RetroArch/gfx/drivers_renderchain/d3d9_renderchain.h
2019-02-03 16:00:50 -08:00

493 lines
14 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2018 - Daniel De Matteis
*
* 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/>.
*/
#ifndef __D3D9_RENDERCHAIN_H__
#define __D3D9_RENDERCHAIN_H__
#include <stdint.h>
#include <retro_common_api.h>
#include <retro_inline.h>
#include <boolean.h>
#include <d3d9.h>
#include "../common/d3d9_common.h"
#include "../../verbosity.h"
RETRO_BEGIN_DECLS
#define D3D_DEFAULT_NONPOW2 ((UINT)-2)
#define D3D_FILTER_LINEAR (3 << 0)
#define D3D_FILTER_POINT (2 << 0)
struct lut_info
{
LPDIRECT3DTEXTURE9 tex;
char id[64];
bool smooth;
};
struct shader_pass
{
unsigned last_width, last_height;
struct LinkInfo info;
D3DPOOL pool;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertex_buf;
LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
void *attrib_map;
void *vprg;
void *fprg;
void *vtable;
void *ftable;
};
#define D3D_PI 3.14159265358979323846264338327
#define VECTOR_LIST_TYPE unsigned
#define VECTOR_LIST_NAME unsigned
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
#define VECTOR_LIST_TYPE struct lut_info
#define VECTOR_LIST_NAME lut_info
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
#define VECTOR_LIST_TYPE struct shader_pass
#define VECTOR_LIST_NAME shader_pass
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
struct D3D9Vertex
{
float x, y, z;
float u, v;
float lut_u, lut_v;
float r, g, b, a;
};
typedef struct d3d9_renderchain
{
unsigned pixel_size;
uint64_t frame_count;
struct
{
LPDIRECT3DTEXTURE9 tex[TEXTURES];
LPDIRECT3DVERTEXBUFFER9 vertex_buf[TEXTURES];
unsigned ptr;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
} prev;
LPDIRECT3DDEVICE9 dev;
D3DVIEWPORT9 *final_viewport;
struct shader_pass_vector_list *passes;
struct unsigned_vector_list *bound_tex;
struct unsigned_vector_list *bound_vert;
struct lut_info_vector_list *luts;
} d3d9_renderchain_t;
static INLINE void d3d9_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 D3D9Vertex 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;
}
verts = d3d9_vertex_buffer_lock(pass->vertex_buf);
memcpy(verts, vert, sizeof(vert));
d3d9_vertex_buffer_unlock(pass->vertex_buf);
}
static INLINE bool d3d9_renderchain_add_pass(d3d9_renderchain_t *chain,
struct shader_pass *pass,
const struct LinkInfo *info)
{
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertbuf = (LPDIRECT3DVERTEXBUFFER9)
d3d9_vertex_buffer_new(chain->dev,
4 * sizeof(struct D3D9Vertex),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
if (!vertbuf)
return false;
pass->vertex_buf = vertbuf;
tex = (LPDIRECT3DTEXTURE9)d3d9_texture_new(
chain->dev,
NULL,
info->tex_w,
info->tex_h,
1,
D3DUSAGE_RENDERTARGET,
chain->passes->data[
chain->passes->count - 1].info.pass->fbo.fp_fbo
? D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(),
D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false);
if (!tex)
return false;
pass->tex = tex;
d3d9_set_texture(chain->dev, 0, pass->tex);
d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER);
d3d9_set_texture(chain->dev, 0, NULL);
shader_pass_vector_list_append(chain->passes, *pass);
return true;
}
static INLINE bool d3d9_renderchain_add_lut(d3d9_renderchain_t *chain,
const char *id, const char *path, bool smooth)
{
struct lut_info info;
LPDIRECT3DTEXTURE9 lut = (LPDIRECT3DTEXTURE9)
d3d9_texture_new(
chain->dev,
path,
D3D_DEFAULT_NONPOW2,
D3D_DEFAULT_NONPOW2,
0,
0,
((D3DFORMAT)-3), /* D3DFMT_FROM_FILE */
D3DPOOL_MANAGED,
smooth ? D3D_FILTER_LINEAR : D3D_FILTER_POINT,
0,
0,
NULL,
NULL,
false
);
RARCH_LOG("[D3D9]: LUT texture loaded: %s.\n", path);
info.tex = lut;
info.smooth = smooth;
strlcpy(info.id, id, sizeof(info.id));
if (!lut)
return false;
d3d9_set_texture(chain->dev, 0, lut);
d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER);
d3d9_set_texture(chain->dev, 0, NULL);
lut_info_vector_list_append(chain->luts, info);
return true;
}
static INLINE void d3d9_renderchain_destroy_passes_and_luts(
d3d9_renderchain_t *chain)
{
if (chain->passes)
{
unsigned i;
for (i = 0; i < chain->passes->count; i++)
{
if (chain->passes->data[i].attrib_map)
free(chain->passes->data[i].attrib_map);
}
shader_pass_vector_list_free(chain->passes);
chain->passes = NULL;
}
lut_info_vector_list_free(chain->luts);
unsigned_vector_list_free(chain->bound_tex);
unsigned_vector_list_free(chain->bound_vert);
chain->luts = NULL;
chain->bound_tex = NULL;
chain->bound_vert = NULL;
}
static INLINE void d3d9_renderchain_add_lut_internal(
d3d9_renderchain_t *chain,
unsigned index, unsigned i)
{
d3d9_set_texture(chain->dev, index, chain->luts->data[i].tex);
d3d9_set_sampler_magfilter(chain->dev, index,
d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
d3d9_set_sampler_minfilter(chain->dev, index,
d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
unsigned_vector_list_append(chain->bound_tex, index);
}
static INLINE void d3d9_renderchain_start_render(d3d9_renderchain_t *chain)
{
chain->passes->data[0].tex = chain->prev.tex[
chain->prev.ptr];
chain->passes->data[0].vertex_buf = chain->prev.vertex_buf[
chain->prev.ptr];
chain->passes->data[0].last_width = chain->prev.last_width[
chain->prev.ptr];
chain->passes->data[0].last_height = chain->prev.last_height[
chain->prev.ptr];
}
static INLINE void d3d9_renderchain_end_render(d3d9_renderchain_t *chain)
{
chain->prev.last_width[chain->prev.ptr] = chain->passes->data[0].last_width;
chain->prev.last_height[chain->prev.ptr] = chain->passes->data[0].last_height;
chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK;
}
static INLINE void d3d9_renderchain_unbind_all(d3d9_renderchain_t *chain)
{
unsigned i;
/* Have to be a bit anal about it.
