mirror of
https://github.com/libretro/snes9x.git
synced 2024-11-24 08:49:53 +00:00
5f56cadafb
This points to the full license in the root directory.
674 lines
22 KiB
C++
674 lines
22 KiB
C++
/*****************************************************************************\
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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This file is licensed under the Snes9x License.
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For further information, consult the LICENSE file in the root directory.
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\*****************************************************************************/
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#include "CD3DCG.h"
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#include "wsnes9x.h"
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#include "win32_display.h"
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#include "snes9x.h"
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#include "dxerr.h"
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#include <png.h>
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#include "CDirect3D.h"
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#include "image_functions.h"
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#ifndef max
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#endif
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static float npot(float desired)
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{
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float out=512.0;
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while(out<desired)
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out*=2;
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return out;
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}
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CD3DCG::CD3DCG(CGcontext cgContext,LPDIRECT3DDEVICE9 pDevice)
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{
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this->cgContext = cgContext;
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this->pDevice = pDevice;
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ClearPasses();
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frameCnt=0;
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}
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CD3DCG::~CD3DCG(void)
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{
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LoadShader(NULL);
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}
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void CD3DCG::ClearPasses()
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{
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/* clean up cg programs, vertex buffers/declarations and textures
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from all regular passes. pass 0 is the orignal texture, so ignore that
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*/
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if(shaderPasses.size()>1) {
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for(std::vector<shaderPass>::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
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if(it->cgFragmentProgram)
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cgDestroyProgram(it->cgFragmentProgram);
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if(it->cgVertexProgram)
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cgDestroyProgram(it->cgVertexProgram);
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if(it->tex)
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it->tex->Release();
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if(it->vertexBuffer)
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it->vertexBuffer->Release();
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if(it->vertexDeclaration)
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it->vertexDeclaration->Release();
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}
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}
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for(std::vector<lookupTexture>::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
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if(it->tex)
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it->tex->Release();
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}
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for(std::deque<prevPass>::iterator it=prevPasses.begin();it!=prevPasses.end();it++) {
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if(it->tex)
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it->tex->Release();
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if(it->vertexBuffer)
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it->vertexBuffer->Release();
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}
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prevPasses.clear();
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shaderPasses.clear();
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lookupTextures.clear();
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// prevPasses deque is always filled with PREV + PREV1-6 elements
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prevPasses.resize(7);
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shaderLoaded = false;
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}
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void CD3DCG::OnLostDevice()
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{
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/* release all non-managed textures so the device can reset -
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will be recreated when required
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*/
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if(shaderPasses.size()>1) {
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for(std::vector<shaderPass>::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
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if(it->tex) {
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it->tex->Release();
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it->tex = NULL;
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}
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}
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}
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}
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void CD3DCG::OnResetDevice()
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{
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}
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void CD3DCG::checkForCgError(const char *situation)
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{
