RetroArch/gfx/d3d/render_chain.cpp
2015-04-05 15:53:06 +02:00

1407 lines
42 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2015 - 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 <http://www.gnu.org/licenses/>.
*/
#include "render_chain.h"
#include <string.h>
#include <retro_inline.h>
struct lut_info
{
LPDIRECT3DTEXTURE tex;
char id[64];
bool smooth;
};
typedef struct renderchain
{
LPDIRECT3DDEVICE dev;
#ifdef HAVE_CG
CGcontext cgCtx;
#endif
unsigned pixel_size;
const video_info_t *video_info;
state_tracker_t *tracker;
struct state_tracker_uniform uniform_info[MAX_VARIABLES];
unsigned uniform_cnt;
struct
{
LPDIRECT3DTEXTURE tex[TEXTURES];
LPDIRECT3DVERTEXBUFFER vertex_buf[TEXTURES];
unsigned ptr;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
} prev;
std::vector<Pass> passes;
#ifdef HAVE_CG
CGprogram vStock, fStock;
#endif
std::vector<lut_info> luts;
D3DVIEWPORT *final_viewport;
unsigned frame_count;
std::vector<unsigned> bound_tex;
std::vector<unsigned> bound_vert;
} renderchain_t;
static INLINE D3DTEXTUREFILTERTYPE translate_filter(unsigned type)
{
settings_t *settings = config_get_ptr();
switch (type)
{
case RARCH_FILTER_UNSPEC:
return settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
case RARCH_FILTER_LINEAR:
return D3DTEXF_LINEAR;
case RARCH_FILTER_NEAREST:
return D3DTEXF_POINT;
}
return D3DTEXF_POINT;
}
static INLINE D3DTEXTUREFILTERTYPE translate_filter(bool smooth)
{
if (smooth)
return D3DTEXF_LINEAR;
return D3DTEXF_POINT;
}
#ifdef HAVE_CG
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);"
"}";
static INLINE bool validate_param_name(const char *name)
{
unsigned i;
static const char *illegal[] = {
"PREV.",
"PREV1.",
"PREV2.",
"PREV3.",
"PREV4.",
"PREV5.",
"PREV6.",
"ORIG.",
"IN.",
"PASS",
};
if (!name)
return false;
for (i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++)
if (strstr(name, illegal[i]) == name)
return false;
return true;
}
static INLINE CGparameter find_param_from_semantic(
CGparameter param, const char *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) &&
!strcmp(sem, cgGetParameterSemantic(param)) &&
cgGetParameterDirection(param) == CG_IN &&
cgGetParameterVariability(param) == CG_VARYING &&
validate_param_name(cgGetParameterName(param)))
return param;
}
param = cgGetNextParameter(param);
}
return NULL;
}
static INLINE CGparameter find_param_from_semantic(CGprogram prog,
const char *sem)
{
CGparameter param = cgGetFirstParameter(prog, CG_PROGRAM);
return find_param_from_semantic(param, sem);
}
bool renderchain_compile_shaders(void *data, void *fragment_data,
void *vertex_data, const std::string &shader)
{
CGprogram *fPrg = (CGprogram*)fragment_data;
CGprogram *vPrg = (CGprogram*)vertex_data;
renderchain_t *chain = (renderchain_t*)data;
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
if (shader.length() > 0)
{
RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
*fPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(chain->cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
*vPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(chain->cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
}
else
{
RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
*fPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(chain->cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
*vPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(chain->cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
}
if (!fPrg || !vPrg)
return false;
cgD3D9LoadProgram(*fPrg, true, 0);
cgD3D9LoadProgram(*vPrg, true, 0);
return true;
}
void renderchain_set_shaders(void *data, void *fragment_data, void *vertex_data)
{
CGprogram *fPrg = (CGprogram*)fragment_data;
CGprogram *vPrg = (CGprogram*)vertex_data;
cgD3D9BindProgram(*fPrg);
cgD3D9BindProgram(*vPrg);
}
void renderchain_destroy_stock_shader(void *data)
{
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return;
