RetroArch/gfx/d3d9/render_chain_cg.h

368 lines
11 KiB
C++

#ifndef _D3D_CG
#define _D3D_CG
static const char *stock_program =
"void main_vertex"
"("
" float4 position : POSITION,"
" float2 texCoord : TEXCOORD0,"
" float4 color : COLOR,"
""
" uniform float4x4 modelViewProj,"
""
" out float4 oPosition : POSITION,"
" out float2 otexCoord : TEXCOORD0,"
" out float4 oColor : COLOR"
")"
"{"
" oPosition = mul(modelViewProj, position);"
" otexCoord = texCoord;"
" oColor = color;"
"}"
""
"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
"{"
" return color * tex2D(s0, tex);"
"}";
static inline bool validate_param_name(const char *name)
{
static const char *illegal[] = {
"PREV.",
"PREV1.",
"PREV2.",
"PREV3.",
"PREV4.",
"PREV5.",
"PREV6.",
"ORIG.",
"IN.",
"PASS",
};
for (unsigned i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++)
if (strstr(name, illegal[i]) == name)
return false;
return true;
}
static inline CGparameter find_param_from_semantic(CGparameter param, const std::string &sem)
{
while (param)
{
if (cgGetParameterType(param) == CG_STRUCT)
{
CGparameter ret = find_param_from_semantic(cgGetFirstStructParameter(param), sem);
if (ret)
return ret;
}
else
{
if (cgGetParameterSemantic(param) &&
sem == cgGetParameterSemantic(param) &&
cgGetParameterDirection(param) == CG_IN &&
cgGetParameterVariability(param) == CG_VARYING &&
validate_param_name(cgGetParameterName(param)))
return param;
}
param = cgGetNextParameter(param);
}
return NULL;
}
static inline CGparameter find_param_from_semantic(CGprogram prog, const std::string &sem)
{
return find_param_from_semantic(cgGetFirstParameter(prog, CG_PROGRAM), sem);
}
bool RenderChain::compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader)
{
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
if (shader.length() > 0)
{
RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
fPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
vPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
}
else
{
RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
fPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_program,
fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
vPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_program,
vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
}
if (!fPrg || !vPrg)
return false;
cgD3D9LoadProgram(fPrg, true, 0);
cgD3D9LoadProgram(vPrg, true, 0);
return true;
}
void RenderChain::set_shaders(CGprogram &fPrg, CGprogram &vPrg)
{
cgD3D9BindProgram(fPrg);
cgD3D9BindProgram(vPrg);
}
void RenderChain::destroy_stock_shader(void)
{
if (fStock)
cgDestroyProgram(fStock);
if (vStock)
cgDestroyProgram(vStock);
}
void RenderChain::destroy_shader(int i)
{
if (passes[i].fPrg)
cgDestroyProgram(passes[i].fPrg);
if (passes[i].vPrg)
cgDestroyProgram(passes[i].vPrg);
}
void RenderChain::set_shader_mvp(CGprogram &vPrg, D3DXMATRIX &tmp)
{
CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj");
if (cgpModelViewProj)
cgD3D9SetUniformMatrix(cgpModelViewProj, &tmp);
}
#define set_cg_param(prog, param, val) do { \
CGparameter cgp = cgGetNamedParameter(prog, param); \
if (cgp) \
cgD3D9SetUniform(cgp, &val); \
} while(0)
void RenderChain::set_shader_params(Pass &pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)
{
D3DXVECTOR2 video_size, texture_size, output_size;
video_size.x = video_w;
video_size.y = video_h;
texture_size.x = tex_w;
texture_size.y = tex_h;
output_size.x = viewport_w;
output_size.y = viewport_h;
set_cg_param(pass.vPrg, "IN.video_size", video_size);
set_cg_param(pass.fPrg, "IN.video_size", video_size);
set_cg_param(pass.vPrg, "IN.texture_size", texture_size);
set_cg_param(pass.fPrg, "IN.texture_size", texture_size);
set_cg_param(pass.vPrg, "IN.output_size", output_size);
set_cg_param(pass.fPrg, "IN.output_size", output_size);
float frame_cnt = frame_count;
if (pass.info.pass->frame_count_mod)
frame_cnt = frame_count % pass.info.pass->frame_count_mod;
set_cg_param(pass.fPrg, "IN.frame_count", frame_cnt);
set_cg_param(pass.vPrg, "IN.frame_count", frame_cnt);
}
void RenderChain::bind_tracker(Pass &pass, unsigned pass_index)
{
if (!tracker)
return;
if (pass_index == 1)
uniform_cnt = state_get_uniform(tracker, uniform_info, MAX_VARIABLES, frame_count);
for (unsigned i = 0; i < uniform_cnt; i++)
{
set_cg_param(pass.fPrg, uniform_info[i].id, uniform_info[i].value);
set_cg_param(pass.vPrg, uniform_info[i].id, uniform_info[i].value);
}
}
#define DECL_FVF_POSITION(stream) \
{ (WORD)(stream), 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, \
D3DDECLUSAGE_POSITION, 0 }
#define DECL_FVF_TEXCOORD(stream, offset, index) \
{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, \
D3DDECLUSAGE_TEXCOORD, (BYTE)(index) }
#define DECL_FVF_COLOR(stream, offset, index) \
{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \
D3DDECLUSAGE_COLOR, (BYTE)(index) } \
bool RenderChain::init_shader_fvf(Pass &pass)
{
static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
static const D3DVERTEXELEMENT tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
static const D3DVERTEXELEMENT tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1);
static const D3DVERTEXELEMENT color = DECL_FVF_COLOR(3, 7, 0);
D3DVERTEXELEMENT decl[MAXD3DDECLLENGTH] = {{0}};
if (cgD3D9GetVertexDeclaration(pass.vPrg, decl) == CG_FALSE)
return false;
unsigned count;
for (count = 0; count < MAXD3DDECLLENGTH; count++)
{
if (memcmp(&decl_end, &decl[count], sizeof(decl_end)) == 0)
break;
}
// This is completely insane.
