RetroArch/gfx/d3d/render_chain.cpp

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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*
* 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 "render_chain.hpp"
#include <string.h>
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static inline D3DTEXTUREFILTERTYPE translate_filter(unsigned type)
{
if (type == RARCH_FILTER_UNSPEC)
return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
static inline D3DTEXTUREFILTERTYPE translate_filter(bool smooth)
{
return smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
#ifdef HAVE_CG
#include "render_chain_cg.h"
#endif
void renderchain_free(void *data)
{
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return;
renderchain_clear(chain);
renderchain_destroy_stock_shader(chain);
if (chain->tracker)
state_tracker_free(chain->tracker);
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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_,
const D3DVIEWPORT *final_viewport_,
const LinkInfo *info, PixelFormat fmt)
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{
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return false;
chain->dev = dev_;
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#ifdef HAVE_CG
chain->cgCtx = cgCtx_;
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#endif
chain->video_info = video_info;
chain->tracker = NULL;
chain->final_viewport = (D3DVIEWPORT*)final_viewport_;
chain->frame_count = 0;
chain->pixel_size = fmt == RGB565 ? 2 : 4;
if (!renderchain_create_first_pass(chain, info, fmt))
return false;
renderchain_log_info(chain, info);
if (!renderchain_compile_shaders(chain, chain->fStock, chain->vStock, ""))
return false;
return true;
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}
void renderchain_clear(void *data)
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{
renderchain_t *chain = (renderchain_t*)data;
for (unsigned i = 0; i < TEXTURES; i++)
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{
if (chain->prev.tex[i])
d3d_texture_free(chain->prev.tex[i]);
if (chain->prev.vertex_buf[i])
d3d_vertex_buffer_free(chain->prev.vertex_buf[i]);
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}
if (chain->passes[0].vertex_decl)
chain->passes[0].vertex_decl->Release();
for (unsigned i = 1; i < chain->passes.size(); i++)
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{
if (chain->passes[i].tex)
d3d_texture_free(chain->passes[i].tex);
if (chain->passes[i].vertex_buf)
d3d_vertex_buffer_free(chain->passes[i].vertex_buf);
if (chain->passes[i].vertex_decl)
chain->passes[i].vertex_decl->Release();
renderchain_destroy_shader(chain, i);
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}
for (unsigned i = 0; i < chain->luts.size(); i++)
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{
if (chain->luts[i].tex)
d3d_texture_free(chain->luts[i].tex);
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}
chain->passes.clear();
chain->luts.clear();
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}
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void renderchain_set_final_viewport(void *data,
const D3DVIEWPORT *final_viewport)
{
renderchain_t *chain = (renderchain_t*)data;
chain->final_viewport = (D3DVIEWPORT*)final_viewport;
}
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bool renderchain_set_pass_size(void *data, unsigned pass_index,
unsigned width, unsigned height)
{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
Pass *pass = (Pass*)&chain->passes[pass_index];
if (width != pass->info.tex_w || height != pass->info.tex_h)
{
d3d_texture_free(pass->tex);
pass->info.tex_w = width;
pass->info.tex_h = height;
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pass->tex = (LPDIRECT3DTEXTURE)d3d_texture_new(
d3dr, NULL, width, height, 1,
D3DUSAGE_RENDERTARGET,
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chain->passes.back().info.pass->fbo.fp_fbo ?
