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340751559e
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770fee3684
@ -69,8 +69,6 @@ typedef struct cg_renderchain
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unsigned pixel_size;
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const video_info_t *video_info;
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state_tracker_t *tracker;
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CGprofile cgVProf;
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CGprofile cgFProf;
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struct state_tracker_uniform uniform_info[MAX_VARIABLES];
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struct
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{
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@ -202,20 +200,25 @@ static bool renderchain_compile_shaders(cg_renderchain_t *chain,
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{
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CGprogram *fPrg = (CGprogram*)fragment_data;
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CGprogram *vPrg = (CGprogram*)vertex_data;
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const char **fragment_opts = cgD3D9GetOptimalOptions(chain->cgFProf);
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const char **vertex_opts = cgD3D9GetOptimalOptions(chain->cgVProf);
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CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
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CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
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const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
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const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
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RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
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RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
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if (shader.length() > 0)
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{
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RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
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*fPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
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shader.c_str(), chain->cgFProf, "main_fragment", fragment_opts);
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shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
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*vPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
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shader.c_str(), chain->cgVProf, "main_vertex", vertex_opts);
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shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
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@ -225,13 +228,13 @@ static bool renderchain_compile_shaders(cg_renderchain_t *chain,
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RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
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*fPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
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chain->cgFProf, "main_fragment", fragment_opts);
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fragment_profile, "main_fragment", fragment_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
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*vPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
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chain->cgVProf, "main_vertex", vertex_opts);
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vertex_profile, "main_vertex", vertex_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
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@ -809,35 +812,20 @@ static void *cg_d3d9_renderchain_new(void)
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return renderchain;
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}
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static bool d3d9_cg_init(void *data,
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static bool cg_d3d9_renderchain_init_shader(void *data,
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void *renderchain_data)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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cg_renderchain_t *cg_data = (cg_renderchain_t*)renderchain_data;
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cg_renderchain_t *renderchain = (cg_renderchain_t*)renderchain_data;
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if (!d3d || !cg_data)
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if (!d3d || !renderchain)
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return false;
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cg_data->cgCtx = cgCreateContext();
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if (!cg_data->cgCtx)
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{
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RARCH_ERR("Failed to create Cg context.\n");
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renderchain->cgCtx = cgCreateContext();
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if (!renderchain->cgCtx)
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return false;
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}
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cg_data->cgVProf = cgD3D9GetLatestVertexProfile();
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cg_data->cgFProf = cgD3D9GetLatestPixelProfile();
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RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(cg_data->cgVProf));
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RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(cg_data->cgFProf));
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if (
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cg_data->cgFProf == CG_PROFILE_UNKNOWN ||
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cg_data->cgVProf == CG_PROFILE_UNKNOWN)
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{
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RARCH_ERR("Invalid profile type\n");
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return false;
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}
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RARCH_LOG("[D3D]: Created shader context.\n");
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HRESULT ret = cgD3D9SetDevice((IDirect3DDevice9*)d3d->dev);
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if (FAILED(ret))
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@ -942,7 +930,7 @@ static bool renderchain_create_first_pass(cg_renderchain_t *chain,
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renderchain_compile_shaders(chain, &pass.fPrg,
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&pass.vPrg, info->pass->source.path);
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if (!d3d9_cg_init(chain, &pass))
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if (!cg_d3d9_renderchain_init_shader_fvf(chain, &pass))
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return false;
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chain->passes.push_back(pass);
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return true;
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@ -1644,7 +1632,7 @@ static void cg_d3d9_renderchain_viewport_info(void *data, struct video_viewport
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renderchain_driver_t cg_d3d9_renderchain = {
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cg_d3d9_renderchain_free,
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cg_d3d9_renderchain_new,
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d3d9_cg_init,
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cg_d3d9_renderchain_init_shader,
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cg_d3d9_renderchain_init_shader_fvf,
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NULL,
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cg_d3d9_renderchain_init,
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@ -895,7 +895,7 @@ static void *gl_cg_init(void *data, const char *path)
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if (!cg_data->cgCtx)
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{
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RARCH_ERR("Failed to create Cg context.\n");
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RARCH_ERR("Failed to create Cg context\n");
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goto error;
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}
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