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char buffer[4096];
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CGerror error = cgGetError();
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const char *string = cgGetErrorString(error);
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if (error != CG_NO_ERROR) {
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sprintf(buffer,
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"Situation: %s\n"
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"Error: %s\n\n"
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"Cg compiler output...\n", situation, string);
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MessageBoxA(0, buffer,
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"Cg error", MB_OK|MB_ICONEXCLAMATION);
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if (error == CG_COMPILER_ERROR) {
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MessageBoxA(0, cgGetLastListing(cgContext),
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"Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
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}
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}
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}
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bool CD3DCG::LoadShader(const TCHAR *shaderFile)
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{
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CCGShader cgShader;
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TCHAR shaderPath[MAX_PATH];
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TCHAR tempPath[MAX_PATH];
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HRESULT hr;
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GLenum error;
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ClearPasses();
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if (shaderFile == NULL || *shaderFile==TEXT('\0'))
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return true;
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lstrcpy(shaderPath, shaderFile);
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ReduceToPath(shaderPath);
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SetCurrentDirectory(shaderPath);
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if(!cgShader.LoadShader(_tToChar(shaderFile)))
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return false;
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CGprofile vertexProfile = cgD3D9GetLatestVertexProfile();
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CGprofile pixelProfile = cgD3D9GetLatestPixelProfile();
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const char** vertexOptions = cgD3D9GetOptimalOptions(vertexProfile);
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const char** pixelOptions = cgD3D9GetOptimalOptions(pixelProfile);
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shaderPasses.push_back(shaderPass());
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for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
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it!=cgShader.shaderPasses.end();it++) {
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shaderPass pass;
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pass.scaleParams = it->scaleParams;
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/* if this is the last pass (the only one that can have CG_SCALE_NONE)
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and no filter has been set use the GUI setting
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*/
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if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
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pass.linearFilter = Settings.BilinearFilter;
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} else {
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pass.linearFilter = it->linearFilter;
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}
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pass.frameCounterMod = it->frameCounterMod;
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pass.useFloatTex = it->floatFbo;
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// paths in the meta file can be relative
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_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
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char *fileContents = ReadShaderFileContents(tempPath);
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if(!fileContents)
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return false;
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// individual shader might include files, these should be relative to shader
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ReduceToPath(tempPath);
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SetCurrentDirectory(tempPath);
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pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
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vertexProfile, "main_vertex", vertexOptions);
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checkForCgError("Compiling vertex program");
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pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
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pixelProfile, "main_fragment", pixelOptions);
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checkForCgError("Compiling fragment program");
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// set path back for next pass
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SetCurrentDirectory(shaderPath);
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delete [] fileContents;
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if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
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return false;
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}
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if(pass.cgVertexProgram) {
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hr = cgD3D9LoadProgram(pass.cgVertexProgram,false,0);
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}
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checkForCgError("Loading vertex program");
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if(pass.cgFragmentProgram) {
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hr = cgD3D9LoadProgram(pass.cgFragmentProgram,false,0);
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}
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checkForCgError("Loading fragment program");
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/* generate vertex buffer
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*/
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hr = pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&pass.vertexBuffer,NULL);
