RetroArch/gfx/d3d9/render_chain.cpp
2013-04-21 15:39:14 +02:00

1133 lines
34 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "render_chain.hpp"
#include <utility>
#include <stdexcept>
#include <cstring>
#include <iostream>
#include <cstdio>
namespace Global
{
static const char *stock_program =
"void main_vertex"
"("
" float4 position : POSITION,"
" float2 texCoord : TEXCOORD0,"
" float4 color : COLOR,"
""
" uniform float4x4 modelViewProj,"
""
" out float4 oPosition : POSITION,"
" out float2 otexCoord : TEXCOORD0,"
" out float4 oColor : COLOR"
")"
"{"
" oPosition = mul(modelViewProj, position);"
" otexCoord = texCoord;"
" oColor = color;"
"}"
""
"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
"{"
" return color * tex2D(s0, tex);"
"}";
}
#define FVF 0
RenderChain::~RenderChain()
{
clear();
if (fStock)
cgDestroyProgram(fStock);
if (vStock)
cgDestroyProgram(vStock);
}
RenderChain::RenderChain(const video_info_t &video_info,
IDirect3DDevice9 *dev_,
CGcontext cgCtx_,
const LinkInfo &info, PixelFormat fmt,
const D3DVIEWPORT9 &final_viewport_)
: dev(dev_), cgCtx(cgCtx_), video_info(video_info), final_viewport(final_viewport_), frame_count(0)
{
pixel_size = fmt == RGB565 ? 2 : 4;
create_first_pass(info, fmt);
log_info(info);
compile_shaders(fStock, vStock, "");
}
void RenderChain::clear()
{
for (unsigned i = 0; i < Textures; i++)
{
if (prev.tex[i])
prev.tex[i]->Release();
if (prev.vertex_buf[i])
prev.vertex_buf[i]->Release();
}
if (passes[0].vertex_decl)
passes[0].vertex_decl->Release();
for (unsigned i = 1; i < passes.size(); i++)
{
if (passes[i].tex)
passes[i].tex->Release();
if (passes[i].vertex_buf)
passes[i].vertex_buf->Release();
if (passes[i].vertex_decl)
passes[i].vertex_decl->Release();
if (passes[i].fPrg)
cgDestroyProgram(passes[i].fPrg);
if (passes[i].vPrg)
cgDestroyProgram(passes[i].vPrg);
}
for (unsigned i = 0; i < luts.size(); i++)
{
if (luts[i].tex)
luts[i].tex->Release();
}
passes.clear();
luts.clear();
}
void RenderChain::set_final_viewport(const D3DVIEWPORT9& final_viewport)
{
this->final_viewport = final_viewport;
}
void RenderChain::set_pass_size(unsigned pass_index, unsigned width, unsigned height)
{
Pass &pass = passes[pass_index];
if (width != pass.info.tex_w || height != pass.info.tex_h)
{
pass.tex->Release();
pass.info.tex_w = width;
pass.info.tex_h = height;
if (FAILED(dev->CreateTexture(width, height, 1,
D3DUSAGE_RENDERTARGET,
passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&pass.tex, nullptr)))
{
throw std::runtime_error("Failed to create texture ...");
}
dev->SetTexture(0, pass.tex);
dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
dev->SetTexture(0, nullptr);
}
}
void RenderChain::add_pass(const LinkInfo &info)
{
Pass pass;
pass.info = info;
pass.last_width = 0;
pass.last_height = 0;
compile_shaders(pass.fPrg, pass.vPrg, info.pass->source.cg);
init_fvf(pass);
if (FAILED(dev->CreateVertexBuffer(
4 * sizeof(Vertex),
dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
FVF,
D3DPOOL_DEFAULT,
&pass.vertex_buf,
nullptr)))
{
throw std::runtime_error("Failed to create Vertex buf ...");
}
if (FAILED(dev->CreateTexture(info.tex_w, info.tex_h, 1,
D3DUSAGE_RENDERTARGET,
passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&pass.tex, nullptr)))
{
throw std::runtime_error("Failed to create texture ...");
}
dev->SetTexture(0, pass.tex);
dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
dev->SetTexture(0, nullptr);
passes.push_back(pass);