#ifdef HAVE_CG
if (chain->fStock)
cgDestroyProgram(chain->fStock);
if (chain->vStock)
cgDestroyProgram(chain->vStock);
#endif
}
void renderchain_destroy_shader(void *data, int i)
{
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return;
#ifdef HAVE_CG
if (chain->passes[i].fPrg)
cgDestroyProgram(chain->passes[i].fPrg);
if (chain->passes[i].vPrg)
cgDestroyProgram(chain->passes[i].vPrg);
#endif
}
void renderchain_set_shader_mvp(void *data, void *shader_data, void *matrix_data)
{
CGprogram *vPrg = (CGprogram*)shader_data;
const D3DXMATRIX *matrix = (const D3DXMATRIX*)matrix_data;
CGparameter cgpModelViewProj = cgGetNamedParameter(*vPrg, "modelViewProj");
if (cgpModelViewProj)
cgD3D9SetUniformMatrix(cgpModelViewProj, matrix);
}
#define set_cg_param(prog, param, val) do { \
CGparameter cgp = cgGetNamedParameter(prog, param); \
if (cgp) \
cgD3D9SetUniform(cgp, &val); \
} while(0)
void renderchain_set_shader_params(void *data, void *pass_data,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)
{
float frame_cnt;
D3DXVECTOR2 video_size, texture_size, output_size;
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
video_size.x = video_w;
video_size.y = video_h;
texture_size.x = tex_w;
texture_size.y = tex_h;
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);
frame_cnt = chain->frame_count;
if (pass->info.pass->frame_count_mod)
frame_cnt = chain->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_bind_tracker(void *data, void *pass_data, unsigned pass_index)
{
unsigned i;
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
if (!chain->tracker)
return;
if (pass_index == 1)
chain->uniform_cnt = state_tracker_get_uniform(chain->tracker,
chain->uniform_info, MAX_VARIABLES, chain->frame_count);
for (i = 0; i < chain->uniform_cnt; i++)
{
set_cg_param(pass->fPrg, chain->uniform_info[i].id,
chain->uniform_info[i].value);
set_cg_param(pass->vPrg, chain->uniform_info[i].id,
chain->uniform_info[i].value);
}
}
#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) } \
bool renderchain_init_shader_fvf(void *data, void *pass_data)
{
CGparameter param;
unsigned index, i, count;
unsigned tex_index = 0;
bool texcoord0_taken = false;
bool texcoord1_taken = false;
bool stream_taken[4] = {false};
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
static const D3DVERTEXELEMENT tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
static const D3DVERTEXELEMENT tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1);
static const D3DVERTEXELEMENT color = DECL_FVF_COLOR(3, 7, 0);
D3DVERTEXELEMENT decl[MAXD3DDECLLENGTH] = {{0}};
if (cgD3D9GetVertexDeclaration(pass->vPrg, decl) == CG_FALSE)
return false;
for (count = 0; count < MAXD3DDECLLENGTH; count++)
{
if (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);
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");
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");
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");
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");
index = cgGetParameterResourceIndex(param);
decl[index] = color;
indices[index] = true;
}
/* Stream {0, 1, 2, 3} might be already taken. Find first vacant stream. */
for (index = 0; index < 4 && stream_taken[index]; index++);
/* Find first vacant texcoord declaration. */
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 (i = 0; i < count; i++)
{
if (indices[i])
pass->attrib_map.push_back(0);
else
{
D3DVERTEXELEMENT elem = DECL_FVF_TEXCOORD(index, 3, tex_index);
pass->attrib_map.push_back(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(chain->dev->CreateVertexDeclaration(
decl, &pass->vertex_decl)))
return false;
return true;
}
void renderchain_bind_orig(void *data, void *pass_data)
{
unsigned index;
CGparameter param;
D3DXVECTOR2 video_size, texture_size;
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
video_size.x = chain->passes[0].last_width;
video_size.y = chain->passes[0].last_height;
