RetroArch/gfx/drivers/d3d9cg.c
2023-07-16 08:00:49 +02:00

2304 lines
67 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
* Copyright (C) 2012-2014 - OV2
*
* 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/>.
*/
/* Direct3D 9 driver with Cg runtime backend.
*
* Minimum version : Direct3D 9.0 (2002)
* Minimum OS : Windows 98, Windows 2000, Windows ME
* Recommended OS : Windows XP
* Requirements : Cg runtime
*/
#define CINTERFACE
#include <formats/image.h>
#include <compat/strl.h>
#include <compat/posix_string.h>
#include <file/file_path.h>
#include <string/stdstring.h>
#include <retro_math.h>
#include <d3d9.h>
#include <string.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include <retro_inline.h>
#include <defines/d3d_defines.h>
#include "../common/d3d_common.h"
#include "../common/d3d9_common.h"
#include "../include/Cg/cg.h"
#include "../include/Cg/cgD3D9.h"
#include "../video_coord_array.h"
#include "../../configuration.h"
#include "../../dynamic.h"
#include "../../frontend/frontend_driver.h"
#include "../common/win32_common.h"
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#endif
#ifdef HAVE_GFX_WIDGETS
#include "../gfx_widgets.h"
#endif
#include "../font_driver.h"
#include "../../core.h"
#include "../../verbosity.h"
#include "../../retroarch.h"
#ifdef __WINRT__
#error "UWP does not support D3D9"
#endif
#include "d3d_shaders/opaque.cg.d3d9.h"
#include "d3d9_renderchain.h"
#define DECL_FVF_COLOR(stream, offset, index) \
{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \
D3DDECLUSAGE_COLOR, (BYTE)(index) } \
/* TODO/FIXME - Temporary workaround for D3D9 not being able to poll flags during init */
static gfx_ctx_driver_t d3d9_cg_fake_context;
struct D3D9CGVertex
{
float x, y, z;
float u, v;
float lut_u, lut_v;
float r, g, b, a;
};
#ifdef _MSC_VER
#pragma comment(lib, "cgd3d9")
#endif
typedef struct cg_renderchain
{
struct d3d9_renderchain chain;
struct shader_pass stock_shader;
CGcontext cgCtx;
} cg_renderchain_t;
/*
* DISPLAY DRIVER
*/
static const float d3d9_cg_vertexes[8] = {
0, 0,
1, 0,
0, 1,
1, 1
};
static const float d3d9_cg_tex_coords[8] = {
0, 1,
1, 1,
0, 0,
1, 0
};
static const float *gfx_display_d3d9_cg_get_default_vertices(void)
{
return &d3d9_cg_vertexes[0];
}
static const float *gfx_display_d3d9_cg_get_default_tex_coords(void)
{
return &d3d9_cg_tex_coords[0];
}
static void *gfx_display_d3d9_cg_get_default_mvp(void *data)
{
static float id[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
return &id;
}
static INT32 gfx_display_prim_to_d3d9_cg_enum(
enum gfx_display_prim_type prim_type)
{
switch (prim_type)
{
case GFX_DISPLAY_PRIM_TRIANGLES:
case GFX_DISPLAY_PRIM_TRIANGLESTRIP:
return D3DPT_COMM_TRIANGLESTRIP;
case GFX_DISPLAY_PRIM_NONE:
default:
break;
}
/* TODO/FIXME - hack */
return 0;
}
static void gfx_display_d3d9_cg_blend_begin(void *data)
{
d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return;
IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, true);
}
static void gfx_display_d3d9_cg_blend_end(void *data)
{
d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return;
IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, false);
}
static void gfx_display_d3d9_cg_draw(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
unsigned i;
math_matrix_4x4 mop, m1, m2;
LPDIRECT3DDEVICE9 dev;
D3DPRIMITIVETYPE type;
unsigned start = 0;
unsigned count = 0;
d3d9_video_t *d3d = (d3d9_video_t*)data;
Vertex * pv = NULL;
const float *vertex = NULL;
const float *tex_coord = NULL;
const float *color = NULL;
if (!d3d || !draw || draw->pipeline_id)
return;
dev = d3d->dev;
if ((d3d->menu_display.offset + draw->coords->vertices )
> (unsigned)d3d->menu_display.size)
return;
IDirect3DVertexBuffer9_Lock((LPDIRECT3DVERTEXBUFFER9)
d3d->menu_display.buffer, 0, 0, (void**)&pv, 0);
if (!pv)
return;
pv += d3d->menu_display.offset;
vertex = draw->coords->vertex;
tex_coord = draw->coords->tex_coord;
color = draw->coords->color;
if (!vertex)
vertex = &d3d9_cg_vertexes[0];
if (!tex_coord)
tex_coord = &d3d9_cg_tex_coords[0];
for (i = 0; i < draw->coords->vertices; i++)
{
int colors[4];
colors[0] = *color++ * 0xFF;
colors[1] = *color++ * 0xFF;
colors[2] = *color++ * 0xFF;
colors[3] = *color++ * 0xFF;
pv[i].x = *vertex++;
pv[i].y = *vertex++;
pv[i].z = 0.5f;
pv[i].u = *tex_coord++;
pv[i].v = *tex_coord++;
pv[i].color =
D3DCOLOR_ARGB(
colors[3], /* A */
colors[0], /* R */
colors[1], /* G */
colors[2] /* B */
);
}
IDirect3DVertexBuffer9_Unlock((LPDIRECT3DVERTEXBUFFER9)
d3d->menu_display.buffer);
if (!draw->matrix_data)
draw->matrix_data = gfx_display_d3d9_cg_get_default_mvp(d3d);
/* ugh */
matrix_4x4_scale(m1, 2.0, 2.0, 0);
matrix_4x4_translate(mop, -1.0, -1.0, 0);
matrix_4x4_multiply(m2, mop, m1);
matrix_4x4_multiply(m1,
*((math_matrix_4x4*)draw->matrix_data), m2);
matrix_4x4_scale(mop,
(draw->width / 2.0) / video_width,
(draw->height / 2.0) / video_height, 0);
matrix_4x4_multiply(m2, mop, m1);
matrix_4x4_translate(mop,
(draw->x + (draw->width / 2.0)) / video_width,
(draw->y + (draw->height / 2.0)) / video_height,
0);
matrix_4x4_multiply(m1, mop, m2);
matrix_4x4_multiply(m2, d3d->mvp_transposed, m1);
d3d_matrix_transpose(&m1, &m2);
IDirect3DDevice9_SetVertexShaderConstantF(dev,
0, (const float*)&m1, 4);
if (draw->texture)
{
IDirect3DDevice9_SetTexture(dev, 0,
(IDirect3DBaseTexture9*)draw->texture);
IDirect3DDevice9_SetSamplerState(dev,
0, D3DSAMP_ADDRESSU, D3DTADDRESS_COMM_CLAMP);
IDirect3DDevice9_SetSamplerState(dev,
0, D3DSAMP_ADDRESSV, D3DTADDRESS_COMM_CLAMP);
IDirect3DDevice9_SetSamplerState(dev,
0, D3DSAMP_MINFILTER, D3DTEXF_COMM_LINEAR);
IDirect3DDevice9_SetSamplerState(dev,
0, D3DSAMP_MAGFILTER, D3DTEXF_COMM_LINEAR);
IDirect3DDevice9_SetSamplerState(dev, 0,
D3DSAMP_MIPFILTER, D3DTEXF_COMM_LINEAR);
}
type = (D3DPRIMITIVETYPE)gfx_display_prim_to_d3d9_cg_enum(draw->prim_type);
start = d3d->menu_display.offset;
count = draw->coords->vertices -
((draw->prim_type == GFX_DISPLAY_PRIM_TRIANGLESTRIP)
? 2 : 0);
IDirect3DDevice9_BeginScene(dev);
IDirect3DDevice9_DrawPrimitive(dev, type, start, count);
IDirect3DDevice9_EndScene(dev);
d3d->menu_display.offset += draw->coords->vertices;
}
static void gfx_display_d3d9_cg_draw_pipeline(gfx_display_ctx_draw_t *draw,
gfx_display_t *p_disp,
void *data, unsigned video_width, unsigned video_height)
{
static float t = 0;
video_coord_array_t *ca = NULL;
if (!draw)
return;
ca = &p_disp->dispca;
draw->x = 0;
draw->y = 0;
draw->coords = NULL;
draw->matrix_data = NULL;
if (ca)
draw->coords = (struct video_coords*)&ca->coords;
switch (draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