D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, 0, 0, 0,
NULL, NULL);
if (!pass->tex)
return false;
d3d_set_texture(d3dr, 0, pass->tex);
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_texture(d3dr, 0, NULL);
}
return true;
}
bool renderchain_add_pass(void *data, const LinkInfo *info)
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{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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Pass pass;
pass.info = *info;
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pass.last_width = 0;
pass.last_height = 0;
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renderchain_compile_shaders(chain, pass.fPrg,
pass.vPrg, info->pass->source.path);
if (!renderchain_init_shader_fvf(chain, &pass))
return false;
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pass.vertex_buf = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
0, D3DPOOL_DEFAULT, NULL);
if (!pass.vertex_buf)
return false;
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pass.tex = d3d_texture_new(d3dr, NULL, info->tex_w, info->tex_h, 1,
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D3DUSAGE_RENDERTARGET,
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chain->passes.back().info.pass->fbo.fp_fbo
? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL);
if (!pass.tex)
return false;
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d3d_set_texture(d3dr, 0, pass.tex);
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_texture(d3dr, 0, NULL);
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chain->passes.push_back(pass);
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renderchain_log_info(chain, info);
return true;
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}
bool renderchain_add_lut(void *data, const std::string &id,
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const std::string &path,
bool smooth)
{
renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DTEXTURE lut;
LPDIRECT3DDEVICE d3dr = chain->dev;
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RARCH_LOG("[D3D]: Loading LUT texture: %s.\n", path.c_str());
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lut = (LPDIRECT3DTEXTURE)d3d_texture_new(d3dr,
path.c_str(),
D3DX_DEFAULT_NONPOW2,
D3DX_DEFAULT_NONPOW2,
0,
0,
D3DFMT_FROM_FILE,
D3DPOOL_MANAGED,
smooth ? D3DX_FILTER_LINEAR : D3DX_FILTER_POINT,
0,
0,
NULL,
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NULL
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);
if (!lut)
return false;
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d3d_set_texture(d3dr, 0, lut);
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_texture(d3dr, 0, NULL);
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lut_info info = { lut, id, smooth };
chain->luts.push_back(info);
return true;
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}
void renderchain_add_state_tracker(void *data, state_tracker_t *tracker)
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{
renderchain_t *chain = (renderchain_t*)data;
if (chain->tracker)
state_tracker_free(chain->tracker);
chain->tracker = tracker;
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}
void renderchain_start_render(void *data)
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{
renderchain_t *chain = (renderchain_t*)data;
chain->passes[0].tex = chain->prev.tex[chain->prev.ptr];
chain->passes[0].vertex_buf = chain->prev.vertex_buf[chain->prev.ptr];
chain->passes[0].last_width = chain->prev.last_width[chain->prev.ptr];
chain->passes[0].last_height = chain->prev.last_height[chain->prev.ptr];
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}
void renderchain_end_render(void *data)
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{
renderchain_t *chain = (renderchain_t*)data;
chain->prev.last_width[chain->prev.ptr] = chain->passes[0].last_width;
chain->prev.last_height[chain->prev.ptr] = chain->passes[0].last_height;
chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK;
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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)
{
renderchain_t *chain = (renderchain_t*)chain_data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
renderchain_start_render(chain);
unsigned current_width = width;
unsigned current_height = height;
unsigned out_width = 0;
unsigned out_height = 0;
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renderchain_convert_geometry(chain, &chain->passes[0].info,
out_width, out_height,
current_width, current_height, chain->final_viewport);
#ifdef _XBOX1
d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
d3dr->SetSoftDisplayFilter(g_extern.console.softfilter_enable);
#endif
renderchain_blit_to_texture(chain, data, width, height, pitch);
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// Grab back buffer.
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LPDIRECT3DSURFACE back_buffer;
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d3dr->GetRenderTarget(0, &back_buffer);
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// In-between render target passes.
for (unsigned i = 0; i < chain->passes.size() - 1; i++)
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{
Pass *from_pass = (Pass*)&chain->passes[i];
Pass *to_pass = (Pass*)&chain->passes[i + 1];
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LPDIRECT3DSURFACE target;
to_pass->tex->GetSurfaceLevel(0, &target);
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d3dr->SetRenderTarget(0, target);
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renderchain_convert_geometry(chain, &from_pass->info,
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out_width, out_height,
current_width, current_height, chain->final_viewport);
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/* Clear out whole FBO. */
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D3DVIEWPORT viewport = {0};
viewport.Width = to_pass->info.tex_w;
viewport.Height = to_pass->info.tex_h;
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viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
d3d_set_viewport(d3dr, &viewport);
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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viewport.Width = out_width;
viewport.Height = out_height;
renderchain_set_viewport(chain, &viewport);
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renderchain_set_vertices(chain, from_pass,
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current_width, current_height,
out_width, out_height,
out_width, out_height, 0);
renderchain_render_pass(chain, from_pass, i + 1);
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current_width = out_width;
