mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-27 13:16:14 +00:00
1407 lines
42 KiB
C++
1407 lines
42 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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#include "render_chain.h"
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#include <string.h>
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#include <retro_inline.h>
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struct lut_info
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{
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LPDIRECT3DTEXTURE tex;
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char id[64];
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bool smooth;
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};
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typedef struct renderchain
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{
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LPDIRECT3DDEVICE dev;
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#ifdef HAVE_CG
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CGcontext cgCtx;
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#endif
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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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struct state_tracker_uniform uniform_info[MAX_VARIABLES];
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unsigned uniform_cnt;
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struct
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{
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LPDIRECT3DTEXTURE tex[TEXTURES];
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LPDIRECT3DVERTEXBUFFER vertex_buf[TEXTURES];
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unsigned ptr;
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unsigned last_width[TEXTURES];
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unsigned last_height[TEXTURES];
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} prev;
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std::vector<Pass> passes;
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#ifdef HAVE_CG
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CGprogram vStock, fStock;
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#endif
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std::vector<lut_info> luts;
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D3DVIEWPORT *final_viewport;
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unsigned frame_count;
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std::vector<unsigned> bound_tex;
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std::vector<unsigned> bound_vert;
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} renderchain_t;
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static INLINE D3DTEXTUREFILTERTYPE translate_filter(unsigned type)
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{
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settings_t *settings = config_get_ptr();
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switch (type)
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{
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case RARCH_FILTER_UNSPEC:
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return settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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case RARCH_FILTER_LINEAR:
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return D3DTEXF_LINEAR;
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case RARCH_FILTER_NEAREST:
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return D3DTEXF_POINT;
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}
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return D3DTEXF_POINT;
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}
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static INLINE D3DTEXTUREFILTERTYPE translate_filter(bool smooth)
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{
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if (smooth)
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return D3DTEXF_LINEAR;
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return D3DTEXF_POINT;
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}
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#ifdef HAVE_CG
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static const char *stock_program =
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"void main_vertex"
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"("
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" float4 position : POSITION,"
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" float2 texCoord : TEXCOORD0,"
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" float4 color : COLOR,"
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""
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" uniform float4x4 modelViewProj,"
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""
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" out float4 oPosition : POSITION,"
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" out float2 otexCoord : TEXCOORD0,"
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" out float4 oColor : COLOR"
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")"
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"{"
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" oPosition = mul(modelViewProj, position);"
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" otexCoord = texCoord;"
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" oColor = color;"
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"}"
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""
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"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
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"{"
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" return color * tex2D(s0, tex);"
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"}";
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static INLINE bool validate_param_name(const char *name)
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{
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unsigned i;
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static const char *illegal[] = {
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"PREV.",
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"PREV1.",
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"PREV2.",
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"PREV3.",
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"PREV4.",
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"PREV5.",
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"PREV6.",
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"ORIG.",
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"IN.",
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"PASS",
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};
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if (!name)
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return false;
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for (i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++)
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if (strstr(name, illegal[i]) == name)
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return false;
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return true;
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}
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static INLINE CGparameter find_param_from_semantic(
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CGparameter param, const char *sem)
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{
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while (param)
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{
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if (cgGetParameterType(param) == CG_STRUCT)
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{
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CGparameter ret = find_param_from_semantic(
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cgGetFirstStructParameter(param), sem);
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if (ret)
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return ret;
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}
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else
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{
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if (cgGetParameterSemantic(param) &&
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!strcmp(sem, cgGetParameterSemantic(param)) &&
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cgGetParameterDirection(param) == CG_IN &&
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cgGetParameterVariability(param) == CG_VARYING &&
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validate_param_name(cgGetParameterName(param)))
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return param;
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}
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param = cgGetNextParameter(param);
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}
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return NULL;
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}
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static INLINE CGparameter find_param_from_semantic(CGprogram prog,
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const char *sem)
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{
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CGparameter param = cgGetFirstParameter(prog, CG_PROGRAM);
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return find_param_from_semantic(param, sem);
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}
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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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{
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CGprogram *fPrg = (CGprogram*)fragment_data;
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CGprogram *vPrg = (CGprogram*)vertex_data;
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renderchain_t *chain = (renderchain_t*)data;
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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(), 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(), 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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}