case VIDEO_SHADER_MENU_3:
{
struct uniform_info uniform_param = {0};
t += 0.01;
(void)uniform_param;
uniform_param.enabled = true;
uniform_param.lookup.enable = true;
uniform_param.lookup.add_prefix = true;
uniform_param.lookup.idx = draw->pipeline_id;
uniform_param.lookup.type = SHADER_PROGRAM_VERTEX;
uniform_param.type = UNIFORM_1F;
uniform_param.lookup.ident = "time";
uniform_param.result.f.v0 = t;
}
break;
}
}
void gfx_display_d3d9_cg_scissor_begin(
void *data,
unsigned video_width, unsigned video_height,
int x, int y, unsigned width, unsigned height)
{
RECT rect;
d3d9_video_t *d3d9 = (d3d9_video_t*)data;
if (!d3d9)
return;
rect.left = x;
rect.top = y;
rect.right = width + x;
rect.bottom = height + y;
IDirect3DDevice9_SetScissorRect(d3d9->dev, &rect);
}
void gfx_display_d3d9_cg_scissor_end(void *data,
unsigned video_width, unsigned video_height)
{
RECT rect;
d3d9_video_t *d3d9 = (d3d9_video_t*)data;
if (!d3d9)
return;
rect.left = 0;
rect.top = 0;
rect.right = video_width;
rect.bottom = video_height;
IDirect3DDevice9_SetScissorRect(d3d9->dev, &rect);
}
gfx_display_ctx_driver_t gfx_display_ctx_d3d9_cg = {
gfx_display_d3d9_cg_draw,
gfx_display_d3d9_cg_draw_pipeline,
gfx_display_d3d9_cg_blend_begin,
gfx_display_d3d9_cg_blend_end,
gfx_display_d3d9_cg_get_default_mvp,
gfx_display_d3d9_cg_get_default_vertices,
gfx_display_d3d9_cg_get_default_tex_coords,
FONT_DRIVER_RENDER_D3D9_API,
GFX_VIDEO_DRIVER_DIRECT3D9_CG,
"d3d9_cg",
false,
gfx_display_d3d9_cg_scissor_begin,
gfx_display_d3d9_cg_scissor_end
};
/*
* VIDEO DRIVER
*/
static INLINE bool d3d9_cg_validate_param_name(const char *name)
{
int i;
static const char *illegal[] = {
"PREV.",
"PREV1.",
"PREV2.",
"PREV3.",
"PREV4.",
"PREV5.",
"PREV6.",
"ORIG.",
"IN.",
"PASS",
};
if (!name)
return false;
for (i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++)
if (strstr(name, illegal[i]) == name)
return false;
return true;
}
static INLINE CGparameter d3d9_cg_find_param_from_semantic(
CGparameter param, const char *sem)
{
for (; param; param = cgGetNextParameter(param))
{
const char *semantic = NULL;
if (cgGetParameterType(param) == CG_STRUCT)
{
CGparameter ret = d3d9_cg_find_param_from_semantic(
cgGetFirstStructParameter(param), sem);
if (ret)
return ret;
}
if ( (cgGetParameterDirection(param) != CG_IN)
|| (cgGetParameterVariability(param) != CG_VARYING))
continue;
semantic = cgGetParameterSemantic(param);
if (!semantic)
continue;
if ( string_is_equal(sem, semantic)
&& d3d9_cg_validate_param_name(cgGetParameterName(param)))
return param;
}
return NULL;
}
static bool d3d9_cg_load_program(cg_renderchain_t *chain,
struct shader_pass *pass,
const char *prog, bool path_is_file)
{
const char *list = NULL;
char *listing_f = NULL;
char *listing_v = NULL;
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
CGcontext cgCtx = chain->cgCtx;
if (
(fragment_profile == CG_PROFILE_UNKNOWN)
|| (vertex_profile == CG_PROFILE_UNKNOWN))
{
RARCH_ERR("Invalid profile type\n");
goto error;
}
RARCH_LOG("[D3D9 Cg]: Vertex profile: %s\n",
cgGetProfileString(vertex_profile));
RARCH_LOG("[D3D9 Cg]: Fragment profile: %s\n",
cgGetProfileString(fragment_profile));
if (path_is_file && !string_is_empty(prog))
pass->fprg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
prog, fragment_profile, "main_fragment", fragment_opts);
else
pass->fprg = cgCreateProgram(cgCtx, CG_SOURCE, stock_cg_d3d9_program,
fragment_profile, "main_fragment", fragment_opts);
list = cgGetLastListing(cgCtx);
if (list)
listing_f = strdup(list);
if (path_is_file && !string_is_empty(prog))
pass->vprg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
prog, vertex_profile, "main_vertex", vertex_opts);
else
pass->vprg = cgCreateProgram(cgCtx, CG_SOURCE, stock_cg_d3d9_program,
vertex_profile, "main_vertex", vertex_opts);
list = cgGetLastListing(cgCtx);
if (list)
listing_v = strdup(list);
if (!pass->fprg || !pass->vprg)
goto error;
cgD3D9LoadProgram(pass->fprg, true, 0);
cgD3D9LoadProgram(pass->vprg, true, 0);
free(listing_f);
free(listing_v);
return true;
error:
RARCH_ERR("CG error: %s\n", cgGetErrorString(cgGetError()));
if (listing_f)
RARCH_ERR("Fragment:\n%s\n", listing_f);
else if (listing_v)
RARCH_ERR("Vertex:\n%s\n", listing_v);
free(listing_f);
free(listing_v);
return false;
}
static void d3d9_cg_renderchain_set_shader_params(
d3d9_renderchain_t *chain,
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass,
unsigned video_w,
unsigned video_h,
unsigned tex_w,
unsigned tex_h,
unsigned viewport_w,
unsigned viewport_h)
{
CGparameter param;
float frame_cnt;
float video_size[2];
float texture_size[2];
float output_size[2];
CGprogram fprg = (CGprogram)pass->fprg;
CGprogram vprg = (CGprogram)pass->vprg;
video_size[0] = video_w;
video_size[1] = video_h;
texture_size[0] = tex_w;
texture_size[1] = tex_h;
output_size[0] = viewport_w;
output_size[1] = viewport_h;
frame_cnt = chain->frame_count;
if (pass->info.pass->frame_count_mod)
frame_cnt = chain->frame_count
% pass->info.pass->frame_count_mod;
/* Vertex program */
param = cgGetNamedParameter(vprg, "IN.video_size");
if (param)
cgD3D9SetUniform(param, &video_size);
param = cgGetNamedParameter(vprg, "IN.texture_size");
if (param)
cgD3D9SetUniform(param, &texture_size);
param = cgGetNamedParameter(vprg, "IN.output_size");
if (param)
cgD3D9SetUniform(param, &output_size);
param = cgGetNamedParameter(vprg, "IN.frame_count");
if (param)
cgD3D9SetUniform(param, &frame_cnt);
/* Fragment program */
param = cgGetNamedParameter(fprg, "IN.video_size");
if (param)
cgD3D9SetUniform(param, &video_size);
param = cgGetNamedParameter(fprg, "IN.texture_size");
if (param)
cgD3D9SetUniform(param, &texture_size);
param = cgGetNamedParameter(fprg, "IN.output_size");
if (param)
cgD3D9SetUniform(param, &output_size);
param = cgGetNamedParameter(fprg, "IN.frame_count");
if (param)
cgD3D9SetUniform(param, &frame_cnt);
}
static bool d3d9_cg_renderchain_init_shader_fvf(
d3d9_renderchain_t *chain,
struct shader_pass *pass)
{
CGparameter param;
unsigned index, i, count;
unsigned tex_index = 0;
bool texcoord0_taken = false;
bool texcoord1_taken = false;
bool stream_taken[4] = {false};
static const D3DVERTEXELEMENT9 decl_end = D3DDECL_END();
D3DVERTEXELEMENT9 decl[MAXD3DDECLLENGTH] = {{0}};
bool *indices = NULL;
CGprogram fprg = (CGprogram)pass->fprg;
CGprogram vprg = (CGprogram)pass->vprg;
if (cgD3D9GetVertexDeclaration(vprg, decl) == CG_FALSE)
return false;
for (count = 0; count < MAXD3DDECLLENGTH; count++)
{
if (string_is_equal_fast(&decl_end, &decl[count], sizeof(decl_end)))
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.