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if(FAILED(hr)) {
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pass.vertexBuffer = NULL;
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DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex buffer"), hr);
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return false;
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}
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/* set up vertex declarations for the pass,
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this also creates the vertex declaration
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*/
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setupVertexDeclaration(pass);
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shaderPasses.push_back(pass);
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}
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for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {
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lookupTexture tex;
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strcpy(tex.id,it->id);
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tex.linearFilter = it->linearfilter;
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_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);
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if(!d3d_create_texture_from_file(pDevice, tempPath, &tex.tex)){
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tex.tex = NULL;
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}
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lookupTextures.push_back(tex);
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}
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shaderLoaded = true;
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return true;
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}
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void CD3DCG::ensureTextureSize(LPDIRECT3DTEXTURE9 &tex, XMFLOAT2 &texSize,
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XMFLOAT2 wantedSize,bool renderTarget,bool useFloat)
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{
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HRESULT hr;
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if(!tex || texSize.x != wantedSize.x || texSize.y != wantedSize.y) {
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if(tex)
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tex->Release();
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hr = pDevice->CreateTexture(
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(UINT)wantedSize.x, (UINT)wantedSize.y,
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1, // 1 level, no mipmaps
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renderTarget?D3DUSAGE_RENDERTARGET:0,
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renderTarget?(useFloat?D3DFMT_A32B32G32R32F:D3DFMT_A8R8G8B8):D3DFMT_R5G6B5,
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renderTarget?D3DPOOL_DEFAULT:D3DPOOL_MANAGED, // render targets cannot be managed
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&tex,
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NULL );
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texSize = wantedSize;
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if(FAILED(hr)) {
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DXTRACE_ERR_MSGBOX(TEXT("Error while creating texture"), hr);
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return;
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}
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}
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}
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void CD3DCG::setVertexStream(IDirect3DVertexBuffer9 *vertexBuffer,
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XMFLOAT2 inputSize, XMFLOAT2 textureSize, XMFLOAT2 outputSize)
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{
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float tX = inputSize.x / textureSize.x;
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float tY = inputSize.y / textureSize.y;
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VERTEX vertexStream[4];
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/* vertex is POSITION, TEXCOORD, LUT TEXCOORD
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*/
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vertexStream[0] = VERTEX(0.0f,0.0f,0.0f,
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0.0f,tY,
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0.0f,1.0f);
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vertexStream[1] = VERTEX(0.0f,1.0f,0.0f,
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0.0f,0.0f,
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0.0f,0.0f);
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vertexStream[2] = VERTEX(1.0f,0.0f,0.0f,
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tX,tY,
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1.0f,1.0f);
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vertexStream[3] = VERTEX(1.0f,1.0f,0.0f,
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tX,0.0f,
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1.0f,0.0f);
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// offset coordinates to correct pixel/texture alignment
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for(int i=0;i<4;i++) {
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vertexStream[i].x -= 0.5f / outputSize.x;
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vertexStream[i].y += 0.5f / outputSize.y;
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}
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void *pLockedVertexBuffer;
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HRESULT hr = vertexBuffer->Lock(0,0,&pLockedVertexBuffer,NULL);
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memcpy(pLockedVertexBuffer,vertexStream,sizeof(vertexStream));
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vertexBuffer->Unlock();
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/* set vertex to stream 0-3, for POSITION,TEXCOORD0,TEXCOORD1,COLOR
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if stream is used in parameter, this will be set in setShaderVars
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*/
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pDevice->SetStreamSource(0,vertexBuffer,0,sizeof(VERTEX));
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pDevice->SetStreamSource(1,vertexBuffer,0,sizeof(VERTEX));
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pDevice->SetStreamSource(2,vertexBuffer,0,sizeof(VERTEX));
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pDevice->SetStreamSource(3,vertexBuffer,0,sizeof(VERTEX));
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}