log_info(info);
}
void RenderChain::add_lut(const std::string &id,
const std::string &path,
bool smooth)
{
IDirect3DTexture9 *lut;
RARCH_LOG("[D3D9]: Loading LUT texture: %s.\n", path.c_str());
if (FAILED(D3DXCreateTextureFromFileExA(
dev,
path.c_str(),
D3DX_DEFAULT_NONPOW2,
D3DX_DEFAULT_NONPOW2,
0,
0,
D3DFMT_FROM_FILE,
D3DPOOL_MANAGED,
smooth ? D3DX_FILTER_LINEAR : D3DX_FILTER_POINT,
0,
0,
nullptr,
nullptr,
&lut)))
{
throw std::runtime_error("Failed to load LUT!");
}
dev->SetTexture(0, lut);
dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
dev->SetTexture(0, nullptr);
lut_info info = { lut, id, smooth };
luts.push_back(info);
}
void RenderChain::add_state_tracker(std::shared_ptr<state_tracker_t> tracker)
{
this->tracker = tracker;
}
void RenderChain::start_render()
{
passes[0].tex = prev.tex[prev.ptr];
passes[0].vertex_buf = prev.vertex_buf[prev.ptr];
passes[0].last_width = prev.last_width[prev.ptr];
passes[0].last_height = prev.last_height[prev.ptr];
}
void RenderChain::end_render()
{
prev.last_width[prev.ptr] = passes[0].last_width;
prev.last_height[prev.ptr] = passes[0].last_height;
prev.ptr = (prev.ptr + 1) & TexturesMask;
}
bool RenderChain::render(const void *data,
unsigned width, unsigned height, unsigned pitch, unsigned rotation)
{
start_render();
unsigned current_width = width, current_height = height;
unsigned out_width = 0, out_height = 0;
convert_geometry(passes[0].info, out_width, out_height,
current_width, current_height, final_viewport);
blit_to_texture(data, width, height, pitch);
// Grab back buffer.
IDirect3DSurface9 *back_buffer;
dev->GetRenderTarget(0, &back_buffer);
// In-between render target passes.
for (unsigned i = 0; i < passes.size() - 1; i++)
{
Pass &from_pass = passes[i];
Pass &to_pass = passes[i + 1];
IDirect3DSurface9 *target;
to_pass.tex->GetSurfaceLevel(0, &target);
dev->SetRenderTarget(0, target);
convert_geometry(from_pass.info,
out_width, out_height,
current_width, current_height, final_viewport);
// Clear out whole FBO.
D3DVIEWPORT9 viewport = {0};
viewport.Width = to_pass.info.tex_w;
viewport.Height = to_pass.info.tex_h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
dev->SetViewport(&viewport);
dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
viewport.Width = out_width;
viewport.Height = out_height;
set_viewport(viewport);
set_vertices(from_pass,
current_width, current_height,
out_width, out_height,
out_width, out_height, 0);
render_pass(from_pass, i + 1);
current_width = out_width;
current_height = out_height;
target->Release();
}
// Final pass
dev->SetRenderTarget(0, back_buffer);
Pass &last_pass = passes.back();
convert_geometry(last_pass.info,
out_width, out_height,
current_width, current_height, final_viewport);
set_viewport(final_viewport);
set_vertices(last_pass,
current_width, current_height,
out_width, out_height,
final_viewport.Width, final_viewport.Height,
rotation);
render_pass(last_pass, passes.size());
frame_count++;
back_buffer->Release();
end_render();
set_shaders(fStock, vStock);
set_cg_mvp(vStock, final_viewport.Width, final_viewport.Height, 0);
return true;
}
D3DTEXTUREFILTERTYPE RenderChain::translate_filter(enum gfx_filter_type type)
{
if (type == RARCH_FILTER_UNSPEC)
return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
else
return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
D3DTEXTUREFILTERTYPE RenderChain::translate_filter(bool smooth)
{
return smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