*/
indices = (bool*)calloc(1, count * sizeof(*indices));
param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(vprg, CG_PROGRAM), "POSITION");
if (!param)
param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(vprg, CG_PROGRAM), "POSITION0");
if (param)
{
static const D3DVERTEXELEMENT9 element =
{
0, 0 * sizeof(float),
D3DDECLTYPE_FLOAT3,
D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_POSITION,
0
};
stream_taken[0] = true;
index = cgGetParameterResourceIndex(param);
decl[index] = element;
indices[index] = true;
RARCH_LOG("[D3D9 Cg]: FVF POSITION semantic found.\n");
}
param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(vprg, CG_PROGRAM), "TEXCOORD");
if (!param)
param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(vprg, CG_PROGRAM), "TEXCOORD0");
if (param)
{
static const D3DVERTEXELEMENT9 tex_coord0 = D3D9_DECL_FVF_TEXCOORD(1, 3, 0);
stream_taken[1] = true;
texcoord0_taken = true;
index = cgGetParameterResourceIndex(param);
decl[index] = tex_coord0;
indices[index] = true;
RARCH_LOG("[D3D9 Cg]: FVF TEXCOORD0 semantic found.\n");
}
param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(vprg, CG_PROGRAM), "TEXCOORD1");
if (param)
{
static const D3DVERTEXELEMENT9 tex_coord1 = D3D9_DECL_FVF_TEXCOORD(2, 5, 1);
stream_taken[2] = true;
texcoord1_taken = true;
index = cgGetParameterResourceIndex(param);
decl[index] = tex_coord1;
indices[index] = true;
RARCH_LOG("[D3D9 Cg]: FVF TEXCOORD1 semantic found.\n");
}
param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(vprg, CG_PROGRAM), "COLOR");
if (!param)
param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(vprg, CG_PROGRAM), "COLOR0");
if (param)
{
static const D3DVERTEXELEMENT9 color = DECL_FVF_COLOR(3, 7, 0);
stream_taken[3] = true;
index = cgGetParameterResourceIndex(param);
decl[index] = color;
indices[index] = true;
RARCH_LOG("[D3D9 Cg]: FVF COLOR0 semantic found.\n");
}
/* Stream {0, 1, 2, 3} might be already taken. Find first vacant stream. */
for (index = 0; index < 4; index++)
{
if (!stream_taken[index])
break;
}
/* Find first vacant texcoord declaration. */
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 (i = 0; i < count; i++)
{
if (indices[i])
unsigned_vector_list_append((struct unsigned_vector_list *)
pass->attrib_map, 0);
else
{
D3DVERTEXELEMENT9 elem = D3D9_DECL_FVF_TEXCOORD(index, 3, tex_index);
unsigned_vector_list_append((struct unsigned_vector_list *)
pass->attrib_map, index);
decl[i] = elem;
/* Find next vacant stream. */
while ((++index < 4) && stream_taken[index])
index++;
/* Find next vacant texcoord declaration. */
if ((++tex_index == 1) && texcoord1_taken)
tex_index++;
}
}
free(indices);
return d3d9_vertex_declaration_new(chain->dev,
decl, (void**)&pass->vertex_decl);
}
static void d3d9_cg_renderchain_bind_orig(
d3d9_renderchain_t *chain,
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass)
{
CGparameter param;
float video_size[2];
float texture_size[2];
struct shader_pass *first_pass = (struct shader_pass*)&chain->passes->data[0];
CGprogram fprg = (CGprogram)pass->fprg;
CGprogram vprg = (CGprogram)pass->vprg;
video_size[0] = first_pass->last_width;
video_size[1] = first_pass->last_height;
texture_size[0] = first_pass->info.tex_w;
texture_size[1] = first_pass->info.tex_h;
/* Vertex program */
param = cgGetNamedParameter(vprg, "ORIG.video_size");
if (param)
cgD3D9SetUniform(param, &video_size);
param = cgGetNamedParameter(vprg, "ORIG.texture_size");
if (param)
cgD3D9SetUniform(param, &texture_size);
/* Fragment program */
param = cgGetNamedParameter(fprg, "ORIG.video_size");
if (param)
cgD3D9SetUniform(param, &video_size);
param = cgGetNamedParameter(fprg, "ORIG.texture_size");
if (param)
cgD3D9SetUniform(param, &texture_size);
param = cgGetNamedParameter(fprg, "ORIG.texture");
if (param)
{
unsigned index = cgGetParameterResourceIndex(param);
IDirect3DDevice9_SetTexture(chain->dev, index, (IDirect3DBaseTexture9*)first_pass->tex);
IDirect3DDevice9_SetSamplerState(chain->dev,
index, D3DSAMP_MINFILTER, d3d_translate_filter(first_pass->info.pass->filter));
IDirect3DDevice9_SetSamplerState(chain->dev,
index, D3DSAMP_MAGFILTER, d3d_translate_filter(first_pass->info.pass->filter));
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
unsigned_vector_list_append(chain->bound_tex, index);
}
param = cgGetNamedParameter(vprg, "ORIG.tex_coord");
if (param)
{
LPDIRECT3DVERTEXBUFFER9 vert_buf = (LPDIRECT3DVERTEXBUFFER9)first_pass->vertex_buf;
struct unsigned_vector_list *attrib_map = (struct unsigned_vector_list*)
pass->attrib_map;
unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)];
IDirect3DDevice9_SetStreamSource(chain->dev, index, vert_buf, 0,
sizeof(struct D3D9CGVertex));
unsigned_vector_list_append(chain->bound_vert, index);
}
}
static void d3d9_cg_renderchain_bind_prev(d3d9_renderchain_t *chain,
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass)
{
unsigned i;
float texture_size[2];
static const char *prev_names[] = {
"PREV",
"PREV1",
"PREV2",
"PREV3",
"PREV4",
"PREV5",
"PREV6",
};
texture_size[0] = chain->passes->data[0].info.tex_w;
texture_size[1] = chain->passes->data[0].info.tex_h;
for (i = 0; i < TEXTURES - 1; i++)
{
char attr[64];
CGparameter param;
float video_size[2];
CGprogram fprg = (CGprogram)pass->fprg;
CGprogram vprg = (CGprogram)pass->vprg;
size_t _len = strlcpy(attr, prev_names[i], sizeof(attr));
video_size[0] = chain->prev.last_width[
(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
video_size[1] = chain->prev.last_height[
(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
strlcpy(attr + _len, ".texture", sizeof(attr) - _len);
param = cgGetNamedParameter(fprg, attr);
if (param)
{
unsigned index = cgGetParameterResourceIndex(param);
LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)
chain->prev.tex[
(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
IDirect3DDevice9_SetTexture(chain->dev, index, (IDirect3DBaseTexture9*)tex);
unsigned_vector_list_append(chain->bound_tex, index);
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MINFILTER,
d3d_translate_filter(chain->passes->data[0].info.pass->filter));
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MAGFILTER,
d3d_translate_filter(chain->passes->data[0].info.pass->filter));
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
strlcpy(attr + _len, ".tex_coord", sizeof(attr) - _len);
param = cgGetNamedParameter(vprg, attr);
if (param)
{
LPDIRECT3DVERTEXBUFFER9 vert_buf = (LPDIRECT3DVERTEXBUFFER9)
chain->prev.vertex_buf[
(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
struct unsigned_vector_list *attrib_map = (struct unsigned_vector_list*)pass->attrib_map;
unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)];
IDirect3DDevice9_SetStreamSource(chain->dev, index, vert_buf, 0,
sizeof(struct D3D9CGVertex));
unsigned_vector_list_append(chain->bound_vert, index);
}
strlcpy(attr + _len, ".video_size", sizeof(attr) - _len);
