RetroArch/gfx/drivers_shader/shader_hlsl.c
2018-02-26 17:51:52 +01:00

614 lines
18 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - 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/>.
*/
#include <retro_math.h>
#include <compat/strl.h>
#include <string/stdstring.h>
#include <file/file_path.h>
#include <d3dx9shader.h>
#include "../../defines/d3d_defines.h"
#include "../common/d3d_common.h"
#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include "../video_shader_parse.h"
#include "../drivers/d3d.h"
#include "../../managers/state_manager.h"
#include "../../verbosity.h"
#include "../drivers/d3d_shaders/opaque.hlsl.d3d9.h"
#include "shader_hlsl.h"
#ifdef __cplusplus
#ifndef ID3DXConstantTable_SetDefaults
#define ID3DXConstantTable_SetDefaults(p,a) (p)->SetDefaults(a);
#endif
#ifndef ID3DXConstantTable_SetFloatArray
#define ID3DXConstantTable_SetFloatArray(p,a,b,c,d) (p)->SetFloatArray(a,b,c,d)
#endif
#ifndef ID3DXConstantTable_GetConstantByName
#define ID3DXConstantTable_GetConstantByName(p,a,b) ((p)->GetConstantByName(a, b))
#endif
#ifndef ID3DXConstantTable_SetMatrix
#define ID3DXConstantTable_SetMatrix(p,a,b,c) ((p)->SetMatrix(a,b,c))
#endif
#else
#ifndef ID3DXConstantTable_SetDefaults
#define ID3DXConstantTable_SetDefaults(p,a) (p)->lpVtbl->SetDefaults(p,a)
#endif
#ifndef ID3DXConstantTable_SetFloatArray
#define ID3DXConstantTable_SetFloatArray(p,a,b,c,d) (p)->lpVtbl->SetFloatArray(p,a,b,c,d)
#endif
#ifndef ID3DXConstantTable_GetConstantByName
#define ID3DXConstantTable_GetConstantByName(p,a,b) ((p)->lpVtbl->GetConstantByName(p, a, b))
#endif
#ifndef ID3DXConstantTable_SetMatrix
#define ID3DXConstantTable_SetMatrix(p,a,b,c) ((p)->lpVtbl->SetMatrix(p,a,b,c))
#endif
#endif
#define set_param_2f(param, xy, constanttable) if (param) { ID3DXConstantTable_SetFloatArray(constanttable, d3dr, param, xy, 2); }
#define get_constant_by_name(a, b, constanttable) ID3DXConstantTable_GetConstantByName(constanttable, a, b)
struct shader_program_hlsl_data
{
LPDIRECT3DVERTEXSHADER9 vprg;
LPDIRECT3DPIXELSHADER9 fprg;
D3DXHANDLE vid_size_f;
D3DXHANDLE tex_size_f;
D3DXHANDLE out_size_f;
D3DXHANDLE frame_cnt_f;
D3DXHANDLE frame_dir_f;
D3DXHANDLE vid_size_v;
D3DXHANDLE tex_size_v;
D3DXHANDLE out_size_v;
D3DXHANDLE frame_cnt_v;
D3DXHANDLE frame_dir_v;
D3DXHANDLE mvp;
LPD3DXCONSTANTTABLE v_ctable;
LPD3DXCONSTANTTABLE f_ctable;
D3DXMATRIX mvp_val;
};
typedef struct hlsl_shader_data hlsl_shader_data_t;
struct hlsl_shader_data
{
LPDIRECT3DDEVICE9 dev;
struct shader_program_hlsl_data prg[RARCH_HLSL_MAX_SHADERS];
unsigned active_idx;
struct video_shader *cg_shader;
};
void hlsl_set_proj_matrix(void *data, void *matrix_data)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)data;
const D3DMATRIX *matrix = (const D3DMATRIX*)matrix_data;
if (hlsl && matrix)
hlsl->prg[hlsl->active_idx].mvp_val = *matrix;
}
static void hlsl_set_uniform_parameter(
void *data,
struct uniform_info *param,
void *uniform_data)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)data;
(void)hlsl;
if (!param || !param->enabled)
return;
switch (param->type)
{
case UNIFORM_1F:
/* Unimplemented */
break;
case UNIFORM_2F:
/* Unimplemented */
break;
case UNIFORM_3F:
