summaryrefslogtreecommitdiffstats
path: root/src/VBox/Devices/Graphics/DevVGA-SVGA3d-win-d3d9.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/VBox/Devices/Graphics/DevVGA-SVGA3d-win-d3d9.cpp')
-rw-r--r--src/VBox/Devices/Graphics/DevVGA-SVGA3d-win-d3d9.cpp1247
1 files changed, 1247 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/DevVGA-SVGA3d-win-d3d9.cpp b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-win-d3d9.cpp
new file mode 100644
index 00000000..305a793c
--- /dev/null
+++ b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-win-d3d9.cpp
@@ -0,0 +1,1247 @@
+/* $Id: DevVGA-SVGA3d-win-d3d9.cpp $ */
+/** @file
+ * DevVMWare - VMWare SVGA device Direct3D 9 backend.
+ */
+
+/*
+ * Copyright (C) 2019-2023 Oracle and/or its affiliates.
+ *
+ * This file is part of VirtualBox base platform packages, as
+ * available from https://www.virtualbox.org.
+ *
+ * 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, in version 3 of the
+ * License.
+ *
+ * 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 for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, see <https://www.gnu.org/licenses>.
+ *
+ * SPDX-License-Identifier: GPL-3.0-only
+ */
+
+#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
+#include <VBox/vmm/pdmdev.h>
+
+#include <iprt/assert.h>
+
+#include "DevVGA-SVGA.h"
+#include "DevVGA-SVGA3d-internal.h"
+
+
+typedef enum D3D9TextureType
+{
+ D3D9TextureType_Texture,
+ D3D9TextureType_Bounce,
+ D3D9TextureType_Emulated
+} D3D9TextureType;
+
+DECLINLINE(D3DCUBEMAP_FACES) vmsvga3dCubemapFaceFromIndex(uint32_t iFace)
+{
+ D3DCUBEMAP_FACES Face;
+ switch (iFace)
+ {
+ case 0: Face = D3DCUBEMAP_FACE_POSITIVE_X; break;
+ case 1: Face = D3DCUBEMAP_FACE_NEGATIVE_X; break;
+ case 2: Face = D3DCUBEMAP_FACE_POSITIVE_Y; break;
+ case 3: Face = D3DCUBEMAP_FACE_NEGATIVE_Y; break;
+ case 4: Face = D3DCUBEMAP_FACE_POSITIVE_Z; break;
+ default:
+ case 5: Face = D3DCUBEMAP_FACE_NEGATIVE_Z; break;
+ }
+ return Face;
+}
+
+IDirect3DTexture9 *D3D9GetTexture(PVMSVGA3DSURFACE pSurface,
+ D3D9TextureType enmType)
+{
+ IDirect3DTexture9 *p;
+ switch (enmType)
+ {
+ default: AssertFailed();
+ RT_FALL_THRU();
+ case D3D9TextureType_Texture: p = pSurface->u.pTexture; break;
+ case D3D9TextureType_Bounce: p = pSurface->bounce.pTexture; break;
+ case D3D9TextureType_Emulated: p = pSurface->emulated.pTexture; break;
+ }
+ return p;
+}
+
+IDirect3DCubeTexture9 *D3D9GetCubeTexture(PVMSVGA3DSURFACE pSurface,
+ D3D9TextureType enmType)
+{
+ IDirect3DCubeTexture9 *p;
+ switch (enmType)
+ {
+ default: AssertFailed();
+ RT_FALL_THRU();
+ case D3D9TextureType_Texture: p = pSurface->u.pCubeTexture; break;
+ case D3D9TextureType_Bounce: p = pSurface->bounce.pCubeTexture; break;
+ case D3D9TextureType_Emulated: p = pSurface->emulated.pCubeTexture; break;
+ }
+ return p;
+}
+
+IDirect3DVolumeTexture9 *D3D9GetVolumeTexture(PVMSVGA3DSURFACE pSurface,
+ D3D9TextureType enmType)
+{
+ IDirect3DVolumeTexture9 *p;
+ switch (enmType)
+ {
+ default: AssertFailed();
+ RT_FALL_THRU();
+ case D3D9TextureType_Texture: p = pSurface->u.pVolumeTexture; break;
+ case D3D9TextureType_Bounce: p = pSurface->bounce.pVolumeTexture; break;
+ case D3D9TextureType_Emulated: p = pSurface->emulated.pVolumeTexture; break;
+ }
+ return p;
+}
+
+HRESULT D3D9GetTextureLevel(PVMSVGA3DSURFACE pSurface,
+ D3D9TextureType enmType,
+ uint32_t uFace,
+ uint32_t uMipmap,
+ IDirect3DSurface9 **ppD3DSurface)
+{
+ HRESULT hr;
+
+ if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE)
+ {
+ Assert(pSurface->cFaces == 6);
+
+ IDirect3DCubeTexture9 *p = D3D9GetCubeTexture(pSurface, enmType);
+ if (p)
+ {
+ D3DCUBEMAP_FACES const FaceType = vmsvga3dCubemapFaceFromIndex(uFace);
+ hr = p->GetCubeMapSurface(FaceType, uMipmap, ppD3DSurface);
+ AssertMsg(hr == D3D_OK, ("GetCubeMapSurface failed with %x\n", hr));
+ }
+ else
+ {
+ AssertFailed();
+ hr = E_INVALIDARG;
+ }
+ }
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE)
+ {
+ Assert(pSurface->cFaces == 1);
+ Assert(uFace == 0);
+
+ IDirect3DTexture9 *p = D3D9GetTexture(pSurface, enmType);
+ if (p)
+ {
+ hr = p->GetSurfaceLevel(uMipmap, ppD3DSurface);
+ AssertMsg(hr == D3D_OK, ("GetSurfaceLevel failed with %x\n", hr));
+ }
+ else
+ {
+ AssertFailed();
+ hr = E_INVALIDARG;
+ }
+ }
+ else
+ {
+ AssertMsgFailed(("No surface level for type %d\n", pSurface->enmD3DResType));
+ hr = E_INVALIDARG;
+ }
+
+ return hr;
+}
+
+
+static HRESULT d3dCopyToVertexBuffer(IDirect3DVertexBuffer9 *pVB, const void *pvSrc, int cbSrc)
+{
+ HRESULT hr = D3D_OK;
+ void *pvDst = 0;
+ hr = pVB->Lock(0, 0, &pvDst, 0);
+ if (SUCCEEDED(hr))
+ {
+ memcpy(pvDst, pvSrc, cbSrc);
+ hr = pVB->Unlock();
+ }
+ return hr;
+}
+
+struct Vertex
+{
+ float x, y; /* The vertex position. */
+ float u, v; /* Texture coordinates. */
+};
+
+typedef struct D3D9ConversionParameters
+{
+ DWORD const *paVS; /* Vertex shader code. */
+ DWORD const *paPS; /* Pixel shader code. */
+} D3D9ConversionParameters;
+
+/** Select conversion shaders.
+ * @param d3dfmtFrom Source texture format.
+ * @param d3dfmtTo Target texture format.
+ * @param pResult Where the tore pointers to the shader code.
+ */
+static HRESULT d3d9SelectConversion(D3DFORMAT d3dfmtFrom, D3DFORMAT d3dfmtTo,
+ D3D9ConversionParameters *pResult)
+{
+ /*
+ * The shader code has been obtained from the hex listing file (hexdump.txt) produced by fxc HLSL compiler:
+ * fxc.exe /Op /Tfx_2_0 /Fxhexdump.txt shader.fx
+ *
+ * The vertex shader code is the same for all convestion variants.
