Mesen2/Windows/Renderer.cpp

625 lines
17 KiB
C++

#include "Common.h"
#include "Renderer.h"
#include "DirectXTK/SpriteBatch.h"
#include "Core/Shared/Emulator.h"
#include "Core/Shared/Video/VideoDecoder.h"
#include "Core/Shared/Video/VideoRenderer.h"
#include "Core/Shared/MessageManager.h"
#include "Core/Shared/SettingTypes.h"
#include "Core/Shared/EmuSettings.h"
#include "Utilities/UTF8Util.h"
using namespace DirectX;
Renderer::Renderer(Emulator* emu, HWND hWnd)
{
_emu = emu;
_hWnd = hWnd;
SetScreenSize(256, 224);
}
Renderer::~Renderer()
{
VideoRenderer* videoRenderer = _emu->GetVideoRenderer();
if(videoRenderer) {
videoRenderer->UnregisterRenderingDevice(this);
}
CleanupDevice();
}
void Renderer::SetExclusiveFullscreenMode(bool fullscreen, void* windowHandle)
{
if(fullscreen != _fullscreen || _hWnd != (HWND)windowHandle) {
int counter = _resetCounter;
_hWnd = (HWND)windowHandle;
_monitorWidth = _emu->GetSettings()->GetVideoConfig().FullscreenResWidth;
_monitorHeight = _emu->GetSettings()->GetVideoConfig().FullscreenResHeight;
_newFullscreen = fullscreen;
while(_resetCounter <= counter) {
std::this_thread::sleep_for(std::chrono::duration<int, std::milli>(10));
}
}
}
DXGI_FORMAT Renderer::GetTextureFormat()
{
return _useSrgbTextureFormat ? DXGI_FORMAT_B8G8R8A8_UNORM_SRGB : DXGI_FORMAT_B8G8R8A8_UNORM;
}
void Renderer::SetScreenSize(uint32_t width, uint32_t height)
{
VideoConfig cfg = _emu->GetSettings()->GetVideoConfig();
FrameInfo rendererSize = _emu->GetVideoRenderer()->GetRendererSize();
uint32_t refreshRate = _emu->GetFps() < 55 ? cfg.ExclusiveFullscreenRefreshRatePal : cfg.ExclusiveFullscreenRefreshRateNtsc;
auto needUpdate = [=] {
return (
_emuFrameHeight != height ||
_emuFrameWidth != width ||
_screenHeight != rendererSize.Height ||
_screenWidth != rendererSize.Width ||
_newFullscreen != _fullscreen ||
_useSrgbTextureFormat != cfg.UseSrgbTextureFormat ||
(_fullscreen && _fullscreenRefreshRate != refreshRate) ||
(_fullscreen && (_realScreenHeight != _monitorHeight || _realScreenWidth != _monitorWidth))
);
};
if(needUpdate()) {
auto frameLock = _frameLock.AcquireSafe();
auto textureLock = _textureLock.AcquireSafe();
if(needUpdate()) {
_emuFrameHeight = height;
_emuFrameWidth = width;
bool needReset = _fullscreen != _newFullscreen;
bool fullscreenResizeMode = _fullscreen && _newFullscreen;
if(_pSwapChain && _fullscreen && !_newFullscreen) {
HRESULT hr = _pSwapChain->SetFullscreenState(FALSE, NULL);
if(FAILED(hr)) {
MessageManager::Log("SetFullscreenState(FALSE) failed - Error:" + std::to_string(hr));
}
}
if(_useSrgbTextureFormat != cfg.UseSrgbTextureFormat) {
_useSrgbTextureFormat = cfg.UseSrgbTextureFormat;
needReset = true;
}
_fullscreen = _newFullscreen;
if(_fullscreenRefreshRate != refreshRate) {
_fullscreenRefreshRate = refreshRate;
needReset = true;
}
_screenHeight = rendererSize.Height;
_screenWidth = rendererSize.Width;
if(_fullscreen) {
if(_realScreenHeight != _monitorHeight) {
_realScreenHeight = _monitorHeight;
needReset = true;
}
if(_realScreenWidth != _monitorWidth) {
_realScreenWidth = _monitorWidth;
needReset = true;
}
//Ensure the screen width/height is smaller or equal to the fullscreen resolution, no matter the requested scale
if(_monitorHeight < _screenHeight || _monitorWidth < _screenWidth) {