texture_size.x = chain->passes[0].info.tex_w;
texture_size.y = chain->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);
param = cgGetNamedParameter(pass->fPrg, "ORIG.texture");
if (param)
{
index = cgGetParameterResourceIndex(param);
chain->dev->SetTexture(index, chain->passes[0].tex);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->passes[0].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->passes[0].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->bound_tex.push_back(index);
}
param = cgGetNamedParameter(pass->vPrg, "ORIG.tex_coord");
if (param)
{
index = pass->attrib_map[cgGetParameterResourceIndex(param)];
chain->dev->SetStreamSource(index, chain->passes[0].vertex_buf, 0, sizeof(Vertex));
chain->bound_vert.push_back(index);
}
}
void renderchain_bind_prev(void *data, void *pass_data)
{
unsigned i, index;
char attr_texture[64], attr_input_size[64], attr_tex_size[64], attr_coord[64];
D3DXVECTOR2 texture_size;
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
static const char *prev_names[] = {
"PREV",
"PREV1",
"PREV2",
"PREV3",
"PREV4",
"PREV5",
"PREV6",
};
texture_size.x = chain->passes[0].info.tex_w;
texture_size.y = chain->passes[0].info.tex_h;
for (i = 0; i < TEXTURES - 1; i++)
{
CGparameter param;
D3DXVECTOR2 video_size;
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]);
video_size.x = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
video_size.y = chain->prev.last_height[(chain->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);
param = cgGetNamedParameter(pass->fPrg, attr_texture);
if (param)
{
LPDIRECT3DTEXTURE tex;
index = cgGetParameterResourceIndex(param);
tex = (LPDIRECT3DTEXTURE)
chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
chain->dev->SetTexture(index, tex);
chain->bound_tex.push_back(index);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->passes[0].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->passes[0].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
param = cgGetNamedParameter(pass->vPrg, attr_coord);
if (param)
{
LPDIRECT3DVERTEXBUFFER vert_buf;
index = pass->attrib_map[cgGetParameterResourceIndex(param)];
vert_buf = (LPDIRECT3DVERTEXBUFFER)
chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
chain->bound_vert.push_back(index);
chain->dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex));
}
}
}
static void renderchain_add_lut(renderchain_t *chain,
unsigned index, unsigned i)
{
if (!chain)
return;
chain->dev->SetTexture(index, chain->luts[i].tex);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
D3DTADDRESS_BORDER);
chain->bound_tex.push_back(index);
}
void renderchain_bind_luts(void *data, void *pass_data)
{
unsigned i, index;
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
for (i = 0; i < chain->luts.size(); i++)
{
CGparameter vparam;
CGparameter fparam = cgGetNamedParameter(pass->fPrg, chain->luts[i].id);
int bound_index = -1;
if (fparam)
{
index = cgGetParameterResourceIndex(fparam);
bound_index = index;
renderchain_add_lut(chain, index, i);
}
vparam = cgGetNamedParameter(pass->vPrg, chain->luts[i].id);
if (vparam)
{
index = cgGetParameterResourceIndex(vparam);
if (index != (unsigned)bound_index)
renderchain_add_lut(chain, index, i);
}
}
}
void renderchain_bind_pass(void *data, void *pass_data, unsigned pass_index)
{
unsigned i, index;
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
/* We only bother binding passes which are two indices behind. */
if (pass_index < 3)
return;
for (i = 1; i < pass_index - 1; i++)
{
char pass_base[64], attr_texture[64], attr_input_size[64], attr_tex_size[64],
attr_coord[64];
CGparameter param;
D3DXVECTOR2 video_size, texture_size;
snprintf(pass_base, sizeof(pass_base), "PASS%u", i);
snprintf(attr_texture, sizeof(attr_texture), "%s.texture", pass_base);
snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", pass_base);
snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", pass_base);
snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", pass_base);
video_size.x = chain->passes[i].last_width;
video_size.y = chain->passes[i].last_height;
texture_size.x = chain->passes[i].info.tex_w;
texture_size.y = chain->passes[i].info.tex_h;
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);
param = cgGetNamedParameter(pass->fPrg, attr_texture);
if (param)
{
index = cgGetParameterResourceIndex(param);
chain->bound_tex.push_back(index);
chain->dev->SetTexture(index, chain->passes[i].tex);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->passes[i].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->passes[i].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
D3DTADDRESS_BORDER);
}
param = cgGetNamedParameter(pass->vPrg, attr_coord);
if (param)
{
index = pass->attrib_map[cgGetParameterResourceIndex(param)];
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf,
0, sizeof(Vertex));
chain->bound_vert.push_back(index);
}
}
}
#endif
void renderchain_free(void *data)
{
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return;
renderchain_clear(chain);
renderchain_destroy_stock_shader(chain);
if (chain->tracker)
state_tracker_free(chain->tracker);
}
void *renderchain_new(void)
{
renderchain_t *renderchain = new renderchain_t();
if (!renderchain)
return NULL;
return renderchain;
}
void renderchain_deinit(void *data)
{
renderchain_t *renderchain = (renderchain_t*)data;
if (!renderchain)
return;
delete (renderchain_t *)renderchain;
}
bool renderchain_init(void *data, const video_info_t *video_info,
void *dev_,
void *shader_context,
const void *final_viewport_,
const void *info_data, PixelFormat fmt)
{
const LinkInfo *info = (const LinkInfo*)info_data;
renderchain_t *chain = (renderchain_t*)data;
CGcontext cgCtx_ = (CGcontext)shader_context;
if (!chain)
return false;
chain->dev = (LPDIRECT3DDEVICE)dev_;
#ifdef HAVE_CG
chain->cgCtx = cgCtx_;
#endif
chain->video_info = video_info;
chain->tracker = NULL;
chain->final_viewport = (D3DVIEWPORT*)final_viewport_;
chain->frame_count = 0;
chain->pixel_size = (fmt == RGB565) ? 2 : 4;
if (!renderchain_create_first_pass(chain, info, fmt))
return false;
renderchain_log_info(chain, info);
if (!renderchain_compile_shaders(chain, &chain->fStock, &chain->vStock, ""))
return false;
return true;
}
void renderchain_clear(void *data)
{
unsigned i;
renderchain_t *chain = (renderchain_t*)data;
for (i = 0; i < TEXTURES; i++)
{
if (chain->prev.tex[i])
d3d_texture_free(chain->prev.tex[i]);
if (chain->prev.vertex_buf[i])
d3d_vertex_buffer_free(chain->prev.vertex_buf[i]);
}
if (chain->passes[0].vertex_decl)
chain->passes[0].vertex_decl->Release();
for (i = 1; i < chain->passes.size(); i++)
{
if (chain->passes[i].tex)
d3d_texture_free(chain->passes[i].tex);
if (chain->passes[i].vertex_buf)
d3d_vertex_buffer_free(chain->passes[i].vertex_buf);
if (chain->passes[i].vertex_decl)
chain->passes[i].vertex_decl->Release();
renderchain_destroy_shader(chain, i);
}
for (i = 0; i < chain->luts.size(); i++)
{
if (chain->luts[i].tex)
d3d_texture_free(chain->luts[i].tex);
}
chain->passes.clear();
chain->luts.clear();
}
void renderchain_set_final_viewport(void *data, const void *viewport_data)
{
renderchain_t *chain = (renderchain_t*)data;
const D3DVIEWPORT *final_viewport = (const D3DVIEWPORT*)viewport_data;
if (chain)
chain->final_viewport = (D3DVIEWPORT*)final_viewport;
}
bool renderchain_set_pass_size(void *data, unsigned pass_index,
unsigned width, unsigned height)
{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
Pass *pass = (Pass*)&chain->passes[pass_index];
if (width != pass->info.tex_w || height != pass->info.tex_h)
{
d3d_texture_free(pass->tex);
pass->info.tex_w = width;
pass->info.tex_h = height;
pass->tex = (LPDIRECT3DTEXTURE)d3d_texture_new(
d3dr, NULL, width, height, 1,
D3DUSAGE_RENDERTARGET,
chain->passes.back().info.pass->fbo.fp_fbo ?