+ *
+ * For example here is the complete code for aPSCodeSwapRB:
+
+ uniform extern float4 gTextureInfo; // .xy = (width, height) in pixels, .zw = (1/width, 1/height)
+ uniform extern texture gTexSource;
+ sampler sSource = sampler_state
+ {
+ Texture = <gTexSource>;
+ };
+
+ struct VS_INPUT
+ {
+ float2 Position : POSITION; // In pixels.
+ float2 TexCoord : TEXCOORD0;
+ };
+
+ struct VS_OUTPUT
+ {
+ float4 Position : POSITION; // Normalized.
+ float2 TexCoord : TEXCOORD0;
+ };
+
+ VS_OUTPUT VS(VS_INPUT In)
+ {
+ VS_OUTPUT Output;
+
+ // Position is in pixels, i.e [0; width - 1]. Top, left is 0,0.
+ // Convert to the normalized coords in the -1;1 range
+ float4 Position;
+ Position.x = 2.0f * In.Position.x / (gTextureInfo.x - 1.0f) - 1.0f;
+ Position.y = -2.0f * In.Position.y / (gTextureInfo.y - 1.0f) + 1.0f;
+ Position.z = 0.0f; // Not used.
+ Position.w = 1.0f; // It is a point.
+
+ Output.Position = Position;
+ Output.TexCoord = In.TexCoord;
+
+ return Output;
+ }
+
+ struct PS_OUTPUT
+ {
+ float4 Color : COLOR0;
+ };
+
+ PS_OUTPUT PS(VS_OUTPUT In)
+ {
+ PS_OUTPUT Output;
+
+ float2 texCoord = In.TexCoord;
+
+ float4 texColor = tex2D(sSource, texCoord);
+
+ Output.Color = texColor.bgra; // Swizzle rgba -> bgra
+
+ return Output;
+ }
+
+ technique RenderScene
+ {
+ pass P0
+ {
+ VertexShader = compile vs_2_0 VS();
+ PixelShader = compile ps_2_0 PS();
+ }
+ }
+ */
+
+ static DWORD const aVSCode[] =
+ {
+ 0xfffe0200, // vs_2_0
+ 0x05000051, 0xa00f0001, 0xbf800000, 0xc0000000, 0x3f800000, 0x00000000, // def c1, -1, -2, 1, 0
+ 0x0200001f, 0x80000000, 0x900f0000, // dcl_position v0
+ 0x0200001f, 0x80000005, 0x900f0001, // dcl_texcoord v1
+ 0x03000002, 0x80010000, 0x90000000, 0x90000000, // add r0.x, v0.x, v0.x
+ 0x02000001, 0x80010001, 0xa0000001, // mov r1.x, c1.x
+ 0x03000002, 0x80060000, 0x80000001, 0xa0d00000, // add r0.yz, r1.x, c0.xxyw
+ 0x02000006, 0x80020000, 0x80550000, // rcp r0.y, r0.y
+ 0x02000006, 0x80040000, 0x80aa0000, // rcp r0.z, r0.z
+ 0x04000004, 0xc0010000, 0x80000000, 0x80550000, 0xa0000001, // mad oPos.x, r0.x, r0.y, c1.x
+ 0x03000005, 0x80010000, 0x90550000, 0xa0550001, // mul r0.x, v0.y, c1.y
+ 0x04000004, 0xc0020000, 0x80000000, 0x80aa0000, 0xa0aa0001, // mad oPos.y, r0.x, r0.z, c1.z
+ 0x02000001, 0xc00c0000, 0xa0b40001, // mov oPos.zw, c1.xywz
+ 0x02000001, 0xe0030000, 0x90e40001, // mov oT0.xy, v1
+ 0x0000ffff
+ };
+
+ /*
+ * Swap R and B components. Converts D3DFMT_A8R8G8B8 <-> D3DFMT_A8B8G8R8.
+ */
+ static DWORD const aPSCodeSwapRB[] =
+ {
+ 0xffff0200, // ps_2_0
+ 0x0200001f, 0x80000000, 0xb0030000, // dcl t0.xy
+ 0x0200001f, 0x90000000, 0xa00f0800, // dcl_2d s0
+ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, // texld r0, t0, s0
+ 0x02000001, 0x80090001, 0x80d20000, // mov r1.xw, r0.zxyw
+ 0x02000001, 0x80040001, 0x80000000, // mov r1.z, r0.x
+ 0x02000001, 0x80020001, 0x80550000, // mov r1.y, r0.y
+ 0x02000001, 0x800f0800, 0x80e40001, // mov oC0, r1
+ 0x0000ffff
+ };
+
+ /* YUY2 to RGB:
+
+ // YUY2 if not defined
+ // #define UYVY
+
+ static const float3x3 yuvCoeffs =
+ {
+ 1.164383f, 1.164383f, 1.164383f,
+ 0.0f, -0.391762f, 2.017232f,
+ 1.596027f, -0.812968f, 0.0f
+ };
+
+ PS_OUTPUT PS(VS_OUTPUT In)
+ {
+ PS_OUTPUT Output;
+
+ // 4 bytes of an YUV macropixel contain 2 pixels in X for the target.
+ // I.e. each YUV texture pixel is sampled twice: for both even and odd target pixels.
+
+ // In.TexCoord are in [0;1] range for the target.
+ float2 texCoord = In.TexCoord;
+
+ // Convert to the target coords in pixels: xPixel = TexCoord.x * Width.
+ float xTargetPixel = texCoord.x * gTextureInfo.x;
+
+ // Source texture is half width, i.e. it contains data in pixels [0; width / 2 - 1].
+ float xSourcePixel = xTargetPixel / 2.0f;
+
+ // Remainder is about 0.25 for even pixels and about 0.75 for odd pixels.
+ float remainder = xSourcePixel - trunc(xSourcePixel);
+
+ // Back to the normalized coords: texCoord.x = xPixel / Width.
+ texCoord.x = xSourcePixel * gTextureInfo.z;
+
+ // Fetch YUV
+ float4 texColor = tex2D(sSource, texCoord);
+
+ // Get YUV components.
+ #ifdef UYVY
+ float u = texColor.b;
+ float y0 = texColor.g;
+ float v = texColor.r;
+ float y1 = texColor.a;
+ #else // YUY2
+ float y0 = texColor.b;
+ float u = texColor.g;
+ float y1 = texColor.r;
+ float v = texColor.a;
+ #endif
+
+ // Get y0 for even x coordinates and y1 for odd ones.
+ float y = remainder < 0.5f ? y0 : y1;
+
+ // Make a vector for easier calculation.
