Move fullscreen display resolution control to the GUI with the rest of the fullscreen...
[dolphin.git] / Source / Plugins / Plugin_VideoDX9 / Src / D3DBase.cpp
blob806b2fd53f857456ba3d990583818399625779fa
1 // Copyright (C) 2003 Dolphin Project.
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0.
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 // GNU General Public License 2.0 for more details.
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
15 // Official SVN repository and contact information can be found at
16 // http://code.google.com/p/dolphin-emu/
18 #include "D3DBase.h"
19 #include "VideoConfig.h"
20 #include "Render.h"
21 #include "XFStructs.h"
23 namespace D3D
26 LPDIRECT3D9 D3D = NULL; // Used to create the D3DDevice
27 LPDIRECT3DDEVICE9 dev = NULL; // Our rendering device
28 LPDIRECT3DSURFACE9 back_buffer;
29 LPDIRECT3DSURFACE9 back_buffer_z;
30 D3DCAPS9 caps;
31 HWND hWnd;
33 static int multisample;
34 static int resolution;
35 static int xres, yres;
36 static bool auto_depth_stencil = false;
38 #define VENDOR_NVIDIA 4318
39 #define VENDOR_ATI 4098
41 bool bFrameInProgress = false;
43 #define MAX_ADAPTERS 4
44 static Adapter adapters[MAX_ADAPTERS];
45 static int numAdapters;
46 static int cur_adapter;
48 // Value caches for state filtering
49 const int MaxTextureStages = 9;
50 const int MaxRenderStates = 210 + 46;
51 const int MaxTextureTypes = 33;
52 const int MaxSamplerSize = 13;
53 const int MaxSamplerTypes = 15;
54 static bool m_RenderStatesSet[MaxRenderStates];
55 static DWORD m_RenderStates[MaxRenderStates];
56 static bool m_RenderStatesChanged[MaxRenderStates];
58 static DWORD m_TextureStageStates[MaxTextureStages][MaxTextureTypes];
59 static bool m_TextureStageStatesSet[MaxTextureStages][MaxTextureTypes];
60 static bool m_TextureStageStatesChanged[MaxTextureStages][MaxTextureTypes];
62 static DWORD m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
63 static bool m_SamplerStatesSet[MaxSamplerSize][MaxSamplerTypes];
64 static bool m_SamplerStatesChanged[MaxSamplerSize][MaxSamplerTypes];
66 LPDIRECT3DBASETEXTURE9 m_Textures[16];
67 LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl;
68 LPDIRECT3DPIXELSHADER9 m_PixelShader;
69 LPDIRECT3DVERTEXSHADER9 m_VertexShader;
71 void Enumerate();
73 int GetNumAdapters() { return numAdapters; }
74 const Adapter &GetAdapter(int i) { return adapters[i]; }
75 const Adapter &GetCurAdapter() { return adapters[cur_adapter]; }
77 bool IsATIDevice()
79 return GetCurAdapter().ident.VendorId == VENDOR_ATI;
83 HRESULT Init()
85 // Create the D3D object, which is needed to create the D3DDevice.
86 D3D = Direct3DCreate9(D3D_SDK_VERSION);
87 if (!D3D)
88 return E_FAIL;
89 Enumerate();
90 return S_OK;
93 void Shutdown()
95 D3D->Release();
96 D3D = 0;
99 void EnableAlphaToCoverage()
101 // Each vendor has their own specific little hack.