void RenderChain::create_first_pass(const LinkInfo &info, PixelFormat fmt)
{
D3DXMATRIX ident;
D3DXMatrixIdentity(&ident);
dev->SetTransform(D3DTS_WORLD, &ident);
dev->SetTransform(D3DTS_VIEW, &ident);
Pass pass;
pass.info = info;
pass.last_width = 0;
pass.last_height = 0;
prev.ptr = 0;
for (unsigned i = 0; i < Textures; i++)
{
prev.last_width[i] = 0;
prev.last_height[i] = 0;
if (FAILED(dev->CreateVertexBuffer(
4 * sizeof(Vertex),
dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
FVF,
D3DPOOL_DEFAULT,
&prev.vertex_buf[i],
nullptr)))
{
throw std::runtime_error("Failed to create Vertex buf ...");
}
if (FAILED(dev->CreateTexture(info.tex_w, info.tex_h, 1, 0,
fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED,
&prev.tex[i], nullptr)))
{
throw std::runtime_error("Failed to create texture ...");
}
dev->SetTexture(0, prev.tex[i]);
dev->SetSamplerState(0, D3DSAMP_MINFILTER,
translate_filter(info.pass->filter));
dev->SetSamplerState(0, D3DSAMP_MAGFILTER,
translate_filter(info.pass->filter));
dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
dev->SetTexture(0, nullptr);
}
compile_shaders(pass.fPrg, pass.vPrg, info.pass->source.cg);
init_fvf(pass);
passes.push_back(pass);
}
void RenderChain::compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader)
{
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
RARCH_LOG("[D3D9 Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
RARCH_LOG("[D3D9 Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
if (shader.length() > 0)
{
RARCH_LOG("[D3D9 Cg]: Compiling shader: %s.\n", shader.c_str());
fPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D9 Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
vPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D9 Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
}
else
{
RARCH_LOG("[D3D9 Cg]: Compiling stock shader.\n");
fPrg = cgCreateProgram(cgCtx, CG_SOURCE, Global::stock_program,
fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D9 Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
vPrg = cgCreateProgram(cgCtx, CG_SOURCE, Global::stock_program,
vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D9 Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
}
if (!fPrg || !vPrg)
throw std::runtime_error("Failed to compile shaders!");
cgD3D9LoadProgram(fPrg, true, 0);
cgD3D9LoadProgram(vPrg, true, 0);
}
void RenderChain::set_shaders(CGprogram &fPrg, CGprogram &vPrg)
{
cgD3D9BindProgram(fPrg);
cgD3D9BindProgram(vPrg);
}
void RenderChain::set_vertices(Pass &pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
const LinkInfo &info = pass.info;
if (pass.last_width != width || pass.last_height != height)
{
pass.last_width = width;
pass.last_height = height;
float _u = static_cast<float>(width) / info.tex_w;
float _v = static_cast<float>(height) / info.tex_h;
Vertex vert[4];
for (unsigned i = 0; i < 4; i++)
{
vert[i].z = 0.5f;
vert[i].r = vert[i].g = vert[i].b = vert[i].a = 1.0f;
}
vert[0].x = 0.0f;
vert[1].x = out_width;
vert[2].x = 0.0f;
vert[3].x = out_width;
vert[0].y = out_height;
vert[1].y = out_height;
vert[2].y = 0.0f;
vert[3].y = 0.0f;
vert[0].u = 0.0f;
vert[1].u = _u;
vert[2].u = 0.0f;
vert[3].u = _u;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].v = _v;
vert[3].v = _v;
vert[0].lut_u = 0.0f;
vert[1].lut_u = 1.0f;
vert[2].lut_u = 0.0f;
vert[3].lut_u = 1.0f;
vert[0].lut_v = 0.0f;
vert[1].lut_v = 0.0f;
vert[2].lut_v = 1.0f;
vert[3].lut_v = 1.0f;
// Align texels and vertices.