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else
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{
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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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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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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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}
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if (!fPrg || !vPrg)
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return false;
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cgD3D9LoadProgram(*fPrg, true, 0);
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cgD3D9LoadProgram(*vPrg, true, 0);
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return true;
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}
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void renderchain_set_shaders(void *data, void *fragment_data, void *vertex_data)
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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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cgD3D9BindProgram(*fPrg);
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cgD3D9BindProgram(*vPrg);
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}
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void renderchain_destroy_stock_shader(void *data)
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{
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renderchain_t *chain = (renderchain_t*)data;
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if (!chain)
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return;
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#ifdef HAVE_CG
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if (chain->fStock)
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cgDestroyProgram(chain->fStock);
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if (chain->vStock)
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cgDestroyProgram(chain->vStock);
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#endif
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}
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void renderchain_destroy_shader(void *data, int i)
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{
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renderchain_t *chain = (renderchain_t*)data;
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if (!chain)
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return;
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#ifdef HAVE_CG
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if (chain->passes[i].fPrg)
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cgDestroyProgram(chain->passes[i].fPrg);
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if (chain->passes[i].vPrg)
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cgDestroyProgram(chain->passes[i].vPrg);
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#endif
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}
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void renderchain_set_shader_mvp(void *data, void *shader_data, void *matrix_data)
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{
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CGprogram *vPrg = (CGprogram*)shader_data;
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const D3DXMATRIX *matrix = (const D3DXMATRIX*)matrix_data;
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CGparameter cgpModelViewProj = cgGetNamedParameter(*vPrg, "modelViewProj");
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if (cgpModelViewProj)
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cgD3D9SetUniformMatrix(cgpModelViewProj, matrix);
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}
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#define set_cg_param(prog, param, val) do { \
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CGparameter cgp = cgGetNamedParameter(prog, param); \
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if (cgp) \
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cgD3D9SetUniform(cgp, &val); \
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} while(0)
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void renderchain_set_shader_params(void *data, void *pass_data,
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unsigned video_w, unsigned video_h,
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unsigned tex_w, unsigned tex_h,
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unsigned viewport_w, unsigned viewport_h)
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{
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float frame_cnt;
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D3DXVECTOR2 video_size, texture_size, output_size;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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video_size.x = video_w;
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video_size.y = video_h;
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texture_size.x = tex_w;
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texture_size.y = tex_h;
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output_size.x = viewport_w;
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output_size.y = viewport_h;
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set_cg_param(pass->vPrg, "IN.video_size", video_size);
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set_cg_param(pass->fPrg, "IN.video_size", video_size);
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set_cg_param(pass->vPrg, "IN.texture_size", texture_size);
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set_cg_param(pass->fPrg, "IN.texture_size", texture_size);
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set_cg_param(pass->vPrg, "IN.output_size", output_size);
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set_cg_param(pass->fPrg, "IN.output_size", output_size);
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frame_cnt = chain->frame_count;
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if (pass->info.pass->frame_count_mod)
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frame_cnt = chain->frame_count % pass->info.pass->frame_count_mod;
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set_cg_param(pass->fPrg, "IN.frame_count", frame_cnt);
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set_cg_param(pass->vPrg, "IN.frame_count", frame_cnt);
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}
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void renderchain_bind_tracker(void *data, void *pass_data, unsigned pass_index)
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{
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unsigned i;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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if (!chain->tracker)
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return;
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if (pass_index == 1)
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chain->uniform_cnt = state_tracker_get_uniform(chain->tracker,
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chain->uniform_info, MAX_VARIABLES, chain->frame_count);
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for (i = 0; i < chain->uniform_cnt; i++)
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{
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set_cg_param(pass->fPrg, chain->uniform_info[i].id,
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chain->uniform_info[i].value);
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set_cg_param(pass->vPrg, chain->uniform_info[i].id,
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chain->uniform_info[i].value);
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}
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}
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#define DECL_FVF_POSITION(stream) \
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{ (WORD)(stream), 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_POSITION, 0 }
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#define DECL_FVF_TEXCOORD(stream, offset, index) \
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{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_TEXCOORD, (BYTE)(index) }
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#define DECL_FVF_COLOR(stream, offset, index) \
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{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_COLOR, (BYTE)(index) } \
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bool renderchain_init_shader_fvf(void *data, void *pass_data)
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{
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CGparameter param;
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unsigned index, i, count;
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unsigned tex_index = 0;
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bool texcoord0_taken = false;
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bool texcoord1_taken = false;
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bool stream_taken[4] = {false};
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
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static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
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static const D3DVERTEXELEMENT tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
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static const D3DVERTEXELEMENT tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1);
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static const D3DVERTEXELEMENT color = DECL_FVF_COLOR(3, 7, 0);
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D3DVERTEXELEMENT decl[MAXD3DDECLLENGTH] = {{0}};
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if (cgD3D9GetVertexDeclaration(pass->vPrg, decl) == CG_FALSE)
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return false;
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for (count = 0; count < MAXD3DDECLLENGTH; count++)
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{
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if (memcmp(&decl_end, &decl[count], sizeof(decl_end)) == 0)
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break;
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}
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/* This is completely insane.