D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, 0, 0, 0,
NULL, NULL);
if (!pass->tex)
return false;
d3d_set_texture(d3dr, 0, pass->tex);
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_texture(d3dr, 0, NULL);
}
return true;
}
bool renderchain_add_pass(void *data, const void *info_data)
{
Pass pass;
const LinkInfo *info = (const LinkInfo*)info_data;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
renderchain_compile_shaders(chain, &pass.fPrg,
&pass.vPrg, info->pass->source.path);
if (!renderchain_init_shader_fvf(chain, &pass))
return false;
pass.vertex_buf = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
0, D3DPOOL_DEFAULT, NULL);
if (!pass.vertex_buf)
return false;
pass.tex = d3d_texture_new(d3dr, NULL, info->tex_w, info->tex_h, 1,
D3DUSAGE_RENDERTARGET,
chain->passes.back().info.pass->fbo.fp_fbo
? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL);
if (!pass.tex)
return false;
d3d_set_texture(d3dr, 0, pass.tex);
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_texture(d3dr, 0, NULL);
chain->passes.push_back(pass);
renderchain_log_info(chain, info);
return true;
}
bool renderchain_add_lut(void *data, const char *id,
const char *path,
bool smooth)
{
lut_info info;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
LPDIRECT3DTEXTURE lut = (LPDIRECT3DTEXTURE)
d3d_texture_new(d3dr,
path,
D3DX_DEFAULT_NONPOW2,
D3DX_DEFAULT_NONPOW2,
0,
0,
D3DFMT_FROM_FILE,
D3DPOOL_MANAGED,
smooth ? D3DX_FILTER_LINEAR : D3DX_FILTER_POINT,
0,
0,
NULL,
NULL
);
RARCH_LOG("[D3D]: LUT texture loaded: %s.\n", path);
info.tex = lut;
info.smooth = smooth;
strcpy(info.id, id);
if (!lut)
return false;
d3d_set_texture(d3dr, 0, lut);
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_texture(d3dr, 0, NULL);
chain->luts.push_back(info);
return true;
}
void renderchain_add_state_tracker(void *data, void *tracker_data)
{
state_tracker_t *tracker = (state_tracker_t*)tracker_data;
renderchain_t *chain = (renderchain_t*)data;
if (chain->tracker)
state_tracker_free(chain->tracker);
chain->tracker = tracker;
}
void renderchain_start_render(void *data)
{
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return;
chain->passes[0].tex = chain->prev.tex[chain->prev.ptr];
chain->passes[0].vertex_buf = chain->prev.vertex_buf[chain->prev.ptr];
chain->passes[0].last_width = chain->prev.last_width[chain->prev.ptr];
chain->passes[0].last_height = chain->prev.last_height[chain->prev.ptr];
}
void renderchain_end_render(void *data)
{
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return;
chain->prev.last_width[chain->prev.ptr] = chain->passes[0].last_width;
chain->prev.last_height[chain->prev.ptr] = chain->passes[0].last_height;
chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK;
}
bool renderchain_render(void *chain_data, const void *data,
unsigned width, unsigned height, unsigned pitch, unsigned rotation)
{
Pass *last_pass;
LPDIRECT3DSURFACE back_buffer, target;
unsigned i, current_width, current_height, out_width = 0, out_height = 0;
renderchain_t *chain = (renderchain_t*)chain_data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
global_t *global = global_get_ptr();
renderchain_start_render(chain);
current_width = width;
current_height = height;
renderchain_convert_geometry(chain, &chain->passes[0].info,
&out_width, &out_height,
current_width, current_height, chain->final_viewport);
#ifdef _XBOX1
d3dr->SetFlickerFilter(global->console.screen.flicker_filter_index);
d3dr->SetSoftDisplayFilter(global->console.softfilter_enable);
#endif
renderchain_blit_to_texture(chain, data, width, height, pitch);
/* Grab back buffer. */
d3dr->GetRenderTarget(0, &back_buffer);
/* In-between render target passes. */
for (i = 0; i < chain->passes.size() - 1; i++)