for (unsigned i = 0; i < 4; i++)
{
vert[i].x -= 0.5f;
vert[i].y += 0.5f;
}
void *verts;
pass.vertex_buf->Lock(0, sizeof(vert), &verts, 0);
std::memcpy(verts, vert, sizeof(vert));
pass.vertex_buf->Unlock();
}
set_cg_mvp(pass.vPrg, vp_width, vp_height, rotation);
set_cg_params(pass,
width, height,
info.tex_w, info.tex_h,
vp_width, vp_height);
}
void RenderChain::set_viewport(const D3DVIEWPORT9 &vp)
{
dev->SetViewport(&vp);
}
void RenderChain::set_cg_mvp(CGprogram &vPrg,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
D3DXMATRIX proj, ortho, rot;
D3DXMatrixOrthoOffCenterLH(&ortho, 0, vp_width, 0, vp_height, 0, 1);
if (rotation)
D3DXMatrixRotationZ(&rot, rotation * (M_PI / 2.0));
else
D3DXMatrixIdentity(&rot);
D3DXMatrixMultiply(&proj, &ortho, &rot);
D3DXMATRIX tmp;
D3DXMatrixTranspose(&tmp, &proj);
CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj");
if (cgpModelViewProj)
cgD3D9SetUniformMatrix(cgpModelViewProj, &tmp);
}
template <class T>
static void set_cg_param(CGprogram prog, const char *param,
const T& val)
{
CGparameter cgp = cgGetNamedParameter(prog, param);
if (cgp)
cgD3D9SetUniform(cgp, &val);
}
void RenderChain::set_cg_params(Pass &pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)
{
D3DXVECTOR2 video_size;
video_size.x = video_w;
video_size.y = video_h;
D3DXVECTOR2 texture_size;
texture_size.x = tex_w;
texture_size.y = tex_h;
D3DXVECTOR2 output_size;
output_size.x = viewport_w;
output_size.y = viewport_h;
set_cg_param(pass.vPrg, "IN.video_size", video_size);
set_cg_param(pass.fPrg, "IN.video_size", video_size);
set_cg_param(pass.vPrg, "IN.texture_size", texture_size);
set_cg_param(pass.fPrg, "IN.texture_size", texture_size);
set_cg_param(pass.vPrg, "IN.output_size", output_size);
set_cg_param(pass.fPrg, "IN.output_size", output_size);
float frame_cnt = frame_count;
if (pass.info.pass->frame_count_mod)
frame_cnt = frame_count % pass.info.pass->frame_count_mod;
set_cg_param(pass.fPrg, "IN.frame_count", frame_cnt);
set_cg_param(pass.vPrg, "IN.frame_count", frame_cnt);
}
void RenderChain::clear_texture(Pass &pass)
{
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(pass.tex->LockRect(0, &d3dlr, nullptr, D3DLOCK_NOSYSLOCK)))
{
std::memset(d3dlr.pBits, 0, pass.info.tex_h * d3dlr.Pitch);
pass.tex->UnlockRect(0);
}
}
void RenderChain::convert_geometry(const LinkInfo &info,
unsigned &out_width, unsigned &out_height,
unsigned width, unsigned height,
const D3DVIEWPORT9 &final_viewport)
{
switch (info.pass->fbo.type_x)
{
case RARCH_SCALE_VIEWPORT:
out_width = info.pass->fbo.scale_x * final_viewport.Width;
break;
case RARCH_SCALE_ABSOLUTE:
out_width = info.pass->fbo.abs_x;
break;
case RARCH_SCALE_INPUT:
out_width = info.pass->fbo.scale_x * width;
break;
}
switch (info.pass->fbo.type_y)
{
case RARCH_SCALE_VIEWPORT:
out_height = info.pass->fbo.scale_y * final_viewport.Height;
break;
case RARCH_SCALE_ABSOLUTE:
out_height = info.pass->fbo.abs_y;
break;
case RARCH_SCALE_INPUT:
out_height = info.pass->fbo.scale_y * height;
break;
}
}
void RenderChain::blit_to_texture(const void *frame,
unsigned width, unsigned height,
unsigned pitch)
{
Pass &first = passes[0];
if (first.last_width != width || first.last_height != height)
clear_texture(first);
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(first.tex->LockRect(0, &d3dlr, nullptr, D3DLOCK_NOSYSLOCK)))
{
for (unsigned y = 0; y < height; y++)
{
const uint8_t *in = reinterpret_cast<const uint8_t*>(frame) + y * pitch;
uint8_t *out = reinterpret_cast<uint8_t*>(d3dlr.pBits) + y * d3dlr.Pitch;
std::memcpy(out, in, width * pixel_size);
}
first.tex->UnlockRect(0);
}
}
void RenderChain::render_pass(Pass &pass, unsigned pass_index)
{
set_shaders(pass.fPrg, pass.vPrg);