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* We do not have a good and easy way of setting up our
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* attribute streams, so we have to do it ourselves, yay!
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*
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* Stream 0 => POSITION
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* Stream 1 => TEXCOORD0
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* Stream 2 => TEXCOORD1
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* Stream 3 => COLOR (Not really used for anything.)
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* Stream {4..N} => Texture coord streams for varying resources
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* which have no semantics.
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*/
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std::vector<bool> indices(count);
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param = find_param_from_semantic(pass->vPrg, "POSITION");
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if (!param)
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param = find_param_from_semantic(pass->vPrg, "POSITION0");
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if (param)
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{
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stream_taken[0] = true;
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RARCH_LOG("[FVF]: POSITION semantic found.\n");
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index = cgGetParameterResourceIndex(param);
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decl[index] = position_decl;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass->vPrg, "TEXCOORD");
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if (!param)
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param = find_param_from_semantic(pass->vPrg, "TEXCOORD0");
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if (param)
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{
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stream_taken[1] = true;
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texcoord0_taken = true;
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RARCH_LOG("[FVF]: TEXCOORD0 semantic found.\n");
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index = cgGetParameterResourceIndex(param);
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decl[index] = tex_coord0;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass->vPrg, "TEXCOORD1");
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if (param)
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{
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stream_taken[2] = true;
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texcoord1_taken = true;
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RARCH_LOG("[FVF]: TEXCOORD1 semantic found.\n");
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index = cgGetParameterResourceIndex(param);
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decl[index] = tex_coord1;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass->vPrg, "COLOR");
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if (!param)
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param = find_param_from_semantic(pass->vPrg, "COLOR0");
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if (param)
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{
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stream_taken[3] = true;
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RARCH_LOG("[FVF]: COLOR0 semantic found.\n");
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index = cgGetParameterResourceIndex(param);
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decl[index] = color;
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indices[index] = true;
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}
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/* Stream {0, 1, 2, 3} might be already taken. Find first vacant stream. */
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for (index = 0; index < 4 && stream_taken[index]; index++);
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/* Find first vacant texcoord declaration. */
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if (texcoord0_taken && texcoord1_taken)
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tex_index = 2;
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else if (texcoord1_taken && !texcoord0_taken)
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tex_index = 0;
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else if (texcoord0_taken && !texcoord1_taken)
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tex_index = 1;
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for (i = 0; i < count; i++)
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{
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if (indices[i])
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pass->attrib_map.push_back(0);
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else
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{
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D3DVERTEXELEMENT elem = DECL_FVF_TEXCOORD(index, 3, tex_index);
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pass->attrib_map.push_back(index);
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decl[i] = elem;
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/* Find next vacant stream. */
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index++;
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while (index < 4 && stream_taken[index])
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index++;
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/* Find next vacant texcoord declaration. */
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tex_index++;
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if (tex_index == 1 && texcoord1_taken)
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tex_index++;
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}
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}
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if (FAILED(chain->dev->CreateVertexDeclaration(
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decl, &pass->vertex_decl)))
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return false;
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return true;
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}
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void renderchain_bind_orig(void *data, void *pass_data)
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{
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unsigned index;
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CGparameter param;
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D3DXVECTOR2 video_size, texture_size;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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video_size.x = chain->passes[0].last_width;
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video_size.y = chain->passes[0].last_height;
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texture_size.x = chain->passes[0].info.tex_w;
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texture_size.y = chain->passes[0].info.tex_h;
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set_cg_param(pass->vPrg, "ORIG.video_size", video_size);
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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();
|
|
}
|