double scale = (double)width / (double)height;
_screenHeight = _monitorHeight;
_screenWidth = (uint32_t)(scale * _screenHeight);
if(_monitorWidth < _screenWidth) {
_screenWidth = _monitorWidth;
_screenHeight = (uint32_t)(_screenWidth / scale);
}
}
} else {
_realScreenHeight = _screenHeight;
_realScreenWidth = _screenWidth;
}
_leftMargin = (_realScreenWidth - _screenWidth) / 2;
_topMargin = (_realScreenHeight - _screenHeight) / 2;
_screenBufferSize = _realScreenHeight*_realScreenWidth;
if(!_pSwapChain || needReset) {
Reset();
} else {
if(fullscreenResizeMode) {
ResetTextureBuffers();
CreateEmuTextureBuffers();
} else {
ResetTextureBuffers();
ReleaseRenderTargetView();
_pSwapChain->ResizeBuffers(1, _realScreenWidth, _realScreenHeight, GetTextureFormat(), 0);
CreateRenderTargetView();
CreateEmuTextureBuffers();
}
}
}
}
}
void Renderer::Reset()
{
auto lock = _frameLock.AcquireSafe();
CleanupDevice();
if(FAILED(InitDevice())) {
CleanupDevice();
} else {
_emu->GetVideoRenderer()->RegisterRenderingDevice(this);
}
_resetCounter++;
}
void Renderer::CleanupDevice()
{
ResetTextureBuffers();
ReleaseRenderTargetView();
if(_pSwapChain) {
_pSwapChain->SetFullscreenState(false, nullptr);
_pSwapChain->Release();
_pSwapChain = nullptr;
}
if(_pDeviceContext) {
_pDeviceContext->Release();
_pDeviceContext = nullptr;
}
if(_pd3dDevice) {
_pd3dDevice->Release();
_pd3dDevice = nullptr;
}
if(_emuHud.Texture) {
_emuHud.Texture->Release();
_emuHud.Texture = nullptr;
}
if(_emuHud.Shader) {
_emuHud.Shader->Release();
_emuHud.Shader = nullptr;
}
if(_scriptHud.Texture) {
_scriptHud.Texture->Release();
_scriptHud.Texture = nullptr;
}
if(_scriptHud.Shader) {
_scriptHud.Shader->Release();
_scriptHud.Shader = nullptr;
}
}
void Renderer::ResetTextureBuffers()
{
if(_pTexture) {
_pTexture->Release();
_pTexture = nullptr;
}
if(_pTextureSrv) {
_pTextureSrv->Release();
_pTextureSrv = nullptr;
}
delete[] _textureBuffer[0];
_textureBuffer[0] = nullptr;
delete[] _textureBuffer[1];
_textureBuffer[1] = nullptr;
}
void Renderer::ReleaseRenderTargetView()
{
if(_pRenderTargetView) {
_pRenderTargetView->Release();
_pRenderTargetView = nullptr;
}
}
HRESULT Renderer::CreateRenderTargetView()
{
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
HRESULT 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;
}
_pDeviceContext->OMSetRenderTargets(1, &_pRenderTargetView, nullptr);
return S_OK;
}
HRESULT Renderer::CreateEmuTextureBuffers()
{
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)_realScreenWidth;
vp.Height = (FLOAT)_realScreenHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
_pDeviceContext->RSSetViewports(1, &vp);
_textureBuffer[0] = new uint8_t[_emuFrameWidth*_emuFrameHeight * 4];
_textureBuffer[1] = new uint8_t[_emuFrameWidth*_emuFrameHeight * 4];
memset(_textureBuffer[0], 0, _emuFrameWidth*_emuFrameHeight * 4);
memset(_textureBuffer[1], 0, _emuFrameWidth*_emuFrameHeight * 4);
_pTexture = CreateTexture(_emuFrameWidth, _emuFrameHeight);
if(!_pTexture) {
return S_FALSE;
}
_pTextureSrv = GetShaderResourceView(_pTexture);
if(!_pTextureSrv) {
return S_FALSE;
}
////////////////////////////////////////////////////////////////////////////
_spriteBatch.reset(new SpriteBatch(_pDeviceContext));