current_height = out_height;
target->Release();
}
/* Final pass */
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d3dr->SetRenderTarget(0, back_buffer);
Pass *last_pass = (Pass*)&chain->passes.back();
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renderchain_convert_geometry(chain, &last_pass->info,
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out_width, out_height,
current_width, current_height, chain->final_viewport);
renderchain_set_viewport(chain, chain->final_viewport);
renderchain_set_vertices(chain, last_pass,
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current_width, current_height,
out_width, out_height,
chain->final_viewport->Width, chain->final_viewport->Height,
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rotation);
renderchain_render_pass(chain, last_pass, chain->passes.size());
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chain->frame_count++;
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back_buffer->Release();
renderchain_end_render(chain);
renderchain_set_shaders(chain, chain->fStock, chain->vStock);
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renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width,
chain->final_viewport->Height, 0);
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return true;
}
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bool renderchain_create_first_pass(void *data, const LinkInfo *info,
PixelFormat fmt)
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{
renderchain_t *chain = (renderchain_t*)data;
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D3DXMATRIX ident;
D3DXMatrixIdentity(&ident);
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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d3d_set_transform(d3dr, D3DTS_WORLD, &ident);
d3d_set_transform(d3dr, D3DTS_VIEW, &ident);
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Pass pass;
pass.info = *info;
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pass.last_width = 0;
pass.last_height = 0;
chain->prev.ptr = 0;
for (unsigned i = 0; i < TEXTURES; i++)
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{
chain->prev.last_width[i] = 0;
chain->prev.last_height[i] = 0;
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chain->prev.vertex_buf[i] = d3d_vertex_buffer_new(
d3dr, 4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing()
? D3DUSAGE_SOFTWAREPROCESSING : 0,
0,
D3DPOOL_DEFAULT,
NULL);
if (!chain->prev.vertex_buf[i])
return false;
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chain->prev.tex[i] = (LPDIRECT3DTEXTURE)d3d_texture_new(
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d3dr, NULL, info->tex_w, info->tex_h, 1, 0,
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fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL);
if (!chain->prev.tex[i])
return false;
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d3d_set_texture(d3dr, 0, chain->prev.tex[i]);
d3d_set_sampler_minfilter(d3dr, 0,
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translate_filter(info->pass->filter));
d3d_set_sampler_magfilter(d3dr, 0,
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translate_filter(info->pass->filter));
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_texture(d3dr, 0, NULL);
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}
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renderchain_compile_shaders(chain, pass.fPrg,
pass.vPrg, info->pass->source.path);
if (!renderchain_init_shader_fvf(chain, &pass))
return false;
chain->passes.push_back(pass);
return true;
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}
void renderchain_set_vertices(void *data, Pass *pass,
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unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
renderchain_t *chain = (renderchain_t*)data;
const LinkInfo *info = (const LinkInfo*)&pass->info;
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if (pass->last_width != width || pass->last_height != height)
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{
pass->last_width = width;
pass->last_height = height;
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float _u = static_cast<float>(width) / info->tex_w;
float _v = static_cast<float>(height) / info->tex_h;
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Vertex vert[4];
for (unsigned i = 0; i < 4; i++)
{
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vert[i].z = 0.5f;
vert[i].r = vert[i].g = vert[i].b = vert[i].a = 1.0f;
}
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vert[0].x = 0.0f;
vert[1].x = out_width;
vert[2].x = 0.0f;
vert[3].x = out_width;
vert[0].y = out_height;
vert[1].y = out_height;
vert[2].y = 0.0f;
vert[3].y = 0.0f;
vert[0].u = 0.0f;
vert[1].u = _u;
vert[2].u = 0.0f;
vert[3].u = _u;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].v = _v;
vert[3].v = _v;
vert[0].lut_u = 0.0f;
vert[1].lut_u = 1.0f;
vert[2].lut_u = 0.0f;
vert[3].lut_u = 1.0f;
vert[0].lut_v = 0.0f;
vert[1].lut_v = 0.0f;
vert[2].lut_v = 1.0f;
vert[3].lut_v = 1.0f;
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/* Align texels and vertices. */
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for (unsigned i = 0; i < 4; i++)
{
vert[i].x -= 0.5f;
vert[i].y += 0.5f;
}
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void *verts = d3d_vertex_buffer_lock(pass->vertex_buf);
memcpy(verts, vert, sizeof(vert));
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d3d_vertex_buffer_unlock(pass->vertex_buf);
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}
renderchain_set_mvp(chain, pass->vPrg, vp_width, vp_height, rotation);
renderchain_set_shader_params(chain, pass,
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width, height,
info->tex_w, info->tex_h,
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vp_width, vp_height);
}
void renderchain_set_viewport(void *data, D3DVIEWPORT *vp)
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{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
d3d_set_viewport(d3dr, vp);
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}
void renderchain_set_mvp(void *data, CGprogram &vPrg,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
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{
renderchain_t *chain = (renderchain_t*)data;
D3DXMATRIX proj, ortho, rot, tmp;
D3DXMatrixOrthoOffCenterLH(&ortho, 0, vp_width, 0, vp_height, 0, 1);
if (rotation)
D3DXMatrixRotationZ(&rot, rotation * (M_PI / 2.0));
else
D3DXMatrixIdentity(&rot);
D3DXMatrixMultiply(&proj, &ortho, &rot);
D3DXMatrixTranspose(&tmp, &proj);
renderchain_set_shader_mvp(chain, vPrg, tmp);
