Mesen-X/GUI/Renderer.cpp

335 lines
10 KiB
C++
Raw Normal View History

#include "stdafx.h"
#include "Renderer.h"
#include "..\Core\PPU.h"
2014-06-23 16:38:01 -04:00
#include "..\Core\Console.h"
namespace NES
{
2014-06-23 19:02:09 -04:00
Renderer::Renderer(HWND hWnd)
{
PPU::RegisterVideoDevice(this);
_hWnd = hWnd;
2014-06-23 16:38:01 -04:00
if(FAILED(InitDevice())) {
CleanupDevice();
}
}
2014-06-23 19:02:09 -04:00
Renderer::~Renderer()
{
CleanupDevice();
}
void Renderer::CleanupDevice()
{
if(_pDeviceContext) _pDeviceContext->ClearState();
2014-06-23 19:02:09 -04:00
if(_pRenderTargetView) _pRenderTargetView->Release();
if(_samplerState) _samplerState->Release();
if(_pSwapChain) _pSwapChain->Release();
if(_pDeviceContext1) _pDeviceContext1->Release();
2014-06-23 19:02:09 -04:00
if(_pd3dDevice1) _pd3dDevice1->Release();
if(_pd3dDevice) _pd3dDevice->Release();
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT Renderer::InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect(_hWnd, &rc);
2014-06-21 19:03:13 -04:00
UINT width = 256; // rc.right - rc.left;
UINT height = 240; // rc.bottom - rc.top;
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;
2014-06-23 16:38:01 -04:00
sd.BufferDesc.Width = width*4;
sd.BufferDesc.Height = height*4;
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;
for(UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) {
_driverType = driverTypes[driverTypeIndex];
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
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)) {
return hr;
}
// Obtain the Direct3D 11.1 versions if available
hr = _pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&_pd3dDevice1));
if(SUCCEEDED(hr)) {
(void)_pDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&_pDeviceContext1));
}
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = _pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
if(FAILED(hr)) {
return hr;
}
hr = _pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &_pRenderTargetView);
pBackBuffer->Release();
if(FAILED(hr)) {
return hr;
}
_pDeviceContext->OMSetRenderTargets(1, &_pRenderTargetView, nullptr);
// Setup the viewport
UINT fred;
D3D11_VIEWPORT vp;
2014-06-23 16:38:01 -04:00
vp.Width = (FLOAT)width*4;
vp.Height = (FLOAT)height*4;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
_pDeviceContext->RSSetViewports(1, &vp);
_pd3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_B8G8R8A8_UNORM, 16, &fred);
uint16_t screenwidth = 256;
uint16_t screenheight = 240;
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 = fred;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.Width = screenwidth;
desc.Height = screenheight;
desc.MiscFlags = 0;
_videoRAM = new uint8_t[screenwidth*screenheight * 4];
_nextFrameBuffer = new uint8_t[screenwidth*screenheight * 4];
memset(_videoRAM, 0x00, screenwidth*screenheight*4);
memset(_nextFrameBuffer, 0x00, screenwidth*screenheight*4);
D3D11_SUBRESOURCE_DATA tbsd;
tbsd.pSysMem = (void *)_videoRAM;
tbsd.SysMemPitch = screenwidth * 4;
tbsd.SysMemSlicePitch = screenwidth*screenheight * 4; // Not needed since this is a 2d texture
if(FAILED(_pd3dDevice->CreateTexture2D(&desc, &tbsd, &_pTexture))) {
return 0;
}
2014-06-23 16:38:01 -04:00
_overlayBuffer = new uint8_t[screenwidth*screenheight*4*4*4]; //High res overlay for UI elements (4x res)
memset(_overlayBuffer, 0x00, screenwidth*screenheight*4*4*4);
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 = fred;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.Width = screenwidth * 4;
desc.Height = screenheight * 4;
desc.MiscFlags = 0;
tbsd.pSysMem = (void *)_overlayBuffer;
tbsd.SysMemPitch = screenwidth * 4 * 4;
tbsd.SysMemSlicePitch = screenwidth*screenheight * 4 * 4;
if(FAILED(_pd3dDevice->CreateTexture2D(&desc, &tbsd, &_overlayTexture))) {
return 0;
}
////////////////////////////////////////////////////////////////////////////
_spriteBatch.reset(new SpriteBatch(_pDeviceContext));
2014-06-23 16:38:01 -04:00
_font.reset(new SpriteFont(_pd3dDevice, L"Calibri.30.spritefont"));
//Sample state
D3D11_SAMPLER_DESC samplerDesc;
ZeroMemory(&desc, sizeof(desc));
