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https://github.com/RaySollium99/picodrive.git
synced 2025-09-05 15:27:46 -04:00
the old-new win32 port
git-svn-id: file:///home/notaz/opt/svn/PicoDrive@804 be3aeb3a-fb24-0410-a615-afba39da0efa
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21 changed files with 2072 additions and 6 deletions
410
platform/win32/direct.cpp
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410
platform/win32/direct.cpp
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// ddraw
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#include <ddraw.h>
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#include "../common/lprintf.h"
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#include "direct.h"
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#include "main.h"
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#define EmuWidth 320
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#define EmuHeight 240
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#define RELEASE(x) if (x) x->Release(); x=NULL;
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#define LOGFAIL() lprintf("fail: %s %s:%i\n", __FUNCTION__, __FILE__, __LINE__)
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static LPDIRECTDRAW7 m_pDD = NULL;
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static LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer = NULL;
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static LPDIRECTDRAWSURFACE7 m_pddsBackBuffer = NULL;
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// quick and dirty stuff..
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void DirectExit(void)
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{
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RELEASE(m_pddsBackBuffer);
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RELEASE(m_pddsFrontBuffer);
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RELEASE(m_pDD);
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}
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int DirectInit(void)
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{
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HRESULT ret;
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LPDIRECTDRAWCLIPPER pcClipper = NULL;
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DDSURFACEDESC2 ddsd;
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ret = DirectDrawCreateEx(NULL, (VOID**)&m_pDD, IID_IDirectDraw7, NULL);
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if (ret) { LOGFAIL(); return 1; }
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// Set cooperative level
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ret = m_pDD->SetCooperativeLevel( FrameWnd, DDSCL_NORMAL );
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if (ret) { LOGFAIL(); goto fail; }
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// Create the primary surface
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ZeroMemory( &ddsd, sizeof( ddsd ) );
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ddsd.dwSize = sizeof( ddsd );
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ddsd.dwFlags = DDSD_CAPS;
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ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
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ret = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL );
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if (ret) { LOGFAIL(); goto fail; }
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// Create the backbuffer surface
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ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
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ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
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ddsd.dwWidth = EmuWidth;
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ddsd.dwHeight = EmuHeight;
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ret = m_pDD->CreateSurface( &ddsd, &m_pddsBackBuffer, NULL );
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if (ret) { LOGFAIL(); goto fail; }
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// clipper
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ret = m_pDD->CreateClipper( 0, &pcClipper, NULL );
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if (ret) { LOGFAIL(); goto fail; }
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ret = pcClipper->SetHWnd( 0, FrameWnd );
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if (ret) { LOGFAIL(); goto fail; }
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ret = m_pddsFrontBuffer->SetClipper( pcClipper );
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if (ret) { LOGFAIL(); goto fail; }
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RELEASE(pcClipper);
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return 0;
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fail:
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RELEASE(pcClipper);
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DirectExit();
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return 1;
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}
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int DirectScreen(const void *emu_screen)
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{
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const unsigned short *ps = (const unsigned short *)emu_screen;
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DDSURFACEDESC2 sd;
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int ret, x, y;
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memset(&sd, 0, sizeof(sd));
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sd.dwSize = sizeof(sd);
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ret = m_pddsBackBuffer->Lock(NULL, &sd, DDLOCK_SURFACEMEMORYPTR|DDLOCK_WAIT|DDLOCK_WRITEONLY, NULL);
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if (ret) { LOGFAIL(); return 1; }
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//lprintf("w: %i h: %i pi: %i pf: %i\n", sd.dwWidth, sd.dwHeight, sd.lPitch, sd.ddpfPixelFormat.dwRGBBitCount);
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if (sd.ddpfPixelFormat.dwRGBBitCount == 32)
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{
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int *dst = (int *)sd.lpSurface;
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for (y = 0; y < EmuHeight; y++)
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{
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for (x = 0; x < EmuWidth; x++)
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{
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int s = *ps++;
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dst[x] = ((s&0xf800)<<8) | ((s&0x07e0)<<5) | ((s&0x001f)<<3);
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}
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dst = (int *)((char *)dst + sd.lPitch);
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}
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}
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else if (sd.ddpfPixelFormat.dwRGBBitCount == 24) /* wine uses this for me */
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{
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void *dst = sd.lpSurface;
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for (y = 0; y < EmuHeight; y++)
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{
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unsigned char *dst1 = (unsigned char *) dst;
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for (x = 0; x < EmuWidth; x++, dst1 += 3)
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{
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int s = *ps++;
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dst1[2] = (s&0xf800)>>8; dst1[1] = (s&0x07e0)>>3; dst1[0] = s<<3; // BGR
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}
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dst = (void *)((char *)dst + sd.lPitch);
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}
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}
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else if (sd.ddpfPixelFormat.dwRGBBitCount == 16)
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{
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unsigned short *dst = (unsigned short *)sd.lpSurface;
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for (y = 0; y < EmuHeight; y++)
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{
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memcpy(dst, ps, EmuWidth*2);
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ps += EmuWidth;
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dst = (unsigned short *)((char *)dst + sd.lPitch);