102 if (GetCurAdapter().ident.VendorId == VENDOR_ATI)
103 D3D::SetRenderState(D3DRS_POINTSIZE, (D3DFORMAT)MAKEFOURCC('A', '2', 'M', '1'));
104 else
105 D3D::SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C'));
108 void InitPP(int adapter, int f, int aa_mode, D3DPRESENT_PARAMETERS *pp)
110 ZeroMemory(pp, sizeof(D3DPRESENT_PARAMETERS));
111 pp->hDeviceWindow = hWnd;
112 if (auto_depth_stencil)
114 pp->EnableAutoDepthStencil = TRUE;
115 pp->AutoDepthStencilFormat = D3DFMT_D24S8;
116 } else {
117 pp->EnableAutoDepthStencil = FALSE;
118 pp->AutoDepthStencilFormat = D3DFMT_UNKNOWN;
120 pp->BackBufferFormat = D3DFMT_A8R8G8B8;
121 if (aa_mode >= (int)adapters[adapter].aa_levels.size())
122 aa_mode = 0;
124 pp->MultiSampleType = adapters[adapter].aa_levels[aa_mode].ms_setting;
125 pp->MultiSampleQuality = adapters[adapter].aa_levels[aa_mode].qual_setting;
127 pp->Flags = auto_depth_stencil ? D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL : 0;
129 RECT client;
130 GetClientRect(hWnd, &client);
131 xres = pp->BackBufferWidth = client.right - client.left;
132 yres = pp->BackBufferHeight = client.bottom - client.top;
133 pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
134 pp->PresentationInterval = g_Config.bVSync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
135 pp->Windowed = TRUE;
138 void Enumerate()
140 numAdapters = D3D::D3D->GetAdapterCount();
142 for (int i = 0; i < std::min(MAX_ADAPTERS, numAdapters); i++)
144 Adapter &a = adapters[i];
145 a.aa_levels.clear();
146 a.resolutions.clear();
147 D3D::D3D->GetAdapterIdentifier(i, 0, &a.ident);
148 bool isNvidia = a.ident.VendorId == VENDOR_NVIDIA;
150 // Add SuperSamples modes
151 a.aa_levels.push_back(AALevel("None", D3DMULTISAMPLE_NONE, 0));
152 a.aa_levels.push_back(AALevel("2.25x SSAA", D3DMULTISAMPLE_NONE, 0));
153 a.aa_levels.push_back(AALevel("4x SSAA", D3DMULTISAMPLE_NONE, 0));
154 a.aa_levels.push_back(AALevel("9x SSAA", D3DMULTISAMPLE_NONE, 0));
155 //Add multisample modes
156 //disable them will they are not implemnted
158 DWORD qlevels = 0;
159 if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
160 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
161 if (qlevels > 0)
162 a.aa_levels.push_back(AALevel("2x MSAA", D3DMULTISAMPLE_2_SAMPLES, 0));
164 if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
165 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
166 if (qlevels > 0)
167 a.aa_levels.push_back(AALevel("4x MSAA", D3DMULTISAMPLE_4_SAMPLES, 0));
169 if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
170 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels))
171 if (qlevels > 0)
172 a.aa_levels.push_back(AALevel("8x MSAA", D3DMULTISAMPLE_8_SAMPLES, 0));
174 if (isNvidia)
176 // CSAA support
177 if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
178 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_4_SAMPLES, &qlevels))
180 if (qlevels > 2)
182 // 8x, 8xQ are available
183 // See http://developer.nvidia.com/object/coverage-sampled-aa.html
184 a.aa_levels.push_back(AALevel("8x CSAA", D3DMULTISAMPLE_4_SAMPLES, 2));
185 a.aa_levels.push_back(AALevel("8xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 0));
188 if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
189 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels))
191 if (qlevels > 2)
193 // 16x, 16xQ are available
194 // See http://developer.nvidia.com/object/coverage-sampled-aa.html
195 a.aa_levels.push_back(AALevel("16x CSAA", D3DMULTISAMPLE_4_SAMPLES, 4));
196 a.aa_levels.push_back(AALevel("16xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 2));
201 // Determine if INTZ is supported. Code from ATI's doc.
202 // http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf
203 a.supports_intz = D3D_OK == D3D->CheckDeviceFormat(
204 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
205 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_INTZ);
206 // Also check for RAWZ (nvidia only, but the only option to get Z24 textures on sub GF8800
207 a.supports_rawz = D3D_OK == D3D->CheckDeviceFormat(
208 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
209 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RAWZ);
210 // Might as well check for RESZ and NULL too.