{
D3DVIEWPORT viewport = {0};
Pass *from_pass = (Pass*)&chain->passes[i];
Pass *to_pass = (Pass*)&chain->passes[i + 1];
to_pass->tex->GetSurfaceLevel(0, &target);
d3dr->SetRenderTarget(0, target);
renderchain_convert_geometry(chain, &from_pass->info,
&out_width, &out_height,
current_width, current_height, chain->final_viewport);
/* Clear out whole FBO. */
viewport.Width = to_pass->info.tex_w;
viewport.Height = to_pass->info.tex_h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
d3d_set_viewport(d3dr, &viewport);
d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
viewport.Width = out_width;
viewport.Height = out_height;
renderchain_set_viewport(chain, &viewport);
renderchain_set_vertices(chain, from_pass,
current_width, current_height,
out_width, out_height,
out_width, out_height, 0);
renderchain_render_pass(chain, from_pass, i + 1);
current_width = out_width;
current_height = out_height;
target->Release();
}
/* Final pass */
d3dr->SetRenderTarget(0, back_buffer);
last_pass = (Pass*)&chain->passes.back();
renderchain_convert_geometry(chain, &last_pass->info,
&out_width, &out_height,
current_width, current_height, chain->final_viewport);
renderchain_set_viewport(chain, chain->final_viewport);
renderchain_set_vertices(chain, last_pass,
current_width, current_height,
out_width, out_height,
chain->final_viewport->Width, chain->final_viewport->Height,
rotation);
renderchain_render_pass(chain, last_pass, chain->passes.size());
chain->frame_count++;
back_buffer->Release();
renderchain_end_render(chain);
renderchain_set_shaders(chain, &chain->fStock, &chain->vStock);
renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width,
chain->final_viewport->Height, 0);
return true;
}
bool renderchain_create_first_pass(void *data, const void *info_data,
PixelFormat fmt)
{
unsigned i;
Pass pass;
D3DXMATRIX ident;
const LinkInfo *info = (const LinkInfo*)info_data;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = NULL;
if (!chain)
return false;
d3dr = (LPDIRECT3DDEVICE)chain->dev;
D3DXMatrixIdentity(&ident);
d3d_set_transform(d3dr, D3DTS_WORLD, &ident);
d3d_set_transform(d3dr, D3DTS_VIEW, &ident);
pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
chain->prev.ptr = 0;
for (i = 0; i < TEXTURES; i++)
{
chain->prev.last_width[i] = 0;
chain->prev.last_height[i] = 0;
chain->prev.vertex_buf[i] = d3d_vertex_buffer_new(
d3dr, 4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing()
? D3DUSAGE_SOFTWAREPROCESSING : 0,
0,
D3DPOOL_DEFAULT,
NULL);
if (!chain->prev.vertex_buf[i])
return false;
chain->prev.tex[i] = (LPDIRECT3DTEXTURE)d3d_texture_new(
d3dr, NULL, info->tex_w, info->tex_h, 1, 0,
fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL);
if (!chain->prev.tex[i])
return false;
d3d_set_texture(d3dr, 0, chain->prev.tex[i]);
d3d_set_sampler_minfilter(d3dr, 0,
translate_filter(info->pass->filter));
d3d_set_sampler_magfilter(d3dr, 0,
translate_filter(info->pass->filter));
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_texture(d3dr, 0, NULL);
}
renderchain_compile_shaders(chain, &pass.fPrg,
&pass.vPrg, info->pass->source.path);
if (!renderchain_init_shader_fvf(chain, &pass))
return false;
chain->passes.push_back(pass);
return true;
}
void renderchain_set_vertices(
void *data, void *pass_data,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
const LinkInfo *info = (const LinkInfo*)&pass->info;
if (pass->last_width != width || pass->last_height != height)
{
Vertex vert[4];
unsigned i;
void *verts = NULL;
float _u = float(width) / info->tex_w;
float _v = float(height) / info->tex_h;
pass->last_width = width;
pass->last_height = height;
for (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 (i = 0; i < 4; i++)
{
vert[i].x -= 0.5f;
