mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-13 11:52:08 +00:00
602 lines
20 KiB
C++
602 lines
20 KiB
C++
#ifndef _D3D_CG
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#define _D3D_CG
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static const char *stock_program =
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"void main_vertex"
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"("
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" float4 position : POSITION,"
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" float2 texCoord : TEXCOORD0,"
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" float4 color : COLOR,"
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""
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" uniform float4x4 modelViewProj,"
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""
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" out float4 oPosition : POSITION,"
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" out float2 otexCoord : TEXCOORD0,"
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" out float4 oColor : COLOR"
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")"
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"{"
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" oPosition = mul(modelViewProj, position);"
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" otexCoord = texCoord;"
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" oColor = color;"
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"}"
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""
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"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
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"{"
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" return color * tex2D(s0, tex);"
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"}";
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static inline bool validate_param_name(const char *name)
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{
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static const char *illegal[] = {
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"PREV.",
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"PREV1.",
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"PREV2.",
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"PREV3.",
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"PREV4.",
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"PREV5.",
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"PREV6.",
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"ORIG.",
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"IN.",
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"PASS",
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};
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for (unsigned i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++)
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if (strstr(name, illegal[i]) == name)
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return false;
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return true;
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}
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static inline CGparameter find_param_from_semantic(
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CGparameter param, const std::string &sem)
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{
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while (param)
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{
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if (cgGetParameterType(param) == CG_STRUCT)
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{
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CGparameter ret = find_param_from_semantic(
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cgGetFirstStructParameter(param), sem);
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if (ret)
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return ret;
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}
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else
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{
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if (cgGetParameterSemantic(param) &&
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sem == cgGetParameterSemantic(param) &&
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cgGetParameterDirection(param) == CG_IN &&
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cgGetParameterVariability(param) == CG_VARYING &&
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validate_param_name(cgGetParameterName(param)))
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return param;
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}
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param = cgGetNextParameter(param);
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}
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return NULL;
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}
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static inline CGparameter find_param_from_semantic(CGprogram prog,
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const std::string &sem)
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{
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return find_param_from_semantic(cgGetFirstParameter(
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prog, CG_PROGRAM), sem);
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}
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bool renderchain_compile_shaders(void *data, CGprogram &fPrg,
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CGprogram &vPrg, const std::string &shader)
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{
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renderchain_t *chain = (renderchain_t*)data;
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CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
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CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
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RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
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RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
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const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
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const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
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if (shader.length() > 0)
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{
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RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
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fPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
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shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
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vPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
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shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
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}
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else
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{
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RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
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fPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
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fragment_profile, "main_fragment", fragment_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
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vPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
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vertex_profile, "main_vertex", vertex_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
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}
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if (!fPrg || !vPrg)
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return false;
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cgD3D9LoadProgram(fPrg, true, 0);
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cgD3D9LoadProgram(vPrg, true, 0);
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return true;
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}
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void renderchain_set_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg)
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{
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cgD3D9BindProgram(fPrg);
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cgD3D9BindProgram(vPrg);
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}
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void renderchain_destroy_stock_shader(void *data)
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{
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renderchain_t *chain = (renderchain_t*)data;
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#ifdef HAVE_CG
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if (chain->fStock)
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cgDestroyProgram(chain->fStock);
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if (chain->vStock)
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cgDestroyProgram(chain->vStock);
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#endif
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}
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void renderchain_destroy_shader(void *data, int i)
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{
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renderchain_t *chain = (renderchain_t*)data;
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#ifdef HAVE_CG
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if (chain->passes[i].fPrg)
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cgDestroyProgram(chain->passes[i].fPrg);
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if (chain->passes[i].vPrg)
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cgDestroyProgram(chain->passes[i].vPrg);
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#endif
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}
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void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp)
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{
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CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj");
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if (cgpModelViewProj)
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cgD3D9SetUniformMatrix(cgpModelViewProj, &tmp);
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}
