RetroArch/gfx/d3d9/render_chain.hpp

199 lines
5.2 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
*
* 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 RENDER_CHAIN_HPP__
#define RENDER_CHAIN_HPP__
#include "d3d.hpp"
#include "../state_tracker.h"
#include "../shader_parse.h"
struct Vertex
{
float x, y, z;
float u, v;
float lut_u, lut_v;
float r, g, b, a;
};
struct LinkInfo
{
unsigned tex_w, tex_h;
struct gfx_shader_pass *pass;
};
enum PixelFormat
{
RGB565 = 0,
ARGB
};
#define MAX_VARIABLES 64
enum
{
TEXTURES = 8,
TEXTURESMASK = TEXTURES - 1
};
struct Pass
{
LinkInfo info;
LPDIRECT3DTEXTURE tex;
LPDIRECT3DVERTEXBUFFER vertex_buf;
#ifdef HAVE_CG
CGprogram vPrg, fPrg;
#endif
unsigned last_width, last_height;
#ifdef HAVE_D3D9
LPDIRECT3DVERTEXDECLARATION vertex_decl;
#endif
std::vector<unsigned> attrib_map;
};
struct lut_info
{
LPDIRECT3DTEXTURE tex;
std::string id;
bool smooth;
};
typedef struct renderchain
{
LPDIRECT3DDEVICE dev;
#ifdef HAVE_CG
CGcontext cgCtx;
#endif
unsigned pixel_size;
const video_info_t *video_info;
state_tracker_t *tracker;
struct state_tracker_uniform uniform_info[MAX_VARIABLES];
unsigned uniform_cnt;
struct
{
LPDIRECT3DTEXTURE tex[TEXTURES];
LPDIRECT3DVERTEXBUFFER vertex_buf[TEXTURES];
unsigned ptr;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
} prev;
std::vector<Pass> passes;
#ifdef HAVE_CG
CGprogram vStock, fStock;
#endif
std::vector<lut_info> luts;
D3DVIEWPORT *final_viewport;
unsigned frame_count;
std::vector<unsigned> bound_tex;
std::vector<unsigned> bound_vert;
} renderchain_t;
void renderchain_free(void *data);
bool renderchain_init(void *data, const video_info_t *video_info,
LPDIRECT3DDEVICE dev_,
CGcontext cgCtx_,
const D3DVIEWPORT *final_viewport_,
const LinkInfo *info,
PixelFormat fmt);
void renderchain_clear(void *data);
void renderchain_set_final_viewport(void *data,
const D3DVIEWPORT *final_viewport);
bool renderchain_set_pass_size(void *data, unsigned pass_index,
unsigned width, unsigned height);
bool renderchain_add_pass(void *data, const LinkInfo *info);
bool renderchain_add_lut(void *data, const std::string &id,
const std::string &path,
bool smooth);
void renderchain_add_state_tracker(void *data, state_tracker_t *tracker);
void renderchain_start_render(void *data);
void renderchain_end_render(void *data);
bool renderchain_render(void *chain_data, const void *data,
unsigned width, unsigned height, unsigned pitch, unsigned rotation);
D3DTEXTUREFILTERTYPE renderchain_translate_filter(unsigned type);
D3DTEXTUREFILTERTYPE renderchain_translate_filter(bool smooth);
bool renderchain_create_first_pass(void *data,
const LinkInfo *info, PixelFormat fmt);
void renderchain_set_vertices(void *data, Pass *pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation);
void renderchain_set_viewport(void *data, D3DVIEWPORT *vp);
void renderchain_set_mvp(void *data, CGprogram &vPrg,
unsigned vp_width, unsigned vp_height,
unsigned rotation);
void renderchain_convert_geometry(void *data, const LinkInfo *info,
unsigned &out_width, unsigned &out_height,
unsigned width, unsigned height,
D3DVIEWPORT *final_viewport);
void renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height,
unsigned pitch);
void renderchain_render_pass(void *data, Pass *pass, unsigned pass_index);
void renderchain_log_info(void *data, const LinkInfo *info);
void renderchain_unbind_all(void *data);
bool renderchain_compile_shaders(void *data, CGprogram &fPrg,
CGprogram &vPrg, const std::string &shader);
void renderchain_set_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg);
void renderchain_destroy_stock_shader(void *data);
void renderchain_destroy_shader(void *data, int i);
void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp);
void renderchain_set_shader_params(void *data, Pass *pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h);
void renderchain_bind_tracker(void *data, Pass *pass, unsigned pass_index);
bool renderchain_init_shader_fvf(void *data, Pass *pass);
void renderchain_bind_orig(void *data, Pass *pass);
void renderchain_bind_prev(void *data, Pass *pass);
void renderchain_bind_luts(void *data, Pass *pass);
void renderchain_bind_pass(void *data, Pass *pass, unsigned pass_index);
#endif