+ float3 yuv = float3(y, u, v);
+
+ // Convert YUV to RGB:
+ // https://docs.microsoft.com/en-us/windows/win32/medfound/recommended-8-bit-yuv-formats-for-video-rendering#converting-8-bit-yuv-to-rgb888
+ //
+ // For 8bit [0;255] when Y = [16;235], U,V = [16;239]:
+ //
+ // C = Y - 16
+ // D = U - 128
+ // E = V - 128
+ //
+ // R = 1.164383 * C + 1.596027 * E
+ // G = 1.164383 * C - 0.391762 * D - 0.812968 * E
+ // B = 1.164383 * C + 2.017232 * D
+ //
+ // For shader values [0;1.0] when Y = [16/255;235/255], U,V = [16/255;239/255]:
+ //
+ // C = Y - 0.0627
+ // D = U - 0.5020
+ // E = V - 0.5020
+ //
+ // R = 1.164383 * C + 1.596027 * E
+ // G = 1.164383 * C - 0.391762 * D - 0.812968 * E
+ // B = 1.164383 * C + 2.017232 * D
+ //
+ yuv -= float3(0.0627f, 0.502f, 0.502f);
+ float3 bgr = mul(yuv, yuvCoeffs);
+
+ // Clamp to [0;1]
+ bgr = saturate(bgr);
+
+ // Return RGBA
+ Output.Color = float4(bgr, 1.0f);
+
+ return Output;
+ }
+ */
+ static DWORD const aPSCodeYUY2toRGB[] =
+ {
+ 0xffff0200, // ps_2_0
+ 0x05000051, 0xa00f0001, 0x3f000000, 0x00000000, 0x3f800000, 0xbf000000, // def c1, 0.5, 0, 1, -0.5
+ 0x05000051, 0xa00f0002, 0xbd8068dc, 0xbf008312, 0xbf008312, 0x00000000, // def c2, -0.0627000034, -0.501999974, -0.501999974, 0
+ 0x05000051, 0xa00f0003, 0x3f950a81, 0x00000000, 0x3fcc4a9d, 0x00000000, // def c3, 1.16438305, 0, 1.59602702, 0
+ 0x05000051, 0xa00f0004, 0x3f950a81, 0xbec89507, 0xbf501eac, 0x00000000, // def c4, 1.16438305, -0.391761988, -0.812968016, 0
+ 0x05000051, 0xa00f0005, 0x3f950a81, 0x40011a54, 0x00000000, 0x00000000, // def c5, 1.16438305, 2.01723194, 0, 0
+ 0x0200001f, 0x80000000, 0xb0030000, // dcl t0.xy
+ 0x0200001f, 0x90000000, 0xa00f0800, // dcl_2d s0
+ 0x03000005, 0x80080000, 0xb0000000, 0xa0000000, // mul r0.w, t0.x, c0.x
+ 0x03000005, 0x80010000, 0x80ff0000, 0xa0000001, // mul r0.x, r0.w, c1.x
+ 0x02000013, 0x80020000, 0x80000000, // frc r0.y, r0.x
+ 0x04000058, 0x80040000, 0x81550000, 0xa0550001, 0xa0aa0001, // cmp r0.z, -r0.y, c1.y, c1.z
+ 0x03000002, 0x80020000, 0x80000000, 0x81550000, // add r0.y, r0.x, -r0.y
+ 0x03000005, 0x80010001, 0x80000000, 0xa0aa0000, // mul r1.x, r0.x, c0.z
+ 0x04000058, 0x80010000, 0x80ff0000, 0xa0550001, 0x80aa0000, // cmp r0.x, r0.w, c1.y, r0.z
+ 0x03000002, 0x80010000, 0x80000000, 0x80550000, // add r0.x, r0.x, r0.y
+ 0x04000004, 0x80010000, 0x80ff0000, 0xa0000001, 0x81000000, // mad r0.x, r0.w, c1.x, -r0.x
+ 0x03000002, 0x80010000, 0x80000000, 0xa0ff0001, // add r0.x, r0.x, c1.w
+ 0x02000001, 0x80020001, 0xb0550000, // mov r1.y, t0.y
+ 0x03000042, 0x800f0001, 0x80e40001, 0xa0e40800, // texld r1, r1, s0
+ 0x04000058, 0x80010001, 0x80000000, 0x80000001, 0x80aa0001, // cmp r1.x, r0.x, r1.x, r1.z
+ 0x02000001, 0x80040001, 0x80ff0001, // mov r1.z, r1.w
+ 0x03000002, 0x80070000, 0x80e40001, 0xa0e40002, // add r0.xyz, r1, c2
+ 0x03000008, 0x80110001, 0x80e40000, 0xa0e40003, // dp3_sat r1.x, r0, c3
+ 0x03000008, 0x80120001, 0x80e40000, 0xa0e40004, // dp3_sat r1.y, r0, c4
+ 0x0400005a, 0x80140001, 0x80e40000, 0xa0e40005, 0xa0aa0005, // dp2add_sat r1.z, r0, c5, c5.z
+ 0x02000001, 0x80080001, 0xa0aa0001, // mov r1.w, c1.z
+ 0x02000001, 0x800f0800, 0x80e40001, // mov oC0, r1
+ 0x0000ffff
+ };
+
+ /* UYVY to RGB is same as YUY2 above except for the order of yuv components:
+
+ // YUY2 if not defined
+ #define UYVY
+ ...
+ */
+ static DWORD const aPSCodeUYVYtoRGB[] =
+ {
+ 0xffff0200, // ps_2_0
+ 0x05000051, 0xa00f0001, 0x3f000000, 0x00000000, 0x3f800000, 0xbf000000, // def c1, 0.5, 0, 1, -0.5
+ 0x05000051, 0xa00f0002, 0xbd8068dc, 0xbf008312, 0xbf008312, 0x00000000, // def c2, -0.0627000034, -0.501999974, -0.501999974, 0
+ 0x05000051, 0xa00f0003, 0x3f950a81, 0x00000000, 0x3fcc4a9d, 0x00000000, // def c3, 1.16438305, 0, 1.59602702, 0
+ 0x05000051, 0xa00f0004, 0x3f950a81, 0xbec89507, 0xbf501eac, 0x00000000, // def c4, 1.16438305, -0.391761988, -0.812968016, 0
+ 0x05000051, 0xa00f0005, 0x3f950a81, 0x40011a54, 0x00000000, 0x00000000, // def c5, 1.16438305, 2.01723194, 0, 0
+ 0x0200001f, 0x80000000, 0xb0030000, // dcl t0.xy
+ 0x0200001f, 0x90000000, 0xa00f0800, // dcl_2d s0
+ 0x03000005, 0x80080000, 0xb0000000, 0xa0000000, // mul r0.w, t0.x, c0.x
+ 0x03000005, 0x80010000, 0x80ff0000, 0xa0000001, // mul r0.x, r0.w, c1.x
+ 0x02000013, 0x80020000, 0x80000000, // frc r0.y, r0.x
+ 0x04000058, 0x80040000, 0x81550000, 0xa0550001, 0xa0aa0001, // cmp r0.z, -r0.y, c1.y, c1.z
+ 0x03000002, 0x80020000, 0x80000000, 0x81550000, // add r0.y, r0.x, -r0.y
+ 0x03000005, 0x80010001, 0x80000000, 0xa0aa0000, // mul r1.x, r0.x, c0.z
+ 0x04000058, 0x80010000, 0x80ff0000, 0xa0550001, 0x80aa0000, // cmp r0.x, r0.w, c1.y, r0.z
+ 0x03000002, 0x80010000, 0x80000000, 0x80550000, // add r0.x, r0.x, r0.y
+ 0x04000004, 0x80010000, 0x80ff0000, 0xa0000001, 0x81000000, // mad r0.x, r0.w, c1.x, -r0.x
+ 0x03000002, 0x80010000, 0x80000000, 0xa0ff0001, // add r0.x, r0.x, c1.w
+ 0x02000001, 0x80020001, 0xb0550000, // mov r1.y, t0.y
+ 0x03000042, 0x800f0001, 0x80e40001, 0xa0e40800, // texld r1, r1, s0
+ 0x04000058, 0x80010000, 0x80000000, 0x80ff0001, 0x80550001, // cmp r0.x, r0.x, r1.w, r1.y
+ 0x02000001, 0x80060000, 0x80c90001, // mov r0.yz, r1.yzxw
+ 0x03000002, 0x80070000, 0x80e40000, 0xa0e40002, // add r0.xyz, r0, c2
+ 0x03000008, 0x80110001, 0x80e40000, 0xa0e40003, // dp3_sat r1.x, r0, c3
+ 0x03000008, 0x80120001, 0x80e40000, 0xa0e40004, // dp3_sat r1.y, r0, c4
+ 0x0400005a, 0x80140001, 0x80e40000, 0xa0e40005, 0xa0aa0005, // dp2add_sat r1.z, r0, c5, c5.z
+ 0x02000001, 0x80080001, 0xa0aa0001, // mov r1.w, c1.z
+ 0x02000001, 0x800f0800, 0x80e40001, // mov oC0, r1
+ 0x0000ffff
+ };
+
+ /* RGB to YUY2.
