mirror of
https://github.com/CTCaer/RetroArch.git
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88 lines
2.5 KiB
C++
88 lines
2.5 KiB
C++
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2015 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __D3D_RENDER_CHAIN_H
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#define __D3D_RENDER_CHAIN_H
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#include "d3d.h"
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#include "../video_state_tracker.h"
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#include "../video_shader_parse.h"
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#include "../../libretro.h"
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struct LinkInfo
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{
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unsigned tex_w, tex_h;
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struct video_shader_pass *pass;
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};
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#define MAX_VARIABLES 64
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enum
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{
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TEXTURES = 8,
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TEXTURESMASK = TEXTURES - 1
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};
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void renderchain_free(void *data);
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void *renderchain_new(void);
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void renderchain_deinit(void *data);
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void renderchain_deinit_shader(void);
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bool renderchain_init_shader(void *data);
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bool renderchain_init(void *data,
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const video_info_t *video_info,
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void *dev_,
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const void *final_viewport_,
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const void *info_data,
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unsigned fmt);
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void renderchain_set_final_viewport(void *data,
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void *renderchain_data, const void *viewport_data);
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bool renderchain_add_pass(void *data, const void *info_data);
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bool renderchain_add_lut(void *data,
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const char *id, const char *path,
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bool smooth);
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void renderchain_add_state_tracker(void *data, void *tracker_data);
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bool renderchain_render(void *chain_data, const void *data,
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unsigned width, unsigned height, unsigned pitch, unsigned rotation);
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void renderchain_convert_geometry(void *data, const void *info_data,
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unsigned *out_width, unsigned *out_height,
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unsigned width, unsigned height,
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D3DVIEWPORT *final_viewport);
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void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height,
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unsigned pitch);
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void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index);
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bool renderchain_compile_shaders(void *data, void *fragment_data,
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void *vertex_data, const std::string &shader);
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bool renderchain_init_shader_fvf(void *data, void *pass_data);
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#endif
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