffect->SetMatrix (s->m_MatWorldViewEffectHandle, &matWorldView);
if (FAILED (hr)) {
write_log (_T("%s: Create:SetMatrix:matWorldView %s\n"), D3DHEAD, D3D_ErrorString (hr));
return 0;