param = cgGetNamedParameter(vprg, attr);
if (param)
cgD3D9SetUniform(param, &video_size);
param = cgGetNamedParameter(fprg, attr);
if (param)
cgD3D9SetUniform(param, &video_size);
strlcpy(attr + _len, ".texture_size", sizeof(attr) - _len);
param = cgGetNamedParameter(vprg, attr);
if (param)
cgD3D9SetUniform(param, &texture_size);
param = cgGetNamedParameter(fprg, attr);
if (param)
cgD3D9SetUniform(param, &texture_size);
}
}
static void d3d9_cg_renderchain_bind_pass(
d3d9_renderchain_t *chain,
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass, unsigned pass_index)
{
unsigned i;
CGprogram fprg = (CGprogram)pass->fprg;
CGprogram vprg = (CGprogram)pass->vprg;
for (i = 1; i < pass_index - 1; i++)
{
CGparameter param;
float video_size[2];
float texture_size[2];
char pass_base[64];
struct shader_pass *curr_pass = (struct shader_pass*)&chain->passes->data[i];
size_t _len = snprintf(pass_base, sizeof(pass_base), "PASS%u", i);
video_size[0] = curr_pass->last_width;
video_size[1] = curr_pass->last_height;
texture_size[0] = curr_pass->info.tex_w;
texture_size[1] = curr_pass->info.tex_h;
strlcpy(pass_base + _len, ".texture", sizeof(pass_base) - _len);
param = cgGetNamedParameter(fprg, pass_base);
if (param)
{
unsigned index = cgGetParameterResourceIndex(param);
unsigned_vector_list_append(chain->bound_tex, index);
IDirect3DDevice9_SetTexture(chain->dev, index, (IDirect3DBaseTexture9*)curr_pass->tex);
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MINFILTER,
d3d_translate_filter(curr_pass->info.pass->filter));
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MAGFILTER,
d3d_translate_filter(curr_pass->info.pass->filter));
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
strlcpy(pass_base + _len, ".tex_coord", sizeof(pass_base) - _len);
param = cgGetNamedParameter(vprg, pass_base);
if (param)
{
struct unsigned_vector_list *attrib_map =
(struct unsigned_vector_list*)pass->attrib_map;
unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)];
IDirect3DDevice9_SetStreamSource(chain->dev, index,
pass->vertex_buf, 0,
sizeof(struct D3D9CGVertex));
unsigned_vector_list_append(chain->bound_vert, index);
}
strlcpy(pass_base + _len, ".video_size", sizeof(pass_base) - _len);
param = cgGetNamedParameter(vprg, pass_base);
if (param)
cgD3D9SetUniform(param, &video_size);
param = cgGetNamedParameter(fprg, pass_base);
if (param)
cgD3D9SetUniform(param, &video_size);
strlcpy(pass_base + _len, ".texture_size", sizeof(pass_base) - _len);
param = cgGetNamedParameter(vprg, pass_base);
if (param)
cgD3D9SetUniform(param, &texture_size);
param = cgGetNamedParameter(fprg, pass_base);
if (param)
cgD3D9SetUniform(param, &texture_size);
}
}
static void d3d9_cg_deinit_progs(cg_renderchain_t *chain)
{
int i;
if (chain->chain.passes->count >= 1)
{
d3d9_vertex_buffer_free(NULL, chain->chain.passes->data[0].vertex_decl);
for (i = 1; i < chain->chain.passes->count; i++)
{
if (chain->chain.passes->data[i].tex)
IDirect3DTexture9_Release(chain->chain.passes->data[i].tex);
chain->chain.passes->data[i].tex = NULL;
d3d9_vertex_buffer_free(
chain->chain.passes->data[i].vertex_buf,
chain->chain.passes->data[i].vertex_decl);
if (chain->chain.passes->data[i].fprg)
cgDestroyProgram(chain->chain.passes->data[i].fprg);
if (chain->chain.passes->data[i].vprg)
cgDestroyProgram(chain->chain.passes->data[i].vprg);
}
}
if (chain->stock_shader.fprg)
cgDestroyProgram(chain->stock_shader.fprg);
if (chain->stock_shader.vprg)
cgDestroyProgram(chain->stock_shader.vprg);
}
static void d3d9_cg_destroy_resources(cg_renderchain_t *chain)
{
int i;
for (i = 0; i < TEXTURES; i++)
{
if (chain->chain.prev.tex[i])
IDirect3DTexture9_Release(chain->chain.prev.tex[i]);
if (chain->chain.prev.vertex_buf[i])
d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL);
}
d3d9_cg_deinit_progs(chain);
for (i = 0; i < chain->chain.luts->count; i++)
{
if (chain->chain.luts->data[i].tex)
IDirect3DTexture9_Release(chain->chain.luts->data[i].tex);
}
cgD3D9UnloadAllPrograms();
cgD3D9SetDevice(NULL);
}
static void d3d9_cg_deinit_context_state(cg_renderchain_t *chain)
{
if (chain->cgCtx)
cgDestroyContext(chain->cgCtx);
chain->cgCtx = NULL;
}
void d3d9_cg_renderchain_free(void *data)
{
cg_renderchain_t *chain = (cg_renderchain_t*)data;
if (!chain)
return;
d3d9_cg_destroy_resources(chain);
d3d9_renderchain_destroy_passes_and_luts(&chain->chain);
d3d9_cg_deinit_context_state(chain);
free(chain);
}
static void *d3d9_cg_renderchain_new(void)
{
cg_renderchain_t *renderchain = (cg_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return NULL;
d3d9_init_renderchain(&renderchain->chain);
return renderchain;
}
static bool d3d9_cg_renderchain_init_shader(d3d9_video_t *d3d,
cg_renderchain_t *renderchain)
{
CGcontext cgCtx = cgCreateContext();
if (!cgCtx)
{
RARCH_ERR("Failed to create Cg context.\n");
return false;
}
if (FAILED(cgD3D9SetDevice((IDirect3DDevice9*)d3d->dev)))
return false;
renderchain->cgCtx = cgCtx;
return true;
}
static bool d3d9_cg_renderchain_create_first_pass(
LPDIRECT3DDEVICE9 dev,
cg_renderchain_t *cg_chain,
d3d9_renderchain_t *chain,
const struct LinkInfo *info, unsigned _fmt)
{
unsigned i;
struct shader_pass pass;
struct d3d_matrix ident;
unsigned fmt = (_fmt == RETRO_PIXEL_FORMAT_RGB565) ?
D3D9_RGB565_FORMAT : D3D9_XRGB8888_FORMAT;
d3d_matrix_identity(&ident);
IDirect3DDevice9_SetTransform(dev, D3DTS_WORLD, (D3DMATRIX*)&ident);
IDirect3DDevice9_SetTransform(dev, D3DTS_VIEW, (D3DMATRIX*)&ident);
pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
pass.attrib_map = (struct unsigned_vector_list*)
unsigned_vector_list_new();
chain->prev.ptr = 0;
for (i = 0; i < TEXTURES; i++)
{
chain->prev.last_width[i] = 0;
chain->prev.last_height[i] = 0;
chain->prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9)
d3d9_vertex_buffer_new(
chain->dev, 4 * sizeof(struct D3D9CGVertex),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
if (!chain->prev.vertex_buf[i])
return false;
chain->prev.tex[i] = (LPDIRECT3DTEXTURE9)
d3d9_texture_new(chain->dev,
info->tex_w, info->tex_h, 1, 0, fmt,
D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false);
if (!chain->prev.tex[i])
return false;
IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)chain->prev.tex[i]);
IDirect3DDevice9_SetSamplerState(dev,
0, D3DSAMP_MINFILTER, d3d_translate_filter(info->pass->filter));
IDirect3DDevice9_SetSamplerState(dev,
0, D3DSAMP_MAGFILTER, d3d_translate_filter(info->pass->filter));
IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetTexture(chain->dev, 0, NULL);
}
d3d9_cg_load_program((cg_renderchain_t*)cg_chain, &pass, info->pass->source.path, true);
if (!d3d9_cg_renderchain_init_shader_fvf(chain, &pass))
return false;
shader_pass_vector_list_append(chain->passes, pass);
return true;
}
static bool d3d9_cg_renderchain_init(
d3d9_video_t *d3d,
LPDIRECT3DDEVICE9 dev,
const D3DVIEWPORT9 *final_viewport,