return S_OK;
}
//--------------------------------------------------------------------------------------
// 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 = _realScreenWidth;
sd.BufferDesc.Height = _realScreenHeight;
sd.BufferDesc.Format = GetTextureFormat();
sd.BufferDesc.RefreshRate.Numerator = _fullscreenRefreshRate;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.Flags = _fullscreen ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
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(FAILED(hr)) {
MessageManager::Log("D3D11CreateDeviceAndSwapChain() failed - Error:" + std::to_string(hr));
}*/
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;
}
if(_fullscreen) {
hr = _pSwapChain->SetFullscreenState(TRUE, NULL);
if(FAILED(hr)) {
MessageManager::Log("SetFullscreenState(true) failed - Error:" + std::to_string(hr));
MessageManager::Log("Switching back to windowed mode");
hr = _pSwapChain->SetFullscreenState(FALSE, NULL);
if(FAILED(hr)) {
MessageManager::Log("SetFullscreenState(false) failed - Error:" + std::to_string(hr));
return hr;
}
} else {
//Get actual monitor resolution (which might differ from the one that was requested)
HMONITOR monitor = MonitorFromWindow(_hWnd, MONITOR_DEFAULTTOPRIMARY);
MONITORINFO info = {};
info.cbSize = sizeof(MONITORINFO);
GetMonitorInfo(monitor, &info);
uint32_t monitorWidth = info.rcMonitor.right - info.rcMonitor.left;
uint32_t monitorHeight = info.rcMonitor.bottom - info.rcMonitor.top;
if(_monitorHeight != monitorHeight || _monitorWidth != monitorWidth) {
MessageManager::Log(
"Requested resolution (" + std::to_string(_monitorWidth) + "x" + std::to_string(_monitorHeight)
+ ") is not available. Resetting to nearest match instead: " +
std::to_string(monitorWidth) + "x" + std::to_string(monitorHeight)
);
_monitorWidth = monitorWidth;
_monitorHeight = monitorHeight;
//Make UI wait until this 2nd reset is over
_resetCounter--;
}
}
}
hr = CreateRenderTargetView();
if(FAILED(hr)) {
return hr;
}
hr = CreateEmuTextureBuffers();
if(FAILED(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 = GetTextureFormat();
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::ClearFrame()
{
//Clear current output and display black frame
auto lock = _textureLock.AcquireSafe();
if(_textureBuffer[0]) {
//_textureBuffer[0] may be null if directx failed to initialize properly
memset(_textureBuffer[0], 0, _emuFrameWidth * _emuFrameHeight * sizeof(uint32_t));
_needFlip = true;
_frameChanged = true;
}
}
void Renderer::UpdateFrame(RenderedFrame& frame)
{
SetScreenSize(frame.Width, frame.Height);
auto lock = _textureLock.AcquireSafe();
if(_textureBuffer[0]) {
//_textureBuffer[0] may be null if directx failed to initialize properly
memcpy(_textureBuffer[0], frame.FrameBuffer, frame.Width*frame.Height*sizeof(uint32_t));
_needFlip = true;
_frameChanged = true;
}
}
void Renderer::DrawScreen()
{
//Swap buffers - emulator always writes to _textureBuffer[0], screen always draws _textureBuffer[1]
if(_needFlip) {
auto lock = _textureLock.AcquireSafe();
uint8_t* textureBuffer = _textureBuffer[0];
_textureBuffer[0] = _textureBuffer[1];
_textureBuffer[1] = textureBuffer;
_needFlip = false;
if(_frameChanged) {
_frameChanged = false;
}
}
//Copy buffer to texture
uint32_t bpp = 4;