// We do not have a good and easy way of setting up our
// attribute streams, so we have to do it ourselves, yay!
// Stream 0 => POSITION
// Stream 1 => TEXCOORD0
// Stream 2 => TEXCOORD1
// Stream 3 => COLOR // Not really used for anything.
// Stream {4..N} => Texture coord streams for varying resources which have no semantics.
std::vector<bool> indices(count);
bool texcoord0_taken = false;
bool texcoord1_taken = false;
bool stream_taken[4] = {false};
CGparameter param = find_param_from_semantic(pass.vPrg, "POSITION");
if (!param)
param = find_param_from_semantic(pass.vPrg, "POSITION0");
if (param)
{
stream_taken[0] = true;
RARCH_LOG("[FVF]: POSITION semantic found.\n");
unsigned index = cgGetParameterResourceIndex(param);
decl[index] = position_decl;
indices[index] = true;
}
param = find_param_from_semantic(pass.vPrg, "TEXCOORD");
if (!param)
param = find_param_from_semantic(pass.vPrg, "TEXCOORD0");
if (param)
{
stream_taken[1] = true;
texcoord0_taken = true;
RARCH_LOG("[FVF]: TEXCOORD0 semantic found.\n");
unsigned index = cgGetParameterResourceIndex(param);
decl[index] = tex_coord0;
indices[index] = true;
}
param = find_param_from_semantic(pass.vPrg, "TEXCOORD1");
if (param)
{
stream_taken[2] = true;
texcoord1_taken = true;
RARCH_LOG("[FVF]: TEXCOORD1 semantic found.\n");
unsigned index = cgGetParameterResourceIndex(param);
decl[index] = tex_coord1;
indices[index] = true;
}
param = find_param_from_semantic(pass.vPrg, "COLOR");
if (!param)
param = find_param_from_semantic(pass.vPrg, "COLOR0");
if (param)
{
stream_taken[3] = true;
RARCH_LOG("[FVF]: COLOR0 semantic found.\n");
unsigned index = cgGetParameterResourceIndex(param);
decl[index] = color;
indices[index] = true;
}
// Stream {0, 1, 2, 3} might be already taken. Find first vacant stream.
unsigned index;
for (index = 0; index < 4 && stream_taken[index]; index++);
// Find first vacant texcoord declaration.
unsigned tex_index = 0;
if (texcoord0_taken && texcoord1_taken)
tex_index = 2;
else if (texcoord1_taken && !texcoord0_taken)
tex_index = 0;
else if (texcoord0_taken && !texcoord1_taken)
tex_index = 1;
for (unsigned i = 0; i < count; i++)
{
if (indices[i])
pass.attrib_map.push_back(0);
else
{
pass.attrib_map.push_back(index);
D3DVERTEXELEMENT elem = DECL_FVF_TEXCOORD(index, 3, tex_index);
decl[i] = elem;
// Find next vacant stream.
index++;
while (index < 4 && stream_taken[index]) index++;
// Find next vacant texcoord declaration.
tex_index++;
if (tex_index == 1 && texcoord1_taken)
tex_index++;
}
}
if (FAILED(dev->CreateVertexDeclaration(decl, &pass.vertex_decl)))
return false;
return true;
}
bool d3d_init_shader(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d->cgCtx = cgCreateContext();
if (!d3d->cgCtx)
return false;
RARCH_LOG("[D3D]: Created shader context.\n");
HRESULT ret = cgD3D9SetDevice(d3d->dev);
if (FAILED(ret))
return false;
return true;
}
void d3d_deinit_shader(void *data)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (!d3d->cgCtx)
return;
cgD3D9UnloadAllPrograms();
cgD3D9SetDevice(NULL);
cgDestroyContext(d3d->cgCtx);
d3d->cgCtx = NULL;
}
#endif