RetroArch/gfx/shader_hlsl.c
TwinAphex51224 11a03290ce (360) Got rid of crashes while repeatedly loading HLSL shaders -
apparently HLSL needs no memory management? (see comment for
source)
2012-05-24 09:39:03 +02:00

358 lines
12 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "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; /* TODO: Move to D3DXMATRIX here */
};
static IDirect3DDevice9 *d3d_device_ptr;
static struct hlsl_program prg[RARCH_HLSL_MAX_SHADERS] = {0};
static bool hlsl_active = false;
static unsigned active_index = 0;
static unsigned hlsl_shader_num = 0;
static const char *stock_hlsl_program =
"void main_vertex "
"( "
" float4 position : POSITION, "
" float4 color : COLOR, "
" float4 texCoord : TEXCOORD0, "
" uniform float4x4 modelViewProj, "
" out float4 oPosition : POSITION, "
" out float4 oColor : COLOR, "
" out float2 otexCoord : TEXCOORD "
") "
"{ "
" oPosition = mul(modelViewProj, position); "
" oColor = color; "
" otexCoord = texCoord; "
"} "
" "
"struct output "
"{ "
" float4 color: COLOR; "
"}; "
" "
"struct input "
"{ "
" float2 video_size; "
" float2 texture_size; "
" float2 output_size; "
" float frame_count; "
" float frame_direction; "
" float frame_rotation; "
"}; "
" "
"output main_fragment(float2 texCoord : TEXCOORD0, "
"uniform sampler2D decal : TEXUNIT0, uniform input IN) "
"{ "
" output OUT; "
" OUT.color = tex2D(decal, texCoord); "
" return OUT; "
"} ";
void hlsl_set_proj_matrix(XMMATRIX rotation_value)
{
if (hlsl_active)
prg[active_index].mvp_val = rotation_value;
}
#define set_param_2f(param, xy, constanttable) \
if (param) constanttable->SetFloatArray(d3d_device_ptr, param, xy, 2)
#define set_param_1f(param, x, constanttable) \
if (param) constanttable->SetFloat(d3d_device_ptr, param, x)
void hlsl_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height,
unsigned frame_count)
{
if (!hlsl_active)
return;
const float ori_size[2] = { (float)width, (float)height };
const float tex_size[2] = { (float)tex_width, (float)tex_height };
const float out_size[2] = { (float)out_width, (float)out_height };
float frame_cnt = frame_count;
prg[active_index].f_ctable->SetDefaults(d3d_device_ptr);
prg[active_index].v_ctable->SetDefaults(d3d_device_ptr);
set_param_2f(prg[active_index].vid_size_f, ori_size, prg[active_index].f_ctable);
set_param_2f(prg[active_index].tex_size_f, tex_size, prg[active_index].f_ctable);
set_param_2f(prg[active_index].out_size_f, out_size, prg[active_index].f_ctable);
set_param_1f(prg[active_index].frame_cnt_f, frame_cnt, prg[active_index].f_ctable);
set_param_1f(prg[active_index].frame_dir_f, g_extern.frame_is_reverse ? -1.0 : 1.0,prg[active_index].f_ctable);
set_param_2f(prg[active_index].vid_size_v, ori_size, prg[active_index].v_ctable);
set_param_2f(prg[active_index].tex_size_v, tex_size, prg[active_index].v_ctable);
set_param_2f(prg[active_index].out_size_v, out_size, prg[active_index].v_ctable);
set_param_1f(prg[active_index].frame_cnt_v, frame_cnt, prg[active_index].v_ctable);
set_param_1f(prg[active_index].frame_dir_v, g_extern.frame_is_reverse ? -1.0 : 1.0,prg[active_index].v_ctable);
/* TODO: Move to D3DXMATRIX here */
if(prg[active_index].mvp)
prg[active_index].v_ctable->SetMatrix(d3d_device_ptr, prg[active_index].mvp, (D3DXMATRIX*)&prg[active_index].mvp_val);
}
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 (path_is_file)
{