211 a.supports_resz = D3D_OK == D3D->CheckDeviceFormat(
212 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
213 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RESZ);
214 a.supports_null = D3D_OK == D3D->CheckDeviceFormat(
215 i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
216 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_NULL);
218 if (a.aa_levels.size() == 1)
220 strcpy(a.aa_levels[0].name, "(Not supported on this device)");
222 int numModes = D3D::D3D->GetAdapterModeCount(i, D3DFMT_X8R8G8B8);
223 for (int m = 0; m < numModes; m++)
225 D3DDISPLAYMODE mode;
226 D3D::D3D->EnumAdapterModes(i, D3DFMT_X8R8G8B8, m, &mode);
228 int found = -1;
229 for (int x = 0; x < (int)a.resolutions.size(); x++)
231 if (a.resolutions[x].xres == mode.Width && a.resolutions[x].yres == mode.Height)
233 found = x;
234 break;
238 Resolution temp;
239 Resolution &r = found==-1 ? temp : a.resolutions[found];
241 sprintf(r.name, "%ix%i", mode.Width, mode.Height);
242 r.bitdepths.insert(mode.Format);
243 r.refreshes.insert(mode.RefreshRate);
244 if (found == -1 && mode.Width >= 640 && mode.Height >= 480)
246 r.xres = mode.Width;
247 r.yres = mode.Height;
248 a.resolutions.push_back(r);
254 HRESULT Create(int adapter, HWND wnd, int _resolution, int aa_mode, bool auto_depth)
256 hWnd = wnd;
257 multisample = aa_mode;
258 resolution = _resolution;
259 auto_depth_stencil = auto_depth;
260 cur_adapter = adapter;
261 D3DPRESENT_PARAMETERS d3dpp;
262 InitPP(adapter, resolution, aa_mode, &d3dpp);
264 if (FAILED(D3D->CreateDevice(
265 adapter,
266 D3DDEVTYPE_HAL,
267 wnd,
268 D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, //doesn't seem to make a difference
269 &d3dpp, &dev)))
271 if (FAILED(D3D->CreateDevice(
272 adapter,
273 D3DDEVTYPE_HAL,
274 wnd,
275 D3DCREATE_SOFTWARE_VERTEXPROCESSING,
276 &d3dpp, &dev)))
278 MessageBox(wnd,
279 _T("Failed to initialize Direct3D."),
280 _T("Dolphin Direct3D plugin"), MB_OK | MB_ICONERROR);
281 return E_FAIL;
285 dev->GetDeviceCaps(&caps);
286 dev->GetRenderTarget(0, &back_buffer);
287 if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
288 back_buffer_z = NULL;
289 D3D::SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE );
290 D3D::SetRenderState(D3DRS_FILLMODE, g_Config.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
291 memset(m_Textures, 0, sizeof(m_Textures));
292 memset(m_TextureStageStatesSet, 0, sizeof(m_TextureStageStatesSet));
293 memset(m_RenderStatesSet, 0, sizeof(m_RenderStatesSet));
294 memset(m_SamplerStatesSet, 0, sizeof(m_SamplerStatesSet));
295 memset(m_TextureStageStatesChanged, 0, sizeof(m_TextureStageStatesChanged));
296 memset(m_RenderStatesChanged, 0, sizeof(m_RenderStatesChanged));
297 memset(m_SamplerStatesChanged, 0, sizeof(m_SamplerStatesChanged));
298 m_VtxDecl = NULL;
299 m_PixelShader = NULL;
300 m_VertexShader = NULL;
301 // Device state would normally be set here
302 return S_OK;
305 void Close()
307 if (back_buffer_z)
308 back_buffer_z->Release();
309 back_buffer_z = NULL;
310 back_buffer->Release();
311 back_buffer = NULL;
313 ULONG references = dev->Release();
314 if (references)
315 ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
317 dev = 0;
320 const D3DCAPS9 &GetCaps()
322 return caps;
325 const char *VertexShaderVersionString()
327 static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
328 int version = ((D3D::caps.VertexShaderVersion >> 8) & 0xFF);
329 return versions[std::min(4, version)];
332 const char *PixelShaderVersionString()
334 static const char *versions[5] = {"ERROR", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
335 int version = ((D3D::caps.PixelShaderVersion >> 8) & 0xFF);
336 return versions[std::min(4, version)];
339 LPDIRECT3DSURFACE9 GetBackBufferSurface()
341 return back_buffer;
344 LPDIRECT3DSURFACE9 GetBackBufferDepthSurface()
346 return back_buffer_z;
349 void ShowD3DError(HRESULT err)
351 switch (err)
353 case D3DERR_DEVICELOST: PanicAlert("Device Lost"); break;
354 case D3DERR_INVALIDCALL: PanicAlert("Invalid Call"); break;
355 case D3DERR_DRIVERINTERNALERROR: PanicAlert("Driver Internal Error"); break;
356 case D3DERR_OUTOFVIDEOMEMORY: PanicAlert("Out of vid mem"); break;
357 default:
358 // MessageBoxA(0,"Other error or success","ERROR",0);
359 break;
363 void Reset()
365 if (dev)
367 // ForgetCachedState();
369 // Can't keep a pointer around to the backbuffer surface when resetting.