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}
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}
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else
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{
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LOGFAIL();
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}
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ret = m_pddsBackBuffer->Unlock(NULL);
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if (ret) { LOGFAIL(); return 1; }
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return 0;
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}
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int DirectClear(unsigned int colour)
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{
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int ret = 0;
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DDBLTFX ddbltfx;
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ZeroMemory( &ddbltfx, sizeof(ddbltfx) );
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ddbltfx.dwSize = sizeof(ddbltfx);
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ddbltfx.dwFillColor = colour;
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if (m_pddsBackBuffer != NULL)
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ret = m_pddsBackBuffer->Blt( NULL, NULL, NULL, DDBLT_COLORFILL, &ddbltfx );
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if (ret) { LOGFAIL(); return 1; }
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return 0;
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}
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int DirectPresent(void)
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{
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int ret = 0;
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if (FrameRectMy.right - FrameRectMy.left > 0 && FrameRectMy.bottom - FrameRectMy.top > 0)
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ret = m_pddsFrontBuffer->Blt(&FrameRectMy, m_pddsBackBuffer, &EmuScreenRect, DDBLT_WAIT, NULL);
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if (ret) { LOGFAIL(); return 1; }
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return 0;
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}
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/* D3D */
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#ifdef USE_D3D
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static IDirect3D8 *Direct3D=NULL;
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IDirect3DDevice8 *Device=NULL;
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IDirect3DSurface8 *DirectBack=NULL; // Back Buffer
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static IDirect3DVertexBuffer8 *VertexBuffer=NULL;
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struct CustomVertex
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{
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float x,y,z; // Vertex cordinates
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unsigned int colour;
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float u,v; // Texture coordinates
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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static CustomVertex VertexList[4];
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int DirectInit()
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{
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D3DPRESENT_PARAMETERS d3dpp;
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D3DDISPLAYMODE mode;
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int i,u,ret=0;
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memset(&d3dpp,0,sizeof(d3dpp));
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memset(&mode,0,sizeof(mode));
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Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;
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// Set up the structure used to create the D3D device:
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d3dpp.BackBufferWidth =MainWidth;
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d3dpp.BackBufferHeight=MainHeight;
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d3dpp.BackBufferCount =1;
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d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
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d3dpp.MultiSampleType =D3DMULTISAMPLE_NONE;
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#ifdef _XBOX
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d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;
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d3dpp.FullScreen_RefreshRateInHz=60;
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#else
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Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);
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d3dpp.BackBufferFormat=mode.Format;
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d3dpp.Windowed=1;
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d3dpp.hDeviceWindow=FrameWnd;
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#endif
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// Try to create a device with hardware vertex processing:
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for (i=0;i<3;i++)
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{
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int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;
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// Try software vertex processing:
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if (i==1) behave=D3DCREATE_MIXED_VERTEXPROCESSING;
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if (i==2) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd,
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behave|D3DCREATE_MULTITHREADED,&d3dpp,&Device);
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if (Device) break;
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}
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if (Device==NULL)
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{
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#if 0
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// try ref
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Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_REF,FrameWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_MULTITHREADED,&d3dpp,&Device);
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if (Device==NULL) goto fail0;
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HMODULE test = LoadLibrary("d3d8d.dll");
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if (test != NULL) FreeLibrary(test);
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else {
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error("Sorry, but this program requires Direct3D with hardware acceleration.\n\n"
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"You can try using Direct3D software emulation, but you have to install "
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"DirectX SDK for it to work\n(it seems to be missing now).");
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goto fail1;
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}
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#else
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goto fail1;
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#endif
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}
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Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);
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if (DirectBack==NULL) goto fail1;
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Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);
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if (VertexBuffer==NULL) goto fail2;
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ret=TexScreenInit(); if (ret) goto fail3;
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//FontInit();
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Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting
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// Set up texture modes:
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Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);
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Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);
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return 0;
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fail3:
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RELEASE(VertexBuffer)
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fail2:
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RELEASE(DirectBack)