/* Unimplemented */
break;
case UNIFORM_4F:
/* Unimplemented */
break;
case UNIFORM_1FV:
/* Unimplemented */
break;
case UNIFORM_2FV:
/* Unimplemented */
break;
case UNIFORM_3FV:
/* Unimplemented */
break;
case UNIFORM_4FV:
/* Unimplemented */
break;
case UNIFORM_1I:
/* Unimplemented - Cg limitation */
break;
}
}
static void hlsl_set_params(void *dat, void *shader_data)
{
float ori_size[2], tex_size[2], out_size[2];
video_shader_ctx_params_t *params = (video_shader_ctx_params_t*)dat;
void *data = params->data;
unsigned width = params->width;
unsigned height = params->height;
unsigned tex_width = params->tex_width;
unsigned tex_height = params->tex_height;
unsigned out_width = params->out_width;
unsigned out_height = params->out_height;
unsigned frame_count = params->frame_counter;
const void *_info = params->info;
const void *_prev_info = params->prev_info;
const void *_feedback_info = params->feedback_info;
const void *_fbo_info = params->fbo_info;
unsigned fbo_info_cnt = params->fbo_info_cnt;
float frame_cnt = frame_count;
const struct video_tex_info *info = (const struct video_tex_info*)_info;
const struct video_tex_info *prev_info = (const struct video_tex_info*)_prev_info;
const struct video_tex_info *fbo_info = (const struct video_tex_info*)_fbo_info;
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)shader_data;
LPDIRECT3DDEVICE9 d3dr = (LPDIRECT3DDEVICE9)hlsl->dev;
if (!hlsl || !d3dr)
return;
ori_size[0] = (float)width;
ori_size[1] = (float)height;
tex_size[0] = (float)tex_width;
tex_size[1] = (float)tex_height;
out_size[0] = (float)out_width;
out_size[1] = (float)out_height;
ID3DXConstantTable_SetDefaults(
hlsl->prg[hlsl->active_idx].f_ctable, d3dr);
ID3DXConstantTable_SetDefaults(
hlsl->prg[hlsl->active_idx].v_ctable, d3dr);
set_param_2f(hlsl->prg[hlsl->active_idx].vid_size_f, ori_size, hlsl->prg[hlsl->active_idx].f_ctable);
set_param_2f(hlsl->prg[hlsl->active_idx].tex_size_f, tex_size, hlsl->prg[hlsl->active_idx].f_ctable);
set_param_2f(hlsl->prg[hlsl->active_idx].out_size_f, out_size, hlsl->prg[hlsl->active_idx].f_ctable);
if (hlsl->prg[hlsl->active_idx].frame_cnt_f)
d3dx_constant_table_set_float(hlsl->prg[hlsl->active_idx].f_ctable,
d3dr,hlsl->prg[hlsl->active_idx].frame_cnt_f, frame_cnt);
if (hlsl->prg[hlsl->active_idx].frame_dir_f)
d3dx_constant_table_set_float(hlsl->prg[hlsl->active_idx].f_ctable,
d3dr, hlsl->prg[hlsl->active_idx].frame_dir_f, state_manager_frame_is_reversed() ? -1.0 : 1.0);
set_param_2f(hlsl->prg[hlsl->active_idx].vid_size_v, ori_size, hlsl->prg[hlsl->active_idx].v_ctable);
set_param_2f(hlsl->prg[hlsl->active_idx].tex_size_v, tex_size, hlsl->prg[hlsl->active_idx].v_ctable);
set_param_2f(hlsl->prg[hlsl->active_idx].out_size_v, out_size, hlsl->prg[hlsl->active_idx].v_ctable);
if (hlsl->prg[hlsl->active_idx].frame_cnt_v)
d3dx_constant_table_set_float(hlsl->prg[hlsl->active_idx].v_ctable,
d3dr, hlsl->prg[hlsl->active_idx].frame_cnt_v, frame_cnt);
if (hlsl->prg[hlsl->active_idx].frame_dir_v)
d3dx_constant_table_set_float(hlsl->prg[hlsl->active_idx].v_ctable,
d3dr, hlsl->prg[hlsl->active_idx].frame_dir_v, state_manager_frame_is_reversed() ? -1.0 : 1.0);