const struct LinkInfo *info,
bool rgb32)
{
cg_renderchain_t *chain = (cg_renderchain_t*)d3d->renderchain_data;
unsigned fmt = (rgb32) ? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
if (!chain)
return false;
if (!d3d9_cg_renderchain_init_shader(d3d, chain))
{
RARCH_ERR("[D3D9 Cg]: Failed to initialize shader subsystem.\n");
return false;
}
chain->chain.dev = dev;
chain->chain.final_viewport = (D3DVIEWPORT9*)final_viewport;
chain->chain.frame_count = 0;
chain->chain.pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
if (!d3d9_cg_renderchain_create_first_pass(dev, chain, &chain->chain, info, fmt))
return false;
if (!d3d9_cg_load_program((cg_renderchain_t*)chain, &chain->stock_shader, NULL, false))
return false;
cgD3D9BindProgram((CGprogram)chain->stock_shader.fprg);
cgD3D9BindProgram((CGprogram)chain->stock_shader.vprg);
return true;
}
static bool d3d9_cg_renderchain_add_pass(void *data, const struct LinkInfo *info)
{
struct shader_pass pass;
cg_renderchain_t *chain = (cg_renderchain_t*)data;
pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
pass.attrib_map = (struct unsigned_vector_list*)
unsigned_vector_list_new();
pass.pool = D3DPOOL_DEFAULT;
d3d9_cg_load_program((cg_renderchain_t*)chain, &pass, info->pass->source.path, true);
if (!d3d9_cg_renderchain_init_shader_fvf(&chain->chain, &pass))
return false;
return d3d9_renderchain_add_pass(&chain->chain, &pass,
info);
}
static void d3d9_cg_renderchain_calc_and_set_shader_mvp(
CGprogram data, /* stock vertex program */
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
struct d3d_matrix proj, ortho, rot, matrix;
CGparameter cgp = cgGetNamedParameter(data, "modelViewProj");
d3d_matrix_identity(&ortho);
d3d_matrix_ortho_off_center_lh(&ortho, 0, vp_width, 0, vp_height, 0, 1);
d3d_matrix_identity(&rot);
d3d_matrix_rotation_z(&rot, rotation * (D3D_PI / 2.0));
d3d_matrix_multiply(&proj, &ortho, &rot);
d3d_matrix_transpose(&matrix, &proj);
if (cgp)
cgD3D9SetUniformMatrix(cgp, (D3DMATRIX*)&matrix);
}
static INLINE void d3d9_cg_renderchain_set_vertices_on_change(
d3d9_renderchain_t *chain,
struct shader_pass *pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation
)
{
struct D3D9CGVertex vert[4];
unsigned i;
void* verts = NULL;
const struct
LinkInfo* info = (const struct LinkInfo*)&pass->info;
float _u = (float)(width) / info->tex_w;
float _v = (float)(height) / info->tex_h;
pass->last_width = width;
pass->last_height = height;
vert[0].x = 0.0f;
vert[0].y = out_height;
vert[0].z = 0.5f;
vert[0].u = 0.0f;
vert[0].v = 0.0f;
vert[0].lut_u = 0.0f;
vert[0].lut_v = 0.0f;
vert[0].r = 1.0f;
vert[0].g = 1.0f;
vert[0].b = 1.0f;
vert[0].a = 1.0f;
vert[1].x = out_width;
vert[1].y = out_height;
vert[1].z = 0.5f;
vert[1].u = _u;
vert[1].v = 0.0f;
vert[1].lut_u = 1.0f;
vert[1].lut_v = 0.0f;
vert[1].r = 1.0f;
vert[1].g = 1.0f;
vert[1].b = 1.0f;
vert[1].a = 1.0f;
vert[2].x = 0.0f;
vert[2].y = 0.0f;
vert[2].z = 0.5f;
vert[2].u = 0.0f;
vert[2].v = _v;
vert[2].lut_u = 0.0f;
vert[2].lut_v = 1.0f;
vert[2].r = 1.0f;
vert[2].g = 1.0f;
vert[2].b = 1.0f;
vert[2].a = 1.0f;
vert[3].x = out_width;
vert[3].y = 0.0f;
vert[3].z = 0.5f;
vert[3].u = _u;
vert[3].v = _v;
vert[3].lut_u = 1.0f;
vert[3].lut_v = 1.0f;
vert[3].r = 1.0f;
vert[3].g = 1.0f;
vert[3].b = 1.0f;
vert[3].a = 1.0f;
/* Align texels and vertices.
*
* Fixes infamous 'half-texel offset' issue of D3D9
* http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx.
*/
for (i = 0; i < 4; i++)
{
vert[i].x -= 0.5f;
vert[i].y += 0.5f;
}
IDirect3DVertexBuffer9_Lock(pass->vertex_buf, 0, 0, &verts, 0);
memcpy(verts, vert, sizeof(vert));
IDirect3DVertexBuffer9_Unlock(pass->vertex_buf);
}
static void d3d9_cg_renderchain_set_vertices(
d3d9_renderchain_t *chain,
struct shader_pass *pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
if (pass->last_width != width || pass->last_height != height)
d3d9_cg_renderchain_set_vertices_on_change(chain,
pass, width, height, out_width, out_height,
vp_width, vp_height, rotation);
d3d9_cg_renderchain_calc_and_set_shader_mvp(
(CGprogram)pass->vprg, vp_width, vp_height, rotation);
d3d9_cg_renderchain_set_shader_params(chain, chain->dev,
pass,
width, height,
pass->info.tex_w, pass->info.tex_h,
vp_width, vp_height);
}
static void d3d9_cg_renderchain_render_pass(
d3d9_renderchain_t *chain,
struct shader_pass *pass,
unsigned pass_index)
{
unsigned i;
cgD3D9BindProgram((CGprogram)pass->fprg);
cgD3D9BindProgram((CGprogram)pass->vprg);
IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)pass->tex);
IDirect3DDevice9_SetSamplerState(chain->dev,
0, D3DSAMP_MINFILTER, d3d_translate_filter(pass->info.pass->filter));
IDirect3DDevice9_SetSamplerState(chain->dev,
0, D3DSAMP_MAGFILTER, d3d_translate_filter(pass->info.pass->filter));
IDirect3DDevice9_SetVertexDeclaration(chain->dev, pass->vertex_decl);
for (i = 0; i < 4; i++)
IDirect3DDevice9_SetStreamSource(chain->dev, i, pass->vertex_buf,
0, sizeof(struct D3D9CGVertex));
/* Set orig texture. */
d3d9_cg_renderchain_bind_orig(chain, chain->dev, pass);
/* Set prev textures. */
d3d9_cg_renderchain_bind_prev(chain, chain->dev, pass);
/* Set lookup textures */
for (i = 0; i < chain->luts->count; i++)
{
CGparameter vparam;
CGparameter fparam = cgGetNamedParameter(
pass->fprg, chain->luts->data[i].id);
int bound_index = -1;
if (fparam)
{
unsigned index = cgGetParameterResourceIndex(fparam);
bound_index = index;
d3d9_renderchain_add_lut_internal(chain, index, i);
}
vparam = cgGetNamedParameter(pass->vprg,
chain->luts->data[i].id);
if (vparam)
{
unsigned index = cgGetParameterResourceIndex(vparam);
if (index != (unsigned)bound_index)
d3d9_renderchain_add_lut_internal(chain, index, i);
}
}
/* We only bother binding passes which are two indices behind. */
if (pass_index >= 3)
d3d9_cg_renderchain_bind_pass(chain, chain->dev, pass, pass_index);
IDirect3DDevice9_BeginScene(chain->dev);
IDirect3DDevice9_DrawPrimitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2);
IDirect3DDevice9_EndScene(chain->dev);
/* So we don't render with linear filter into render targets,
* which apparently looked odd (too blurry). */
IDirect3DDevice9_SetSamplerState(chain->dev,
0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(chain->dev,
0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
d3d9_renderchain_unbind_all(chain);
}
static void d3d9_cg_renderchain_render(
d3d9_video_t *d3d,
const void *frame_data,
unsigned width, unsigned height,
unsigned pitch, unsigned rotation)
{
LPDIRECT3DSURFACE9 back_buffer, target;
unsigned i, current_width, current_height, out_width = 0, out_height = 0;
struct shader_pass *last_pass = NULL;
struct shader_pass *first_pass = NULL;
cg_renderchain_t *_chain = (cg_renderchain_t*)d3d->renderchain_data;
d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain;
d3d9_renderchain_start_render(chain);
current_width = width;
current_height = height;
first_pass = (struct shader_pass*)&chain->passes->data[0];