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void CD3DCG::Render(LPDIRECT3DTEXTURE9 &origTex, XMFLOAT2 textureSize,
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XMFLOAT2 inputSize, XMFLOAT2 viewportSize, XMFLOAT2 windowSize)
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{
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LPDIRECT3DSURFACE9 pRenderSurface = NULL,pBackBuffer = NULL;
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frameCnt++;
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if(!shaderLoaded)
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return;
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/* save back buffer render target
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*/
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pDevice->GetRenderTarget(0,&pBackBuffer);
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/* pass 0 represents the original texture
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*/
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shaderPasses[0].tex = origTex;
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shaderPasses[0].outputSize = inputSize;
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shaderPasses[0].textureSize = textureSize;
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calculateMatrix();
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for(int i=1;i<shaderPasses.size();i++) {
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switch(shaderPasses[i].scaleParams.scaleTypeX) {
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case CG_SCALE_ABSOLUTE:
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shaderPasses[i].outputSize.x = (double)shaderPasses[i].scaleParams.absX;
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break;
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case CG_SCALE_SOURCE:
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shaderPasses[i].outputSize.x = shaderPasses[i-1].outputSize.x * shaderPasses[i].scaleParams.scaleX;
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break;
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case CG_SCALE_VIEWPORT:
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shaderPasses[i].outputSize.x = viewportSize.x * shaderPasses[i].scaleParams.scaleX;
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break;
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default:
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shaderPasses[i].outputSize.x = viewportSize.x;
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}
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switch(shaderPasses[i].scaleParams.scaleTypeY) {
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case CG_SCALE_ABSOLUTE:
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shaderPasses[i].outputSize.y = (double)shaderPasses[i].scaleParams.absY;
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break;
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case CG_SCALE_SOURCE:
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shaderPasses[i].outputSize.y = shaderPasses[i-1].outputSize.y * shaderPasses[i].scaleParams.scaleY;
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break;
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case CG_SCALE_VIEWPORT:
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shaderPasses[i].outputSize.y = viewportSize.y * shaderPasses[i].scaleParams.scaleY;
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break;
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default:
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shaderPasses[i].outputSize.y = viewportSize.y;
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}
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float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
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/* make sure the render target exists and has an appropriate size,
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then set as current render target with last pass as source
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*/
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ensureTextureSize(shaderPasses[i].tex,shaderPasses[i].textureSize, XMFLOAT2(texSize,texSize),true,shaderPasses[i].useFloatTex);
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shaderPasses[i].tex->GetSurfaceLevel(0,&pRenderSurface);
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pDevice->SetTexture(0, shaderPasses[i-1].tex);
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pDevice->SetRenderTarget(0,pRenderSurface);
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pRenderSurface->Release();
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/* set vertex declaration of current pass, update vertex
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buffer and set base streams
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*/
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pDevice->SetVertexDeclaration(shaderPasses[i].vertexDeclaration);
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setVertexStream(shaderPasses[i].vertexBuffer,
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shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize,shaderPasses[i].outputSize);
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pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT);
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pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT);
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/* shader vars need to be set after the base vertex streams
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have been set so they can override them
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*/
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setShaderVars(i);
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cgD3D9BindProgram(shaderPasses[i].cgVertexProgram);
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checkForCgError("Binding vertex program");
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cgD3D9BindProgram(shaderPasses[i].cgFragmentProgram);
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checkForCgError("Binding fragment program");
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/* viewport defines output size
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*/
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setViewport(0,0,(DWORD)shaderPasses[i].outputSize.x, (DWORD)shaderPasses[i].outputSize.y);
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pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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pDevice->BeginScene();
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pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
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pDevice->EndScene();
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}