/* TODO - set lookup textures/FBO textures/state parameters/etc */
}
static bool hlsl_compile_program(
void *data,
unsigned idx,
void *program_data,
struct shader_program_info *program_info)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)data;
struct shader_program_hlsl_data *program = (struct shader_program_hlsl_data*)program_data;
LPDIRECT3DDEVICE9 d3dr = (LPDIRECT3DDEVICE9)hlsl->dev;
ID3DXBuffer *listing_f = NULL;
ID3DXBuffer *listing_v = NULL;
ID3DXBuffer *code_f = NULL;
ID3DXBuffer *code_v = NULL;
if (!program)
program = &hlsl->prg[idx];
if (program_info->is_file)
{
if (!d3dx_compile_shader_from_file(program_info->combined, NULL, NULL,
"main_fragment", "ps_3_0", 0, &code_f, &listing_f, &program->f_ctable))
goto error;
if (!d3dx_compile_shader_from_file(program_info->combined, NULL, NULL,
"main_vertex", "vs_3_0", 0, &code_v, &listing_v, &program->v_ctable))
goto error;
}
else
{
/* TODO - crashes currently - to do with 'end of line' of stock shader */
if (!d3dx_compile_shader(program_info->combined,
strlen(program_info->combined), NULL, NULL,
"main_fragment", "ps_3_0", 0, &code_f, &listing_f,
&program->f_ctable ))
goto error;
if (!d3dx_compile_shader(program_info->combined,
strlen(program_info->combined), NULL, NULL,
"main_vertex", "vs_3_0", 0, &code_v, &listing_v,
&program->v_ctable ))
goto error;
}
d3d_create_pixel_shader(d3dr, (const DWORD*)d3dx_get_buffer_ptr(code_f), (void**)&program->fprg);
d3d_create_vertex_shader(d3dr, (const DWORD*)d3dx_get_buffer_ptr(code_v), (void**)&program->vprg);
d3dxbuffer_release((void*)code_f);
d3dxbuffer_release((void*)code_v);
return true;
error:
RARCH_ERR("Cg/HLSL error:\n");
if (listing_f)
RARCH_ERR("Fragment:\n%s\n", (char*)d3dx_get_buffer_ptr(listing_f));
if (listing_v)
RARCH_ERR("Vertex:\n%s\n", (char*)d3dx_get_buffer_ptr(listing_v));
d3dxbuffer_release((void*)listing_f);
d3dxbuffer_release((void*)listing_v);
return false;
}
static bool hlsl_load_stock(hlsl_shader_data_t *hlsl)
{
struct shader_program_info program_info;
program_info.combined = stock_hlsl_program;
program_info.is_file = false;
if (!hlsl_compile_program(hlsl, 0, &hlsl->prg[0], &program_info))
{
RARCH_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n");
return false;
}
return true;
}
static void hlsl_set_program_attributes(hlsl_shader_data_t *hlsl, unsigned i)
{
if (!hlsl)
return;
hlsl->prg[i].vid_size_f = get_constant_by_name(NULL, "$IN.video_size", hlsl->prg[i].f_ctable);
hlsl->prg[i].tex_size_f = get_constant_by_name(NULL, "$IN.texture_size", hlsl->prg[i].f_ctable);
hlsl->prg[i].out_size_f = get_constant_by_name(NULL, "$IN.output_size", hlsl->prg[i].f_ctable);
hlsl->prg[i].frame_cnt_f = get_constant_by_name(NULL, "$IN.frame_count", hlsl->prg[i].f_ctable);
hlsl->prg[i].frame_dir_f = get_constant_by_name(NULL, "$IN.frame_direction", hlsl->prg[i].f_ctable);
hlsl->prg[i].vid_size_v = get_constant_by_name(NULL, "$IN.video_size", hlsl->prg[i].v_ctable);
hlsl->prg[i].tex_size_v = get_constant_by_name(NULL, "$IN.texture_size", hlsl->prg[i].v_ctable);
hlsl->prg[i].out_size_v = get_constant_by_name(NULL, "$IN.output_size", hlsl->prg[i].v_ctable);
hlsl->prg[i].frame_cnt_v = get_constant_by_name(NULL, "$IN.frame_count", hlsl->prg[i].v_ctable);