370 if (back_buffer_z)
371 back_buffer_z->Release();
372 back_buffer_z = NULL;
373 back_buffer->Release();
374 back_buffer = NULL;
376 D3DPRESENT_PARAMETERS d3dpp;
377 InitPP(cur_adapter, resolution, multisample, &d3dpp);
378 HRESULT hr = dev->Reset(&d3dpp);
379 ShowD3DError(hr);
381 dev->GetRenderTarget(0, &back_buffer);
382 if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
383 back_buffer_z = NULL;
384 ApplyCachedState();
388 int GetBackBufferWidth()
390 return xres;
393 int GetBackBufferHeight()
395 return yres;
398 bool BeginFrame()
400 if (bFrameInProgress)
402 PanicAlert("BeginFrame WTF");
403 return false;
405 bFrameInProgress = true;
406 if (dev)
408 dev->BeginScene();
409 return true;
411 else
412 return false;
415 void EndFrame()
417 if (!bFrameInProgress)
419 PanicAlert("EndFrame WTF");
420 return;
422 bFrameInProgress = false;
423 dev->EndScene();
426 void Present()
428 if (dev)
430 dev->Present(NULL, NULL, NULL, NULL);
434 void ApplyCachedState()
436 for (int sampler = 0; sampler < 8; sampler++)
438 for (int type = 0; type < MaxSamplerTypes; type++)
440 if(m_SamplerStatesSet[sampler][type])
441 D3D::dev->SetSamplerState(sampler, (D3DSAMPLERSTATETYPE)type, m_SamplerStates[sampler][type]);
445 for (int rs = 0; rs < MaxRenderStates; rs++)
447 if (m_RenderStatesSet[rs])
448 D3D::dev->SetRenderState((D3DRENDERSTATETYPE)rs, m_RenderStates[rs]);
451 // We don't bother restoring these so let's just wipe the state copy
452 // so no stale state is around.
