/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2013 - Hans-Kristian Arntzen * Copyright (C) 2011-2013 - Daniel De Matteis * * RetroArch 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 Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch 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 RetroArch. * If not, see . */ #include "shader_hlsl.h" #ifdef _XBOX #include #endif struct hlsl_program { IDirect3DVertexShader9 *vprg; IDirect3DPixelShader9 *fprg; D3DXHANDLE vid_size_f; D3DXHANDLE tex_size_f; D3DXHANDLE out_size_f; D3DXHANDLE frame_cnt_f; D3DXHANDLE frame_dir_f; D3DXHANDLE vid_size_v; D3DXHANDLE tex_size_v; D3DXHANDLE out_size_v; D3DXHANDLE frame_cnt_v; D3DXHANDLE frame_dir_v; D3DXHANDLE mvp; LPD3DXCONSTANTTABLE v_ctable; LPD3DXCONSTANTTABLE f_ctable; XMMATRIX mvp_val; /* TODO: Move to D3DXMATRIX here */ }; static IDirect3DDevice9 *d3d_device_ptr; static struct hlsl_program prg[RARCH_HLSL_MAX_SHADERS] = {0}; static bool hlsl_active = false; static unsigned active_index = 0; static unsigned hlsl_shader_num = 0; static const char *stock_hlsl_program = "void main_vertex " "( " " float4 position : POSITION, " " float4 color : COLOR, " " float4 texCoord : TEXCOORD0, " " uniform float4x4 modelViewProj, " " out float4 oPosition : POSITION, " " out float4 oColor : COLOR, " " out float2 otexCoord : TEXCOORD " ") " "{ " " oPosition = mul(modelViewProj, position); " " oColor = color; " " otexCoord = texCoord; " "} " " " "struct output " "{ " " float4 color: COLOR; " "}; " " " "struct input " "{ " " float2 video_size; " " float2 texture_size; " " float2 output_size; " " float frame_count; " " float frame_direction; " " float frame_rotation; " "}; " " " "output main_fragment(float2 texCoord : TEXCOORD0, " "uniform sampler2D decal : TEXUNIT0, uniform input IN) " "{ " " output OUT; " " OUT.color = tex2D(decal, texCoord); " " return OUT; " "} "; void hlsl_set_proj_matrix(XMMATRIX rotation_value) { if (hlsl_active) prg[active_index].mvp_val = rotation_value; } unsigned d3d_hlsl_num(void) { if (hlsl_active) return hlsl_shader_num; else return 0; } #define set_param_2f(param, xy, constanttable) \ if (param) constanttable->SetFloatArray(d3d_device_ptr, param, xy, 2) #define set_param_1f(param, x, constanttable) \ if (param) constanttable->SetFloat(d3d_device_ptr, param, x) void hlsl_set_params(unsigned width, unsigned height, unsigned tex_width, unsigned tex_height, unsigned out_width, unsigned out_height, unsigned frame_count) { if (!hlsl_active) return; const float ori_size[2] = { (float)width, (float)height }; const float tex_size[2] = { (float)tex_width, (float)tex_height }; const float out_size[2] = { (float)out_width, (float)out_height }; float frame_cnt = frame_count; prg[active_index].f_ctable->SetDefaults(d3d_device_ptr); prg[active_index].v_ctable->SetDefaults(d3d_device_ptr); set_param_2f(prg[active_index].vid_size_f, ori_size, prg[active_index].f_ctable); set_param_2f(prg[active_index].tex_size_f, tex_size, prg[active_index].f_ctable); set_param_2f(prg[active_index].out_size_f, out_size, prg[active_index].f_ctable); set_param_1f(prg[active_index].frame_cnt_f, frame_cnt, prg[active_index].f_ctable); set_param_1f(prg[active_index].frame_dir_f, g_extern.frame_is_reverse ? -1.0 : 1.0,prg[active_index].f_ctable); set_param_2f(prg[active_index].vid_size_v, ori_size, prg[active_index].v_ctable); set_param_2f(prg[active_index].tex_size_v, tex_size, prg[active_index].v_ctable); set_param_2f(prg[active_index].out_size_v, out_size, prg[active_index].v_ctable); set_param_1f(prg[active_index].frame_cnt_v, frame_cnt, prg[active_index].v_ctable); set_param_1f(prg[active_index].frame_dir_v, g_extern.frame_is_reverse ? -1.0 : 1.0,prg[active_index].v_ctable); /* TODO: Move to D3DXMATRIX here */ if(prg[active_index].mvp) prg[active_index].v_ctable->SetMatrix(d3d_device_ptr, prg[active_index].mvp, (D3DXMATRIX*)&prg[active_index].mvp_val); } static bool load_program(unsigned index, const char *prog, bool path_is_file) { HRESULT ret, ret_fp, ret_vp; ID3DXBuffer *listing_f = NULL; ID3DXBuffer *listing_v = NULL; ID3DXBuffer *code_f = NULL; ID3DXBuffer *code_v = NULL; if (path_is_file) { ret_fp = D3DXCompileShaderFromFile(prog, NULL, NULL, "main_fragment", "ps_3_0", 0, &code_f, &listing_f, &prg[index].f_ctable); ret_vp = D3DXCompileShaderFromFile(prog, NULL, NULL, "main_vertex", "vs_3_0", 0, &code_v, &listing_v, &prg[index].v_ctable); } else { /* TODO - crashes currently - to do with 'end