hlsl->prg[i].frame_dir_v = get_constant_by_name(NULL, "$IN.frame_direction", hlsl->prg[i].v_ctable);
hlsl->prg[i].mvp = get_constant_by_name(NULL, "$modelViewProj", hlsl->prg[i].v_ctable);
d3d_matrix_identity(&hlsl->prg[i].mvp_val);
}
static bool hlsl_load_shader(hlsl_shader_data_t *hlsl,
const char *cgp_path, unsigned i)
{
struct shader_program_info program_info;
char path_buf[PATH_MAX_LENGTH];
path_buf[0] = '\0';
program_info.combined = path_buf;
program_info.is_file = true;
fill_pathname_resolve_relative(path_buf, cgp_path,
hlsl->cg_shader->pass[i].source.path, sizeof(path_buf));
RARCH_LOG("Loading Cg/HLSL shader: \"%s\".\n", path_buf);
if (!hlsl_compile_program(hlsl, i + 1, &hlsl->prg[i + 1], &program_info))
return false;
return true;
}
static bool hlsl_load_plain(hlsl_shader_data_t *hlsl, const char *path)
{
if (!hlsl_load_stock(hlsl))
return false;
hlsl->cg_shader = (struct video_shader*)calloc(1, sizeof(*hlsl->cg_shader));
if (!hlsl->cg_shader)
return false;
hlsl->cg_shader->passes = 1;
if (!string_is_empty(path))
{
struct shader_program_info program_info;
program_info.combined = path;
program_info.is_file = true;
RARCH_LOG("Loading Cg/HLSL file: %s\n", path);
strlcpy(hlsl->cg_shader->pass[0].source.path,
path, sizeof(hlsl->cg_shader->pass[0].source.path));
if (!hlsl_compile_program(hlsl, 1, &hlsl->prg[1], &program_info))
return false;
}
else
{
RARCH_LOG("Loading stock Cg/HLSL file.\n");
hlsl->prg[1] = hlsl->prg[0];
}
return true;
}
static void hlsl_deinit_progs(hlsl_shader_data_t *hlsl)
{
unsigned i;
for (i = 1; i < RARCH_HLSL_MAX_SHADERS; i++)
{
if (hlsl->prg[i].fprg && hlsl->prg[i].fprg != hlsl->prg[0].fprg)
d3d_free_pixel_shader(hlsl->dev, hlsl->prg[i].fprg);
if (hlsl->prg[i].vprg && hlsl->prg[i].vprg != hlsl->prg[0].vprg)
d3d_free_vertex_shader(hlsl->dev, hlsl->prg[i].vprg);
hlsl->prg[i].fprg = NULL;
hlsl->prg[i].vprg = NULL;
}
if (hlsl->prg[0].fprg)
d3d_free_pixel_shader(hlsl->dev, hlsl->prg[0].fprg);
if (hlsl->prg[0].vprg)
d3d_free_vertex_shader(hlsl->dev, hlsl->prg[0].vprg);
hlsl->prg[0].fprg = NULL;
hlsl->prg[0].vprg = NULL;
}
static bool hlsl_load_preset(hlsl_shader_data_t *hlsl, const char *path)
{
unsigned i;
config_file_t *conf = NULL;
if (!hlsl_load_stock(hlsl))
return false;
RARCH_LOG("Loading Cg meta-shader: %s\n", path);
conf = config_file_new(path);
if (!conf)
goto error;
if (!hlsl->cg_shader)
hlsl->cg_shader = (struct video_shader*)calloc(1, sizeof(*hlsl->cg_shader));
if (!hlsl->cg_shader)
goto error;
if (!video_shader_read_conf_cgp(conf, hlsl->cg_shader))
{
RARCH_ERR("Failed to parse CGP file.\n");
goto error;
}
config_file_free(conf);
if (hlsl->cg_shader->passes > RARCH_HLSL_MAX_SHADERS - 3)
{
RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n", RARCH_HLSL_MAX_SHADERS - 3);
hlsl->cg_shader->passes = RARCH_HLSL_MAX_SHADERS - 3;
}
for (i = 0; i < hlsl->cg_shader->passes; i++)
{
if (!hlsl_load_shader(hlsl, path, i))
goto error;
}
/* TODO - textures / imports */
return true;
error:
RARCH_ERR("Failed to load preset.\n");
if (conf)
config_file_free(conf);
conf = NULL;
return false;
}
static void *hlsl_init(void *data, const char *path)
{
unsigned i;
d3d_video_t *d3d = (d3d_video_t*)data;