d3d9_convert_geometry(
&first_pass->info,
&out_width, &out_height,
current_width, current_height, chain->final_viewport);
d3d9_blit_to_texture(first_pass->tex,
frame_data,
first_pass->info.tex_w,
first_pass->info.tex_h,
width,
height,
first_pass->last_width,
first_pass->last_height,
pitch, chain->pixel_size);
/* Grab back buffer. */
d3d9_device_get_render_target(chain->dev, 0, (void**)&back_buffer);
/* In-between render target passes. */
for (i = 0; i < chain->passes->count - 1; i++)
{
D3DVIEWPORT9 viewport = {0};
struct shader_pass *from_pass = (struct shader_pass*)&chain->passes->data[i];
struct shader_pass *to_pass = (struct shader_pass*)&chain->passes->data[i + 1];
IDirect3DTexture9_GetSurfaceLevel(
(LPDIRECT3DTEXTURE9)to_pass->tex, 0, (IDirect3DSurface9**)&target);
IDirect3DDevice9_SetRenderTarget(chain->dev, 0, target);
d3d9_convert_geometry(&from_pass->info,
&out_width, &out_height,
current_width, current_height, chain->final_viewport);
/* Clear out whole FBO. */
viewport.Width = to_pass->info.tex_w;
viewport.Height = to_pass->info.tex_h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(chain->dev, (D3DVIEWPORT9*)&viewport);
IDirect3DDevice9_Clear(chain->dev, 0, 0, D3DCLEAR_TARGET,
0, 1, 0);
viewport.Width = out_width;
viewport.Height = out_height;
IDirect3DDevice9_SetViewport(chain->dev, (D3DVIEWPORT9*)&viewport);
d3d9_cg_renderchain_set_vertices(
chain, from_pass,
current_width, current_height,
out_width, out_height,
out_width, out_height, 0);
d3d9_cg_renderchain_render_pass(chain,
from_pass,
i + 1);
current_width = out_width;
current_height = out_height;
IDirect3DSurface9_Release(target);
}
/* Final pass */
IDirect3DDevice9_SetRenderTarget(chain->dev, 0, back_buffer);
last_pass = (struct shader_pass*)&chain->passes->
data[chain->passes->count - 1];
d3d9_convert_geometry(&last_pass->info,
&out_width, &out_height,
current_width, current_height, chain->final_viewport);
IDirect3DDevice9_SetViewport(chain->dev, (D3DVIEWPORT9*)chain->final_viewport);
d3d9_cg_renderchain_set_vertices(
chain, last_pass,
current_width, current_height,
out_width, out_height,
chain->final_viewport->Width,
chain->final_viewport->Height,
rotation);
d3d9_cg_renderchain_render_pass(chain,
last_pass,
chain->passes->count);
chain->frame_count++;
if (back_buffer)
IDirect3DSurface9_Release(back_buffer);
d3d9_renderchain_end_render(chain);
cgD3D9BindProgram((CGprogram)&_chain->stock_shader.fprg);
cgD3D9BindProgram((CGprogram)&_chain->stock_shader.vprg);
d3d9_cg_renderchain_calc_and_set_shader_mvp(
(CGprogram)_chain->stock_shader.vprg,
chain->final_viewport->Width,
chain->final_viewport->Height, 0);
}
static uint32_t d3d9_cg_get_flags(void *data)
{
uint32_t flags = 0;
BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION);
BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING);
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_CG);
return flags;
}
static void d3d9_cg_deinit_chain(d3d9_video_t *d3d)
{
if (!d3d)
return;
d3d9_cg_renderchain_free(d3d->renderchain_data);
d3d->renderchain_data = NULL;
}
static void d3d9_cg_deinitialize(d3d9_video_t *d3d)
{
if (!d3d)
return;
font_driver_free_osd();
d3d9_cg_deinit_chain(d3d);
d3d9_vertex_buffer_free(d3d->menu_display.buffer,
d3d->menu_display.decl);
d3d->menu_display.buffer = NULL;
d3d->menu_display.decl = NULL;
}
static bool d3d9_cg_init_base(d3d9_video_t *d3d, const video_info_t *info)
{
D3DPRESENT_PARAMETERS d3dpp;
HWND focus_window = win32_get_window();
memset(&d3dpp, 0, sizeof(d3dpp));
g_pD3D9 = (LPDIRECT3D9)d3d9_create();
/* this needs g_pD3D9 created first */
d3d9_make_d3dpp(d3d, info, &d3dpp);
if (!g_pD3D9)
return false;
if (!d3d9_create_device(&d3d->dev, &d3dpp,
g_pD3D9,
focus_window,
d3d->cur_mon_id)
)
return false;
return true;
}
static bool renderchain_d3d_cg_init_first(
enum gfx_ctx_api api,
void **renderchain_handle)
{
switch (api)
{
case GFX_CTX_DIRECT3D9_API:
{
void *data = d3d9_cg_renderchain_new();
if (!data)
return false;
*renderchain_handle = data;
return true;
}
break;
case GFX_CTX_NONE:
default:
break;
}
return false;
}
static bool d3d9_cg_init_chain(d3d9_video_t *d3d,
unsigned input_scale,
bool rgb32)
{
unsigned i = 0;
struct LinkInfo link_info;
unsigned current_width, current_height, out_width, out_height;
/* Setup information for first pass. */
link_info.pass = NULL;
link_info.tex_w = input_scale * RARCH_SCALE_BASE;
link_info.tex_h = input_scale * RARCH_SCALE_BASE;
link_info.pass = &d3d->shader.pass[0];
if (!renderchain_d3d_cg_init_first(GFX_CTX_DIRECT3D9_API,
&d3d->renderchain_data))
{
RARCH_ERR("[D3D9]: Renderchain could not be initialized.\n");
return false;
}
if (!d3d->renderchain_data)
return false;
if (
!d3d9_cg_renderchain_init(
d3d,
d3d->dev, &d3d->final_viewport, &link_info,
rgb32)
)
{
RARCH_ERR("[D3D9]: Failed to init render chain.\n");
return false;
}
d3d9_log_info(&link_info);
current_width = link_info.tex_w;
current_height = link_info.tex_h;
out_width = 0;
out_height = 0;
for (i = 1; i < d3d->shader.passes; i++)
{
d3d9_convert_geometry(
&link_info,
&out_width, &out_height,
current_width, current_height, &d3d->final_viewport);
link_info.pass = &d3d->shader.pass[i];
link_info.tex_w = next_pow2(out_width);
link_info.tex_h = next_pow2(out_height);
current_width = out_width;
current_height = out_height;
if (!d3d9_cg_renderchain_add_pass(
d3d->renderchain_data, &link_info))
{
RARCH_ERR("[D3D9]: Failed to add pass.\n");
return false;
}
d3d9_log_info(&link_info);
}
{
unsigned i;
settings_t *settings = config_get_ptr();
bool video_smooth = settings->bools.video_smooth;
for (i = 0; i < d3d->shader.luts; i++)
{
if (!d3d9_renderchain_add_lut(
d3d->renderchain_data,
d3d->shader.lut[i].id, d3d->shader.lut[i].path,
d3d->shader.lut[i].filter == RARCH_FILTER_UNSPEC
? video_smooth
: (d3d->shader.lut[i].filter == RARCH_FILTER_LINEAR)))
{
RARCH_ERR("[D3D9]: Failed to init LUTs.\n");
return false;
}
}
}
return true;
}
static bool d3d9_cg_initialize(d3d9_video_t *d3d, const video_info_t *info)
{
unsigned width, height;
bool ret = true;
settings_t *settings = config_get_ptr();
if (!g_pD3D9)
ret = d3d9_cg_init_base(d3d, info);
else if (d3d->needs_restore)
{
D3DPRESENT_PARAMETERS d3dpp;
d3d9_make_d3dpp(d3d, info, &d3dpp);
/* the D3DX font driver uses POOL_DEFAULT resources
* and will prevent a clean reset here
* another approach would be to keep track of all created D3D
* font objects and free/realloc them around the d3d_reset call */
#ifdef HAVE_MENU
menu_driver_ctl(RARCH_MENU_CTL_DEINIT, NULL);
#endif
if (!d3d9_reset(d3d->dev, &d3dpp))
{
d3d9_cg_deinitialize(d3d);
IDirect3D9_Release(g_pD3D9);
g_pD3D9 = NULL;
ret = d3d9_cg_init_base(d3d, info);
if (ret)
RARCH_LOG("[D3D9]: Recovered from dead state.\n");
}
#ifdef HAVE_MENU
menu_driver_init(info->is_threaded);
#endif
}
if (!ret)
return ret;
if (!d3d9_cg_init_chain(d3d, info->input_scale, info->rgb32))
{