vert[i].y += 0.5f;
}
verts = d3d_vertex_buffer_lock(pass->vertex_buf);
memcpy(verts, vert, sizeof(vert));
d3d_vertex_buffer_unlock(pass->vertex_buf);
}
renderchain_set_mvp(chain, pass->vPrg, vp_width, vp_height, rotation);
renderchain_set_shader_params(chain, pass,
width, height,
info->tex_w, info->tex_h,
vp_width, vp_height);
}
void renderchain_set_viewport(void *data, void *viewport_data)
{
LPDIRECT3DDEVICE d3dr;
D3DVIEWPORT *vp = (D3DVIEWPORT*)viewport_data;
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return;
d3dr = (LPDIRECT3DDEVICE)chain->dev;
d3d_set_viewport(d3dr, vp);
}
void renderchain_set_mvp(void *data, void *vertex_program,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
D3DXMATRIX proj, ortho, rot, tmp;
CGprogram vPrg = (CGprogram)vertex_program;
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return;
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);
D3DXMatrixTranspose(&tmp, &proj);
renderchain_set_shader_mvp(chain, &vPrg, &tmp);
}
void renderchain_convert_geometry(
void *data, const void *info_data,
unsigned *out_width, unsigned *out_height,
unsigned width, unsigned height,
D3DVIEWPORT *final_viewport)
{
const LinkInfo *info = (const LinkInfo*)info_data;
renderchain_t *chain = (renderchain_t*)data;
if (!chain || !info)
return;
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(void *data, const void *frame,
unsigned width, unsigned height,
unsigned pitch)
{
D3DLOCKED_RECT d3dlr;
renderchain_t *chain = (renderchain_t*)data;
Pass *first = (Pass*)&chain->passes[0];
driver_t *driver = driver_get_ptr();
if (first->last_width != width || first->last_height != height)
{
d3d_lockrectangle_clear(first, first->tex, 0, &d3dlr,
NULL, D3DLOCK_NOSYSLOCK);
}
d3d_texture_blit(driver->video_data, chain->pixel_size, first->tex,
&d3dlr, frame, width, height, pitch);
}
void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index)
{
unsigned i;
Pass *pass = (Pass*)pass_data;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
renderchain_set_shaders(chain, &pass->fPrg, &pass->vPrg);
d3d_set_texture(d3dr, 0, pass->tex);
d3d_set_sampler_minfilter(d3dr, 0,
translate_filter(pass->info.pass->filter));
d3d_set_sampler_magfilter(d3dr, 0,
translate_filter(pass->info.pass->filter));
#ifdef _XBOX1
d3d_set_vertex_shader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1, NULL);
#else
d3dr->SetVertexDeclaration(pass->vertex_decl);
#endif
for (i = 0; i < 4; i++)
d3d_set_stream_source(d3dr, i,
pass->vertex_buf, 0, sizeof(Vertex));
renderchain_bind_orig(chain, pass);
renderchain_bind_prev(chain, pass);
renderchain_bind_pass(chain, pass, pass_index);
renderchain_bind_luts(chain, pass);
renderchain_bind_tracker(chain, pass, pass_index);
d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
/* So we don't render with linear filter into render targets,
* which apparently looked odd (too blurry). */
d3d_set_sampler_minfilter(d3dr, 0, D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr, 0, D3DTEXF_POINT);
renderchain_unbind_all(chain);
}
void renderchain_log_info(void *data, const void *info_data)
{
const LinkInfo *info = (const LinkInfo*)info_data;
RARCH_LOG("[D3D]: 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_unbind_all(void *data)
{
unsigned i;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
/* Have to be a bit anal about it.
* Render targets hate it when they have filters apparently.
*/
for (i = 0; i < chain->bound_tex.size(); i++)
{
d3d_set_sampler_minfilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
d3d_set_texture(d3dr, chain->bound_tex[i], NULL);
}
for (i = 0; i < chain->bound_vert.size(); i++)
d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0);
chain->bound_tex.clear();
chain->bound_vert.clear();
}