+ * UYVY is not defined.
+
+ static const float3x3 bgrCoeffs =
+ {
+ 0.0977f, 0.4375f, -0.0703f,
+ 0.5039f, -0.2891f, -0.3672f,
+ 0.2578f, -0.1484f, 0.4375f
+ };
+
+ static const float3 yuvShift = { 0.0647f, 0.5039f, 0.5039f };
+
+ PS_OUTPUT PS(VS_OUTPUT In)
+ {
+ PS_OUTPUT Output;
+
+ // 4 bytes of an YUV macropixel contain 2 source pixels in X.
+ // I.e. each YUV texture target pixel is computed from 2 source pixels.
+ // The target texture pixels are located in the [0; width / 2 - 1] range.
+
+ // In.TexCoord are in [0;1] range, applicable both to the source and the target textures.
+ float2 texCoordDst = In.TexCoord;
+
+ // Convert to the target coords in pixels: xPixel = TexCoord.x * Width.
+ float xTargetPixel = texCoordDst.x * gTextureInfo.x;
+
+ float4 bgraOutputPixel;
+ if (xTargetPixel < gTextureInfo.x / 2.0f)
+ {
+ // Target texture is half width, i.e. it contains data in pixels [0; width / 2 - 1].
+ // Compute the source texture coords for the pixels which will be used to compute the target pixel.
+ float2 texCoordSrc = texCoordDst;
+ texCoordSrc.x *= 2.0f;
+
+ // Even pixel. Fetch two BGRA source pixels.
+ float4 texColor0 = tex2D(sSource, texCoordSrc);
+
+ // Advance one pixel (+ 1/Width)
+ texCoordSrc.x += gTextureInfo.z;
+ float4 texColor1 = tex2D(sSource, texCoordSrc);
+
+ // Compute y0, u, y1, v components
+ // https://docs.microsoft.com/en-us/windows/win32/medfound/recommended-8-bit-yuv-formats-for-video-rendering#converting-rgb888-to-yuv-444
+ //
+ // For R,G,B and Y,U,V in [0;255]
+ // Y = ( ( 66 * R + 129 * G + 25 * B + 128) >> 8) + 16
+ // U = ( ( -38 * R - 74 * G + 112 * B + 128) >> 8) + 128
+ // V = ( ( 112 * R - 94 * G - 18 * B + 128) >> 8) + 128
+ //
+ // For r,g,b and y,u,v in [0;1.0]
+ // y = 0.2578 * r + 0.5039 * g + 0.0977 * b + 0.0647
+ // u = -0.1484 * r - 0.2891 * g + 0.4375 * b + 0.5039
+ // v = 0.4375 * r - 0.3672 * g - 0.0703 * b + 0.5039
+
+ float3 yuv0 = mul(texColor0.bgr, bgrCoeffs);
+ yuv0 -= yuvShift;
+
+ float3 yuv1 = mul(texColor1.bgr, bgrCoeffs);
+ yuv1 -= yuvShift;
+
+ float y0 = yuv0.b;
+ float u = (yuv0.g + yuv1.g) / 2.0f;
+ float y1 = yuv1.b;
+ float v = (yuv0.r + yuv1.r) / 2.0f;
+
+ #ifdef UYVY
+ bgraOutputPixel = float4(u, y0, v, y1);
+ #else // YUY2
+ bgraOutputPixel = float4(y0, u, y1, v);
+ #endif
+ }
+ else
+ {
+ // [width / 2; width - 1] pixels are not used. Set to something.
+ bgraOutputPixel = float4(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+
+ // Clamp to [0;1]
+ bgraOutputPixel = saturate(bgraOutputPixel);
+
+ // Return RGBA
+ Output.Color = bgraOutputPixel;
+
+ return Output;
+ }
+ */
+ static DWORD const aPSCodeRGBtoYUY2[] =
+ {
+ 0xffff0200, // ps_2_0
+ 0x05000051, 0xa00f0001, 0xbd84816f, 0xbf00ff97, 0xbf00ff97, 0x00000000, // def c1, -0.0647, -0.503899992, -0.503899992, 0
+ 0x05000051, 0xa00f0002, 0xbe80ff97, 0x00000000, 0xbd04816f, 0x00000000, // def c2, -0.251949996, 0, -0.03235, 0
+ 0x05000051, 0xa00f0003, 0x3dc816f0, 0x3f00ff97, 0x3e83fe5d, 0x00000000, // def c3, 0.0976999998, 0.503899992, 0.257800013, 0
+ 0x05000051, 0xa00f0004, 0x3ee00000, 0xbe9404ea, 0xbe17f62b, 0x00000000, // def c4, 0.4375, -0.289099991, -0.148399994, 0
+ 0x05000051, 0xa00f0005, 0xbd8ff972, 0xbebc01a3, 0x3ee00000, 0x00000000, // def c5, -0.0702999979, -0.367199987, 0.4375, 0
+ 0x05000051, 0xa00f0006, 0x3f000000, 0x40000000, 0x3f800000, 0xbf00ff97, // def c6, 0.5, 2, 1, -0.503899992
+ 0x05000051, 0xa00f0007, 0x3f000000, 0x3f800000, 0x3f000000, 0x00000000, // def c7, 0.5, 1, 0.5, 0
+ 0x0200001f, 0x80000000, 0xb0030000, // dcl t0.xy
+ 0x0200001f, 0x90000000, 0xa00f0800, // dcl_2d s0
+ 0x03000005, 0x80030000, 0xb0e40000, 0xa0c90006, // mul r0.xy, t0, c6.yzxw
+ 0x02000001, 0x80030001, 0xa0e40006, // mov r1.xy, c6
+ 0x04000004, 0x80010002, 0xb0000000, 0x80550001, 0xa0aa0000, // mad r2.x, t0.x, r1.y, c0.z
+ 0x02000001, 0x80020002, 0xb0550000, // mov r2.y, t0.y
+ 0x03000042, 0x800f0000, 0x80e40000, 0xa0e40800, // texld r0, r0, s0
+ 0x03000042, 0x800f0002, 0x80e40002, 0xa0e40800, // texld r2, r2, s0
+ 0x03000005, 0x80080000, 0x80aa0000, 0xa0000003, // mul r0.w, r0.z, c3.x
+ 0x04000004, 0x80080000, 0x80550000, 0xa0550003, 0x80ff0000, // mad r0.w, r0.y, c3.y, r0.w
+ 0x04000004, 0x80010003, 0x80000000, 0xa0aa0003, 0x80ff0000, // mad r3.x, r0.x, c3.z, r0.w
+ 0x03000005, 0x80080000, 0x80aa0000, 0xa0000004, // mul r0.w, r0.z, c4.x
+ 0x04000004, 0x80080000, 0x80550000, 0xa0550004, 0x80ff0000, // mad r0.w, r0.y, c4.y, r0.w
+ 0x04000004, 0x80020003, 0x80000000, 0xa0aa0004, 0x80ff0000, // mad r3.y, r0.x, c4.z, r0.w
+ 0x03000005, 0x80080002, 0x80aa0000, 0xa0000005, // mul r2.w, r0.z, c5.x
+ 0x04000004, 0x80080002, 0x80550000, 0xa0550005, 0x80ff0002, // mad r2.w, r0.y, c5.y, r2.w
+ 0x04000004, 0x80040003, 0x80000000, 0xa0aa0005, 0x80ff0002, // mad r3.z, r0.x, c5.z, r2.w
+ 0x03000002, 0x80070000, 0x80e40003, 0xa0e40001, // add r0.xyz, r3, c1
+ 0x02000001, 0x80080000, 0xa0ff0006, // mov r0.w, c6.w
+ 0x03000005, 0x80080002, 0x80aa0002, 0xa0000003, // mul r2.w, r2.z, c3.x
+ 0x04000004, 0x80080002, 0x80550002, 0xa0550003, 0x80ff0002, // mad r2.w, r2.y, c3.y, r2.w
+ 0x04000004, 0x80040003, 0x80000002, 0xa0aa0003, 0x80ff0002, // mad r3.z, r2.x, c3.z, r2.w