ret_fp = D3DXCompileShaderFromFile(prog, NULL, NULL,
"main_fragment", "ps_3_0", 0, &code_f, &listing_f, &prg[index].f_ctable);
ret_vp = D3DXCompileShaderFromFile(prog, NULL, NULL,
"main_vertex", "vs_3_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_3_0", 0, &code_f, &listing_f, &prg[index].f_ctable );
ret_vp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL,
"main_vertex", "vs_3_0", 0, &code_v, &listing_v, &prg[index].v_ctable );
}
if (FAILED(ret_fp) || FAILED(ret_vp) || listing_v || listing_f)
{
RARCH_ERR("HLSL error:\n");
if(listing_f)
RARCH_ERR("Fragment:\n%s\n", (char*)listing_f->GetBufferPointer());
if(listing_v)
RARCH_ERR("Vertex:\n%s\n", (char*)listing_v->GetBufferPointer());
ret = false;
goto end;
}
d3d_device_ptr->CreatePixelShader((const DWORD*)code_f->GetBufferPointer(), &prg[index].fprg);
d3d_device_ptr->CreateVertexShader((const DWORD*)code_v->GetBufferPointer(), &prg[index].vprg);
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))
{
RARCH_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n");
return false;
}
return true;
}
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");
prg[i].mvp_val = XMMatrixIdentity();
}
bool hlsl_load_shader(unsigned index, const char *path)
{
bool retval = true;
if (!hlsl_active || index == 0)
retval = false;
// FIXME: This could cause corruption issues if prg[index] == prg[0]
// (Set earlier if path == NULL).
if(retval)
{
if (path)
{
if (load_program(index, path, true))
{
set_program_attributes(index);
}
else
{
// Always make sure we have a valid shader.
prg[index] = prg[0];
retval = false;
}
}
else
prg[index] = prg[0];
}
else
goto end; // if retval is false, skip to end label
hlsl_active = true;
active_index = index;
d3d_device_ptr->SetVertexShader(prg[index].vprg);
d3d_device_ptr->SetPixelShader(prg[index].fprg);
end:
return retval;
}
static bool load_plain(const char *path)
{
if (!load_stock())
return false;
RARCH_LOG("Loading HLSL file: %s\n", path);
if (!load_program(1, path, true))
return false;
if (*g_settings.video.second_pass_shader && g_settings.video.render_to_texture)
{
if (!load_program(2, g_settings.video.second_pass_shader, true))
return false;
hlsl_shader_num = 2;
}
else
{
prg[2] = prg[0];
hlsl_shader_num = 1;
}
return true;
}
static void hlsl_deinit_progs(void)
{
for (unsigned i = 1; i < RARCH_HLSL_MAX_SHADERS; i++)
{
if (prg[i].fprg && prg[i].fprg != prg[0].fprg)
prg[i].fprg->Release();
if (prg[i].vprg && prg[i].vprg != prg[0].vprg)
prg[i].vprg->Release();
prg[i].fprg = NULL;
prg[i].vprg = NULL;
}
if (prg[0].fprg)
prg[0].fprg->Release();
if (prg[0].vprg)
prg[0].vprg->Release();
prg[0].fprg = NULL;
prg[0].vprg = NULL;
}
static void hlsl_deinit_state(void)
{
hlsl_active = false;
hlsl_deinit_progs();
memset(prg, 0, sizeof(prg));
d3d_device_ptr = NULL;
}
static bool load_preset(const char *path)
{
return false;
}
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;
}
for(unsigned i = 1; i <= hlsl_shader_num; i++)
set_program_attributes(i);
active_index = 1;
d3d_device_ptr->SetVertexShader(prg[active_index].vprg);
d3d_device_ptr->SetPixelShader(prg[active_index].fprg);
hlsl_active = true;
return true;
}
void hlsl_use(unsigned index)
{
if (hlsl_active)
{
active_index = index;
d3d_device_ptr->SetVertexShader(prg[index].vprg);
d3d_device_ptr->SetPixelShader(prg[index].fprg);
}
}
// Full deinit.
void hlsl_deinit(void)
{
if (!hlsl_active)
return;
hlsl_deinit_state();
}