dev->SetTexture(0, pass.tex);
dev->SetSamplerState(0, D3DSAMP_MINFILTER,
translate_filter(pass.info.pass->filter));
dev->SetSamplerState(0, D3DSAMP_MAGFILTER,
translate_filter(pass.info.pass->filter));
dev->SetVertexDeclaration(pass.vertex_decl);
for (unsigned i = 0; i < 4; i++)
dev->SetStreamSource(i, pass.vertex_buf, 0, sizeof(Vertex));
bind_orig(pass);
bind_prev(pass);
bind_pass(pass, pass_index);
bind_luts(pass);
bind_tracker(pass, pass_index);
if (SUCCEEDED(dev->BeginScene()))
{
dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
dev->EndScene();
}
// So we don't render with linear filter into render targets,
// which apparently looked odd (too blurry).
dev->SetSamplerState(0, D3DSAMP_MINFILTER,
D3DTEXF_POINT);
dev->SetSamplerState(0, D3DSAMP_MAGFILTER,
D3DTEXF_POINT);
unbind_all();
}
void RenderChain::log_info(const LinkInfo &info)
{
RARCH_LOG("[D3D9 Cg]: Render pass info:\n");
RARCH_LOG("\tTexture width: %u\n", info.tex_w);
RARCH_LOG("\tTexture height: %u\n", info.tex_h);
RARCH_LOG("\tScale type (X): ");
switch (info.pass->fbo.type_x)
{
case RARCH_SCALE_INPUT:
RARCH_LOG("Relative @ %fx\n", info.pass->fbo.scale_x);
break;
case RARCH_SCALE_VIEWPORT:
RARCH_LOG("Viewport @ %fx\n", info.pass->fbo.scale_x);
break;
case RARCH_SCALE_ABSOLUTE:
RARCH_LOG("Absolute @ %u px\n", info.pass->fbo.abs_x);
break;
}
RARCH_LOG("\tScale type (Y): ");
switch (info.pass->fbo.type_y)
{
case RARCH_SCALE_INPUT:
RARCH_LOG("Relative @ %fx\n", info.pass->fbo.scale_y);
break;
case RARCH_SCALE_VIEWPORT:
RARCH_LOG("Viewport @ %fx\n", info.pass->fbo.scale_y);
break;
case RARCH_SCALE_ABSOLUTE:
RARCH_LOG("Absolute @ %u px\n", info.pass->fbo.abs_y);
break;
}
RARCH_LOG("\tBilinear filter: %s\n", info.pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
}
void RenderChain::bind_orig(Pass &pass)
{
D3DXVECTOR2 video_size;
video_size.x = passes[0].last_width;
video_size.y = passes[0].last_height;
D3DXVECTOR2 texture_size;
texture_size.x = passes[0].info.tex_w;
texture_size.y = passes[0].info.tex_h;
set_cg_param(pass.vPrg, "ORIG.video_size", video_size);
set_cg_param(pass.fPrg, "ORIG.video_size", video_size);
set_cg_param(pass.vPrg, "ORIG.texture_size", texture_size);
set_cg_param(pass.fPrg, "ORIG.texture_size", texture_size);
CGparameter param = cgGetNamedParameter(pass.fPrg, "ORIG.texture");
if (param)
{
unsigned index = cgGetParameterResourceIndex(param);
dev->SetTexture(index, passes[0].tex);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(passes[0].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(passes[0].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
bound_tex.push_back(index);
}
param = cgGetNamedParameter(pass.vPrg, "ORIG.tex_coord");
if (param)
{
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
dev->SetStreamSource(index, passes[0].vertex_buf, 0, sizeof(Vertex));
bound_vert.push_back(index);
}
}
void RenderChain::bind_prev(Pass &pass)
{
static const char *prev_names[] = {
"PREV",
"PREV1",
"PREV2",
"PREV3",
"PREV4",
"PREV5",
"PREV6",
};
char attr_texture[64];
char attr_input_size[64];
char attr_tex_size[64];
char attr_coord[64];
D3DXVECTOR2 texture_size;
texture_size.x = passes[0].info.tex_w;
texture_size.y = passes[0].info.tex_h;
for (unsigned i = 0; i < Textures - 1; i++)
{
snprintf(attr_texture, sizeof(attr_texture), "%s.texture", prev_names[i]);
snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", prev_names[i]);
snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", prev_names[i]);
snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", prev_names[i]);
D3DXVECTOR2 video_size;
video_size.x = prev.last_width[(prev.ptr - (i + 1)) & TexturesMask];
video_size.y = prev.last_height[(prev.ptr - (i + 1)) & TexturesMask];