+ 0x03000005, 0x80080002, 0x80aa0002, 0xa0000004, // mul r2.w, r2.z, c4.x
+ 0x04000004, 0x80080002, 0x80550002, 0xa0550004, 0x80ff0002, // mad r2.w, r2.y, c4.y, r2.w
+ 0x04000004, 0x80010003, 0x80000002, 0xa0aa0004, 0x80ff0002, // mad r3.x, r2.x, c4.z, r2.w
+ 0x03000005, 0x80080003, 0x80aa0002, 0xa0000005, // mul r3.w, r2.z, c5.x
+ 0x04000004, 0x80080003, 0x80550002, 0xa0550005, 0x80ff0003, // mad r3.w, r2.y, c5.y, r3.w
+ 0x04000004, 0x80020003, 0x80000002, 0xa0aa0005, 0x80ff0003, // mad r3.y, r2.x, c5.z, r3.w
+ 0x03000002, 0x80050002, 0x80c90000, 0x80e40003, // add r2.xz, r0.yzxw, r3
+ 0x03000002, 0x80020002, 0x80ff0000, 0x80550003, // add r2.y, r0.w, r3.y
+ 0x02000001, 0x80110000, 0x80aa0000, // mov_sat r0.x, r0.z
+ 0x02000001, 0x80070003, 0xa0e40007, // mov r3.xyz, c7
+ 0x04000004, 0x80160000, 0x80d20002, 0x80d20003, 0xa0d20002, // mad_sat r0.yz, r2.zxyw, r3.zxyw, c2.zxyw
+ 0x04000004, 0x80180000, 0x80aa0002, 0x80aa0003, 0xa0aa0002, // mad_sat r0.w, r2.z, r3.z, c2.z
+ 0x03000005, 0x80010001, 0x80000001, 0xa0000000, // mul r1.x, r1.x, c0.x
+ 0x04000004, 0x80010001, 0xb0000000, 0xa0000000, 0x81000001, // mad r1.x, t0.x, c0.x, -r1.x
+ 0x04000058, 0x800f0000, 0x80000001, 0xa0ff0003, 0x80e40000, // cmp r0, r1.x, c3.w, r0
+ 0x02000001, 0x800f0800, 0x80e40000, // mov oC0, r0
+ 0x0000ffff
+ };
+
+ /* RGB to UYVY is same as YUY2 above except for the order of yuv components.
+ * UYVY is defined.
+ */
+ static DWORD const aPSCodeRGBtoUYVY[] =
+ {
+ 0xffff0200, // ps_2_0
+ 0x05000051, 0xa00f0001, 0xbd84816f, 0xbf00ff97, 0xbf00ff97, 0x00000000, // def c1, -0.0647, -0.503899992, -0.503899992, 0
+ 0x05000051, 0xa00f0002, 0xbe80ff97, 0xbd04816f, 0x00000000, 0x00000000, // def c2, -0.251949996, -0.03235, 0, 0
+ 0x05000051, 0xa00f0003, 0x3dc816f0, 0x3f00ff97, 0x3e83fe5d, 0x00000000, // def c3, 0.0976999998, 0.503899992, 0.257800013, 0
+ 0x05000051, 0xa00f0004, 0x3ee00000, 0xbe9404ea, 0xbe17f62b, 0x00000000, // def c4, 0.4375, -0.289099991, -0.148399994, 0
+ 0x05000051, 0xa00f0005, 0xbd8ff972, 0xbebc01a3, 0x3ee00000, 0x00000000, // def c5, -0.0702999979, -0.367199987, 0.4375, 0
+ 0x05000051, 0xa00f0006, 0x3f000000, 0x40000000, 0x3f800000, 0xbf00ff97, // def c6, 0.5, 2, 1, -0.503899992
+ 0x05000051, 0xa00f0007, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, // def c7, 0.5, 0.5, 1, 0
+ 0x0200001f, 0x80000000, 0xb0030000, // dcl t0.xy
+ 0x0200001f, 0x90000000, 0xa00f0800, // dcl_2d s0
+ 0x03000005, 0x80030000, 0xb0e40000, 0xa0c90006, // mul r0.xy, t0, c6.yzxw
+ 0x02000001, 0x80030001, 0xa0e40006, // mov r1.xy, c6
+ 0x04000004, 0x80010002, 0xb0000000, 0x80550001, 0xa0aa0000, // mad r2.x, t0.x, r1.y, c0.z
+ 0x02000001, 0x80020002, 0xb0550000, // mov r2.y, t0.y
+ 0x03000042, 0x800f0000, 0x80e40000, 0xa0e40800, // texld r0, r0, s0
+ 0x03000042, 0x800f0002, 0x80e40002, 0xa0e40800, // texld r2, r2, s0
+ 0x03000005, 0x80080000, 0x80aa0000, 0xa0000003, // mul r0.w, r0.z, c3.x
+ 0x04000004, 0x80080000, 0x80550000, 0xa0550003, 0x80ff0000, // mad r0.w, r0.y, c3.y, r0.w
+ 0x04000004, 0x80010003, 0x80000000, 0xa0aa0003, 0x80ff0000, // mad r3.x, r0.x, c3.z, r0.w
+ 0x03000005, 0x80080000, 0x80aa0000, 0xa0000004, // mul r0.w, r0.z, c4.x
+ 0x04000004, 0x80080000, 0x80550000, 0xa0550004, 0x80ff0000, // mad r0.w, r0.y, c4.y, r0.w
+ 0x04000004, 0x80020003, 0x80000000, 0xa0aa0004, 0x80ff0000, // mad r3.y, r0.x, c4.z, r0.w
+ 0x03000005, 0x80080002, 0x80aa0000, 0xa0000005, // mul r2.w, r0.z, c5.x
+ 0x04000004, 0x80080002, 0x80550000, 0xa0550005, 0x80ff0002, // mad r2.w, r0.y, c5.y, r2.w
+ 0x04000004, 0x80040003, 0x80000000, 0xa0aa0005, 0x80ff0002, // mad r3.z, r0.x, c5.z, r2.w
+ 0x03000002, 0x80070000, 0x80e40003, 0xa0e40001, // add r0.xyz, r3, c1
+ 0x02000001, 0x80080000, 0xa0ff0006, // mov r0.w, c6.w
+ 0x03000005, 0x80080002, 0x80aa0002, 0xa0000003, // mul r2.w, r2.z, c3.x
+ 0x04000004, 0x80080002, 0x80550002, 0xa0550003, 0x80ff0002, // mad r2.w, r2.y, c3.y, r2.w
+ 0x04000004, 0x80020003, 0x80000002, 0xa0aa0003, 0x80ff0002, // mad r3.y, r2.x, c3.z, r2.w
+ 0x03000005, 0x80080002, 0x80aa0002, 0xa0000004, // mul r2.w, r2.z, c4.x
+ 0x04000004, 0x80080002, 0x80550002, 0xa0550004, 0x80ff0002, // mad r2.w, r2.y, c4.y, r2.w
+ 0x04000004, 0x80010003, 0x80000002, 0xa0aa0004, 0x80ff0002, // mad r3.x, r2.x, c4.z, r2.w
+ 0x03000005, 0x80080003, 0x80aa0002, 0xa0000005, // mul r3.w, r2.z, c5.x
+ 0x04000004, 0x80080003, 0x80550002, 0xa0550005, 0x80ff0003, // mad r3.w, r2.y, c5.y, r3.w
+ 0x04000004, 0x80040003, 0x80000002, 0xa0aa0005, 0x80ff0003, // mad r3.z, r2.x, c5.z, r3.w
+ 0x03000002, 0x80010002, 0x80550000, 0x80000003, // add r2.x, r0.y, r3.x
+ 0x03000002, 0x80020002, 0x80000000, 0x80550003, // add r2.y, r0.x, r3.y
+ 0x03000002, 0x80040002, 0x80ff0000, 0x80aa0003, // add r2.z, r0.w, r3.z
+ 0x02000001, 0x80120000, 0x80aa0000, // mov_sat r0.y, r0.z
+ 0x02000001, 0x80070003, 0xa0e40007, // mov r3.xyz, c7
+ 0x04000004, 0x80110000, 0x80000002, 0x80000003, 0xa0000002, // mad_sat r0.x, r2.x, r3.x, c2.x
+ 0x04000004, 0x80140000, 0x80550002, 0x80550003, 0xa0550002, // mad_sat r0.z, r2.y, r3.y, c2.y