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/* take oldes PREV out of deque, make sure it has
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the same size as the current texture and
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then set it up as new original texture
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*/
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prevPass &oldestPrev = prevPasses.back();
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ensureTextureSize(oldestPrev.tex,oldestPrev.textureSize,textureSize,false);
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if(oldestPrev.vertexBuffer)
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oldestPrev.vertexBuffer->Release();
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origTex = oldestPrev.tex;
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prevPasses.pop_back();
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/* push current original with corresponding vertex
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buffer to front of PREV deque
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*/
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shaderPasses[0].vertexBuffer = shaderPasses[1].vertexBuffer;
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prevPasses.push_front(prevPass(shaderPasses[0]));
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/* create new vertex buffer so that next render call
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will not overwrite the PREV
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*/
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pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&shaderPasses[1].vertexBuffer,NULL);
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/* set up last pass texture, backbuffer and viewport
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for final display pass without shaders
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*/
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pDevice->SetTexture(0, shaderPasses.back().tex);
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pDevice->SetRenderTarget(0,pBackBuffer);
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pBackBuffer->Release();
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RECT displayRect=CalculateDisplayRect((unsigned int)shaderPasses.back().outputSize.x, (unsigned int)shaderPasses.back().outputSize.y, (unsigned int)windowSize.x, (unsigned int)windowSize.y);
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setViewport(displayRect.left,displayRect.top,displayRect.right - displayRect.left,displayRect.bottom - displayRect.top);
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setVertexStream(shaderPasses.back().vertexBuffer,
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shaderPasses.back().outputSize,shaderPasses.back().textureSize,
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XMFLOAT2((float)(displayRect.right - displayRect.left),(float)(displayRect.bottom - displayRect.top)));
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pDevice->SetVertexShader(NULL);
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pDevice->SetPixelShader(NULL);
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}
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void CD3DCG::calculateMatrix()
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{
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XMMATRIX matWorld;
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XMMATRIX matView;
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XMMATRIX matProj;
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pDevice->GetTransform(D3DTS_WORLD, (D3DMATRIX*)&matWorld);
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pDevice->GetTransform(D3DTS_VIEW, (D3DMATRIX*)&matView);
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pDevice->GetTransform(D3DTS_PROJECTION, (D3DMATRIX*)&matProj);
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XMStoreFloat4x4(&mvp, XMMatrixTranspose(XMMatrixMultiply(matProj, XMMatrixMultiply(matWorld, matView))));
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}
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void CD3DCG::setViewport(DWORD x, DWORD y, DWORD width, DWORD height)
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{
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D3DVIEWPORT9 viewport;
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viewport.X = x;
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viewport.Y = y;
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viewport.Height = height;
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viewport.Width = width;
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viewport.MinZ = 0.0f;
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viewport.MaxZ = 1.0f;
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HRESULT hr = pDevice->SetViewport(&viewport);
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}
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void CD3DCG::setShaderVars(int pass)
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{
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XMFLOAT2 inputSize = shaderPasses[pass-1].outputSize;
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XMFLOAT2 textureSize = shaderPasses[pass-1].textureSize;
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XMFLOAT2 outputSize = shaderPasses[pass].outputSize;
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/* mvp paramater
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*/
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CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");
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if(cgpModelViewProj)
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cgD3D9SetUniformMatrix(cgpModelViewProj,(D3DMATRIX*)&mvp);
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#define setProgramUniform(pass,varname,floats)\
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{\
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CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
|
|
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
|
|
if(cgpf)\
|
|
cgD3D9SetUniform(cgpf,floats);\
|
|
if(cgpv)\
|
|
cgD3D9SetUniform(cgpv,floats);\
|
|
}\
|
|
|
|
#define setTextureParameter(pass,varname,val,linear)\
|
|
{\
|
|
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
|
|
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
|
|
if(cgpf) {\
|
|
cgD3D9SetTexture(cgpf,val);\
|
|
cgD3D9SetSamplerState(cgpf, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);\
|
|
cgD3D9SetSamplerState(cgpf, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);\
|
|
cgD3D9SetSamplerState(cgpf, D3DSAMP_MINFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\
|
|
cgD3D9SetSamplerState(cgpf, D3DSAMP_MAGFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\
|
|
}\
|
|
if(cgpv) {\
|
|
cgD3D9SetTexture(cgpv,val);\