set_cg_param(pass.vPrg, attr_input_size, video_size);
set_cg_param(pass.fPrg, attr_input_size, video_size);
set_cg_param(pass.vPrg, attr_tex_size, texture_size);
set_cg_param(pass.fPrg, attr_tex_size, texture_size);
CGparameter param = cgGetNamedParameter(pass.fPrg, attr_texture);
if (param)
{
unsigned index = cgGetParameterResourceIndex(param);
IDirect3DTexture9 *tex = prev.tex[(prev.ptr - (i + 1)) & TexturesMask];
dev->SetTexture(index, tex);
bound_tex.push_back(index);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(passes[0].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(passes[0].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
param = cgGetNamedParameter(pass.vPrg, attr_coord);
if (param)
{
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
IDirect3DVertexBuffer9 *vert_buf = prev.vertex_buf[(prev.ptr - (i + 1)) & TexturesMask];
bound_vert.push_back(index);
dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex));
}
}
}
void RenderChain::bind_pass(Pass &pass, unsigned pass_index)
{
// We only bother binding passes which are two indices behind.
if (pass_index < 3)
return;
for (unsigned i = 1; i < pass_index - 1; i++)
{
char pass_base[64];
snprintf(pass_base, sizeof(pass_base), "PASS%u.", i);
std::string attr_texture = pass_base;
attr_texture += "texture";
std::string attr_video_size = pass_base;
attr_video_size += "video_size";
std::string attr_texture_size = pass_base;
attr_texture_size += "texture_size";
std::string attr_tex_coord = pass_base;
attr_tex_coord += "tex_coord";
D3DXVECTOR2 video_size;
video_size.x = passes[i].last_width;
video_size.y = passes[i].last_height;
D3DXVECTOR2 texture_size;
texture_size.x = passes[i].info.tex_w;
texture_size.y = passes[i].info.tex_h;
set_cg_param(pass.vPrg, attr_video_size.c_str(), video_size);
set_cg_param(pass.fPrg, attr_video_size.c_str(), video_size);
set_cg_param(pass.vPrg, attr_texture_size.c_str(), texture_size);
set_cg_param(pass.fPrg, attr_texture_size.c_str(), texture_size);
CGparameter param = cgGetNamedParameter(pass.fPrg, attr_texture.c_str());
if (param)
{
unsigned index = cgGetParameterResourceIndex(param);
bound_tex.push_back(index);
dev->SetTexture(index, passes[i].tex);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(passes[i].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(passes[i].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
param = cgGetNamedParameter(pass.vPrg, attr_tex_coord.c_str());
if (param)
{
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
dev->SetStreamSource(index, passes[i].vertex_buf, 0, sizeof(Vertex));
bound_vert.push_back(index);
}
}
}
void RenderChain::bind_luts(Pass &pass)
{
for (unsigned i = 0; i < luts.size(); i++)
{
CGparameter fparam = cgGetNamedParameter(pass.fPrg, luts[i].id.c_str());
int bound_index = -1;
if (fparam)
{
unsigned index = cgGetParameterResourceIndex(fparam);
bound_index = index;
dev->SetTexture(index, luts[i].tex);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(luts[i].smooth));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(luts[i].smooth));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
bound_tex.push_back(index);
}
CGparameter vparam = cgGetNamedParameter(pass.vPrg, luts[i].id.c_str());
if (vparam)
{
unsigned index = cgGetParameterResourceIndex(vparam);
if (index != (unsigned)bound_index)
{
dev->SetTexture(index, luts[i].tex);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(luts[i].smooth));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(luts[i].smooth));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
bound_tex.push_back(index);
}
}
}
}
void RenderChain::unbind_all()
{
// Have to be a bit anal about it.
