mirror of
https://github.com/CTCaer/RetroArch.git
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199 lines
5.2 KiB
C++
199 lines
5.2 KiB
C++
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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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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#ifndef RENDER_CHAIN_HPP__
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#define RENDER_CHAIN_HPP__
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#include "d3d.hpp"
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#include "../state_tracker.h"
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#include "../shader/shader_parse.h"
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struct Vertex
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{
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float x, y, z;
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float u, v;
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float lut_u, lut_v;
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float r, g, b, a;
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};
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struct LinkInfo
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{
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unsigned tex_w, tex_h;
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struct gfx_shader_pass *pass;
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};
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enum PixelFormat
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{
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RGB565 = 0,
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ARGB
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};
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#define MAX_VARIABLES 64
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enum
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{
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TEXTURES = 8,
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TEXTURESMASK = TEXTURES - 1
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};
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struct Pass
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{
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LinkInfo info;
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LPDIRECT3DTEXTURE tex;
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LPDIRECT3DVERTEXBUFFER vertex_buf;
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#ifdef HAVE_CG
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CGprogram vPrg, fPrg;
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#endif
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unsigned last_width, last_height;
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#ifdef HAVE_D3D9
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LPDIRECT3DVERTEXDECLARATION vertex_decl;
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#endif
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std::vector<unsigned> attrib_map;
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};
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struct lut_info
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{
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LPDIRECT3DTEXTURE tex;
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std::string id;
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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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void renderchain_free(void *data);
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bool renderchain_init(void *data, const video_info_t *video_info,
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LPDIRECT3DDEVICE dev_,
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CGcontext cgCtx_,
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const D3DVIEWPORT *final_viewport_,
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const LinkInfo *info,
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PixelFormat fmt);
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void renderchain_clear(void *data);
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void renderchain_set_final_viewport(void *data,
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const D3DVIEWPORT *final_viewport);
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bool renderchain_set_pass_size(void *data, unsigned pass_index,
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unsigned width, unsigned height);
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bool renderchain_add_pass(void *data, const LinkInfo *info);
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bool renderchain_add_lut(void *data, const std::string &id,
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const std::string &path,
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bool smooth);
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void renderchain_add_state_tracker(void *data, state_tracker_t *tracker);
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void renderchain_start_render(void *data);
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void renderchain_end_render(void *data);
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bool renderchain_render(void *chain_data, const void *data,
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unsigned width, unsigned height, unsigned pitch, unsigned rotation);
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D3DTEXTUREFILTERTYPE renderchain_translate_filter(unsigned type);
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D3DTEXTUREFILTERTYPE renderchain_translate_filter(bool smooth);
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bool renderchain_create_first_pass(void *data,
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const LinkInfo *info, PixelFormat fmt);
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void renderchain_set_vertices(void *data, Pass *pass,
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unsigned width, unsigned height,
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unsigned out_width, unsigned out_height,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation);
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void renderchain_set_viewport(void *data, D3DVIEWPORT *vp);
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void renderchain_set_mvp(void *data, CGprogram &vPrg,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation);
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void renderchain_convert_geometry(void *data, const LinkInfo *info,
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unsigned &out_width, unsigned &out_height,
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unsigned width, unsigned height,
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D3DVIEWPORT *final_viewport);
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void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height,
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unsigned pitch);
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void renderchain_render_pass(void *data, Pass *pass, unsigned pass_index);
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void renderchain_log_info(void *data, const LinkInfo *info);
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void renderchain_unbind_all(void *data);
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bool renderchain_compile_shaders(void *data, CGprogram &fPrg,
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CGprogram &vPrg, const std::string &shader);
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void renderchain_set_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg);
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void renderchain_destroy_stock_shader(void *data);
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void renderchain_destroy_shader(void *data, int i);
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void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp);
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void renderchain_set_shader_params(void *data, Pass *pass,
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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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void renderchain_bind_tracker(void *data, Pass *pass, unsigned pass_index);
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bool renderchain_init_shader_fvf(void *data, Pass *pass);
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void renderchain_bind_orig(void *data, Pass *pass);
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void renderchain_bind_prev(void *data, Pass *pass);
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void renderchain_bind_luts(void *data, Pass *pass);
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void renderchain_bind_pass(void *data, Pass *pass, unsigned pass_index);
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#endif
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