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https://github.com/libretro/RetroArch.git
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(XDK D3D) Start implementing more functionality of render passes
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parent
1fbdb85fb0
commit
6aabd86c13
108
xdk/xdk_d3d.cpp
108
xdk/xdk_d3d.cpp
@ -210,6 +210,13 @@ static void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_
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chain->final_viewport = *final_viewport;
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}
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static _inline void renderchain_set_viewport(void *data, D3DVIEWPORT *vp)
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{
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d3d_video_t *chain = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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RD3DDevice_SetViewport(d3dr, vp);
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}
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static void renderchain_set_mvp(void *data,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation)
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@ -879,35 +886,51 @@ static void renderchain_set_vertices(void *data, unsigned pass,
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d3d->screen_height);
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}
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static void renderchain_start_render(void *data)
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{
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#if 0
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renderchain_t *chain = (renderchain_t*)data;
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chain->passes[0].tex = chain->prev.tex[chain->prev.ptr];
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chain->passes[0].vertex_buf = chain->prev.vertex_buf[chain->prev.ptr];
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chain->passes[0].last_width = chain->prev.last_width[chain->prev.ptr];
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chain->passes[0].last_height = chain->prev.last_height[chain->prev.ptr];
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#else
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d3d_video_t *chain = (d3d_video_t*)data;
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#endif
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}
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void renderchain_end_render(void *data)
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{
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#if 0
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renderchain_t *chain = (renderchain_t*)data;
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chain->prev.last_width[chain->prev.ptr] = chain->passes[0].last_width;
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chain->prev.last_height[chain->prev.ptr] = chain->passes[0].last_height;
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chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK;
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#else
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d3d_video_t *chain = (d3d_video_t*)data;
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#endif
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}
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static void renderchain_render_pass(void *data, const void *frame, unsigned width, unsigned height,
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unsigned pitch, unsigned rotation)
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{
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#ifdef _XBOX360
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DWORD fetchConstant;
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UINT64 pendingMask3;
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#endif
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d3d_video_t *d3d = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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#ifdef _XBOX1
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d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
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d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE));
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#endif
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renderchain_blit_to_texture(d3d, frame, width, height, pitch);
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renderchain_set_vertices(d3d, 1, width, height);
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d3d_video_t *chain = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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#ifdef _XBOX
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if (g_extern.frame_count)
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{
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#ifdef _XBOX1
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d3dr->SwitchTexture(0, d3d->tex);
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d3dr->SwitchTexture(0, chain->tex);
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#elif defined _XBOX360
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d3dr->SetTextureFetchConstant(0, d3d->tex);
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d3dr->SetTextureFetchConstant(0, chain->tex);
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#endif
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}
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else
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#endif
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if (d3d->tex) { RD3DDevice_SetTexture(d3dr, 0, d3d->tex); }
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RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport);
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if (chain->tex) { RD3DDevice_SetTexture(d3dr, 0, chain->tex); }
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// TODO - use translate_filter on last param - and create pass->filter
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RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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@ -918,10 +941,10 @@ static void renderchain_render_pass(void *data, const void *frame, unsigned widt
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#if defined(_XBOX1)
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RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1);
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IDirect3DDevice8_SetStreamSource(d3dr, 0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
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IDirect3DDevice8_SetStreamSource(d3dr, 0, chain->vertex_buf, sizeof(DrawVerticeFormats));
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#elif defined(_XBOX360)
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D3DDevice_SetVertexDeclaration(d3dr, d3d->v_decl);
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D3DDevice_SetStreamSource_Inline(d3dr, 0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats));
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D3DDevice_SetStreamSource_Inline(d3dr, 0, chain->vertex_buf, 0, sizeof(DrawVerticeFormats));
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#endif
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#ifdef _XBOX
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@ -935,6 +958,44 @@ static void renderchain_render_pass(void *data, const void *frame, unsigned widt
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#endif
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}
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static 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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{
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#ifdef _XBOX360
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DWORD fetchConstant;
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UINT64 pendingMask3;
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#endif
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d3d_video_t *chain = (d3d_video_t*)chain_data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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renderchain_start_render(chain);
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unsigned current_width = width;
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unsigned current_height = height;
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unsigned out_width = 0;
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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);
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#ifdef _XBOX1
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d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
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d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE));
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#endif
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renderchain_blit_to_texture(chain, data, width, height, pitch);
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// TODO - for loop going over passes
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// Final pass
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renderchain_set_viewport(chain, &chain->final_viewport);
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renderchain_set_vertices(chain, /*last_pass*/1, width, height);
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renderchain_render_pass(chain, data, current_width, current_height, pitch, rotation);
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// TODO - replace with chain->frame_count
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g_extern.frame_count++;
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renderchain_end_render(chain);
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renderchain_set_shader_params(chain, /*pass*/1, width, height, chain->tex_w, chain->tex_h, chain->screen_width, chain->screen_height);
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renderchain_set_mvp(chain, chain->final_viewport.Width, chain->final_viewport.Height, chain->dev_rotation);
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return true;
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}
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static bool d3d_frame(void *data, const void *frame,
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unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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@ -991,12 +1052,11 @@ static bool d3d_frame(void *data, const void *frame,
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d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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}
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// TODO - change into renderchain_render and refactor renderchain_render_pass
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renderchain_render_pass(d3d, frame, width, height, pitch, d3d->dev_rotation);
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g_extern.frame_count++;
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renderchain_set_mvp(d3d, d3d->screen_width, d3d->screen_height, d3d->dev_rotation);
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if (!renderchain_render(d3d, frame, width, height, pitch, d3d->dev_rotation))
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{
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RARCH_ERR("[D3D]: Failed to render scene.\n");
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return false;
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}
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#ifdef HAVE_MENU
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if (g_extern.lifecycle_state & (1ULL << MODE_MENU) && driver.menu_ctx && driver.menu_ctx->frame)
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