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}
void renderchain_convert_geometry(void *data, const LinkInfo *info,
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unsigned &out_width, unsigned &out_height,
unsigned width, unsigned height,
D3DVIEWPORT *final_viewport)
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{
renderchain_t *chain = (renderchain_t*)data;
switch (info->pass->fbo.type_x)
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{
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case RARCH_SCALE_VIEWPORT:
out_width = info->pass->fbo.scale_x * final_viewport->Width;
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break;
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case RARCH_SCALE_ABSOLUTE:
out_width = info->pass->fbo.abs_x;
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break;
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case RARCH_SCALE_INPUT:
out_width = info->pass->fbo.scale_x * width;
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break;
}
switch (info->pass->fbo.type_y)
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{
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case RARCH_SCALE_VIEWPORT:
out_height = info->pass->fbo.scale_y * final_viewport->Height;
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break;
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case RARCH_SCALE_ABSOLUTE:
out_height = info->pass->fbo.abs_y;
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break;
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case RARCH_SCALE_INPUT:
out_height = info->pass->fbo.scale_y * height;
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break;
}
}
void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height,
unsigned pitch)
{
D3DLOCKED_RECT d3dlr;
renderchain_t *chain = (renderchain_t*)data;
Pass *first = (Pass*)&chain->passes[0];
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if (first->last_width != width || first->last_height != height)
{
d3d_lockrectangle_clear(first, first->tex, 0, &d3dlr,
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NULL, D3DLOCK_NOSYSLOCK);
}
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d3d_texture_blit(driver.video_data, chain, first->tex,
&d3dlr, frame, width, height, pitch);
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}
void renderchain_render_pass(void *data, Pass *pass, unsigned pass_index)
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{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
renderchain_set_shaders(chain, pass->fPrg, pass->vPrg);
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d3d_set_texture(d3dr, 0, pass->tex);
d3d_set_sampler_minfilter(d3dr, 0,
translate_filter(pass->info.pass->filter));
d3d_set_sampler_magfilter(d3dr, 0,
translate_filter(pass->info.pass->filter));
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#ifdef _XBOX1
d3d_set_vertex_shader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1, NULL);
#else
d3dr->SetVertexDeclaration(pass->vertex_decl);
#endif
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for (unsigned i = 0; i < 4; i++)
d3d_set_stream_source(d3dr, i,
pass->vertex_buf, 0, sizeof(Vertex));
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renderchain_bind_orig(chain, pass);
renderchain_bind_prev(chain, pass);
renderchain_bind_pass(chain, pass, pass_index);
renderchain_bind_luts(chain, pass);
renderchain_bind_tracker(chain, pass, pass_index);
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d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
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// So we don't render with linear filter into render targets,
// which apparently looked odd (too blurry).
d3d_set_sampler_minfilter(d3dr, 0, D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr, 0, D3DTEXF_POINT);
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renderchain_unbind_all(chain);
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}
void renderchain_log_info(void *data, const LinkInfo *info)
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{
RARCH_LOG("[D3D]: Render pass info:\n");
RARCH_LOG("\tTexture width: %u\n", info->tex_w);
RARCH_LOG("\tTexture height: %u\n", info->tex_h);
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RARCH_LOG("\tScale type (X): ");
switch (info->pass->fbo.type_x)
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{
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case RARCH_SCALE_INPUT:
RARCH_LOG("Relative @ %fx\n", info->pass->fbo.scale_x);
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break;
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case RARCH_SCALE_VIEWPORT:
RARCH_LOG("Viewport @ %fx\n", info->pass->fbo.scale_x);
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break;
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case RARCH_SCALE_ABSOLUTE:
RARCH_LOG("Absolute @ %u px\n", info->pass->fbo.abs_x);
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break;
}
RARCH_LOG("\tScale type (Y): ");
switch (info->pass->fbo.type_y)
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{
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case RARCH_SCALE_INPUT:
RARCH_LOG("Relative @ %fx\n", info->pass->fbo.scale_y);
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break;
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case RARCH_SCALE_VIEWPORT:
RARCH_LOG("Viewport @ %fx\n", info->pass->fbo.scale_y);
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break;
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case RARCH_SCALE_ABSOLUTE:
RARCH_LOG("Absolute @ %u px\n", info->pass->fbo.abs_y);
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break;
}
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RARCH_LOG("\tBilinear filter: %s\n",
info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
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}
void renderchain_unbind_all(void *data)
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{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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/* Have to be a bit anal about it.
* Render targets hate it when they have filters apparently.
*/
for (unsigned i = 0; i < chain->bound_tex.size(); i++)
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{
d3d_set_sampler_minfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
d3d_set_texture(d3dr, chain->bound_tex[i], NULL);
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}
for (unsigned i = 0; i < chain->bound_vert.size(); i++)
d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0);
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chain->bound_tex.clear();
chain->bound_vert.clear();
}