RetroArch/gfx/shader_hlsl.c
2012-04-15 18:13:24 +02:00

258 lines
8.5 KiB
C

/* SSNES - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* SSNES 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.
*
* SSNES 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 SSNES.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "shader_hlsl.h"
#ifdef _XBOX
#include <xtl.h>
#endif
struct hlsl_program
{
IDirect3DVertexShader9 *vprg;
IDirect3DPixelShader9 *fprg;
D3DXHANDLE vid_size_f;
D3DXHANDLE tex_size_f;
D3DXHANDLE out_size_f;
D3DXHANDLE frame_cnt_f;
D3DXHANDLE frame_dir_f;
D3DXHANDLE vid_size_v;
D3DXHANDLE tex_size_v;
D3DXHANDLE out_size_v;
D3DXHANDLE frame_cnt_v;
D3DXHANDLE frame_dir_v;
D3DXHANDLE mvp;
LPD3DXCONSTANTTABLE v_ctable;
LPD3DXCONSTANTTABLE f_ctable;
XMMATRIX mvp_val;
};
static IDirect3DDevice9 * d3d_device_ptr;
static struct hlsl_program prg[SSNES_HLSL_MAX_SHADERS] = {0};
static bool hlsl_active = false;
static unsigned active_index = 0;
static const char* stock_hlsl_program =
"void main_vertex "
"( "
" float2 position : POSITION, "
" float2 texCoord : TEXCOORD0, "
" uniform float4x4 modelViewProj : register(c0), "
" out float4 oPosition : POSITION, "
" out float2 otexCoord : TEXCOORD "
") "
"{ "
" oPosition = mul(modelViewProj, float4(position, 0.0, 1.0)); "
" otexCoord = texCoord; "
"} "
" "
"struct output "
"{ "
" float4 color: COLOR; "
"}; "
" "
"struct input "
"{ "
" float2 video_size; "
" float2 texture_size; "
" float2 output_size; "
"}; "
" "
"output main_fragment(float2 texCoord : TEXCOORD0, "
"uniform sampler2D decal : register(s0), uniform input IN) "
"{ "
" output OUT; "
" OUT.color = tex2D(decal, tex); "
" return OUT; "
"} ";
void hlsl_set_proj_matrix(XMMATRIX rotation_value)
{
if (hlsl_active)
prg[active_index].mvp_val = rotation_value;
}
void hlsl_set_params(void)
{
if (!hlsl_active)
return;
//const float val[2] = {2.5f, 2.5f};
prg[active_index].v_ctable->SetMatrix(d3d_device_ptr, prg[active_index].mvp, (D3DXMATRIX*)&prg[active_index].mvp_val);
//prg[active_index].f_ctable->SetFloatArray(d3d_device_ptr, prg[active_index].out_size_f, val, 2);
}
static bool load_program(unsigned index, const char *prog, bool path_is_file)
{
bool ret, ret_fp, ret_vp;
ID3DXBuffer *listing_f = NULL;
ID3DXBuffer *listing_v = NULL;
ID3DXBuffer *code_f = NULL;
ID3DXBuffer *code_v = NULL;
ret = true;
ret_fp = false;
ret_vp = false;
if(prg[index].f_ctable)
D3DResource_Release((D3DResource *)prg[index].f_ctable);
if(prg[index].v_ctable)
D3DResource_Release((D3DResource *)prg[0].v_ctable);
if (path_is_file)
{
ret_fp = D3DXCompileShaderFromFile(prog, NULL, NULL, "main_fragment", "ps_2_0", 0, &code_f, &listing_f, &prg[index].f_ctable);
ret_vp = D3DXCompileShaderFromFile(prog, NULL, NULL, "main_vertex", "vs_2_0", 0, &code_v, &listing_v, &prg[index].v_ctable);
}
else
{
/* TODO - crashes currently - to do with 'end of line' of stock shader */
ret_fp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL, "main_fragment", "ps_2_0", 0, &code_f, &listing_f, &prg[index].f_ctable );
ret_vp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL, "main_vertex", "vs_2_0", 0, &code_v, &listing_v, &prg[index].v_ctable );
}
if (FAILED(ret_fp) || FAILED(ret_vp) || listing_v || listing_f)
{
SSNES_ERR("HLSL error:\n");
if(listing_f)
SSNES_ERR("Fragment:\n%s\n", (char*)listing_f->GetBufferPointer());
if(listing_v)
SSNES_ERR("Vertex:\n%s\n", (char*)listing_v->GetBufferPointer());
ret = false;
goto end;
}
if(prg[index].fprg)
D3DResource_Release((D3DResource *)prg[0].fprg);
if(prg[index].vprg)
D3DResource_Release((D3DResource *)prg[0].vprg);
prg[index].fprg = D3DDevice_CreatePixelShader((const DWORD*)code_f->GetBufferPointer());
prg[index].vprg = D3DDevice_CreateVertexShader((const DWORD*)code_v->GetBufferPointer());
code_f->Release();
code_v->Release();
end:
if(listing_f)
listing_f->Release();
if(listing_v)
listing_v->Release();
return ret;
}
static bool load_stock(void)
{
if (!load_program(0, stock_hlsl_program, false))
{
SSNES_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n");
return false;
}
return true;
}
static bool load_plain(const char *path)
{
#if 0
if (!load_stock())
return false;
#endif
SSNES_LOG("Loading HLSL file: %s\n", path);
if (!load_program(0, path, true))
return false;
return true;
}
static void hlsl_deinit_progs(void)
{
}
static void hlsl_deinit_state(void)
{
hlsl_active = false;
d3d_device_ptr = NULL;
hlsl_deinit_progs();
}
static bool load_preset(const char *path)
{
return false;
}
static void set_program_attributes(unsigned i)
{
prg[i].vid_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.video_size");
prg[i].tex_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.texture_size");
prg[i].out_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.output_size");
prg[i].frame_cnt_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.frame_count");
prg[i].frame_dir_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.frame_direction");
prg[i].vid_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.video_size");
prg[i].tex_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.texture_size");
prg[i].out_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.output_size");
prg[i].frame_cnt_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.frame_count");
prg[i].frame_dir_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.frame_direction");
prg[i].mvp = prg[i].v_ctable->GetConstantByName(NULL, "$modelViewProj");
}
bool hlsl_init(const char *path, IDirect3DDevice9 * device_ptr)
{
if(!device_ptr)
return false;
d3d_device_ptr = device_ptr;
if (strstr(path, ".cgp"))
{
if (!load_preset(path))
return false;
}
else
{
if (!load_plain(path))
return false;
}
set_program_attributes(0);
active_index = 0;
hlsl_active = true;
return true;
}
void hlsl_use(unsigned index)
{
if (hlsl_active && prg[index].vprg && prg[index].fprg)
{
active_index = index;
D3DDevice_SetVertexShader(d3d_device_ptr, prg[index].vprg);
D3DDevice_SetPixelShader(d3d_device_ptr, prg[index].fprg);
}
}
// Full deinit.
void hlsl_deinit(void)
{
if (!hlsl_active)
return;
hlsl_deinit_state();
}