Mesen-X/Windows/Renderer.cpp

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#include "stdafx.h"
#include "Renderer.h"
#include "DirectXTK/SpriteBatch.h"
#include "DirectXTK/SpriteFont.h"
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#include "../Core/Console.h"
#include "../Core/PPU.h"
#include "../Core/VideoRenderer.h"
#include "../Core/VideoDecoder.h"
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#include "../Core/EmulationSettings.h"
#include "../Core/MessageManager.h"
#include "../Utilities/UTF8Util.h"
using namespace DirectX;
namespace NES
{
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Renderer::Renderer(HWND hWnd)
{
_hWnd = hWnd;
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SetScreenSize(256, 240);
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MessageManager::RegisterMessageManager(this);
}
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Renderer::~Renderer()
{
VideoRenderer::GetInstance()->UnregisterRenderingDevice(this);
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CleanupDevice();
}
void Renderer::SetScreenSize(uint32_t width, uint32_t height)
{
ScreenSize screenSize;
VideoDecoder::GetInstance()->GetScreenSize(screenSize, false);
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if(_screenHeight != screenSize.Height || _screenWidth != screenSize.Width || _nesFrameHeight != height || _nesFrameWidth != width || _resizeFilter != EmulationSettings::GetVideoResizeFilter()) {
_frameLock.Acquire();
_nesFrameHeight = height;
_nesFrameWidth = width;
_newFrameBufferSize = width*height;
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_screenHeight = screenSize.Height;
_screenWidth = screenSize.Width;
_screenBufferSize = _screenHeight*_screenWidth;
Reset();
_frameLock.Release();
}
}
void Renderer::Reset()
{
auto lock = _frameLock.AcquireSafe();
CleanupDevice();
if(FAILED(InitDevice())) {
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CleanupDevice();
} else {
VideoRenderer::GetInstance()->RegisterRenderingDevice(this);
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}
}
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void Renderer::CleanupDevice()
{
if(_pTexture) {
_pTexture->Release();
_pTexture = nullptr;
}
if(_overlayTexture) {
_overlayTexture->Release();
_overlayTexture = nullptr;
}
if(_pTextureSrv) {
_pTextureSrv->Release();
_pTextureSrv = nullptr;
}
if(_pOverlaySrv) {
_pOverlaySrv->Release();
_pOverlaySrv = nullptr;
}
if(_textureBuffer[0]) {
delete[] _textureBuffer[0];
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_textureBuffer[0] = nullptr;
}
if(_textureBuffer[1]) {
delete[] _textureBuffer[1];
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_textureBuffer[1] = nullptr;
}
if(_samplerState) {
_samplerState->Release();
_samplerState = nullptr;
}
if(_pRenderTargetView) {
_pRenderTargetView->Release();
_pRenderTargetView = nullptr;
}
if(_pSwapChain) {
_pSwapChain->Release();
_pSwapChain = nullptr;
}
if(_pDeviceContext) {
_pDeviceContext->Release();
_pDeviceContext = nullptr;
}
if(_pd3dDevice) {
_pd3dDevice->Release();
_pd3dDevice = nullptr;
}
if(_pAlphaEnableBlendingState) {
_pAlphaEnableBlendingState->Release();
_pAlphaEnableBlendingState = nullptr;
}
if(_pDepthDisabledStencilState) {
_pDepthDisabledStencilState->Release();
_pDepthDisabledStencilState = nullptr;
}
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}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT Renderer::InitDevice()
{
HRESULT hr = S_OK;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = _screenWidth;
sd.BufferDesc.Height = _screenHeight;
sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = _hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_1;