uint32_t rowPitch = _emuFrameWidth * 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];
if(rowPitch != dd.RowPitch) {
for(uint32_t i = 0, iMax = _emuFrameHeight; i < iMax; i++) {
memcpy(surfacePointer, videoBuffer, rowPitch);
videoBuffer += rowPitch;
surfacePointer += dd.RowPitch;
}
} else {
memcpy(surfacePointer, videoBuffer, rowPitch * _emuFrameHeight);
}
_pDeviceContext->Unmap(_pTexture, 0);
RECT destRect;
destRect.left = _leftMargin;
destRect.top = _topMargin;
destRect.right = _screenWidth+_leftMargin;
destRect.bottom = _screenHeight+_topMargin;
_spriteBatch->Draw(_pTextureSrv, destRect);
}
bool Renderer::CreateHudTexture(HudRenderInfo& hud, uint32_t newWidth, uint32_t newHeight)
{
if(hud.Texture) {
hud.Texture->Release();
hud.Texture = nullptr;
}
if(hud.Shader) {
hud.Shader->Release();
hud.Shader = nullptr;
}
hud.Width = newWidth;
hud.Height = newHeight;
hud.Texture = CreateTexture(hud.Width, hud.Height);
if(!hud.Texture) {
return false;
}
hud.Shader = GetShaderResourceView(hud.Texture);
if(!hud.Shader) {
return false;
}
return true;
}
void Renderer::DrawHud(HudRenderInfo& hud, RenderSurfaceInfo& hudSurface)
{
uint32_t* hudBuffer = hudSurface.Buffer;
uint32_t newWidth = hudSurface.Width;
uint32_t newHeight = hudSurface.Height;
if(newWidth == 0 && newHeight == 0) {
return;
}
bool needRedraw = hudSurface.IsDirty;
if(hud.Width != newWidth || hud.Height != newHeight || !hud.Texture || !hud.Shader) {
needRedraw = true;
if(!CreateHudTexture(hud, newWidth, newHeight)) {
return;
}
}
if(needRedraw) {
//Copy buffer to texture
uint32_t rowPitch = hud.Width * sizeof(uint32_t);
D3D11_MAPPED_SUBRESOURCE dd;
HRESULT hr = _pDeviceContext->Map(hud.Texture, 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 = (uint8_t*)hudBuffer;
if(rowPitch != dd.RowPitch) {
for(uint32_t i = 0, iMax = hud.Height; i < iMax; i++) {
memcpy(surfacePointer, videoBuffer, rowPitch);
videoBuffer += rowPitch;
surfacePointer += dd.RowPitch;
}
} else {
memcpy(surfacePointer, videoBuffer, hud.Height * rowPitch);
}
_pDeviceContext->Unmap(hud.Texture, 0);
}
RECT destRect;
destRect.left = _leftMargin;
destRect.top = _topMargin;
destRect.right = _screenWidth + _leftMargin;
destRect.bottom = _screenHeight + _topMargin;
_spriteBatch->Draw(hud.Shader, destRect);
}
void Renderer::Render(RenderSurfaceInfo& emuHud, RenderSurfaceInfo& scriptHud)
{
auto lock = _frameLock.AcquireSafe();
if(_newFullscreen != _fullscreen) {
SetScreenSize(_emuFrameWidth, _emuFrameHeight);
}
if(_pDeviceContext == nullptr) {
//DirectX failed to initialize, try to init
Reset();
if(_pDeviceContext == nullptr) {
//Can't init, prevent crash
return;
}
}
VideoConfig cfg = _emu->GetSettings()->GetVideoConfig();
// Clear the back buffer
_pDeviceContext->ClearRenderTargetView(_pRenderTargetView, Colors::Black);
//Draw screen
_spriteBatch->Begin(SpriteSortMode_Immediate, cfg.UseBilinearInterpolation);
DrawScreen();
_spriteBatch->End();
//Draw HUD
_spriteBatch->Begin(SpriteSortMode_Immediate, false);
DrawHud(_scriptHud, scriptHud);
DrawHud(_emuHud, emuHud);
_spriteBatch->End();
// Present the information rendered to the back buffer to the front buffer (the screen)
HRESULT hr = _pSwapChain->Present(cfg.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();
}
}