mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-27 05:05:51 +00:00
442 lines
12 KiB
C
442 lines
12 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2013 - 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 "shader_hlsl.h"
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#include "shader_parse.h"
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#ifdef _XBOX
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#include <xtl.h>
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#endif
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static const char *stock_hlsl_program =
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"void main_vertex\n"
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"(\n"
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" float4 position : POSITION,\n"
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" float4 color : COLOR,\n"
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"\n"
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" uniform float4x4 modelViewProj,\n"
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"\n"
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" float4 texCoord : TEXCOORD0,\n"
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" out float4 oPosition : POSITION,\n"
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" out float4 oColor : COLOR,\n"
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" out float2 otexCoord : TEXCOORD\n"
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")\n"
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"{\n"
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" oPosition = mul(modelViewProj, position);\n"
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" oColor = color;\n"
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" otexCoord = texCoord;\n"
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"}\n"
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"\n"
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"struct output\n"
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"{\n"
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" float4 color: COLOR;\n"
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"};\n"
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"\n"
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"struct input\n"
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"{\n"
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" float2 video_size;\n"
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" float2 texture_size;\n"
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" float2 output_size;\n"
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" float frame_count;\n"
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" float frame_direction;\n"
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" float frame_rotation;\n"
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"};\n"
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"\n"
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"output main_fragment(float2 texCoord : TEXCOORD0,\n"
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"uniform sampler2D decal : TEXUNIT0, uniform input IN)\n"
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"{\n"
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" output OUT;\n"
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" OUT.color = tex2D(decal, texCoord);\n"
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" return OUT;\n"
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"}\n";
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struct hlsl_program
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{
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IDirect3DVertexShader9 *vprg;
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IDirect3DPixelShader9 *fprg;
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D3DXHANDLE vid_size_f;
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D3DXHANDLE tex_size_f;
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D3DXHANDLE out_size_f;
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D3DXHANDLE frame_cnt_f;
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D3DXHANDLE frame_dir_f;
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D3DXHANDLE vid_size_v;
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D3DXHANDLE tex_size_v;
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D3DXHANDLE out_size_v;
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D3DXHANDLE frame_cnt_v;
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D3DXHANDLE frame_dir_v;
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D3DXHANDLE mvp;
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LPD3DXCONSTANTTABLE v_ctable;
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LPD3DXCONSTANTTABLE f_ctable;
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XMMATRIX mvp_val; /* TODO: Move to D3DXMATRIX here */
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};
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static IDirect3DDevice9 *d3d_device_ptr;
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static struct hlsl_program prg[RARCH_HLSL_MAX_SHADERS] = {0};
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static bool hlsl_active = false;
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static unsigned active_index = 0;
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static struct gfx_shader *cg_shader;
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void hlsl_set_proj_matrix(XMMATRIX rotation_value)
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{
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if (hlsl_active)
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prg[active_index].mvp_val = rotation_value;
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}
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#define set_param_2f(param, xy, constanttable) \
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if (param) constanttable->SetFloatArray(d3d_device_ptr, param, xy, 2)
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#define set_param_1f(param, x, constanttable) \
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if (param) constanttable->SetFloat(d3d_device_ptr, param, x)
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static void hlsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_counter,
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const struct gl_tex_info *info,
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const struct gl_tex_info *prev_info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
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{
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if (!hlsl_active)
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return;
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const float ori_size[2] = { (float)width, (float)height };
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const float tex_size[2] = { (float)tex_width, (float)tex_height };
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const float out_size[2] = { (float)out_width, (float)out_height };
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float frame_cnt = frame_counter;
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prg[active_index].f_ctable->SetDefaults(d3d_device_ptr);
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prg[active_index].v_ctable->SetDefaults(d3d_device_ptr);
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set_param_2f(prg[active_index].vid_size_f, ori_size, prg[active_index].f_ctable);
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set_param_2f(prg[active_index].tex_size_f, tex_size, prg[active_index].f_ctable);
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set_param_2f(prg[active_index].out_size_f, out_size, prg[active_index].f_ctable);
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set_param_1f(prg[active_index].frame_cnt_f, frame_cnt, prg[active_index].f_ctable);
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set_param_1f(prg[active_index].frame_dir_f, g_extern.frame_is_reverse ? -1.0 : 1.0,prg[active_index].f_ctable);
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set_param_2f(prg[active_index].vid_size_v, ori_size, prg[active_index].v_ctable);
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set_param_2f(prg[active_index].tex_size_v, tex_size, prg[active_index].v_ctable);
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set_param_2f(prg[active_index].out_size_v, out_size, prg[active_index].v_ctable);
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set_param_1f(prg[active_index].frame_cnt_v, frame_cnt, prg[active_index].v_ctable);
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set_param_1f(prg[active_index].frame_dir_v, g_extern.frame_is_reverse ? -1.0 : 1.0,prg[active_index].v_ctable);
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/* TODO - set lookup textures/FBO textures/state parameters/etc */
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}
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static bool load_program(unsigned index, const char *prog, bool path_is_file)
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{
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HRESULT ret, ret_fp, ret_vp;
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ID3DXBuffer *listing_f = NULL;
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ID3DXBuffer *listing_v = NULL;
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ID3DXBuffer *code_f = NULL;
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ID3DXBuffer *code_v = NULL;
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if (path_is_file)
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{