* Render targets hate it when they have filters apparently.
*/
for (i = 0; i < chain->bound_tex->count; i++)
{
d3d9_set_sampler_minfilter(chain->dev,
chain->bound_tex->data[i], D3DTEXF_POINT);
d3d9_set_sampler_magfilter(chain->dev,
chain->bound_tex->data[i], D3DTEXF_POINT);
d3d9_set_texture(chain->dev,
chain->bound_tex->data[i], NULL);
}
for (i = 0; i < chain->bound_vert->count; i++)
d3d9_set_stream_source(chain->dev,
chain->bound_vert->data[i], 0, 0, 0);
if (chain->bound_tex)
{
unsigned_vector_list_free(chain->bound_tex);
chain->bound_tex = unsigned_vector_list_new();
}
if (chain->bound_vert)
{
unsigned_vector_list_free(chain->bound_vert);
chain->bound_vert = unsigned_vector_list_new();
}
}
static INLINE bool d3d9_renderchain_set_pass_size(
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass,
struct shader_pass *pass2,
unsigned width, unsigned height)
{
if (width != pass->info.tex_w || height != pass->info.tex_h)
{
d3d9_texture_free(pass->tex);
pass->info.tex_w = width;
pass->info.tex_h = height;
pass->pool = D3DPOOL_DEFAULT;
pass->tex = (LPDIRECT3DTEXTURE9)
d3d9_texture_new(dev, NULL,
width, height, 1,
D3DUSAGE_RENDERTARGET,
pass2->info.pass->fbo.fp_fbo ?
D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(),
D3DPOOL_DEFAULT, 0, 0, 0,
NULL, NULL, false);
if (!pass->tex)
return false;
d3d9_set_texture(dev, 0, pass->tex);
d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER);
d3d9_set_texture(dev, 0, NULL);
}
return true;
}
static INLINE void d3d9_recompute_pass_sizes(
LPDIRECT3DDEVICE9 dev,
d3d9_renderchain_t *chain,
d3d9_video_t *d3d)
{
unsigned i;
struct LinkInfo link_info;
unsigned input_scale = d3d->video_info.input_scale
* RARCH_SCALE_BASE;
unsigned current_width = input_scale;
unsigned current_height = input_scale;
unsigned out_width = 0;
unsigned out_height = 0;
link_info.pass = &d3d->shader.pass[0];
link_info.tex_w = current_width;
link_info.tex_h = current_height;
if (!d3d9_renderchain_set_pass_size(dev,
(struct shader_pass*)&chain->passes->data[0],
(struct shader_pass*)&chain->passes->data[
chain->passes->count - 1],
current_width, current_height))
{
RARCH_ERR("[D3D9]: Failed to set pass size.\n");
return;
}
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.tex_w = next_pow2(out_width);
link_info.tex_h = next_pow2(out_height);
if (!d3d9_renderchain_set_pass_size(dev,
(struct shader_pass*)&chain->passes->data[i],
(struct shader_pass*)&chain->passes->data[
chain->passes->count - 1],
link_info.tex_w, link_info.tex_h))
{
RARCH_ERR("[D3D9]: Failed to set pass size.\n");
return;
}
current_width = out_width;
current_height = out_height;
link_info.pass = &d3d->shader.pass[i];
}
}
static INLINE void d3d9_init_renderchain(d3d9_renderchain_t *chain)
{
chain->passes = shader_pass_vector_list_new();
chain->luts = lut_info_vector_list_new();
chain->bound_tex = unsigned_vector_list_new();
chain->bound_vert = unsigned_vector_list_new();
}
static INLINE void d3d9_renderchain_blit_to_texture(
LPDIRECT3DTEXTURE9 tex,
const void *frame,
unsigned tex_width, unsigned tex_height,
unsigned width, unsigned height,
unsigned last_width, unsigned last_height,
unsigned pitch, unsigned pixel_size)
{
D3DLOCKED_RECT d3dlr = {0, NULL};
if (
(last_width != width || last_height != height)
)
{
d3d9_lock_rectangle(tex, 0, &d3dlr,
NULL, tex_height, D3DLOCK_NOSYSLOCK);
d3d9_lock_rectangle_clear(tex, 0, &d3dlr,
NULL, tex_height, D3DLOCK_NOSYSLOCK);
}
if (d3d9_lock_rectangle(tex, 0, &d3dlr, NULL, 0, 0))
{
d3d9_texture_blit(pixel_size, tex,
&d3dlr, frame, width, height, pitch);
d3d9_unlock_rectangle(tex);
}
}
RETRO_END_DECLS
#endif