Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

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6.9 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "DX9_D3DBase.h"
#include "DX9_D3DTexture.h"
namespace DX9
{
namespace D3D
{
LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int levels)
{
u32* pBuffer = (u32*)buffer;
LPDIRECT3DTEXTURE9 pTexture;
// crazy bitmagic, sorry :)
bool isPow2 = !((width&(width-1)) || (height&(height-1)));
bool bExpand = false;
if (fmt == D3DFMT_A8P8) {
fmt = D3DFMT_A8L8;
bExpand = true;
}
HRESULT hr;
// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
// TODO(ector): Use the game-specified mipmaps?
if (levels > 0)
hr = dev->CreateTexture(width, height, levels, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
else
hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
if (FAILED(hr))
return 0;
int level = 0;
D3DLOCKED_RECT Lock;
pTexture->LockRect(level, &Lock, NULL, 0);
switch (fmt)
{
case D3DFMT_L8:
case D3DFMT_A8:
case D3DFMT_A4L4:
{
const u8 *pIn = buffer;
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width);
pIn += pitch;
}
}
break;
case D3DFMT_R5G6B5:
{
const u16 *pIn = (u16*)buffer;
for (int y = 0; y < height; y++)
{
u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 2);
pIn += pitch;
}
}
break;
case D3DFMT_A8L8:
{
if (bExpand) { // I8
const u8 *pIn = buffer;
// TODO(XK): Find a better way that does not involve either unpacking
// or downsampling (i.e. A4L4)
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
for(int i = 0; i < width * 2; i += 2) {
pBits[i] = pIn[i / 2];
pBits[i + 1] = pIn[i / 2];
}
pIn += pitch;
}
} else { // IA8
const u16 *pIn = (u16*)buffer;
for (int y = 0; y < height; y++)
{
u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 2);
pIn += pitch;
}
}
}
break;
case D3DFMT_A8R8G8B8:
{
if(pitch * 4 == Lock.Pitch && !swap_r_b)
{
memcpy(Lock.pBits,buffer,Lock.Pitch*height);
}
else
{
u32* pIn = pBuffer;
if (!swap_r_b) {
for (int y = 0; y < height; y++)
{
u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 4);
pIn += pitch;
}
} else {
for (int y = 0; y < height; y++)
{
u8 *pIn8 = (u8 *)pIn;
u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch));
for (int x = 0; x < width * 4; x += 4) {
pBits[x + 0] = pIn8[x + 2];
pBits[x + 1] = pIn8[x + 1];
pBits[x + 2] = pIn8[x + 0];
pBits[x + 3] = pIn8[x + 3];
}
pIn += pitch;
}
}
}
}
break;
case D3DFMT_DXT1:
memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8);
break;
default:
PanicAlert("D3D: Invalid texture format %i", fmt);
}
pTexture->UnlockRect(level);
return pTexture;
}
LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt)
{
LPDIRECT3DTEXTURE9 pTexture;
// crazy bitmagic, sorry :)
bool isPow2 = !((width&(width-1)) || (height&(height-1)));
bool bExpand = false;
HRESULT hr;
// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
// TODO(ector): Use the game-specified mipmaps?
if (!isPow2)
hr = dev->CreateTexture(width, height, 1, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
else
hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
if (FAILED(hr))
return 0;
return pTexture;
}
void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int level)
{
u32* pBuffer = (u32*)buffer;
D3DLOCKED_RECT Lock;
pTexture->LockRect(level, &Lock, NULL, 0);
u32* pIn = pBuffer;
bool bExpand = false;
if (fmt == D3DFMT_A8P8) {
fmt = D3DFMT_A8L8;
bExpand = true;
}
switch (fmt)
{
case D3DFMT_A8R8G8B8:
if(pitch * 4 == Lock.Pitch && !swap_r_b)
{
memcpy(Lock.pBits, pBuffer, Lock.Pitch*height);
}
else if (!swap_r_b)
{
for (int y = 0; y < height; y++)
{
u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 4);
pIn += pitch;
}
}
else
{
for (int y = 0; y < height; y++)
{
u8 *pIn8 = (u8 *)pIn;
u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch));
for (int x = 0; x < width * 4; x += 4)
{
pBits[x + 0] = pIn8[x + 2];
pBits[x + 1] = pIn8[x + 1];
pBits[x + 2] = pIn8[x + 0];
pBits[x + 3] = pIn8[x + 3];
}
pIn += pitch;
}
}
break;
case D3DFMT_L8:
case D3DFMT_A8:
case D3DFMT_A4L4:
{
const u8 *pIn = buffer;
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width);
pIn += pitch;
}
}
break;
case D3DFMT_R5G6B5:
{
const u16 *pIn = (u16*)buffer;
for (int y = 0; y < height; y++)
{
u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 2);
pIn += pitch;
}
}
break;
case D3DFMT_A8L8:
{
if (bExpand) { // I8
const u8 *pIn = buffer;
// TODO(XK): Find a better way that does not involve either unpacking
// or downsampling (i.e. A4L4)
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
for(int i = 0; i < width * 2; i += 2) {
pBits[i] = pIn[i / 2];
pBits[i + 1] = pIn[i / 2];
}
pIn += pitch;
}
} else { // IA8
const u16 *pIn = (u16*)buffer;
for (int y = 0; y < height; y++)
{
u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 2);
pIn += pitch;
}
}
}
break;
case D3DFMT_DXT1:
memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8);
break;
}
pTexture->UnlockRect(level);
}
} // namespace
}