// Render targets hate it when they have filters apparently.
for (unsigned i = 0; i < bound_tex.size(); i++)
{
dev->SetSamplerState(bound_tex[i], D3DSAMP_MAGFILTER,
D3DTEXF_POINT);
dev->SetSamplerState(bound_tex[i], D3DSAMP_MINFILTER,
D3DTEXF_POINT);
dev->SetTexture(bound_tex[i], nullptr);
}
for (unsigned i = 0; i < bound_vert.size(); i++)
dev->SetStreamSource(bound_vert[i], 0, 0, 0);
bound_tex.clear();
bound_vert.clear();
}
static inline bool validate_param_name(const char *name)
{
static const char *illegal[] = {
"PREV.",
"PREV1.",
"PREV2.",
"PREV3.",
"PREV4.",
"PREV5.",
"PREV6.",
"ORIG.",
"IN.",
"PASS",
};
for (unsigned i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++)
if (std::strstr(name, illegal[i]) == name)
return false;
return true;
}
static inline CGparameter find_param_from_semantic(CGparameter param, const std::string &sem)
{
while (param)
{
if (cgGetParameterType(param) == CG_STRUCT)
{
CGparameter ret = find_param_from_semantic(cgGetFirstStructParameter(param), sem);
if (ret)
return ret;
}
else
{
if (cgGetParameterSemantic(param) &&
sem == cgGetParameterSemantic(param) &&
cgGetParameterDirection(param) == CG_IN &&
cgGetParameterVariability(param) == CG_VARYING &&
validate_param_name(cgGetParameterName(param)))
{
return param;
}
}
param = cgGetNextParameter(param);
}
return nullptr;
}
static inline CGparameter find_param_from_semantic(CGprogram prog, const std::string &sem)
{
return find_param_from_semantic(cgGetFirstParameter(prog, CG_PROGRAM), sem);
}
#define DECL_FVF_POSITION(stream) \
{ (WORD)(stream), 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, \
D3DDECLUSAGE_POSITION, 0 }
#define DECL_FVF_TEXCOORD(stream, offset, index) \
{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, \
D3DDECLUSAGE_TEXCOORD, (BYTE)(index) }
#define DECL_FVF_COLOR(stream, offset, index) \
{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \
D3DDECLUSAGE_COLOR, (BYTE)(index) } \
void RenderChain::init_fvf(Pass &pass)
{
static const D3DVERTEXELEMENT9 decl_end = D3DDECL_END();
static const D3DVERTEXELEMENT9 position_decl = DECL_FVF_POSITION(0);
static const D3DVERTEXELEMENT9 tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
static const D3DVERTEXELEMENT9 tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1);
static const D3DVERTEXELEMENT9 color = DECL_FVF_COLOR(3, 7, 0);
D3DVERTEXELEMENT9 decl[MAXD3DDECLLENGTH] = {{0}};
if (cgD3D9GetVertexDeclaration(pass.vPrg, decl) == CG_FALSE)
throw std::runtime_error("Failed to get VertexDeclaration!");
unsigned count;
for (count = 0; count < MAXD3DDECLLENGTH; count++)
{
if (std::memcmp(&decl_end, &decl[count], sizeof(decl_end)) == 0)
break;
}
// This is completely insane.
