mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-28 10:40:39 +00:00
362 lines
12 KiB
C
362 lines
12 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2012 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "shader_hlsl.h"
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#ifdef _XBOX
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#include <xtl.h>
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#endif
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struct hlsl_program
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{
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IDirect3DVertexShader9 *vprg;
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IDirect3DPixelShader9 *fprg;
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D3DXHANDLE vid_size_f;
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D3DXHANDLE tex_size_f;
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D3DXHANDLE out_size_f;
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D3DXHANDLE frame_cnt_f;
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D3DXHANDLE frame_dir_f;
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D3DXHANDLE vid_size_v;
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D3DXHANDLE tex_size_v;
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D3DXHANDLE out_size_v;
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D3DXHANDLE frame_cnt_v;
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D3DXHANDLE frame_dir_v;
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D3DXHANDLE mvp;
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LPD3DXCONSTANTTABLE v_ctable;
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LPD3DXCONSTANTTABLE f_ctable;
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XMMATRIX mvp_val; /* TODO: Move to D3DXMATRIX here */
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};
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static IDirect3DDevice9 *d3d_device_ptr;
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static struct hlsl_program prg[RARCH_HLSL_MAX_SHADERS] = {0};
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static bool hlsl_active = false;
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static unsigned active_index = 0;
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static unsigned hlsl_shader_num = 0;
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static const char *stock_hlsl_program =
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"void main_vertex "
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"( "
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" float4 position : POSITION, "
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" float4 color : COLOR, "
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" float4 texCoord : TEXCOORD0, "
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" uniform float4x4 modelViewProj, "
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" out float4 oPosition : POSITION, "
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" out float4 oColor : COLOR, "
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" out float2 otexCoord : TEXCOORD "
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") "
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"{ "
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" oPosition = mul(modelViewProj, position); "
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" oColor = color; "
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" otexCoord = texCoord; "
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"} "
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" "
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"struct output "
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"{ "
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" float4 color: COLOR; "
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"}; "
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" "
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"struct input "
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"{ "
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" float2 video_size; "
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" float2 texture_size; "
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" float2 output_size; "
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" float frame_count; "
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" float frame_direction; "
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" float frame_rotation; "
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"}; "
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" "
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"output main_fragment(float2 texCoord : TEXCOORD0, "
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"uniform sampler2D decal : TEXUNIT0, uniform input IN) "
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"{ "
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" output OUT; "
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" OUT.color = tex2D(decal, texCoord); "
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" return OUT; "
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"} ";
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void hlsl_set_proj_matrix(XMMATRIX rotation_value)
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{
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if (hlsl_active)
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prg[active_index].mvp_val = rotation_value;
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}
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unsigned d3d_hlsl_num(void)
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{
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if (hlsl_active)
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return hlsl_shader_num;
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else
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return 0;
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}
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#define set_param_2f(param, xy, constanttable) \
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if (param) constanttable->SetFloatArray(d3d_device_ptr, param, xy, 2)
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#define set_param_1f(param, x, constanttable) \
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if (param) constanttable->SetFloat(d3d_device_ptr, param, x)
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void hlsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count)
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{
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if (!hlsl_active)
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return;
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const float ori_size[2] = { (float)width, (float)height };
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const float tex_size[2] = { (float)tex_width, (float)tex_height };
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const float out_size[2] = { (float)out_width, (float)out_height };
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float frame_cnt = frame_count;
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prg[active_index].f_ctable->SetDefaults(d3d_device_ptr);
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prg[active_index].v_ctable->SetDefaults(d3d_device_ptr);
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set_param_2f(prg[active_index].vid_size_f, ori_size, prg[active_index].f_ctable);
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set_param_2f(prg[active_index].tex_size_f, tex_size, prg[active_index].f_ctable);
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set_param_2f(prg[active_index].out_size_f, out_size, prg[active_index].f_ctable);
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set_param_1f(prg[active_index].frame_cnt_f, frame_cnt, prg[active_index].f_ctable);
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set_param_1f(prg[active_index].frame_dir_f, g_extern.frame_is_reverse ? -1.0 : 1.0,prg[active_index].f_ctable);
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set_param_2f(prg[active_index].vid_size_v, ori_size, prg[active_index].v_ctable);
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set_param_2f(prg[active_index].tex_size_v, tex_size, prg[active_index].v_ctable);
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set_param_2f(prg[active_index].out_size_v, out_size, prg[active_index].v_ctable);
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set_param_1f(prg[active_index].frame_cnt_v, frame_cnt, prg[active_index].v_ctable);
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set_param_1f(prg[active_index].frame_dir_v, g_extern.frame_is_reverse ? -1.0 : 1.0,prg[active_index].v_ctable);
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/* TODO: Move to D3DXMATRIX here */
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if(prg[active_index].mvp)
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prg[active_index].v_ctable->SetMatrix(d3d_device_ptr, prg[active_index].mvp, (D3DXMATRIX*)&prg[active_index].mvp_val);
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}
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static bool load_program(unsigned index, const char *prog, bool path_is_file)
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{
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HRESULT ret, ret_fp, ret_vp;
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ID3DXBuffer *listing_f = NULL;
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ID3DXBuffer *listing_v = NULL;
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ID3DXBuffer *code_f = NULL;
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ID3DXBuffer *code_v = NULL;
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if (path_is_file)
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{
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ret_fp = D3DXCompileShaderFromFile(prog, NULL, NULL,
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"main_fragment", "ps_3_0", 0, &code_f, &listing_f, &prg[index].f_ctable);
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ret_vp = D3DXCompileShaderFromFile(prog, NULL, NULL,
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"main_vertex", "vs_3_0", 0, &code_v, &listing_v, &prg[index].v_ctable);
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}
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else
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{
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/* TODO - crashes currently - to do with 'end of line' of stock shader */
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ret_fp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL,
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"main_fragment", "ps_3_0", 0, &code_f, &listing_f, &prg[index].f_ctable );
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ret_vp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL,
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"main_vertex", "vs_3_0", 0, &code_v, &listing_v, &prg[index].v_ctable );
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}
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if (ret_fp < 0 || ret_vp < 0 || listing_v || listing_f)
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{
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RARCH_ERR("HLSL error:\n");
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if(listing_f)
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RARCH_ERR("Fragment:\n%s\n", (char*)listing_f->GetBufferPointer());
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if(listing_v)
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RARCH_ERR("Vertex:\n%s\n", (char*)listing_v->GetBufferPointer());
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ret = false;
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goto end;
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}
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d3d_device_ptr->CreatePixelShader((const DWORD*)code_f->GetBufferPointer(), &prg[index].fprg);