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ret_fp = D3DXCompileShaderFromFile(prog, NULL, NULL,
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"main_fragment", "ps_3_0", 0, &code_f, &listing_f, &prg[index].f_ctable);
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ret_vp = D3DXCompileShaderFromFile(prog, NULL, NULL,
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"main_vertex", "vs_3_0", 0, &code_v, &listing_v, &prg[index].v_ctable);
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}
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else
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{
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/* TODO - crashes currently - to do with 'end of line' of stock shader */
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ret_fp = D3DXCompileShader(prog, strlen(prog), NULL, NULL,
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"main_fragment", "ps_3_0", 0, &code_f, &listing_f, &prg[index].f_ctable );
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ret_vp = D3DXCompileShader(prog, strlen(prog), NULL, NULL,
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"main_vertex", "vs_3_0", 0, &code_v, &listing_v, &prg[index].v_ctable );
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}
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if (ret_fp < 0 || ret_vp < 0 || listing_v || listing_f)
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{
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RARCH_ERR("Cg/HLSL error:\n");
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if(listing_f)
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RARCH_ERR("Fragment:\n%s\n", (char*)listing_f->GetBufferPointer());
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if(listing_v)
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RARCH_ERR("Vertex:\n%s\n", (char*)listing_v->GetBufferPointer());
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ret = false;
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goto end;
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}
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d3d_device_ptr->CreatePixelShader((const DWORD*)code_f->GetBufferPointer(), &prg[index].fprg);
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d3d_device_ptr->CreateVertexShader((const DWORD*)code_v->GetBufferPointer(), &prg[index].vprg);
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code_f->Release();
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code_v->Release();
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end:
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if (listing_f)
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listing_f->Release();
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if (listing_v)
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listing_v->Release();
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return ret;
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}
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static bool load_stock(void)
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{
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if (!load_program(0, stock_hlsl_program, false))
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{
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RARCH_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n");
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return false;
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}
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return true;
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}
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static void set_program_attributes(unsigned i)
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{
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prg[i].vid_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.video_size");
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prg[i].tex_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.texture_size");
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prg[i].out_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.output_size");
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prg[i].frame_cnt_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.frame_count");
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prg[i].frame_dir_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.frame_direction");
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prg[i].vid_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.video_size");
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prg[i].tex_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.texture_size");
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prg[i].out_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.output_size");
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prg[i].frame_cnt_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.frame_count");
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prg[i].frame_dir_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.frame_direction");
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prg[i].mvp = prg[i].v_ctable->GetConstantByName(NULL, "$modelViewProj");
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prg[i].mvp_val = XMMatrixIdentity();
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}
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static bool load_shader(const char *cgp_path, unsigned i)
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{
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char path_buf[PATH_MAX];
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fill_pathname_resolve_relative(path_buf, cgp_path,
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cg_shader->pass[i].source.cg, sizeof(path_buf));
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RARCH_LOG("Loading Cg/HLSL shader: \"%s\".\n", path_buf);
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if (!load_program(i + 1, path_buf, true))
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return false;
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return true;
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}
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static bool load_plain(const char *path)
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{
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if (!load_stock())
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return false;
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cg_shader = (struct gfx_shader*)calloc(1, sizeof(*cg_shader));
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if (!cg_shader)
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return false;
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cg_shader->passes = 1;
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if (path && path[0] != '\0')
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{
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RARCH_LOG("Loading Cg/HLSL file: %s\n", path);
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strlcpy(cg_shader->pass[0].source.cg, path, sizeof(cg_shader->pass[0].source.cg));
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if (!load_program(1, path, true))
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return false;
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}
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else
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{
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RARCH_LOG("Loading stock Cg/HLSL file.\n");
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prg[1] = prg[0];
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}
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return true;
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}
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static void hlsl_deinit_progs(void)
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{
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for (unsigned i = 1; i < RARCH_HLSL_MAX_SHADERS; i++)
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{
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if (prg[i].fprg && prg[i].fprg != prg[0].fprg)
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prg[i].fprg->Release();
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if (prg[i].vprg && prg[i].vprg != prg[0].vprg)
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prg[i].vprg->Release();
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prg[i].fprg = NULL;
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prg[i].vprg = NULL;
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}
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if (prg[0].fprg)
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prg[0].fprg->Release();
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if (prg[0].vprg)
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prg[0].vprg->Release();
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prg[0].fprg = NULL;
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prg[0].vprg = NULL;
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}
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static void hlsl_deinit_state(void)
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{
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hlsl_active = false;
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hlsl_deinit_progs();
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memset(prg, 0, sizeof(prg));
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d3d_device_ptr = NULL;
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free(cg_shader);
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cg_shader = NULL;