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fail1:
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RELEASE(Device)
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fail0:
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RELEASE(Direct3D)
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return 1;
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}
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void DirectExit()
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{
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TexScreenExit();
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// d3d
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RELEASE(VertexBuffer)
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RELEASE(DirectBack)
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RELEASE(Device)
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RELEASE(Direct3D)
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}
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int DirectClear(unsigned int colour)
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{
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if (Device != NULL) {
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Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);
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return 0;
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}
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return 1;
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}
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int DirectPresent()
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{
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if (Device != NULL) {
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Device->Present(NULL,NULL,NULL,NULL);
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return 0;
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}
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return 1;
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}
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#define PI 3.14159265f
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static int MakeVertexList()
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{
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struct CustomVertex *vert=NULL,*pv=NULL;
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float dist=0.0f;
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float scalex=0.0f,scaley=0.0f;
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unsigned int colour=0xffffff;
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float right=0.0f,bottom=0.0f;
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if (LoopMode!=8) colour=0x102040;
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dist=10.0f; scalex=dist*1.3333f; scaley=dist;
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scalex*=640.0f/(float)MainWidth;
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scaley*=448.0f/(float)MainHeight;
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vert=VertexList;
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// Put the vertices for the corners of the screen:
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pv=vert;
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pv->z=dist;
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pv->x=-scalex; pv->y=scaley;
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pv->colour=colour; pv++;
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*pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;
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*pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;
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*pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;
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// Find where the screen images ends on the texture
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right =(float)EmuWidth /(float)TexWidth;
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bottom=(float)EmuHeight/(float)TexHeight;
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// Write texture coordinates:
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pv=vert;
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pv->u=0.0f; pv->v=0.00f; pv++;
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pv->u=right; pv->v=0.00f; pv++;
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pv->u=0.0f; pv->v=bottom; pv++;
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pv->u=right; pv->v=bottom; pv++;
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return 0;
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}
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static int SetupMatrices()
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{
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D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX mat;
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float nudgex=0.0f,nudgey=0.0f;
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memset(&mat,0,sizeof(mat));
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mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;
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Device->SetTransform(D3DTS_WORLD,&mat);
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look.x=(float)Inp.axis[2]/2457.6f;
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look.y=(float)Inp.axis[3]/2457.6f;
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look.z=10.0f;
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// Nudge pixels to the centre of each screen pixel:
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nudgex=13.3333f/(float)(MainWidth <<1);
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nudgey=10.0000f/(float)(MainHeight<<1);
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eye.x +=nudgex; eye.y +=nudgey;
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look.x+=nudgex; look.y+=nudgey;
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D3DXMatrixLookAtLH(&mat,&eye,&look,&up);
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Device->SetTransform(D3DTS_VIEW,&mat);
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D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);
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Device->SetTransform(D3DTS_PROJECTION,&mat);
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return 0;
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}
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int DirectScreen()
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{
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unsigned char *lock=NULL;
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int ret;
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if (Device == NULL)
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return DirectScreenDDraw();
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// Copy the screen to the screen texture:
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#ifdef _XBOX
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TexScreenSwizzle();
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#else
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ret=TexScreenLinear();
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if (ret) lprintf("TexScreenLinear failed\n");
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#endif
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SetupMatrices();
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MakeVertexList();
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// Copy vertices in:
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VertexBuffer->Lock(0,sizeof(VertexList),&lock,0);
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if (lock==NULL) { lprintf("VertexBuffer->Lock failed\n"); return 1; }
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memcpy(lock,VertexList,sizeof(VertexList));
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VertexBuffer->Unlock();
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Device->BeginScene();
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Device->SetTexture(0,TexScreen);
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Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));
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Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);
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Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
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Device->EndScene();
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return 0;
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}
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#endif
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