for(UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) {
driverType = driverTypes[driverTypeIndex];
featureLevel = D3D_FEATURE_LEVEL_11_1;
hr = D3D11CreateDeviceAndSwapChain(nullptr, driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &sd, &_pSwapChain, &_pd3dDevice, &featureLevel, &_pDeviceContext);
if(hr == E_INVALIDARG) {
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
featureLevel = D3D_FEATURE_LEVEL_11_0;
hr = D3D11CreateDeviceAndSwapChain(nullptr, driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1, D3D11_SDK_VERSION, &sd, &_pSwapChain, &_pd3dDevice, &featureLevel, &_pDeviceContext);
}
if(SUCCEEDED(hr)) {
break;
}
}
if(FAILED(hr)) {
MessageManager::Log("D3D11CreateDeviceAndSwapChain() failed - Error:" + std::to_string(hr));
return hr;
}
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = _pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
if(FAILED(hr)) {
MessageManager::Log("SwapChain::GetBuffer() failed - Error:" + std::to_string(hr));
return hr;
}
hr = _pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &_pRenderTargetView);
pBackBuffer->Release();
if(FAILED(hr)) {
MessageManager::Log("D3DDevice::CreateRenderTargetView() failed - Error:" + std::to_string(hr));
return hr;
}
D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
depthDisabledStencilDesc.DepthEnable = false;
depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthDisabledStencilDesc.StencilEnable = true;
depthDisabledStencilDesc.StencilReadMask = 0xFF;
depthDisabledStencilDesc.StencilWriteMask = 0xFF;
depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Create the state using the device.
hr = _pd3dDevice->CreateDepthStencilState(&depthDisabledStencilDesc, &_pDepthDisabledStencilState);
if(FAILED(hr)) {
MessageManager::Log("D3DDevice::CreateDepthStencilState() failed - Error:" + std::to_string(hr));
return hr;
}
// Clear the blend state description.
D3D11_BLEND_DESC blendStateDescription;
ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
// Create an alpha enabled blend state description.
blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
// Create the blend state using the description.
hr = _pd3dDevice->CreateBlendState(&blendStateDescription, &_pAlphaEnableBlendingState);
if(FAILED(hr)) {
MessageManager::Log("D3DDevice::CreateBlendState() failed - Error:" + std::to_string(hr));
return hr;
}
float blendFactor[4];
blendFactor[0] = 0.0f;
blendFactor[1] = 0.0f;
blendFactor[2] = 0.0f;
blendFactor[3] = 0.0f;
_pDeviceContext->OMSetBlendState(_pAlphaEnableBlendingState, blendFactor, 0xffffffff);
_pDeviceContext->OMSetDepthStencilState(_pDepthDisabledStencilState, 1);
_pDeviceContext->OMSetRenderTargets(1, &_pRenderTargetView, nullptr);
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)_screenWidth;
vp.Height = (FLOAT)_screenHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
_pDeviceContext->RSSetViewports(1, &vp);
_textureBuffer[0] = new uint8_t[_nesFrameWidth*_nesFrameHeight*4];
_textureBuffer[1] = new uint8_t[_nesFrameWidth*_nesFrameHeight*4];
memset(_textureBuffer[0], 0, _nesFrameWidth*_nesFrameHeight*4);
memset(_textureBuffer[1], 0, _nesFrameWidth*_nesFrameHeight*4);
_pTexture = CreateTexture(_nesFrameWidth, _nesFrameHeight);
if(!_pTexture) {
return S_FALSE;
}
_overlayTexture = CreateTexture(8, 8);
if(!_overlayTexture) {
return S_FALSE;
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}
_pTextureSrv = GetShaderResourceView(_pTexture);
if(!_pTextureSrv) {
return S_FALSE;
}
_pOverlaySrv = GetShaderResourceView(_overlayTexture);
if(!_pOverlaySrv) {
return S_FALSE;
}
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////////////////////////////////////////////////////////////////////////////