+ 0x04000004, 0x80180000, 0x80aa0002, 0x80aa0003, 0xa0aa0002, // mad_sat r0.w, r2.z, r3.z, c2.z
+ 0x03000005, 0x80010001, 0x80000001, 0xa0000000, // mul r1.x, r1.x, c0.x
+ 0x04000004, 0x80010001, 0xb0000000, 0xa0000000, 0x81000001, // mad r1.x, t0.x, c0.x, -r1.x
+ 0x04000058, 0x800f0000, 0x80000001, 0xa0ff0003, 0x80e40000, // cmp r0, r1.x, c3.w, r0
+ 0x02000001, 0x800f0800, 0x80e40000, // mov oC0, r0
+ 0x0000ffff
+ };
+
+ switch (d3dfmtFrom)
+ {
+ /*
+ * Emulated to ARGB
+ */
+ case D3DFMT_A8B8G8R8:
+ {
+ if (d3dfmtTo == D3DFMT_A8R8G8B8)
+ {
+ pResult->paVS = aVSCode;
+ pResult->paPS = aPSCodeSwapRB;
+
+ return D3D_OK;
+ }
+ } break;
+ case D3DFMT_UYVY:
+ {
+ if (d3dfmtTo == D3DFMT_A8R8G8B8)
+ {
+ pResult->paVS = aVSCode;
+ pResult->paPS = aPSCodeUYVYtoRGB;
+
+ return D3D_OK;
+ }
+ } break;
+ case D3DFMT_YUY2:
+ {
+ if (d3dfmtTo == D3DFMT_A8R8G8B8)
+ {
+ pResult->paVS = aVSCode;
+ pResult->paPS = aPSCodeYUY2toRGB;
+
+ return D3D_OK;
+ }
+ } break;
+
+ /*
+ * ARGB to emulated.
+ */
+ case D3DFMT_A8R8G8B8:
+ {
+ if (d3dfmtTo == D3DFMT_A8B8G8R8)
+ {
+ pResult->paVS = aVSCode;
+ pResult->paPS = aPSCodeSwapRB;
+
+ return D3D_OK;
+ }
+ else if (d3dfmtTo == D3DFMT_UYVY)
+ {
+ pResult->paVS = aVSCode;
+ pResult->paPS = aPSCodeRGBtoUYVY;
+
+ return D3D_OK;
+ }
+ else if (d3dfmtTo == D3DFMT_YUY2)
+ {
+ pResult->paVS = aVSCode;
+ pResult->paPS = aPSCodeRGBtoYUY2;
+
+ return D3D_OK;
+ }
+ } break;
+
+ default:
+ break;
+ }
+
+ return E_NOTIMPL;
+}
+
+class D3D9Conversion
+{
+ private:
+ IDirect3DDevice9Ex *mpDevice;
+
+ /* State objects. */
+ IDirect3DVertexBuffer9 *mpVB;
+ IDirect3DVertexDeclaration9 *mpVertexDecl;
+ IDirect3DVertexShader9 *mpVS;
+ IDirect3DPixelShader9 *mpPS;
+
+ D3D9ConversionParameters mParameters;
+
+ typedef struct D3DSamplerState
+ {
+ D3DSAMPLERSTATETYPE Type;
+ DWORD Value;
+ } D3DSamplerState;
+
+ /* Saved context. */
+ struct
+ {
+ DWORD dwCull;
+ DWORD dwZEnable;
+ IDirect3DSurface9 *pRT;
+ IDirect3DVertexShader9 *pVS;
+ IDirect3DPixelShader9 *pPS;
+ IDirect3DBaseTexture9 *pTexture;
+ float aVSConstantData[4];
+ float aPSConstantData[4];
+ D3DSamplerState aSamplerState[3];
+ } mSaved;
+
+ void destroyConversion();
+ HRESULT saveContextState();
+ HRESULT restoreContextState(PVMSVGA3DCONTEXT pContext);
+ HRESULT initConversion();
+ HRESULT setConversionState(IDirect3DTexture9 *pSourceTexture,
+ uint32_t cWidth,
+ uint32_t cHeight);
+
+ public:
+ enum Direction
+ {
+ FromEmulated,
+ ToEmulated,
+ };
+
+ D3D9Conversion(IDirect3DDevice9Ex *pDevice);
+ ~D3D9Conversion();
+
+ HRESULT SelectConversion(D3DFORMAT d3dfmtFrom, D3DFORMAT d3dfmtTo);
+ HRESULT ConvertTexture(PVMSVGA3DCONTEXT pContext,
+ PVMSVGA3DSURFACE pSurface,
+ Direction enmDirection);
+};
+
+D3D9Conversion::D3D9Conversion(IDirect3DDevice9Ex *pDevice)
+ :
+ mpDevice(pDevice),
+ mpVB(0),
+ mpVertexDecl(0),
+ mpVS(0),
+ mpPS(0)
+{
+ mParameters.paVS = 0;
+ mParameters.paPS = 0;
+ mSaved.dwCull = D3DCULL_NONE;
+ mSaved.dwZEnable = D3DZB_FALSE;
+ mSaved.pRT = 0;
+ mSaved.pVS = 0;
+ mSaved.pPS = 0;
+ mSaved.pTexture = 0;
+ RT_ZERO(mSaved.aVSConstantData);
+ RT_ZERO(mSaved.aPSConstantData);
+ mSaved.aSamplerState[0].Type = D3DSAMP_MAGFILTER;
+ mSaved.aSamplerState[0].Value = D3DTEXF_POINT;
+ mSaved.aSamplerState[1].Type = D3DSAMP_MINFILTER;
+ mSaved.aSamplerState[1].Value = D3DTEXF_POINT;
+ mSaved.aSamplerState[2].Type = D3DSAMP_MIPFILTER;
+ mSaved.aSamplerState[2].Value = D3DTEXF_NONE;
+}
+
+D3D9Conversion::~D3D9Conversion()
+{
+ destroyConversion();
+}
+
+void D3D9Conversion::destroyConversion()
+{
+ D3D_RELEASE(mpVertexDecl);
+ D3D_RELEASE(mpVB);
+ D3D_RELEASE(mpVS);
+ D3D_RELEASE(mpPS);
+}
+
+HRESULT D3D9Conversion::saveContextState()
+{
+ /*
+ * This is probably faster than
+ * IDirect3DStateBlock9 *mpStateBlock;
+ * mpDevice->CreateStateBlock(D3DSBT_ALL, &mpStateBlock);
+ */
+ HRESULT hr = mpDevice->GetRenderState(D3DRS_CULLMODE, &mSaved.dwCull);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->GetRenderState(D3DRS_ZENABLE, &mSaved.dwZEnable);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->GetRenderTarget(0, &mSaved.pRT);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->GetVertexShader(&mSaved.pVS);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->GetPixelShader(&mSaved.pPS);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->GetTexture(0, &mSaved.pTexture);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->GetVertexShaderConstantF(0, mSaved.aVSConstantData, 1);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->GetPixelShaderConstantF(0, mSaved.aPSConstantData, 1);
+ AssertReturn(hr == D3D_OK, hr);
+
+ for (uint32_t i = 0; i < RT_ELEMENTS(mSaved.aSamplerState); ++i)
+ {
+ hr = mpDevice->GetSamplerState(0, mSaved.aSamplerState[i].Type, &mSaved.aSamplerState[i].Value);
+ AssertReturn(hr == D3D_OK, hr);
+ }
+
+ return hr;
+}
+
+HRESULT D3D9Conversion::restoreContextState(PVMSVGA3DCONTEXT pContext)
+{
+ HRESULT hr = mpDevice->SetRenderState(D3DRS_CULLMODE, mSaved.dwCull);
+ Assert(hr == D3D_OK);
+
+ hr = mpDevice->SetRenderState(D3DRS_ZENABLE, mSaved.dwZEnable);
+ Assert(hr == D3D_OK);
+
+ hr = mpDevice->SetRenderTarget(0, mSaved.pRT);
+ D3D_RELEASE(mSaved.pRT); /* GetRenderTarget increases the internal reference count. */