453 memset(m_Textures, 0, sizeof(m_Textures));
454 memset(m_TextureStageStatesSet, 0, sizeof(m_TextureStageStatesSet));
455 memset(m_TextureStageStatesChanged, 0, sizeof(m_TextureStageStatesChanged));
456 m_VtxDecl = NULL;
457 m_PixelShader = NULL;
458 m_VertexShader = NULL;
461 void SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
463 if (m_Textures[Stage] != pTexture)
465 m_Textures[Stage] = pTexture;
466 D3D::dev->SetTexture(Stage, pTexture);
470 void RefreshRenderState(D3DRENDERSTATETYPE State)
472 if(m_RenderStatesSet[State] && m_RenderStatesChanged[State])
474 D3D::dev->SetRenderState(State, m_RenderStates[State]);
475 m_RenderStatesChanged[State] = false;
479 void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
481 if (m_RenderStates[State] != Value || !m_RenderStatesSet[State])
483 m_RenderStates[State] = Value;
484 m_RenderStatesSet[State] = true;
485 m_RenderStatesChanged[State] = false;
486 D3D::dev->SetRenderState(State, Value);
490 void ChangeRenderState(D3DRENDERSTATETYPE State, DWORD Value)
492 if (m_RenderStates[State] != Value || !m_RenderStatesSet[State])
494 m_RenderStatesChanged[State] = m_RenderStatesSet[State];
495 D3D::dev->SetRenderState(State, Value);
497 else
499 m_RenderStatesChanged[State] = false;
503 void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
505 if (m_TextureStageStates[Stage][Type] != Value || !m_TextureStageStatesSet[Stage][Type])
507 m_TextureStageStates[Stage][Type] = Value;
508 m_TextureStageStatesSet[Stage][Type]=true;
509 m_TextureStageStatesChanged[Stage][Type]=false;
510 D3D::dev->SetTextureStageState(Stage, Type, Value);
514 void RefreshTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type)
516 if(m_TextureStageStatesSet[Stage][Type] && m_TextureStageStatesChanged[Stage][Type])
518 D3D::dev->SetTextureStageState(Stage, Type, m_TextureStageStates[Stage][Type]);
519 m_TextureStageStatesChanged[Stage][Type] = false;
523 void ChangeTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
525 if (m_TextureStageStates[Stage][Type] != Value || !m_TextureStageStatesSet[Stage][Type])
527 m_TextureStageStatesChanged[Stage][Type] = m_TextureStageStatesSet[Stage][Type];
528 D3D::dev->SetTextureStageState(Stage, Type, Value);
530 else
532 m_TextureStageStatesChanged[Stage][Type] = false;
536 void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
538 if (m_SamplerStates[Sampler][Type] != Value || !m_SamplerStatesSet[Sampler][Type])
540 m_SamplerStates[Sampler][Type] = Value;
541 m_SamplerStatesSet[Sampler][Type] = true;
542 m_SamplerStatesChanged[Sampler][Type] = false;
543 D3D::dev->SetSamplerState(Sampler, Type, Value);
547 void RefreshSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type)
549 if(m_SamplerStatesSet[Sampler][Type] && m_SamplerStatesChanged[Sampler][Type])
551 D3D::dev->SetSamplerState(Sampler, Type, m_SamplerStates[Sampler][Type]);
552 m_SamplerStatesChanged[Sampler][Type] = false;
556 void ChangeSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
558 if (m_SamplerStates[Sampler][Type] != Value || !m_SamplerStatesSet[Sampler][Type])
560 m_SamplerStatesChanged[Sampler][Type] = m_SamplerStatesSet[Sampler][Type];
561 D3D::dev->SetSamplerState(Sampler, Type, Value);
563 else
565 m_SamplerStatesChanged[Sampler][Type] = false;
569 void RefreshVertexDeclaration()
571 if (m_VtxDecl)
573 D3D::dev->SetVertexDeclaration(m_VtxDecl);
577 void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl)
579 if (!decl) {
580 m_VtxDecl = NULL;
581 return;
583 if (decl != m_VtxDecl)
585 D3D::dev->SetVertexDeclaration(decl);
586 m_VtxDecl = decl;
590 void RefreshVertexShader()
592 if (m_VertexShader)
594 D3D::dev->SetVertexShader(m_VertexShader);
598 void SetVertexShader(LPDIRECT3DVERTEXSHADER9 shader)
600 if (!shader) {
601 m_VertexShader = NULL;
602 return;
604 if (shader != m_VertexShader)
606 D3D::dev->SetVertexShader(shader);
607 m_VertexShader = shader;
611 void RefreshPixelShader()
613 if (m_PixelShader)
615 D3D::dev->SetPixelShader(m_PixelShader);
619 void SetPixelShader(LPDIRECT3DPIXELSHADER9 shader)
621 if (!shader) {
622 m_PixelShader = NULL;
623 return;
625 if (shader != m_PixelShader)
627 D3D::dev->SetPixelShader(shader);
628 m_PixelShader = shader;
633 } // namespace