_spriteBatch.reset(new SpriteBatch(_pDeviceContext));
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_largeFont.reset(new SpriteFont(_pd3dDevice, L"Resources\\Font.64.spritefont"));
_font.reset(new SpriteFont(_pd3dDevice, L"Resources\\Font.24.spritefont"));
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_resizeFilter = EmulationSettings::GetVideoResizeFilter();
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//Sample state
D3D11_SAMPLER_DESC samplerDesc;
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
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samplerDesc.Filter = _resizeFilter == VideoResizeFilter::Bilinear ? D3D11_FILTER_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_MAG_MIP_POINT;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
//samplerDesc.BorderColor = { 1.0f, 1.0f, 1.0f, 1.0f };
samplerDesc.MinLOD = -FLT_MAX;
samplerDesc.MaxLOD = FLT_MAX;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
hr = _pd3dDevice->CreateSamplerState(&samplerDesc, &_samplerState);
if(FAILED(hr)) {
MessageManager::Log("D3DDevice::CreateSamplerState() failed - Error:" + std::to_string(hr));
return hr;
}
return S_OK;
}
ID3D11Texture2D* Renderer::CreateTexture(uint32_t width, uint32_t height)
{
ID3D11Texture2D* texture;
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
desc.ArraySize = 1;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.MipLevels = 1;
desc.MiscFlags = 0;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.Width = width;
desc.Height = height;
desc.MiscFlags = 0;
HRESULT hr = _pd3dDevice->CreateTexture2D(&desc, nullptr, &texture);
if(FAILED(hr)) {
MessageManager::Log("D3DDevice::CreateTexture() failed - Error:" + std::to_string(hr));
return nullptr;
}
return texture;
}
ID3D11ShaderResourceView* Renderer::GetShaderResourceView(ID3D11Texture2D* texture)
{
ID3D11ShaderResourceView *shaderResourceView = nullptr;
HRESULT hr = _pd3dDevice->CreateShaderResourceView(texture, nullptr, &shaderResourceView);
if(FAILED(hr)) {
MessageManager::Log("D3DDevice::CreateShaderResourceView() failed - Error:" + std::to_string(hr));
return nullptr;
}
return shaderResourceView;
}
void Renderer::DrawString(string message, float x, float y, DirectX::FXMVECTOR color, float scale, SpriteFont* font)
{
std::wstring textStr = utf8::utf8::decode(message);
DrawString(textStr, x, y, color, scale, font);
}
void Renderer::DrawString(std::wstring message, float x, float y, DirectX::FXMVECTOR color, float scale, SpriteFont* font)
{
const wchar_t *text = message.c_str();
if(font == nullptr) {
font = _font.get();
}
font->DrawString(_spriteBatch.get(), text, XMFLOAT2(x, y), color, 0.0f, XMFLOAT2(0, 0), scale);
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}
void Renderer::UpdateFrame(void *frameBuffer, uint32_t width, uint32_t height)
{
SetScreenSize(width, height);
uint32_t bpp = 4;
auto lock = _textureLock.AcquireSafe();
memcpy(_textureBuffer[0], frameBuffer, width*height*bpp);
_needFlip = true;
_frameChanged = true;
}
void Renderer::DrawNESScreen()
{
//Swap buffers - emulator always writes to _textureBuffer[0], screen always draws _textureBuffer[1]
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if(_needFlip) {
auto lock = _textureLock.AcquireSafe();
uint8_t* textureBuffer = _textureBuffer[0];
_textureBuffer[0] = _textureBuffer[1];
_textureBuffer[1] = textureBuffer;
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_needFlip = false;
if(_frameChanged) {
_frameChanged = false;
_renderedFrameCount++;
}
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}
//Copy buffer to texture
uint32_t bpp = 4;
uint32_t rowPitch = _nesFrameWidth * bpp;
D3D11_MAPPED_SUBRESOURCE dd;