+ Assert(hr == D3D_OK);
+
+ hr = mpDevice->SetVertexDeclaration(pContext->d3dState.pVertexDecl);
+ Assert(hr == D3D_OK);
+
+ hr = mpDevice->SetVertexShader(mSaved.pVS);
+ Assert(hr == D3D_OK);
+
+ hr = mpDevice->SetPixelShader(mSaved.pPS);
+ Assert(hr == D3D_OK);
+
+ hr = mpDevice->SetTexture(0, mSaved.pTexture);
+ D3D_RELEASE(mSaved.pTexture); /* GetTexture increases the internal reference count. */
+ Assert(hr == D3D_OK);
+
+ hr = mpDevice->SetVertexShaderConstantF(0, mSaved.aVSConstantData, 1);
+ Assert(hr == D3D_OK);
+
+ hr = mpDevice->SetPixelShaderConstantF(0, mSaved.aPSConstantData, 1);
+ Assert(hr == D3D_OK);
+
+ for (uint32_t i = 0; i < RT_ELEMENTS(mSaved.aSamplerState); ++i)
+ {
+ hr = mpDevice->SetSamplerState(0, mSaved.aSamplerState[i].Type, mSaved.aSamplerState[i].Value);
+ Assert(hr == D3D_OK);
+ }
+
+ return hr;
+}
+
+HRESULT D3D9Conversion::initConversion()
+{
+ static D3DVERTEXELEMENT9 const aVertexElements[] =
+ {
+ {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+ {0, 8, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
+ D3DDECL_END()
+ };
+
+ HRESULT hr = mpDevice->CreateVertexDeclaration(aVertexElements, &mpVertexDecl);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->CreateVertexBuffer(6 * sizeof(Vertex),
+ 0, /* D3DUSAGE_* */
+ 0, /* FVF */
+ D3DPOOL_DEFAULT,
+ &mpVB,
+ 0);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->CreateVertexShader(mParameters.paVS, &mpVS);
+ AssertReturn(hr == D3D_OK, hr);
+
+ hr = mpDevice->CreatePixelShader(mParameters.paPS, &mpPS);
+ AssertReturn(hr == D3D_OK, hr);
+
+ return hr;
+}
+
+HRESULT D3D9Conversion::setConversionState(IDirect3DTexture9 *pSourceTexture,
+ uint32_t cWidth,
+ uint32_t cHeight)
+{
+ /* Subtract 0.5 to line up the pixel centers with texels
+ * https://docs.microsoft.com/en-us/windows/win32/direct3d9/directly-mapping-texels-to-pixels
+ */
+ float const xLeft = -0.5f;
+ float const xRight = (float)(cWidth - 1) - 0.5f;
+ float const yTop = -0.5f;
+ float const yBottom = (float)(cHeight - 1) - 0.5f;
+
+ Vertex const aVertices[] =
+ {
+ { xLeft, yTop, 0.0f, 0.0f},
+ { xRight, yTop, 1.0f, 0.0f},
+ { xRight, yBottom, 1.0f, 1.0f},
+
+ { xLeft, yTop, 0.0f, 0.0f},
+ { xRight, yBottom, 1.0f, 1.0f},
+ { xLeft, yBottom, 0.0f, 1.0f},
+ };
+
+ HRESULT hr = d3dCopyToVertexBuffer(mpVB, aVertices, sizeof(aVertices));
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* No need to save the stream source, because vmsvga3dDrawPrimitives always sets it. */
+ hr = mpDevice->SetStreamSource(0, mpVB, 0, sizeof(Vertex));
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Stored in pContext->d3dState.pVertexDecl. */
+ hr = mpDevice->SetVertexDeclaration(mpVertexDecl);
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Saved by saveContextState. */
+ hr = mpDevice->SetVertexShader(mpVS);
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Saved by saveContextState. */
+ hr = mpDevice->SetPixelShader(mpPS);
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Saved by saveContextState. */
+ hr = mpDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Saved by saveContextState. */
+ hr = mpDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Saved by saveContextState. */
+ hr = mpDevice->SetTexture(0, pSourceTexture);
+ AssertReturn(hr == D3D_OK, hr);
+
+ float aTextureInfo[4];
+ aTextureInfo[0] = (float)cWidth;
+ aTextureInfo[1] = (float)cHeight;
+ aTextureInfo[2] = 1.0f / (float)cWidth; /* Pixel width in texture coords. */
+ aTextureInfo[3] = 1.0f / (float)cHeight; /* Pixel height in texture coords. */
+
+ /* Saved by saveContextState. */
+ hr = mpDevice->SetVertexShaderConstantF(0, aTextureInfo, 1);
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Saved by saveContextState. */
+ hr = mpDevice->SetPixelShaderConstantF(0, aTextureInfo, 1);
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Saved by saveContextState. */
+ hr = mpDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+ AssertReturn(hr == D3D_OK, hr);
+ hr = mpDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+ AssertReturn(hr == D3D_OK, hr);
+ hr = mpDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
+ AssertReturn(hr == D3D_OK, hr);
+
+ return hr;
+}
+
+
+HRESULT D3D9Conversion::SelectConversion(D3DFORMAT d3dfmtFrom, D3DFORMAT d3dfmtTo)
+{
+ /** @todo d3d9SelectConversion should be a member. Move the code here? */
+ HRESULT hr = d3d9SelectConversion(d3dfmtFrom, d3dfmtTo, &mParameters);
+ return hr;
+}
+
+HRESULT D3D9Conversion::ConvertTexture(PVMSVGA3DCONTEXT pContext,
+ PVMSVGA3DSURFACE pSurface,
+ Direction enmDirection)
+{
+ IDirect3DTexture9 *pSourceTexture;
+ IDirect3DTexture9 *pTargetTexture;
+ D3D9TextureType enmTargetType;
+
+ if (enmDirection == FromEmulated)
+ {
+ pSourceTexture = pSurface->emulated.pTexture;
+ pTargetTexture = pSurface->u.pTexture;
+ enmTargetType = D3D9TextureType_Texture;
+ }
+ else if (enmDirection == ToEmulated)
+ {
+ pSourceTexture = pSurface->u.pTexture;
+ pTargetTexture = pSurface->emulated.pTexture;
+ enmTargetType = D3D9TextureType_Emulated;
+ }
+ else
+ AssertFailedReturn(E_INVALIDARG);
+