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#define set_cg_param(prog, param, val) do { \
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CGparameter cgp = cgGetNamedParameter(prog, param); \
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if (cgp) \
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cgD3D9SetUniform(cgp, &val); \
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} while(0)
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void renderchain_set_shader_params(void *data, Pass &pass,
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unsigned video_w, unsigned video_h,
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unsigned tex_w, unsigned tex_h,
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unsigned viewport_w, unsigned viewport_h)
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{
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renderchain_t *chain = (renderchain_t*)data;
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D3DXVECTOR2 video_size, texture_size, output_size;
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video_size.x = video_w;
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video_size.y = video_h;
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texture_size.x = tex_w;
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texture_size.y = tex_h;
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output_size.x = viewport_w;
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output_size.y = viewport_h;
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set_cg_param(pass.vPrg, "IN.video_size", video_size);
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set_cg_param(pass.fPrg, "IN.video_size", video_size);
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set_cg_param(pass.vPrg, "IN.texture_size", texture_size);
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set_cg_param(pass.fPrg, "IN.texture_size", texture_size);
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set_cg_param(pass.vPrg, "IN.output_size", output_size);
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set_cg_param(pass.fPrg, "IN.output_size", output_size);
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float frame_cnt = chain->frame_count;
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if (pass.info.pass->frame_count_mod)
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frame_cnt = chain->frame_count % pass.info.pass->frame_count_mod;
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set_cg_param(pass.fPrg, "IN.frame_count", frame_cnt);
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set_cg_param(pass.vPrg, "IN.frame_count", frame_cnt);
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}
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void renderchain_bind_tracker(void *data, Pass &pass, unsigned pass_index)
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{
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renderchain_t *chain = (renderchain_t*)data;
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if (!chain->tracker)
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return;
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if (pass_index == 1)
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chain->uniform_cnt = state_get_uniform(chain->tracker,
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chain->uniform_info, MAX_VARIABLES, chain->frame_count);
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for (unsigned i = 0; i < chain->uniform_cnt; i++)
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{
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set_cg_param(pass.fPrg, chain->uniform_info[i].id,
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chain->uniform_info[i].value);
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set_cg_param(pass.vPrg, chain->uniform_info[i].id,
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chain->uniform_info[i].value);
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}
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}
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#define DECL_FVF_POSITION(stream) \
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{ (WORD)(stream), 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_POSITION, 0 }
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#define DECL_FVF_TEXCOORD(stream, offset, index) \
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{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_TEXCOORD, (BYTE)(index) }
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#define DECL_FVF_COLOR(stream, offset, index) \
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{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_COLOR, (BYTE)(index) } \
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bool renderchain_init_shader_fvf(void *data, Pass &pass)
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{
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renderchain_t *chain = (renderchain_t*)data;
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static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
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static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
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static const D3DVERTEXELEMENT tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
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static const D3DVERTEXELEMENT tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1);
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static const D3DVERTEXELEMENT color = DECL_FVF_COLOR(3, 7, 0);
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D3DVERTEXELEMENT decl[MAXD3DDECLLENGTH] = {{0}};
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if (cgD3D9GetVertexDeclaration(pass.vPrg, decl) == CG_FALSE)
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return false;
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unsigned count;
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for (count = 0; count < MAXD3DDECLLENGTH; count++)
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{
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if (memcmp(&decl_end, &decl[count], sizeof(decl_end)) == 0)
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break;
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}
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// This is completely insane.
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// We do not have a good and easy way of setting up our
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// attribute streams, so we have to do it ourselves, yay!
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// Stream 0 => POSITION
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// Stream 1 => TEXCOORD0
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// Stream 2 => TEXCOORD1
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// Stream 3 => COLOR // Not really used for anything.
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// Stream {4..N} => Texture coord streams for varying resources which have no semantics.
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std::vector<bool> indices(count);
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bool texcoord0_taken = false;
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bool texcoord1_taken = false;
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bool stream_taken[4] = {false};
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CGparameter param = find_param_from_semantic(pass.vPrg, "POSITION");
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if (!param)
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param = find_param_from_semantic(pass.vPrg, "POSITION0");
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if (param)
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{
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stream_taken[0] = true;
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RARCH_LOG("[FVF]: POSITION semantic found.\n");
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unsigned index = cgGetParameterResourceIndex(param);
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decl[index] = position_decl;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass.vPrg, "TEXCOORD");
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if (!param)
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param = find_param_from_semantic(pass.vPrg, "TEXCOORD0");
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if (param)
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{
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stream_taken[1] = true;
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texcoord0_taken = true;
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RARCH_LOG("[FVF]: TEXCOORD0 semantic found.\n");
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unsigned index = cgGetParameterResourceIndex(param);
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decl[index] = tex_coord0;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass.vPrg, "TEXCOORD1");
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if (param)
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{
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stream_taken[2] = true;
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texcoord1_taken = true;
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RARCH_LOG("[FVF]: TEXCOORD1 semantic found.\n");
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unsigned index = cgGetParameterResourceIndex(param);
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decl[index] = tex_coord1;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass.vPrg, "COLOR");
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if (!param)
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param = find_param_from_semantic(pass.vPrg, "COLOR0");
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if (param)
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{
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stream_taken[3] = true;
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RARCH_LOG("[FVF]: COLOR0 semantic found.\n");
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unsigned index = cgGetParameterResourceIndex(param);
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decl[index] = color;
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indices[index] = true;
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}
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// Stream {0, 1, 2, 3} might be already taken. Find first vacant stream.
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unsigned index;
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for (index = 0; index < 4 && stream_taken[index]; index++);
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// Find first vacant texcoord declaration.