|
|
/*cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);\
|
|
cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);\
|
|
cgD3D9SetSamplerState(cgpv, D3DSAMP_MINFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\
|
|
cgD3D9SetSamplerState(cgpv, D3DSAMP_MAGFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);*/\
|
|
}\
|
|
}\
|
|
|
|
#define setTexCoordsParameter(pass,varname,val)\
|
|
{\
|
|
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
|
|
if(cgpv) {\
|
|
unsigned long index = cgGetParameterResourceIndex(cgpv);\
|
|
pDevice->SetStreamSource(shaderPasses[pass].parameterMap[index].streamNumber,val,0,sizeof(VERTEX));\
|
|
}\
|
|
}\
|
|
|
|
/* IN paramater
|
|
*/
|
|
setProgramUniform(pass,"IN.video_size",&inputSize);
|
|
setProgramUniform(pass,"IN.texture_size",&textureSize);
|
|
setProgramUniform(pass,"IN.output_size",&outputSize);
|
|
float shaderFrameCnt = (float)frameCnt;
|
|
if(shaderPasses[pass].frameCounterMod)
|
|
shaderFrameCnt = (float)(frameCnt % shaderPasses[pass].frameCounterMod);
|
|
setProgramUniform(pass,"IN.frame_count",&shaderFrameCnt);
|
|
float frameDirection = Settings.Rewinding?-1.0f:1.0f;
|
|
setProgramUniform(pass,"IN.frame_direction",&frameDirection);
|
|
|
|
/* ORIG parameter
|
|
*/
|
|
setProgramUniform(pass,"ORIG.video_size",&shaderPasses[0].outputSize);
|
|
setProgramUniform(pass,"ORIG.texture_size",&shaderPasses[0].textureSize);
|
|
setTextureParameter(pass,"ORIG.texture",shaderPasses[0].tex,shaderPasses[1].linearFilter);
|
|
setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[1].vertexBuffer);
|
|
|
|
/* PREV parameter
|
|
*/
|
|
if(prevPasses[0].tex) {
|
|
setProgramUniform(pass,"PREV.video_size",&prevPasses[0].imageSize);
|
|
setProgramUniform(pass,"PREV.texture_size",&prevPasses[0].textureSize);
|
|
setTextureParameter(pass,"PREV.texture",prevPasses[0].tex,shaderPasses[1].linearFilter);
|
|
setTexCoordsParameter(pass,"PREV.tex_coord",prevPasses[0].vertexBuffer);
|
|
}
|
|
|
|
/* PREV1-6 parameters
|
|
*/
|
|
for(int i=1;i<prevPasses.size();i++) {
|
|
if(!prevPasses[i].tex)
|
|
break;
|
|
char varname[100];
|
|
sprintf(varname,"PREV%d.video_size",i);
|
|
setProgramUniform(pass,varname,&prevPasses[i].imageSize);
|
|
sprintf(varname,"PREV%d.texture_size",i);
|
|
setProgramUniform(pass,varname,&prevPasses[i].textureSize);
|
|
sprintf(varname,"PREV%d.texture",i);
|
|
setTextureParameter(pass,varname,prevPasses[i].tex,shaderPasses[1].linearFilter);
|
|
sprintf(varname,"PREV%d.tex_coord",i);
|
|
setTexCoordsParameter(pass,varname,prevPasses[i].vertexBuffer);
|
|
}
|
|
|
|
/* LUT parameters
|
|
*/
|
|
for(int i=0;i<lookupTextures.size();i++) {
|
|
setTextureParameter(pass,lookupTextures[i].id,lookupTextures[i].tex,lookupTextures[i].linearFilter);
|
|
}
|
|
|
|
/* PASSX parameters, only for third pass and up
|
|
*/
|
|
if(pass>2) {
|
|
for(int i=1;i<pass-1;i++) {
|
|
char varname[100];
|
|
sprintf(varname,"PASS%d.video_size",i);
|
|
setProgramUniform(pass,varname,&shaderPasses[i].outputSize);
|
|
sprintf(varname,"PASS%d.texture_size",i);
|
|
setProgramUniform(pass,varname,&shaderPasses[i].textureSize);
|
|
sprintf(varname,"PASS%d.texture",i);
|
|
setTextureParameter(pass,varname,shaderPasses[i].tex,shaderPasses[i+1].linearFilter);
|
|
sprintf(varname,"PASS%d.tex_coord",i);
|
|
setTexCoordsParameter(pass,varname,shaderPasses[i+1].vertexBuffer);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* checks for known cg parameters, to make sure they
|
|
get stream offset 12
|
|
*/
|
|
static bool isKnownParameter(const char *paramName)
|
|
{
|
|
int len = strlen(paramName);
|
|
if(len<3)
|
|
return false;
|
|
if(!strncmp(paramName,"IN.",3))
|
|
return true;
|
|
if(len<4)
|
|
return false;
|
|
if(!strncmp(paramName,"PREV",4) ||
|
|
!strncmp(paramName,"PASS",4) ||
|
|
!strncmp(paramName,"ORIG",4))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
/* iterate all parameters and record input variyings
|
|
with their semantic and resource index
|
|
*/
|
|
void CD3DCG::fillParameterMap(std::vector<parameterEntry> &map, CGparameter param)
|
|
{
|
|
parameterEntry mapEntry;
|
|
while (param) {
|
|
if(cgGetParameterType(param)==CG_STRUCT)
|
|
fillParameterMap(map,cgGetFirstStructParameter(param));
|
|
else
|
|
if (cgGetParameterDirection(param) == CG_IN && cgGetParameterVariability(param) == CG_VARYING) {
|
|
mapEntry.rIndex = cgGetParameterResourceIndex(param);
|
|
mapEntry.semantic = cgGetParameterSemantic(param);
|
|
mapEntry.isKnownParam = isKnownParameter(cgGetParameterName(param));
|
|
if(map.size()<mapEntry.rIndex+1)
|
|
map.resize(mapEntry.rIndex+1);
|
|
map[mapEntry.rIndex] = mapEntry;
|
|
}
|
|
param = cgGetNextParameter(param);
|
|
}
|
|
}
|
|
|
|
void CD3DCG::setupVertexDeclaration(shaderPass &pass)
|
|
{
|
|
static const D3DVERTEXELEMENT9 end = D3DDECL_END();
|
|
CGparameter param = cgGetFirstParameter(pass.cgVertexProgram, CG_PROGRAM);
|
|
fillParameterMap(pass.parameterMap,param);
|
|
|
|
/* set up vertex elements according to parameter map.
|
|
all streams use the same vertex buffer layout, with
|
|
different offsets.
|
|
default (unknown name) parameters with semantics
|
|
POSITION0, TEXCOORD0, TEXCOORD1 and COLOR0 get stream
|
|
0,1,2 and 3 respectively.
|
|
the rest (all texcoords) get stream 4 and up
|
|
*/
|
|
D3DVERTEXELEMENT9 *vElems = new D3DVERTEXELEMENT9[pass.parameterMap.size()+1];
|
|
int streamNum = 4;
|
|
for(int i=0;i<pass.parameterMap.size();i++) {
|
|
const char* sem = pass.parameterMap[i].semantic;
|
|
pass.parameterMap[i].streamNumber = 0;
|
|
if(pass.parameterMap[i].isKnownParam==false) {
|
|
if(!strcmp(sem,"TEXCOORD0")) {
|
|
D3DVERTEXELEMENT9 elem = {1, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0};
|
|
vElems[i] = elem;
|
|
} else if(!strcmp(sem,"TEXCOORD1")) {
|
|
D3DVERTEXELEMENT9 elem = {2, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1};
|
|
vElems[i] = elem;
|
|
} else if(!strcmp(sem,"COLOR0")) {
|
|
D3DVERTEXELEMENT9 elem = {3, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0};
|
|
vElems[i] = elem;
|
|
} else if(!strcmp(sem,"POSITION0")) {
|
|
D3DVERTEXELEMENT9 elem = {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0};
|
|
vElems[i] = elem;
|
|
}
|
|
} else {
|
|
int resIndex = atoi(sem + strlen(sem) - 1);
|
|
D3DVERTEXELEMENT9 elem = {(WORD)streamNum, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, (BYTE)resIndex};
|
|
vElems[i] = elem;
|
|
pass.parameterMap[i].streamNumber = streamNum;
|
|
streamNum++;
|
|
}
|
|
}
|
|
vElems[pass.parameterMap.size()] = end;
|
|
|
|
/* create vertex declaration for vertex elements, then
|
|
get rid of the elements
|
|
*/
|
|
LPDIRECT3DVERTEXDECLARATION9 vertexDeclaration;
|
|
HRESULT hr = pDevice->CreateVertexDeclaration(vElems,&vertexDeclaration);
|
|
if(FAILED(hr)) {
|
|
DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex declaration"), hr);
|
|
}
|
|
if(pass.vertexDeclaration)
|
|
pass.vertexDeclaration->Release();
|
|
pass.vertexDeclaration = vertexDeclaration;
|
|
delete [] vElems;
|
|
}
|