+ AssertPtrReturn(pSourceTexture, E_INVALIDARG);
+ AssertPtrReturn(pTargetTexture, E_INVALIDARG);
+
+ HRESULT hr = saveContextState();
+ if (hr == D3D_OK)
+ {
+ hr = initConversion();
+ if (hr == D3D_OK)
+ {
+ uint32_t const cWidth = pSurface->paMipmapLevels[0].mipmapSize.width;
+ uint32_t const cHeight = pSurface->paMipmapLevels[0].mipmapSize.height;
+
+ hr = setConversionState(pSourceTexture, cWidth, cHeight);
+ if (hr == D3D_OK)
+ {
+ hr = mpDevice->BeginScene();
+ Assert(hr == D3D_OK);
+ if (hr == D3D_OK)
+ {
+ for (DWORD iFace = 0; iFace < pSurface->cFaces; ++iFace)
+ {
+ DWORD const cMipLevels = pTargetTexture->GetLevelCount();
+ for (DWORD iMipmap = 0; iMipmap < cMipLevels && hr == D3D_OK; ++iMipmap)
+ {
+ IDirect3DSurface9 *pRT = NULL;
+ hr = D3D9GetTextureLevel(pSurface, enmTargetType, iFace, iMipmap, &pRT);
+ Assert(hr == D3D_OK);
+ if (hr == D3D_OK)
+ {
+ hr = mpDevice->SetRenderTarget(0, pRT);
+ Assert(hr == D3D_OK);
+ if (hr == D3D_OK)
+ {
+ hr = mpDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
+ Assert(hr == D3D_OK);
+ }
+
+ D3D_RELEASE(pRT);
+ }
+ }
+ }
+
+ hr = mpDevice->EndScene();
+ Assert(hr == D3D_OK);
+ }
+ }
+ }
+
+ hr = restoreContextState(pContext);
+ }
+
+ destroyConversion();
+
+ return hr;
+}
+
+
+HRESULT D3D9UpdateTexture(PVMSVGA3DCONTEXT pContext,
+ PVMSVGA3DSURFACE pSurface)
+{
+ HRESULT hr = S_OK;
+
+ if (pSurface->formatD3D == pSurface->d3dfmtRequested)
+ {
+ hr = pContext->pDevice->UpdateTexture(pSurface->bounce.pTexture, pSurface->u.pTexture);
+ }
+ else
+ {
+ if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE)
+ {
+ hr = pContext->pDevice->UpdateTexture(pSurface->bounce.pTexture, pSurface->emulated.pTexture);
+ if (hr == D3D_OK)
+ {
+ D3D9Conversion conv(pContext->pDevice);
+ hr = conv.SelectConversion(pSurface->d3dfmtRequested, pSurface->formatD3D);
+ if (hr == D3D_OK)
+ {
+ hr = conv.ConvertTexture(pContext, pSurface, D3D9Conversion::FromEmulated);
+ }
+ }
+ }
+ else
+ {
+ /** @todo Cubemaps and maybe volume textures. */
+ hr = pContext->pDevice->UpdateTexture(pSurface->bounce.pTexture, pSurface->u.pTexture);
+ }
+ }
+
+ return hr;
+}
+
+HRESULT D3D9GetSurfaceLevel(PVMSVGA3DSURFACE pSurface,
+ uint32_t uFace,
+ uint32_t uMipmap,
+ bool fBounce,
+ IDirect3DSurface9 **ppD3DSurface)
+{
+ HRESULT hr;
+
+ if ( pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE
+ || pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE)
+ {
+ D3D9TextureType enmType;
+ if (fBounce)
+ enmType = D3D9TextureType_Bounce;
+ else if (pSurface->formatD3D != pSurface->d3dfmtRequested)
+ enmType = D3D9TextureType_Emulated;
+ else
+ enmType = D3D9TextureType_Texture;
+
+ hr = D3D9GetTextureLevel(pSurface, enmType, uFace, uMipmap, ppD3DSurface);
+ }
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_SURFACE)
+ {
+ pSurface->u.pSurface->AddRef();
+ *ppD3DSurface = pSurface->u.pSurface;
+ hr = S_OK;
+ }
+ else
+ {
+ AssertMsgFailed(("No surface for type %d\n", pSurface->enmD3DResType));
+ hr = E_INVALIDARG;
+ }
+
+ return hr;
+}
+
+/** Copy the texture content to the bounce texture.
+ */
+HRESULT D3D9GetRenderTargetData(PVMSVGA3DCONTEXT pContext,
+ PVMSVGA3DSURFACE pSurface,
+ uint32_t uFace,
+ uint32_t uMipmap)
+{
+ HRESULT hr;
+
+ /* Get the corresponding bounce texture surface. */
+ IDirect3DSurface9 *pDst = NULL;
+ hr = D3D9GetSurfaceLevel(pSurface, uFace, uMipmap, true, &pDst);
+ AssertReturn(hr == D3D_OK, hr);
+
+ /* Get the actual texture surface, emulated or actual. */
+ IDirect3DSurface9 *pSrc = NULL;
+ hr = D3D9GetSurfaceLevel(pSurface, uFace, uMipmap, false, &pSrc);
+ AssertReturnStmt(hr == D3D_OK,
+ D3D_RELEASE(pDst), hr);
+
+ Assert(pDst != pSrc);
+
+ if (pSurface->formatD3D == pSurface->d3dfmtRequested)
+ {
+ hr = pContext->pDevice->GetRenderTargetData(pSrc, pDst);
+ AssertMsg(hr == D3D_OK, ("GetRenderTargetData failed with %x\n", hr));
+ }
+ else
+ {
+ D3D9Conversion conv(pContext->pDevice);
+ hr = conv.SelectConversion(pSurface->formatD3D, pSurface->d3dfmtRequested);
+ if (hr == D3D_OK)
+ {
+ hr = conv.ConvertTexture(pContext, pSurface, D3D9Conversion::ToEmulated);
+ }
+
+ if (hr == D3D_OK)
+ {
+ hr = pContext->pDevice->GetRenderTargetData(pSrc, pDst);
+ AssertMsg(hr == D3D_OK, ("GetRenderTargetData failed with %x\n", hr));
+ }
+ }
+
+ D3D_RELEASE(pSrc);
+ D3D_RELEASE(pDst);
+ return hr;
+}
+
+D3DFORMAT D3D9GetActualFormat(PVMSVGA3DSTATE pState, D3DFORMAT d3dfmtRequested)
+{
+ RT_NOREF(pState);
+
+ switch (d3dfmtRequested)
+ {
+ case D3DFMT_UYVY:
+ if (!pState->fSupportedFormatUYVY) return D3DFMT_A8R8G8B8;
+ break;
+ case D3DFMT_YUY2:
+ if (!pState->fSupportedFormatYUY2) return D3DFMT_A8R8G8B8;
+ break;
+ case D3DFMT_A8B8G8R8:
+ if (!pState->fSupportedFormatA8B8G8R8) return D3DFMT_A8R8G8B8;
+ break;
+ default:
+ break;
+ }
+
+ /* Use the requested format. No emulation required. */
+ return d3dfmtRequested;
+}
+
+bool D3D9CheckDeviceFormat(IDirect3D9 *pD3D9, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat)
+{
+ HRESULT hr = pD3D9->CheckDeviceFormat(D3DADAPTER_DEFAULT,
+ D3DDEVTYPE_HAL,
+ D3DFMT_X8R8G8B8, /* assume standard 32-bit display mode */
+ Usage,
+ RType,
+ CheckFormat);
+ return (hr == D3D_OK);
+}