// We do not have a good and easy way of setting up our
// attribute streams, so we have to do it ourselves, yay!
// Stream 0 => POSITION
// Stream 1 => TEXCOORD0
// Stream 2 => TEXCOORD1
// Stream 3 => COLOR // Not really used for anything.
// Stream {4..N} => Texture coord streams for varying resources which have no semantics.
std::vector<bool> indices(count);
bool texcoord0_taken = false;
bool texcoord1_taken = false;
bool stream_taken[4] = {false};
CGparameter param = find_param_from_semantic(pass.vPrg, "POSITION");
if (!param)
param = find_param_from_semantic(pass.vPrg, "POSITION0");
if (param)
{
stream_taken[0] = true;
RARCH_LOG("[FVF]: POSITION semantic found.\n");
unsigned index = cgGetParameterResourceIndex(param);
decl[index] = position_decl;
indices[index] = true;
}
param = find_param_from_semantic(pass.vPrg, "TEXCOORD");
if (!param)
param = find_param_from_semantic(pass.vPrg, "TEXCOORD0");
if (param)
{
stream_taken[1] = true;
texcoord0_taken = true;
RARCH_LOG("[FVF]: TEXCOORD0 semantic found.\n");
unsigned index = cgGetParameterResourceIndex(param);
decl[index] = tex_coord0;
indices[index] = true;
}
param = find_param_from_semantic(pass.vPrg, "TEXCOORD1");
if (param)
{
stream_taken[2] = true;
texcoord1_taken = true;
RARCH_LOG("[FVF]: TEXCOORD1 semantic found.\n");
unsigned index = cgGetParameterResourceIndex(param);
decl[index] = tex_coord1;
indices[index] = true;
}
param = find_param_from_semantic(pass.vPrg, "COLOR");
if (!param)
param = find_param_from_semantic(pass.vPrg, "COLOR0");
if (param)
{
stream_taken[3] = true;
RARCH_LOG("[FVF]: COLOR0 semantic found.\n");
unsigned index = cgGetParameterResourceIndex(param);
decl[index] = color;
indices[index] = true;
}
// Stream {0, 1, 2, 3} might be already taken. Find first vacant stream.
unsigned index;
for (index = 0; index < 4 && stream_taken[index]; index++);
// Find first vacant texcoord declaration.
unsigned tex_index = 0;
if (texcoord0_taken && texcoord1_taken)
tex_index = 2;
else if (texcoord1_taken && !texcoord0_taken)
tex_index = 0;
else if (texcoord0_taken && !texcoord1_taken)
tex_index = 1;
for (unsigned i = 0; i < count; i++)
{
if (indices[i])
pass.attrib_map.push_back(0);
else
{
pass.attrib_map.push_back(index);
D3DVERTEXELEMENT9 elem = DECL_FVF_TEXCOORD(index, 3, tex_index);
decl[i] = elem;
// Find next vacant stream.
index++;
while (index < 4 && stream_taken[index]) index++;
// Find next vacant texcoord declaration.
tex_index++;
if (tex_index == 1 && texcoord1_taken)
tex_index++;
}
}
if (FAILED(dev->CreateVertexDeclaration(decl, &pass.vertex_decl)))
throw std::runtime_error("Failed to set up FVF!");
}
void RenderChain::bind_tracker(Pass &pass, unsigned pass_index)
{
if (!tracker)
return;
if (pass_index == 1)
uniform_cnt = state_get_uniform(tracker.get(), uniform_info, MAX_VARIABLES, frame_count);
for (unsigned i = 0; i < uniform_cnt; i++)
{
set_cg_param(pass.fPrg, uniform_info[i].id, uniform_info[i].value);
set_cg_param(pass.vPrg, uniform_info[i].id, uniform_info[i].value);
}
}