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}
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static bool load_preset(const char *path)
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{
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if (!load_stock())
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return false;
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RARCH_LOG("Loading Cg meta-shader: %s\n", path);
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config_file_t *conf = config_file_new(path);
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if (!conf)
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{
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RARCH_ERR("Failed to load preset.\n");
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return false;
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}
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if (!cg_shader)
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cg_shader = (struct gfx_shader*)calloc(1, sizeof(*cg_shader));
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if (!cg_shader)
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return false;
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if (!gfx_shader_read_conf_cgp(conf, cg_shader))
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{
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RARCH_ERR("Failed to parse CGP file.\n");
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config_file_free(conf);
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return false;
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}
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config_file_free(conf);
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if (cg_shader->passes > RARCH_HLSL_MAX_SHADERS - 3)
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{
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RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n", RARCH_HLSL_MAX_SHADERS - 3);
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cg_shader->passes = RARCH_HLSL_MAX_SHADERS - 3;
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}
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for (unsigned i = 0; i < cg_shader->passes; i++)
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{
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if (!load_shader(path, i))
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{
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RARCH_ERR("Failed to load shaders ...\n");
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return false;
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}
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}
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/* TODO - textures / imports */
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return true;
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}
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static bool hlsl_init(const char *path)
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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if (path && strcmp(path_get_extension(path), ".cgp") == 0)
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{
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if (!load_preset(path))
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return false;
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}
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else
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{
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if (!load_plain(path))
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return false;
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}
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for(unsigned i = 1; i <= cg_shader->passes; i++)
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set_program_attributes(i);
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d3d_device_ptr = d3d->d3d_render_device;
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d3d->d3d_render_device->SetVertexShader(prg[1].vprg);
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d3d->d3d_render_device->SetPixelShader(prg[1].fprg);
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hlsl_active = true;
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return true;
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}
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// Full deinit.
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static void hlsl_deinit(void)
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{
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if (!hlsl_active)
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return;
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hlsl_deinit_state();
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}
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static void hlsl_use(unsigned index)
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{
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if (hlsl_active && prg[index].vprg && prg[index].fprg)
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{
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active_index = index;
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#ifdef _XBOX
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D3DDevice_SetVertexShader(d3d_device_ptr, prg[index].vprg);
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D3DDevice_SetPixelShader(d3d_device_ptr, prg[index].fprg);
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#else
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d3d_device_ptr->SetVertexShader(prg[index].vprg);
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d3d_device_ptr->SetPixelShader(prg[index].fprg);
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#endif
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}
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}
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static unsigned hlsl_num(void)
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{
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if (hlsl_active)
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return cg_shader->passes;
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else
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return 0;
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}
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static bool hlsl_filter_type(unsigned index, bool *smooth)
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{
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if (hlsl_active && index)
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{
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if (cg_shader->pass[index - 1].filter == RARCH_FILTER_UNSPEC)
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return false;
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*smooth = cg_shader->pass[index - 1].filter = RARCH_FILTER_LINEAR;
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return true;
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}
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else
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return false;
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}
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static void hlsl_shader_scale(unsigned index, struct gfx_fbo_scale *scale)
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{
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if (hlsl_active && index)
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*scale = cg_shader->pass[index - 1].fbo;
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else
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scale->valid = false;
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}
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static bool hlsl_set_mvp(const math_matrix *mat)
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{
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/* TODO: Move to D3DXMATRIX here */
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if(hlsl_active && prg[active_index].mvp)
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{
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prg[active_index].v_ctable->SetMatrix(d3d_device_ptr, prg[active_index].mvp, (D3DXMATRIX*)&prg[active_index].mvp_val);
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return true;
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}
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else
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return false;
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}
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const gl_shader_backend_t hlsl_backend = {
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hlsl_init,
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hlsl_deinit,
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hlsl_set_params,
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hlsl_use,
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hlsl_num,
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hlsl_filter_type,
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NULL, /* hlsl_wrap_type */
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hlsl_shader_scale,
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NULL, /* hlsl_set_coords */
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hlsl_set_mvp,
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NULL, /* hlsl_get_prev_textures */
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RARCH_SHADER_HLSL,
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};
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