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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;
_pd3dDevice->CreateSamplerState(&samplerDesc, &_samplerState);
return S_OK;
}
ID3D11ShaderResourceView* Renderer::GetShaderResourceView(ID3D11Texture2D* texture)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
D3D11_TEXTURE2D_DESC desc;
D3D11_RESOURCE_DIMENSION type;
texture->GetType(&type);
texture->GetDesc(&desc);
srvDesc.Format = desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = desc.MipLevels - 1;
ID3D11ShaderResourceView *shaderResourceView = nullptr;
_pd3dDevice->CreateShaderResourceView(texture, &srvDesc, &shaderResourceView);
return shaderResourceView;
}
2014-06-25 21:52:37 -04:00
void Renderer::DisplayMessage(wstring text, uint32_t duration)
{
_displayMessage = text;
_displayTimestamp = timeGetTime() + duration;
}
void Renderer::DrawNESScreen()
{
RECT sourceRect;
sourceRect.left = 0;
sourceRect.right = 256;
sourceRect.bottom = 240;
sourceRect.top = 0;
XMVECTOR position{ { 0, 0 } };
UINT screenwidth = 256, screenheight = 240;
D3D11_MAPPED_SUBRESOURCE dd;
dd.pData = (void *)_videoRAM;
dd.RowPitch = screenwidth * 4;
dd.DepthPitch = screenwidth* screenheight * 4;
_pDeviceContext->Map(_pTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &dd);
memcpy(dd.pData, _nextFrameBuffer, screenwidth*screenheight * 4);
_pDeviceContext->Unmap(_pTexture, 0);
2014-06-23 16:38:01 -04:00
ID3D11ShaderResourceView *nesOutputBuffer = GetShaderResourceView(_pTexture);
_spriteBatch->Draw(nesOutputBuffer, position, &sourceRect, Colors::White, 0.0f, position, 4.0f);
nesOutputBuffer->Release();
}
void Renderer::DrawPauseScreen()
{
RECT destRect;
destRect.left = 0;
destRect.right = 256*4;
destRect.bottom = 240*4;
destRect.top = 0;
XMVECTOR position{ { 0, 0 } };
UINT screenwidth = 256*4, screenheight = 240*4;
D3D11_MAPPED_SUBRESOURCE dd;
dd.pData = (void *)_overlayBuffer;
dd.RowPitch = screenwidth * 4;
dd.DepthPitch = screenwidth* screenheight * 4;
_pDeviceContext->Map(_overlayTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &dd);
for(uint32_t i = 0, len = screenwidth*screenheight; i < len; i++) {
//Gray transparent overlay
((uint32_t*)dd.pData)[i] = 0x99222222;
}
_pDeviceContext->Unmap(_overlayTexture, 0);
ID3D11ShaderResourceView *shaderResourceView = GetShaderResourceView(_overlayTexture);
_spriteBatch->Draw(shaderResourceView, destRect); // , position, &sourceRect, Colors::White, 0.0f, position, 4.0f);
shaderResourceView->Release();
_font->DrawString(_spriteBatch.get(), L"PAUSED", XMFLOAT2(256 * 2 - 142, 240 * 2 - 37), Colors::Black, 0.0f, XMFLOAT2(0, 0), 2.0f);
_font->DrawString(_spriteBatch.get(), L"PAUSED", XMFLOAT2(256 * 2 - 145, 240 * 2 - 40), Colors::AntiqueWhite, 0.0f, XMFLOAT2(0, 0), 2.0f);
2014-06-23 16:38:01 -04:00
}
2014-06-23 16:38:01 -04:00
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Renderer::Render()
{
// Clear the back buffer
_pDeviceContext->ClearRenderTargetView(_pRenderTargetView, Colors::Black);
_spriteBatch->Begin(SpriteSortMode_Deferred, nullptr, _samplerState);
//Draw nes screen
DrawNESScreen();
//Draw FPS counter
if(CheckFlag(UIFlags::ShowFPS)) {
_font->DrawString(_spriteBatch.get(), (wstring(L"FPS: ") + std::to_wstring(Console::GetFPS())).c_str(), XMFLOAT2(256 * 4 - 149, 13), Colors::Black, 0.0f, XMFLOAT2(0, 0), 1.0f);
2014-06-25 21:52:37 -04:00
_font->DrawString(_spriteBatch.get(), (wstring(L"FPS: ") + std::to_wstring(Console::GetFPS())).c_str(), XMFLOAT2(256 * 4 - 150, 11), Colors::AntiqueWhite, 0.0f, XMFLOAT2(0, 0), 1.0f);
}
if(!_displayMessage.empty() && _displayTimestamp > timeGetTime()) {
_font->DrawString(_spriteBatch.get(), _displayMessage.c_str(), XMFLOAT2(12, 13), Colors::Black, 0.0f, XMFLOAT2(0, 0), 1.0f);
_font->DrawString(_spriteBatch.get(), _displayMessage.c_str(), XMFLOAT2(11, 11), Colors::AntiqueWhite, 0.0f, XMFLOAT2(0, 0), 1.0f);
}
2014-06-23 16:38:01 -04:00
if(CheckFlag(UIFlags::ShowPauseScreen)) {
DrawPauseScreen();
}
2014-06-23 16:38:01 -04:00
_spriteBatch->End();
2014-06-23 16:38:01 -04:00
// Present the information rendered to the back buffer to the front buffer (the screen)
_pSwapChain->Present(0, 0);
}
}