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https://github.com/CTCaer/RetroArch.git
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win32: add opacity shader to overlay
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b782ec2d33
commit
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@ -496,6 +496,10 @@ D3DVideo::~D3DVideo()
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overlay.tex->Release();
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if(overlay.vert_buf)
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overlay.vert_buf->Release();
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if(overlay.opacity_shader)
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overlay.opacity_shader->Release();
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if(overlay.opacity_shader_table)
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overlay.opacity_shader_table->Release();
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#endif
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if (dev)
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dev->Release();
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@ -1235,12 +1239,21 @@ void D3DVideo::overlay_set_alpha(float mod)
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overlay.overlay_alpha_mod = mod;
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}
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static const char *opacity_fragment =
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"uniform float opacity;\n"
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"float4 main_fragment(uniform sampler2D samp, float2 tex : TEXCOORD0) : COLOR\n"
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"{\n"
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" float4 col = tex2D(samp, tex);\n"
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" col.a *= opacity;\n"
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" return col;\n"
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"}";
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void D3DVideo::overlay_render()
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{
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struct overlay_vertex
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{
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float x,y, z;
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float u,v;
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float x, y, z;
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float u, v;
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} vert[4];
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if(!overlay.vert_buf) {
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@ -1289,19 +1302,21 @@ void D3DVideo::overlay_render()
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std::memcpy(verts, vert, sizeof(vert));
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overlay.vert_buf->Unlock();
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// enable alpha
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dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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D3DVERTEXELEMENT9 vElems[4] = {
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// set vertex decl for overlay
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D3DVERTEXELEMENT9 vElems[4] = {
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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D3DDECL_END()
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};
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IDirect3DVertexDeclaration9 * vertex_decl;
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dev->CreateVertexDeclaration(vElems, &vertex_decl);
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dev->SetVertexDeclaration(vertex_decl);
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vertex_decl->Release();
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dev->SetStreamSource(0, overlay.vert_buf, 0, sizeof(overlay_vertex));
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@ -1328,7 +1343,33 @@ void D3DVideo::overlay_render()
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dev->Clear(2, clear_rects, D3DCLEAR_TARGET, 0, 1, 0);
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}
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// custom pixel shader for opacity
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IDirect3DPixelShader9 *prev_pixel_shader = NULL;
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if(overlay.overlay_alpha_mod != 1.0f)
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{
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if(!overlay.opacity_shader)
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{
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LPD3DXBUFFER code;
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D3DXCompileShader(opacity_fragment, // source
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strlen(opacity_fragment), // len
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NULL, // macros
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NULL, // includes
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"main_fragment", // main function
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"ps_2_0", // shader profile
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0, // flags
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&code, // compiled operations
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NULL, // errors
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&overlay.opacity_shader_table); // constants
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dev->CreatePixelShader((DWORD*)code->GetBufferPointer(), &overlay.opacity_shader);
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code->Release();
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}
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overlay.opacity_shader_table->SetFloat(dev, "opacity", overlay.overlay_alpha_mod);
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dev->GetPixelShader(&prev_pixel_shader);
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dev->SetPixelShader(overlay.opacity_shader);
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}
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// render overlay
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dev->SetTexture(0, overlay.tex);
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dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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@ -1339,9 +1380,12 @@ void D3DVideo::overlay_render()
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dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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dev->EndScene();
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}
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dev->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
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//restore previous state
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dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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dev->SetViewport(&final_viewport);
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vertex_decl->Release();
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if(prev_pixel_shader)
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dev->SetPixelShader(prev_pixel_shader);
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}
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#endif
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@ -127,6 +127,8 @@ class D3DVideo
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float overlay_alpha_mod;
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IDirect3DTexture9 *tex;
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IDirect3DVertexBuffer9 *vert_buf;
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IDirect3DPixelShader9 *opacity_shader;
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ID3DXConstantTable *opacity_shader_table;
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} overlay;
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#endif
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};
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