of line' of stock shader */ ret_fp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL, "main_fragment", "ps_3_0", 0, &code_f, &listing_f, &prg[index].f_ctable ); ret_vp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL, "main_vertex", "vs_3_0", 0, &code_v, &listing_v, &prg[index].v_ctable ); } if (ret_fp < 0 || ret_vp < 0 || listing_v || listing_f) { RARCH_ERR("HLSL error:\n"); if(listing_f) RARCH_ERR("Fragment:\n%s\n", (char*)listing_f->GetBufferPointer()); if(listing_v) RARCH_ERR("Vertex:\n%s\n", (char*)listing_v->GetBufferPointer()); ret = false; goto end; } d3d_device_ptr->CreatePixelShader((const DWORD*)code_f->GetBufferPointer(), &prg[index].fprg); d3d_device_ptr->CreateVertexShader((const DWORD*)code_v->GetBufferPointer(), &prg[index].vprg); code_f->Release(); code_v->Release(); end: if (listing_f) listing_f->Release(); if (listing_v) listing_v->Release(); return ret; } static bool load_stock(unsigned program_id) { if (!load_program(program_id, stock_hlsl_program, false)) { RARCH_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n"); return false; } return true; } static void set_program_attributes(unsigned i) { prg[i].vid_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.video_size"); prg[i].tex_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.texture_size"); prg[i].out_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.output_size"); prg[i].frame_cnt_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.frame_count"); prg[i].frame_dir_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.frame_direction"); prg[i].vid_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.video_size"); prg[i].tex_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.texture_size"); prg[i].out_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.output_size"); prg[i].frame_cnt_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.frame_count"); prg[i].frame_dir_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.frame_direction"); prg[i].mvp = prg[i].v_ctable->GetConstantByName(NULL, "$modelViewProj"); prg[i].mvp_val = XMMatrixIdentity(); } bool hlsl_load_shader(unsigned index, const char *path) { bool retval = true; if (!hlsl_active || index == 0) retval = false; // FIXME: This could cause corruption issues if prg[index] == prg[0] // (Set earlier if path == NULL). if(retval) { if (path) { if (load_program(index, path, true)) { set_program_attributes(index); } else { // Always make sure we have a valid shader. prg[index] = prg[0]; retval = false; } } else prg[index] = prg[0]; } else goto end; // if retval is false, skip to end label hlsl_active = true; active_index = index; d3d_device_ptr->SetVertexShader(prg[index].vprg); d3d_device_ptr->SetPixelShader(prg[index].fprg); end: return retval; } static bool load_plain(const char *path) { if (!load_stock(0)) return false; RARCH_LOG("Loading HLSL file: %s\n", path); if (!load_program(1, path, true)) { RARCH_ERR("Failed to load HLSL shader %s into first-pass.\n", path); prg[1] = prg[0]; } prg[2] = prg[0]; hlsl_shader_num = 1; return true; } static void hlsl_deinit_progs(void) { for (unsigned i = 1; i < RARCH_HLSL_MAX_SHADERS; i++) { if (prg[i].fprg && prg[i].fprg != prg[0].fprg) prg[i].fprg->Release(); if (prg[i].vprg && prg[i].vprg != prg[0].vprg) prg[i].vprg->Release(); prg[i].fprg = NULL; prg[i].vprg = NULL; } if (prg[0].fprg) prg[0].fprg->Release(); if (prg[0].vprg) prg[0].vprg->Release(); prg[0].fprg = NULL; prg[0].vprg = NULL; } static void hlsl_deinit_state(void) { hlsl_active = false; hlsl_deinit_progs(); memset(prg, 0, sizeof(prg)); d3d_device_ptr = NULL; } static bool load_preset(const char *path) { return false; } bool hlsl_init(const char *path, IDirect3DDevice9 * device_ptr) { if (!device_ptr) return false; d3d_device_ptr = device_ptr; if (strstr(path, ".cgp")) { if (!load_preset(path)) return false; } else { if (!load_plain(path)) { RARCH_ERR("Loading of HLSL shader %s failed.\n", path); return false; } } for(unsigned i = 1; i <= hlsl_shader_num; i++) set_program_attributes(i); active_index = 1; d3d_device_ptr->SetVertexShader(prg[active_index].vprg); d3d_device_ptr->SetPixelShader(prg[active_index].fprg); hlsl_active = true; return true; } void hlsl_use(unsigned index) { if (hlsl_active) { active_index = index; d3d_device_ptr->SetVertexShader(prg[index].vprg); d3d_device_ptr->SetPixelShader(prg[index].fprg); } } // Full deinit. void hlsl_deinit(void) { if (!hlsl_active) return; hlsl_deinit_state(); }