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unsigned tex_index = 0;
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if (texcoord0_taken && texcoord1_taken)
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tex_index = 2;
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else if (texcoord1_taken && !texcoord0_taken)
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tex_index = 0;
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else if (texcoord0_taken && !texcoord1_taken)
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tex_index = 1;
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for (unsigned i = 0; i < count; i++)
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{
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if (indices[i])
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pass.attrib_map.push_back(0);
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else
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{
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pass.attrib_map.push_back(index);
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D3DVERTEXELEMENT elem = DECL_FVF_TEXCOORD(index, 3, tex_index);
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decl[i] = elem;
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// Find next vacant stream.
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index++;
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while (index < 4 && stream_taken[index]) index++;
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// Find next vacant texcoord declaration.
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tex_index++;
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if (tex_index == 1 && texcoord1_taken)
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tex_index++;
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}
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}
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if (FAILED(chain->dev->CreateVertexDeclaration(decl, &pass.vertex_decl)))
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return false;
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return true;
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}
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void renderchain_bind_orig(void *data, Pass &pass)
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{
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renderchain_t *chain = (renderchain_t*)data;
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D3DXVECTOR2 video_size, texture_size;
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video_size.x = chain->passes[0].last_width;
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video_size.y = chain->passes[0].last_height;
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texture_size.x = chain->passes[0].info.tex_w;
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texture_size.y = chain->passes[0].info.tex_h;
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set_cg_param(pass.vPrg, "ORIG.video_size", video_size);
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set_cg_param(pass.fPrg, "ORIG.video_size", video_size);
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set_cg_param(pass.vPrg, "ORIG.texture_size", texture_size);
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set_cg_param(pass.fPrg, "ORIG.texture_size", texture_size);
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CGparameter param = cgGetNamedParameter(pass.fPrg, "ORIG.texture");
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if (param)
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{
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unsigned index = cgGetParameterResourceIndex(param);
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chain->dev->SetTexture(index, chain->passes[0].tex);
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chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
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translate_filter(chain->passes[0].info.pass->filter));
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chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
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translate_filter(chain->passes[0].info.pass->filter));
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chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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chain->bound_tex.push_back(index);
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}
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param = cgGetNamedParameter(pass.vPrg, "ORIG.tex_coord");
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if (param)
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{
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unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
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chain->dev->SetStreamSource(index, chain->passes[0].vertex_buf, 0, sizeof(Vertex));
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chain->bound_vert.push_back(index);
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}
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}
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void renderchain_bind_prev(void *data, Pass &pass)
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{
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renderchain_t *chain = (renderchain_t*)data;
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static const char *prev_names[] = {
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"PREV",
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"PREV1",
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"PREV2",
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"PREV3",
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"PREV4",
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"PREV5",
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"PREV6",
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};
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char attr_texture[64], attr_input_size[64], attr_tex_size[64], attr_coord[64];
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D3DXVECTOR2 texture_size;
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texture_size.x = chain->passes[0].info.tex_w;
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texture_size.y = chain->passes[0].info.tex_h;
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for (unsigned i = 0; i < TEXTURES - 1; i++)
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{
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snprintf(attr_texture, sizeof(attr_texture), "%s.texture", prev_names[i]);
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snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", prev_names[i]);
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snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", prev_names[i]);
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snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", prev_names[i]);