HRESULT hr = _pDeviceContext->Map(_pTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &dd);
if(FAILED(hr)) {
MessageManager::Log("DeviceContext::Map() failed - Error:" + std::to_string(hr));
return;
}
uint8_t* surfacePointer = (uint8_t*)dd.pData;
uint8_t* videoBuffer = _textureBuffer[1];
for(uint32_t i = 0, iMax = _nesFrameHeight; i < iMax; i++) {
memcpy(surfacePointer, videoBuffer, rowPitch);
videoBuffer += rowPitch;
surfacePointer += dd.RowPitch;
}
_pDeviceContext->Unmap(_pTexture, 0);
RECT destRect;
destRect.left = 0;
destRect.top = 0;
destRect.right = _screenWidth;
destRect.bottom = _screenHeight;
_spriteBatch->Draw(_pTextureSrv, destRect);
}
void Renderer::DrawPauseScreen()
{
RECT destRect;
destRect.left = 0;
destRect.right = _screenWidth;
destRect.bottom = _screenHeight;
destRect.top = 0;
D3D11_MAPPED_SUBRESOURCE dd;
HRESULT hr = _pDeviceContext->Map(_overlayTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &dd);
if(FAILED(hr)) {
MessageManager::Log("(DrawPauseScreen) DeviceContext::Map() failed - Error:" + std::to_string(hr));
return;
}
uint8_t* surfacePointer = (uint8_t*)dd.pData;
for(uint32_t i = 0, len = 8; i < len; i++) {
//Gray transparent overlay
for(int j = 0; j < 8; j++) {
((uint32_t*)surfacePointer)[j] = 0xAA222222;
}
surfacePointer += dd.RowPitch;
}
_pDeviceContext->Unmap(_overlayTexture, 0);
_spriteBatch->Draw(_pOverlaySrv, destRect);
XMVECTOR stringDimensions = _largeFont->MeasureString(L"PAUSE");
DrawString("PAUSE", (float)_screenWidth / 2 - stringDimensions.m128_f32[0] / 2, (float)_screenHeight / 2 - stringDimensions.m128_f32[1] / 2 - 8, Colors::AntiqueWhite, 1.0f, _largeFont.get());
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}
void Renderer::Render()
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{
bool paused = EmulationSettings::IsPaused() && Console::IsRunning();
if(_noUpdateCount > 10 || _frameChanged || paused || IsMessageShown()) {
_noUpdateCount = 0;
auto lock = _frameLock.AcquireSafe();
// Clear the back buffer
_pDeviceContext->ClearRenderTargetView(_pRenderTargetView, Colors::Black);
_spriteBatch->Begin(SpriteSortMode_Deferred, nullptr, _samplerState);
//Draw nes screen
DrawNESScreen();
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if(paused && !EmulationSettings::CheckFlag(EmulationFlags::HidePauseOverlay)) {
DrawPauseScreen();
} else if(VideoDecoder::GetInstance()->IsRunning()) {
DrawCounters();
}
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DrawToasts();
_spriteBatch->End();
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// Present the information rendered to the back buffer to the front buffer (the screen)
HRESULT hr = _pSwapChain->Present(EmulationSettings::CheckFlag(EmulationFlags::VerticalSync) ? 1 : 0, 0);
if(FAILED(hr)) {
MessageManager::Log("SwapChain::Present() failed - Error:" + std::to_string(hr));
if(hr == DXGI_ERROR_DEVICE_REMOVED) {
MessageManager::Log("D3DDevice: GetDeviceRemovedReason: " + std::to_string(_pd3dDevice->GetDeviceRemovedReason()));
}
MessageManager::Log("Trying to reset DX...");
Reset();
}
} else {
_noUpdateCount++;
}
}
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void Renderer::DrawString(std::wstring message, int x, int y, uint8_t r, uint8_t g, uint8_t b, uint8_t opacity)
{
XMVECTORF32 color = { (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)opacity / 255.0f };
_font->DrawString(_spriteBatch.get(), message.c_str(), XMFLOAT2((float)x, (float)y), color);
}
float Renderer::MeasureString(std::wstring text)
{
XMVECTOR measure = _font->MeasureString(text.c_str());
float* measureF = (float*)&measure;
return measureF[0];
}
bool Renderer::ContainsCharacter(wchar_t character)
{
return _font->ContainsCharacter(character);
}
}