RARCH_ERR("[D3D9]: Failed to initialize render chain.\n");
return false;
}
video_driver_get_size(&width, &height);
d3d9_set_viewport(d3d,
width, height, false, true);
font_driver_init_osd(d3d, info,
false,
info->is_threaded,
FONT_DRIVER_RENDER_D3D9_API);
{
static const D3DVERTEXELEMENT9 VertexElements[4] = {
{0, offsetof(Vertex, x), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_POSITION, 0},
{0, offsetof(Vertex, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_TEXCOORD, 0},
{0, offsetof(Vertex, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
if (!d3d9_vertex_declaration_new(d3d->dev,
(void*)VertexElements, (void**)&d3d->menu_display.decl))
return false;
}
d3d->menu_display.offset = 0;
d3d->menu_display.size = 1024;
d3d->menu_display.buffer = d3d9_vertex_buffer_new(
d3d->dev, d3d->menu_display.size * sizeof(Vertex),
D3DUSAGE_WRITEONLY,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
D3DPOOL_DEFAULT,
NULL);
if (!d3d->menu_display.buffer)
return false;
d3d_matrix_identity(&d3d->mvp_transposed);
d3d_matrix_ortho_off_center_lh(&d3d->mvp_transposed, 0, 1, 0, 1, 0, 1);
d3d_matrix_transpose(&d3d->mvp, &d3d->mvp_transposed);
IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_SCISSORTESTENABLE, TRUE);
return true;
}
static bool d3d9_cg_restore(d3d9_video_t *d3d)
{
d3d9_cg_deinitialize(d3d);
if (!d3d9_cg_initialize(d3d, &d3d->video_info))
{
RARCH_ERR("[D3D9]: Restore error.\n");
return false;
}
d3d->needs_restore = false;
return true;
}
static bool d3d9_cg_set_shader(void *data,
enum rarch_shader_type type, const char *path)
{
d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return false;
if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
d3d->shader_path = NULL;
switch (type)
{
case RARCH_SHADER_CG:
case RARCH_SHADER_HLSL:
if (!string_is_empty(path))
d3d->shader_path = strdup(path);
break;
case RARCH_SHADER_NONE:
break;
default:
RARCH_WARN("[D3D9]: Only Cg shaders are supported. Falling back to stock.\n");
}
if (!d3d9_process_shader(d3d) || !d3d9_cg_restore(d3d))
{
RARCH_ERR("[D3D9]: Failed to set shader.\n");
return false;
}
return true;
}
static bool d3d9_cg_init_internal(d3d9_video_t *d3d,
const video_info_t *info, input_driver_t **input,
void **input_data)
{
#ifdef HAVE_MONITOR
bool windowed_full;
RECT mon_rect;
MONITORINFOEX current_mon;
HMONITOR hm_to_use;
#endif
#ifdef HAVE_WINDOW
DWORD style;
unsigned win_width = 0;
unsigned win_height = 0;
RECT rect = {0};
#endif
unsigned full_x = 0;
unsigned full_y = 0;
settings_t *settings = config_get_ptr();
overlay_t *menu = (overlay_t*)calloc(1, sizeof(*menu));
if (!menu)
return false;
d3d->menu = menu;
d3d->cur_mon_id = 0;
d3d->menu->tex_coords[0] = 0;
d3d->menu->tex_coords[1] = 0;
d3d->menu->tex_coords[2] = 1;
d3d->menu->tex_coords[3] = 1;
d3d->menu->vert_coords[0] = 0;
d3d->menu->vert_coords[1] = 1;
d3d->menu->vert_coords[2] = 1;
d3d->menu->vert_coords[3] = -1;
#ifdef HAVE_WINDOW
memset(&d3d->windowClass, 0, sizeof(d3d->windowClass));
d3d->windowClass.lpfnWndProc = wnd_proc_d3d_common;
#ifdef HAVE_DINPUT
if (string_is_equal(settings->arrays.input_driver, "dinput"))
d3d->windowClass.lpfnWndProc = wnd_proc_d3d_dinput;
#endif
#ifdef HAVE_WINRAWINPUT
if (string_is_equal(settings->arrays.input_driver, "raw"))
d3d->windowClass.lpfnWndProc = wnd_proc_d3d_winraw;
#endif
win32_window_init(&d3d->windowClass, true, NULL);
#endif
#ifdef HAVE_MONITOR
win32_monitor_info(&current_mon, &hm_to_use, &d3d->cur_mon_id);
mon_rect = current_mon.rcMonitor;
g_win32_resize_width = info->width;
g_win32_resize_height = info->height;
windowed_full = settings->bools.video_windowed_fullscreen;
full_x = (windowed_full || info->width == 0) ?
(mon_rect.right - mon_rect.left) : info->width;
full_y = (windowed_full || info->height == 0) ?
(mon_rect.bottom - mon_rect.top) : info->height;
#else
{
d3d9_get_video_size(d3d, &full_x, &full_y);
}
#endif
{
unsigned new_width = info->fullscreen ? full_x : info->width;
unsigned new_height = info->fullscreen ? full_y : info->height;
video_driver_set_size(new_width, new_height);
}
#ifdef HAVE_WINDOW
video_driver_get_size(&win_width, &win_height);
win32_set_style(&current_mon, &hm_to_use, &win_width, &win_height,
info->fullscreen, windowed_full, &rect, &mon_rect, &style);
win32_window_create(d3d, style, &mon_rect, win_width,
win_height, info->fullscreen);
win32_set_window(&win_width, &win_height, info->fullscreen,
windowed_full, &rect);
#endif
d3d->video_info = *info;
if (!d3d9_cg_initialize(d3d, &d3d->video_info))
return false;
d3d9_cg_fake_context.get_flags = d3d9_cg_get_flags;
d3d9_cg_fake_context.get_metrics = win32_get_metrics;
video_context_driver_set(&d3d9_cg_fake_context);
{
const char *shader_preset = video_shader_get_current_shader_preset();
enum rarch_shader_type type = video_shader_parse_type(shader_preset);
d3d9_cg_set_shader(d3d, type, shader_preset);
}
d3d_input_driver(settings->arrays.input_joypad_driver,
settings->arrays.input_joypad_driver, input, input_data);
{
char version_str[128];
D3DADAPTER_IDENTIFIER9 ident = {0};
IDirect3D9_GetAdapterIdentifier(g_pD3D9, 0, 0, &ident);
version_str[0] = '\0';
snprintf(version_str, sizeof(version_str), "%u.%u.%u.%u",
HIWORD(ident.DriverVersion.HighPart),
LOWORD(ident.DriverVersion.HighPart),
HIWORD(ident.DriverVersion.LowPart),
LOWORD(ident.DriverVersion.LowPart));
RARCH_LOG("[D3D9]: Using GPU: \"%s\".\n", ident.Description);
RARCH_LOG("[D3D9]: GPU API Version: %s\n", version_str);
video_driver_set_gpu_device_string(ident.Description);
video_driver_set_gpu_api_version_string(version_str);
}
return true;
}
static void *d3d9_cg_init(const video_info_t *info,
input_driver_t **input, void **input_data)
{
d3d9_video_t *d3d = (d3d9_video_t*)calloc(1, sizeof(*d3d));
if (!d3d)
return NULL;
if (!d3d9_initialize_symbols(GFX_CTX_DIRECT3D9_API))
{
free(d3d);
return NULL;
}
win32_window_reset();
win32_monitor_init();
/* Default values */
d3d->dev = NULL;
d3d->dev_rotation = 0;
d3d->needs_restore = false;
#ifdef HAVE_OVERLAY
d3d->overlays_enabled = false;
#endif
d3d->should_resize = false;
d3d->menu = NULL;
if (!d3d9_cg_init_internal(d3d, info, input, input_data))
{
RARCH_ERR("[D3D9]: Failed to init D3D.\n");
free(d3d);
return NULL;
}
d3d->keep_aspect = info->force_aspect;
return d3d;
}
static void d3d9_cg_free(void *data)
{
d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return;
#ifdef HAVE_OVERLAY
d3d9_free_overlays(d3d);
if (d3d->overlays)
free(d3d->overlays);
d3d->overlays = NULL;
d3d->overlays_size = 0;
#endif
d3d9_free_overlay(d3d, d3d->menu);
if (d3d->menu)
free(d3d->menu);
d3d->menu = NULL;
d3d9_cg_deinitialize(d3d);
if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
IDirect3DDevice9_Release(d3d->dev);
IDirect3D9_Release(g_pD3D9);
d3d->shader_path = NULL;
d3d->dev = NULL;
g_pD3D9 = NULL;
d3d9_deinitialize_symbols();
win32_monitor_from_window();
win32_destroy_window();
free(d3d);
}
static bool d3d9_cg_frame(void *data, const void *frame,