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d3d_device_ptr->CreateVertexShader((const DWORD*)code_v->GetBufferPointer(), &prg[index].vprg);
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code_f->Release();
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code_v->Release();
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end:
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if (listing_f)
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listing_f->Release();
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if (listing_v)
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listing_v->Release();
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return ret;
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}
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static bool load_stock(void)
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{
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if (!load_program(0, stock_hlsl_program, false))
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{
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RARCH_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n");
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return false;
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}
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return true;
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}
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static void set_program_attributes(unsigned i)
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{
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prg[i].vid_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.video_size");
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prg[i].tex_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.texture_size");
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prg[i].out_size_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.output_size");
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prg[i].frame_cnt_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.frame_count");
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prg[i].frame_dir_f = prg[i].f_ctable->GetConstantByName(NULL, "$IN.frame_direction");
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prg[i].vid_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.video_size");
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prg[i].tex_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.texture_size");
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prg[i].out_size_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.output_size");
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prg[i].frame_cnt_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.frame_count");
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prg[i].frame_dir_v = prg[i].v_ctable->GetConstantByName(NULL, "$IN.frame_direction");
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prg[i].mvp = prg[i].v_ctable->GetConstantByName(NULL, "$modelViewProj");
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prg[i].mvp_val = XMMatrixIdentity();
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}
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bool hlsl_load_shader(unsigned index, const char *path)
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{
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bool retval = true;
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if (!hlsl_active || index == 0)
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retval = false;
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// FIXME: This could cause corruption issues if prg[index] == prg[0]
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// (Set earlier if path == NULL).
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if(retval)
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{
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if (path)
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{
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if (load_program(index, path, true))
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{
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set_program_attributes(index);
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}
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else
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{
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// Always make sure we have a valid shader.
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prg[index] = prg[0];
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retval = false;
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}
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}
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else
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prg[index] = prg[0];
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}
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else
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goto end; // if retval is false, skip to end label
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hlsl_active = true;
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active_index = index;
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d3d_device_ptr->SetVertexShader(prg[index].vprg);
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d3d_device_ptr->SetPixelShader(prg[index].fprg);
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end:
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return retval;
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}
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static bool load_plain(const char *path)
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{
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if (!load_stock())
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return false;
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RARCH_LOG("Loading HLSL file: %s\n", path);
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if (!load_program(1, path, true))
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return false;
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if (*g_settings.video.second_pass_shader && g_settings.video.render_to_texture)
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{
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if (!load_program(2, g_settings.video.second_pass_shader, true))
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return false;
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hlsl_shader_num = 2;
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}
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else
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{
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prg[2] = prg[0];
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hlsl_shader_num = 1;
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}
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return true;
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}
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static void hlsl_deinit_progs(void)
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{
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for (unsigned i = 1; i < RARCH_HLSL_MAX_SHADERS; i++)
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{
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if (prg[i].fprg && prg[i].fprg != prg[0].fprg)
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prg[i].fprg->Release();
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if (prg[i].vprg && prg[i].vprg != prg[0].vprg)
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prg[i].vprg->Release();
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prg[i].fprg = NULL;
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prg[i].vprg = NULL;
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}
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if (prg[0].fprg)
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prg[0].fprg->Release();
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if (prg[0].vprg)
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prg[0].vprg->Release();
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prg[0].fprg = NULL;
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prg[0].vprg = NULL;
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}
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static void hlsl_deinit_state(void)
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{
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hlsl_active = false;
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hlsl_deinit_progs();
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memset(prg, 0, sizeof(prg));
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d3d_device_ptr = NULL;
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}
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static bool load_preset(const char *path)
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{
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return false;
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}
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bool hlsl_init(const char *path, IDirect3DDevice9 * device_ptr)
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{
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if (!device_ptr)
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return false;
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d3d_device_ptr = device_ptr;
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if (strstr(path, ".cgp"))
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{
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if (!load_preset(path))
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return false;
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}
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else
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{
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if (!load_plain(path))
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return false;
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}
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for(unsigned i = 1; i <= hlsl_shader_num; i++)
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set_program_attributes(i);
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active_index = 1;
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d3d_device_ptr->SetVertexShader(prg[active_index].vprg);
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d3d_device_ptr->SetPixelShader(prg[active_index].fprg);
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hlsl_active = true;
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return true;
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}
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void hlsl_use(unsigned index)
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{
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if (hlsl_active)
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{
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active_index = index;
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d3d_device_ptr->SetVertexShader(prg[index].vprg);
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d3d_device_ptr->SetPixelShader(prg[index].fprg);
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}
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}
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// Full deinit.
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void hlsl_deinit(void)
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{
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if (!hlsl_active)
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return;
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hlsl_deinit_state();
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}
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