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D3DXVECTOR2 video_size;
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video_size.x = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
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video_size.y = chain->prev.last_height[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
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set_cg_param(pass.vPrg, attr_input_size, video_size);
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set_cg_param(pass.fPrg, attr_input_size, video_size);
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set_cg_param(pass.vPrg, attr_tex_size, texture_size);
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set_cg_param(pass.fPrg, attr_tex_size, texture_size);
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CGparameter param = cgGetNamedParameter(pass.fPrg, attr_texture);
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if (param)
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{
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unsigned index = cgGetParameterResourceIndex(param);
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LPDIRECT3DTEXTURE tex = (LPDIRECT3DTEXTURE)
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chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
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chain->dev->SetTexture(index, tex);
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chain->bound_tex.push_back(index);
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chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
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translate_filter(chain->passes[0].info.pass->filter));
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chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
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translate_filter(chain->passes[0].info.pass->filter));
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chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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}
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param = cgGetNamedParameter(pass.vPrg, attr_coord);
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if (param)
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{
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unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
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LPDIRECT3DVERTEXBUFFER vert_buf = (LPDIRECT3DVERTEXBUFFER)
|
|
chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
|
|
chain->bound_vert.push_back(index);
|
|
|
|
chain->dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex));
|
|
}
|
|
}
|
|
}
|
|
|
|
void renderchain_bind_luts(void *data, Pass &pass)
|
|
{
|
|
renderchain_t *chain = (renderchain_t*)data;
|
|
for (unsigned i = 0; i < chain->luts.size(); i++)
|
|
{
|
|
CGparameter fparam = cgGetNamedParameter(
|
|
pass.fPrg, chain->luts[i].id.c_str());
|
|
int bound_index = -1;
|
|
|
|
if (fparam)
|
|
{
|
|
unsigned index = cgGetParameterResourceIndex(fparam);
|
|
bound_index = index;
|
|
chain->dev->SetTexture(index, chain->luts[i].tex);
|
|
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
|
translate_filter(chain->luts[i].smooth));
|
|
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
|
translate_filter(chain->luts[i].smooth));
|
|
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
|
|
D3DTADDRESS_BORDER);
|
|
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
|
|
D3DTADDRESS_BORDER);
|
|
chain->bound_tex.push_back(index);
|
|
}
|
|
|
|
CGparameter vparam = cgGetNamedParameter(
|
|
pass.vPrg, chain->luts[i].id.c_str());
|
|
|
|
if (vparam)
|
|
{
|
|
unsigned index = cgGetParameterResourceIndex(vparam);
|
|
if (index != (unsigned)bound_index)
|
|
{
|
|
chain->dev->SetTexture(index, chain->luts[i].tex);
|
|
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
|
translate_filter(chain->luts[i].smooth));
|
|
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
|
translate_filter(chain->luts[i].smooth));
|
|
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
|
|
D3DTADDRESS_BORDER);
|
|
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
|
|
D3DTADDRESS_BORDER);
|
|
chain->bound_tex.push_back(index);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index)
|
|
{
|
|
renderchain_t *chain = (renderchain_t*)data;
|
|
|
|
if (pass_index < 3)
|
|
{
|
|
/* We only bother binding passes which are two indices behind. */
|
|
return;
|
|
}
|
|
|
|
for (unsigned i = 1; i < pass_index - 1; i++)
|
|
{
|
|
char pass_base[64];
|
|
snprintf(pass_base, sizeof(pass_base), "PASS%u.", i);
|
|
|
|
std::string attr_texture = pass_base;
|
|
attr_texture += "texture";
|
|
std::string attr_video_size = pass_base;
|
|
attr_video_size += "video_size";
|
|
std::string attr_texture_size = pass_base;
|
|
attr_texture_size += "texture_size";
|
|
std::string attr_tex_coord = pass_base;
|
|
attr_tex_coord += "tex_coord";
|
|
|
|
D3DXVECTOR2 video_size, texture_size;
|
|
video_size.x = chain->passes[i].last_width;
|
|
video_size.y = chain->passes[i].last_height;
|
|
texture_size.x = chain->passes[i].info.tex_w;
|
|
texture_size.y = chain->passes[i].info.tex_h;
|
|
|
|
set_cg_param(pass.vPrg, attr_video_size.c_str(), video_size);
|
|
set_cg_param(pass.fPrg, attr_video_size.c_str(), video_size);
|
|
set_cg_param(pass.vPrg, attr_texture_size.c_str(), texture_size);
|
|
set_cg_param(pass.fPrg, attr_texture_size.c_str(), texture_size);
|
|
|
|
CGparameter param = cgGetNamedParameter(pass.fPrg, attr_texture.c_str());
|
|
if (param)
|
|
{
|
|
unsigned index = cgGetParameterResourceIndex(param);
|
|
chain->bound_tex.push_back(index);
|
|
|
|
chain->dev->SetTexture(index, chain->passes[i].tex);
|
|
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
|
translate_filter(chain->passes[i].info.pass->filter));
|
|
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
|
translate_filter(chain->passes[i].info.pass->filter));
|
|
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
|
|
D3DTADDRESS_BORDER);
|
|
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
|
|
D3DTADDRESS_BORDER);
|
|
}
|
|
|
|
param = cgGetNamedParameter(pass.vPrg, attr_tex_coord.c_str());
|
|
if (param)
|
|
{
|
|
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
|
|
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf,
|
|
0, sizeof(Vertex));
|
|
chain->bound_vert.push_back(index);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool d3d_init_shader(void *data)
|
|
{
|
|
d3d_video_t *d3d = (d3d_video_t*)data;
|
|
d3d->cgCtx = cgCreateContext();
|
|
if (!d3d->cgCtx)
|
|
return false;
|
|
|
|
RARCH_LOG("[D3D]: Created shader context.\n");
|
|
|
|
HRESULT ret = cgD3D9SetDevice(d3d->dev);
|
|
if (FAILED(ret))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void d3d_deinit_shader(void *data)
|
|
{
|
|
d3d_video_t *d3d = (d3d_video_t*)data;
|
|
if (!d3d->cgCtx)
|
|
return;
|
|
|
|
cgD3D9UnloadAllPrograms();
|
|
cgD3D9SetDevice(NULL);
|
|
cgDestroyContext(d3d->cgCtx);
|
|
d3d->cgCtx = NULL;
|
|
}
|
|
|
|
#endif
|