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)
calloc(1, sizeof(hlsl_shader_data_t));
if (!hlsl || !d3d)
goto error;
hlsl->dev = d3d->dev;
if (!hlsl->dev)
goto error;
if (path && (string_is_equal(path_get_extension(path), ".cgp")))
{
if (!hlsl_load_preset(hlsl, path))
goto error;
}
else
{
if (!hlsl_load_plain(hlsl, path))
goto error;
}
for(i = 1; i <= hlsl->cg_shader->passes; i++)
hlsl_set_program_attributes(hlsl, i);
d3d_set_vertex_shader(hlsl->dev, 1, hlsl->prg[1].vprg);
d3d_set_pixel_shader(hlsl->dev, hlsl->prg[1].fprg);
return hlsl;
error:
if (hlsl)
free(hlsl);
return NULL;
}
static void hlsl_deinit(void *data)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)data;
if (!hlsl)
return;
hlsl_deinit_progs(hlsl);
memset(hlsl->prg, 0, sizeof(hlsl->prg));
if (hlsl->cg_shader)
free(hlsl->cg_shader);
hlsl->cg_shader = NULL;
if (hlsl)
free(hlsl);
}
static void hlsl_use(void *data, void *shader_data, unsigned idx, bool set_active)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)shader_data;
LPDIRECT3DDEVICE9 d3dr = hlsl ? (LPDIRECT3DDEVICE9)hlsl->dev : NULL;
if (!hlsl || !hlsl->prg[idx].vprg || !hlsl->prg[idx].fprg)
return;
if (set_active)
hlsl->active_idx = idx;
d3d_set_vertex_shader(d3dr, idx, hlsl->prg[idx].vprg);
d3d_set_pixel_shader(d3dr, hlsl->prg[idx].fprg);
}
static unsigned hlsl_num(void *data)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)data;
if (hlsl)
return hlsl->cg_shader->passes;
return 0;
}
static bool hlsl_filter_type(void *data, unsigned idx, bool *smooth)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)data;
if (hlsl && idx
&& (hlsl->cg_shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC))
{
*smooth = RARCH_FILTER_LINEAR;
hlsl->cg_shader->pass[idx - 1].filter = RARCH_FILTER_LINEAR;
return true;
}
return false;
}
static void hlsl_shader_scale(void *data, unsigned idx, struct gfx_fbo_scale *scale)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)data;
if (hlsl && idx)
*scale = hlsl->cg_shader->pass[idx - 1].fbo;
else
scale->valid = false;
}
static bool hlsl_set_mvp(void *data, void *shader_data, const void *mat_data)
{
hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)shader_data;
LPDIRECT3DDEVICE9 d3dr = hlsl ? (LPDIRECT3DDEVICE9)hlsl->dev : NULL;
const math_matrix_4x4 *mat = (const math_matrix_4x4*)mat_data;
if (!hlsl || !hlsl->prg[hlsl->active_idx].mvp)
return false;
ID3DXConstantTable_SetMatrix(hlsl->prg[hlsl->active_idx].v_ctable, d3dr,
hlsl->prg[hlsl->active_idx].mvp,
&hlsl->prg[hlsl->active_idx].mvp_val);
return true;
}
static bool hlsl_mipmap_input(void *data, unsigned idx)
{
(void)idx;
return false;
}
static bool hlsl_get_feedback_pass(void *data, unsigned *idx)
{
(void)idx;
return false;
}
static struct video_shader *hlsl_get_current_shader(void *data)
{
return NULL;
}
const shader_backend_t hlsl_backend = {
hlsl_init,
hlsl_deinit,
hlsl_set_params,
hlsl_set_uniform_parameter,
NULL, /* compile_program */
hlsl_use,
hlsl_num,
hlsl_filter_type,
NULL, /* hlsl_wrap_type */
hlsl_shader_scale,
NULL, /* hlsl_set_coords */
hlsl_set_mvp,
NULL, /* hlsl_get_prev_textures */
hlsl_get_feedback_pass,
hlsl_mipmap_input,
hlsl_get_current_shader,
RARCH_SHADER_HLSL,
"hlsl"
};