unsigned frame_width, unsigned frame_height,
uint64_t frame_count, unsigned pitch,
const char *msg, video_frame_info_t *video_info)
{
D3DVIEWPORT9 screen_vp;
unsigned i = 0;
d3d9_video_t *d3d = (d3d9_video_t*)data;
unsigned width = video_info->width;
unsigned height = video_info->height;
bool statistics_show = video_info->statistics_show;
unsigned black_frame_insertion = video_info->black_frame_insertion;
struct font_params *osd_params = (struct font_params*)
&video_info->osd_stat_params;
const char *stat_text = video_info->stat_text;
bool menu_is_alive = video_info->menu_is_alive;
bool overlay_behind_menu = video_info->overlay_behind_menu;
#ifdef HAVE_GFX_WIDGETS
bool widgets_active = video_info->widgets_active;
#endif
if (!frame)
return true;
/* We cannot recover in fullscreen. */
if (d3d->needs_restore)
{
HWND window = win32_get_window();
if (IsIconic(window))
return true;
if (!d3d9_cg_restore(d3d))
{
RARCH_ERR("[D3D9]: Failed to restore.\n");
return false;
}
}
if (d3d->should_resize)
{
cg_renderchain_t *_chain = (cg_renderchain_t*)
d3d->renderchain_data;
d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain;
d3d9_set_viewport(d3d, width, height, false, true);
if (chain)
chain->final_viewport = (D3DVIEWPORT9*)&d3d->final_viewport;
d3d9_recompute_pass_sizes(chain->dev, chain, d3d);
d3d->should_resize = false;
}
/* render_chain() only clears out viewport,
* clear out everything. */
screen_vp.X = 0;
screen_vp.Y = 0;
screen_vp.MinZ = 0;
screen_vp.MaxZ = 1;
screen_vp.Width = width;
screen_vp.Height = height;
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
IDirect3DDevice9_Clear(d3d->dev, 0, 0, D3DCLEAR_TARGET,
0, 1, 0);
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev,
0, (const float*)&d3d->mvp, 4);
d3d9_cg_renderchain_render(
d3d, frame, frame_width, frame_height,
pitch, d3d->dev_rotation);
if (black_frame_insertion && !d3d->menu->enabled)
{
int n;
for (n = 0; n < video_info->black_frame_insertion; ++n)
{
bool ret = (IDirect3DDevice9_Present(d3d->dev,
NULL, NULL, NULL, NULL) != D3DERR_DEVICELOST);
if (!ret || d3d->needs_restore)
return true;
IDirect3DDevice9_Clear(d3d->dev, 0, 0, D3DCLEAR_TARGET,
0, 1, 0);
}
}
#ifdef HAVE_OVERLAY
if (d3d->overlays_enabled && overlay_behind_menu)
{
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev,
0, (const float*)&d3d->mvp, 4);
for (i = 0; i < d3d->overlays_size; i++)
d3d9_overlay_render(d3d, width, height, &d3d->overlays[i], true);
}
#endif
#ifdef HAVE_MENU
if (d3d->menu && d3d->menu->enabled)
{
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev,
0, (const float*)&d3d->mvp, 4);
d3d9_overlay_render(d3d, width, height, d3d->menu, false);
d3d->menu_display.offset = 0;
IDirect3DDevice9_SetVertexDeclaration(d3d->dev, (LPDIRECT3DVERTEXDECLARATION9)d3d->menu_display.decl);
IDirect3DDevice9_SetStreamSource(d3d->dev, 0,
(LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer,
0, sizeof(Vertex));
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
menu_driver_frame(menu_is_alive, video_info);
}
else if (statistics_show)
{
if (osd_params)
{
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
IDirect3DDevice9_BeginScene(d3d->dev);
font_driver_render_msg(d3d, stat_text,
(const struct font_params*)osd_params, NULL);
IDirect3DDevice9_EndScene(d3d->dev);
}
}
#endif
#ifdef HAVE_OVERLAY
if (d3d->overlays_enabled && !overlay_behind_menu)
{
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev,
0, (const float*)&d3d->mvp, 4);
for (i = 0; i < d3d->overlays_size; i++)
d3d9_overlay_render(d3d, width, height, &d3d->overlays[i], true);
}
#endif
#ifdef HAVE_GFX_WIDGETS
if (widgets_active)
gfx_widgets_frame(video_info);
#endif
if (msg && *msg)
{
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
IDirect3DDevice9_BeginScene(d3d->dev);
font_driver_render_msg(d3d, msg, NULL, NULL);
IDirect3DDevice9_EndScene(d3d->dev);
}
video_driver_update_title(NULL);
IDirect3DDevice9_Present(d3d->dev, NULL, NULL, NULL, NULL);
return true;
}
static const video_poke_interface_t d3d9_cg_poke_interface = {
d3d9_cg_get_flags,
d3d9_load_texture,
d3d9_unload_texture,
d3d9_set_video_mode,
#if defined(__WINRT__)
NULL, /* get_refresh_rate */
#else
/* UWP does not expose this information easily */
win32_get_refresh_rate,
#endif
NULL, /* set_filtering */
NULL, /* get_video_output_size */
NULL, /* get_video_output_prev */
NULL, /* get_video_output_next */
NULL, /* get_current_framebuffer */
NULL, /* get_proc_address */
d3d9_set_aspect_ratio,
d3d9_apply_state_changes,
d3d9_set_menu_texture_frame,
d3d9_set_menu_texture_enable,
d3d9_set_osd_msg,
win32_show_cursor,
NULL, /* grab_mouse_toggle */
NULL, /* get_current_shader */
NULL, /* get_current_software_framebuffer */
NULL, /* get_hw_render_interface */
NULL, /* set_hdr_max_nits */
NULL, /* set_hdr_paper_white_nits */
NULL, /* set_hdr_contrast */
NULL /* set_hdr_expand_gamut */
};
static void d3d9_cg_get_poke_interface(void *data,
const video_poke_interface_t **iface)
{
*iface = &d3d9_cg_poke_interface;
}
#ifdef HAVE_GFX_WIDGETS
static bool d3d9_cg_gfx_widgets_enabled(void *data)
{
return false; /* currently disabled due to memory issues */
}
#endif
static void d3d9_cg_set_resize(d3d9_video_t *d3d,
unsigned new_width, unsigned new_height)
{
/* No changes? */
if ( (new_width == d3d->video_info.width)
&& (new_height == d3d->video_info.height))
return;
d3d->video_info.width = new_width;
d3d->video_info.height = new_height;
video_driver_set_size(new_width, new_height);
}
static bool d3d9_cg_alive(void *data)
{
unsigned temp_width = 0;
unsigned temp_height = 0;
bool ret = false;
bool quit = false;
bool resize = false;
d3d9_video_t *d3d = (d3d9_video_t*)data;
/* Needed because some context drivers don't track their sizes */
video_driver_get_size(&temp_width, &temp_height);
win32_check_window(NULL, &quit, &resize, &temp_width, &temp_height);
if (quit)
d3d->quitting = quit;
if (resize)
{
d3d->should_resize = true;
d3d9_cg_set_resize(d3d, temp_width, temp_height);
d3d9_cg_restore(d3d);
}
ret = !quit;
if ( temp_width != 0 &&
temp_height != 0)
video_driver_set_size(temp_width, temp_height);
return ret;
}
static void d3d9_cg_set_nonblock_state(void *data, bool state,
bool adaptive_vsync_enabled,
unsigned swap_interval)
{
d3d9_video_t *d3d = (d3d9_video_t*)data;
if (!d3d)
return;
d3d->video_info.vsync = !state;
d3d->needs_restore = true;
d3d9_cg_restore(d3d);
}
video_driver_t video_d3d9_cg = {
d3d9_cg_init,
d3d9_cg_frame,
d3d9_cg_set_nonblock_state,
d3d9_cg_alive,
NULL, /* focus */
win32_suspend_screensaver,
d3d9_has_windowed,
d3d9_cg_set_shader,
d3d9_cg_free,
"d3d9_cg",
d3d9_set_viewport,
d3d9_set_rotation,
d3d9_viewport_info,
d3d9_read_viewport,
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
d3d9_get_overlay_interface,
#endif
d3d9_cg_get_poke_interface,
NULL, /* wrap_type_to_enum */
#ifdef HAVE_GFX_WIDGETS
d3d9_cg_gfx_widgets_enabled
#endif
};