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https://github.com/libretro/snes9x.git
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5f56cadafb
This points to the full license in the root directory.
100 lines
3.0 KiB
C++
100 lines
3.0 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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#ifndef CGD3DCG_H
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#define CGD3DCG_H
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#include <vector>
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#include <d3d9.h>
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#include <windows.h>
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#include "CCGShader.h"
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#include <vector>
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#include <deque>
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#undef Zero // DirectXMath uses Zero as a variable name
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#include "DirectXMath/Inc/DirectXMath.h"
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using namespace DirectX;
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class CD3DCG
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{
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private:
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typedef struct _parameterEntry {
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unsigned long rIndex;
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const char* semantic;
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bool isKnownParam;
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UINT streamNumber;
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} parameterEntry;
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typedef struct _shaderPass {
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cgScaleParams scaleParams;
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bool linearFilter;
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bool useFloatTex;
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unsigned int frameCounterMod;
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CGprogram cgVertexProgram, cgFragmentProgram;
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
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LPDIRECT3DVERTEXDECLARATION9 vertexDeclaration;
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std::vector<parameterEntry> parameterMap;
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XMFLOAT2 outputSize;
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XMFLOAT2 textureSize;
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_shaderPass() {cgVertexProgram=NULL;
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cgFragmentProgram=NULL;
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tex=NULL;
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vertexBuffer=NULL;
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vertexDeclaration=NULL;}
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} shaderPass;
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typedef struct _prevPass {
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
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XMFLOAT2 imageSize;
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XMFLOAT2 textureSize;
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_prevPass() {tex=NULL;
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vertexBuffer=NULL;}
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_prevPass(const shaderPass &pass) {tex = pass.tex;
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vertexBuffer = pass.vertexBuffer;
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imageSize = pass.outputSize;
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textureSize = pass.textureSize;}
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} prevPass;
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typedef struct _lookupTexture {
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char id[PATH_MAX];
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LPDIRECT3DTEXTURE9 tex;
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bool linearFilter;
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_lookupTexture() {tex=NULL;}
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} lookupTexture;
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std::vector<shaderPass> shaderPasses;
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std::vector<lookupTexture> lookupTextures;
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std::deque<prevPass> prevPasses;
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bool shaderLoaded;
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void checkForCgError(const char *situation);
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void setVertexStream(IDirect3DVertexBuffer9 *vertexBuffer, XMFLOAT2 inputSize, XMFLOAT2 textureSize, XMFLOAT2 outputSize);
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void setViewport(DWORD x, DWORD y, DWORD width, DWORD height);
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void setShaderVars(int pass);
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void ensureTextureSize(LPDIRECT3DTEXTURE9 &tex, XMFLOAT2 &texSize, XMFLOAT2 wantedSize,bool renderTarget, bool useFloat = false);
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void fillParameterMap(std::vector<parameterEntry> &map, CGparameter param);
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void setupVertexDeclaration(shaderPass &pass);
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void calculateMatrix();
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LPDIRECT3DDEVICE9 pDevice;
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CGcontext cgContext;
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unsigned int frameCnt;
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XMFLOAT4X4 mvp;
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public:
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CD3DCG(CGcontext cgContext,LPDIRECT3DDEVICE9 pDevice);
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~CD3DCG(void);
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bool LoadShader(const TCHAR *shaderFile);
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void Render(LPDIRECT3DTEXTURE9 &origTex, XMFLOAT2 textureSize, XMFLOAT2 inputSize, XMFLOAT2 viewportSize, XMFLOAT2 windowSize);
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void ClearPasses();
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void OnLostDevice();
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void OnResetDevice();
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};
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#endif
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