(D3D9 HLSL) Don't go through inlined functions

This commit is contained in:
twinaphex 2022-04-20 13:34:20 +02:00
parent 825bc0739e
commit d1cbba2847
1 changed files with 54 additions and 42 deletions

View File

@ -322,14 +322,16 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
if (!chain->prev.tex[i]) if (!chain->prev.tex[i])
return false; return false;
d3d9_set_texture(chain->dev, 0, chain->prev.tex[i]); IDirect3DDevice9_SetTexture(chain->dev, 0,
d3d9_set_sampler_minfilter(dev, 0, (IDirect3DBaseTexture9*)chain->prev.tex[i]);
d3d_translate_filter(info->pass->filter)); IDirect3DDevice9_SetSamplerState(dev,
d3d9_set_sampler_magfilter(dev, 0, 0, D3DSAMP_MINFILTER, d3d_translate_filter(info->pass->filter));
d3d_translate_filter(info->pass->filter)); IDirect3DDevice9_SetSamplerState(dev,
d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER); 0, D3DSAMP_MAGFILTER, d3d_translate_filter(info->pass->filter));
d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER); IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d9_set_texture(chain->dev, 0, NULL); IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetTexture(chain->dev, 0,
(IDirect3DBaseTexture9*)NULL);
} }
d3d9_hlsl_load_program_from_file(chain->dev, d3d9_hlsl_load_program_from_file(chain->dev,
@ -398,7 +400,7 @@ static void d3d9_hlsl_deinit_progs(hlsl_renderchain_t *chain)
for (i = 1; i < chain->chain.passes->count; i++) for (i = 1; i < chain->chain.passes->count; i++)
{ {
if (chain->chain.passes->data[i].tex) if (chain->chain.passes->data[i].tex)
d3d9_texture_free(chain->chain.passes->data[i].tex); IDirect3DTexture9_Release(chain->chain.passes->data[i].tex);
chain->chain.passes->data[i].tex = NULL; chain->chain.passes->data[i].tex = NULL;
d3d9_vertex_buffer_free( d3d9_vertex_buffer_free(
chain->chain.passes->data[i].vertex_buf, chain->chain.passes->data[i].vertex_buf,
@ -414,7 +416,7 @@ static void d3d9_hlsl_destroy_resources(hlsl_renderchain_t *chain)
for (i = 0; i < TEXTURES; i++) for (i = 0; i < TEXTURES; i++)
{ {
if (chain->chain.prev.tex[i]) if (chain->chain.prev.tex[i])
d3d9_texture_free(chain->chain.prev.tex[i]); IDirect3DTexture9_Release(chain->chain.prev.tex[i]);
if (chain->chain.prev.vertex_buf[i]) if (chain->chain.prev.vertex_buf[i])
d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL); d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL);
} }
@ -424,7 +426,7 @@ static void d3d9_hlsl_destroy_resources(hlsl_renderchain_t *chain)
for (i = 0; i < chain->chain.luts->count; i++) for (i = 0; i < chain->chain.luts->count; i++)
{ {
if (chain->chain.luts->data[i].tex) if (chain->chain.luts->data[i].tex)
d3d9_texture_free(chain->chain.luts->data[i].tex); IDirect3DTexture9_Release(chain->chain.luts->data[i].tex);
} }
} }
@ -503,24 +505,32 @@ static void hlsl_d3d9_renderchain_render_pass(
unsigned pass_index) unsigned pass_index)
{ {
/* Currently we override the passes shader program with the stock shader as at least the last pass is not setup correctly */ /* Currently we override the passes shader program with the stock shader as at least the last pass is not setup correctly */
/*d3d9_hlsl_bind_program(pass, chain->chain.dev);*/ #if 0
d3d9_hlsl_bind_program(pass, chain->chain.dev);
#else
d3d9_hlsl_bind_program(&chain->stock_shader, chain->chain.dev); d3d9_hlsl_bind_program(&chain->stock_shader, chain->chain.dev);
#endif
d3d9_set_texture(chain->chain.dev, 0, pass->tex); IDirect3DDevice9_SetTexture(chain->chain.dev, 0,
(IDirect3DBaseTexture9*)pass->tex);
/* d3d8 sets the sampler address modes - I've left them out for the time being but maybe this is a bug in d3d9 */ /* D3D8 sets the sampler address modes -
/*d3d9_set_sampler_address_u(chain->chain.dev, 0, D3DTADDRESS_BORDER);*/ I've left them out for the time being
/*d3d9_set_sampler_address_v(chain->chain.dev, 0, D3DTADDRESS_BORDER);*/ but maybe this is a bug in d3d9 */
d3d9_set_sampler_minfilter(chain->chain.dev, 0, #if 0
IDirect3DDevice9_SetSamplerState(chain->chain.dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
IDirect3DDevice9_SetSamplerState(chain->chain.dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
#endif
IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_MINFILTER,
d3d_translate_filter(pass->info.pass->filter)); d3d_translate_filter(pass->info.pass->filter));
d3d9_set_sampler_magfilter(chain->chain.dev, 0, IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_MAGFILTER,
d3d_translate_filter(pass->info.pass->filter)); d3d_translate_filter(pass->info.pass->filter));
d3d9_set_vertex_declaration(chain->chain.dev, pass->vertex_decl); IDirect3DDevice9_SetVertexDeclaration(chain->chain.dev, pass->vertex_decl);
IDirect3DDevice9_SetStreamSource(chain->chain.dev, 0, pass->vertex_buf,
d3d9_set_stream_source(chain->chain.dev, 0, 0,sizeof(struct Vertex));
pass->vertex_buf, 0,
sizeof(struct Vertex));
#if 0 #if 0
/* Set orig texture. */ /* Set orig texture. */
@ -566,8 +576,10 @@ static void hlsl_d3d9_renderchain_render_pass(
/* So we don't render with linear filter into render targets, /* So we don't render with linear filter into render targets,
* which apparently looked odd (too blurry). */ * which apparently looked odd (too blurry). */
d3d9_set_sampler_minfilter(chain->chain.dev, 0, D3DTEXF_POINT); IDirect3DDevice9_SetSamplerState(chain->chain.dev,
d3d9_set_sampler_magfilter(chain->chain.dev, 0, D3DTEXF_POINT); 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(chain->chain.dev,
0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
d3d9_renderchain_unbind_all(&chain->chain); d3d9_renderchain_unbind_all(&chain->chain);
} }
@ -635,14 +647,14 @@ static bool hlsl_d3d9_renderchain_render(
viewport.MinZ = 0.0f; viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f; viewport.MaxZ = 1.0f;
d3d9_set_viewports(chain->chain.dev, &viewport); IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)&viewport);
IDirect3DDevice9_Clear(chain->chain.dev, 0, 0, D3DCLEAR_TARGET, IDirect3DDevice9_Clear(chain->chain.dev, 0, 0, D3DCLEAR_TARGET,
0, 1, 0); 0, 1, 0);
viewport.Width = out_width; viewport.Width = out_width;
viewport.Height = out_height; viewport.Height = out_height;
d3d9_set_viewports(chain->chain.dev, &viewport); IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)&viewport);
hlsl_d3d9_renderchain_set_vertices( hlsl_d3d9_renderchain_set_vertices(
d3d, d3d,
@ -671,7 +683,7 @@ static bool hlsl_d3d9_renderchain_render(
&out_width, &out_height, &out_width, &out_height,
current_width, current_height, chain->chain.final_viewport); current_width, current_height, chain->chain.final_viewport);
d3d9_set_viewports(chain->chain.dev, chain->chain.final_viewport); IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)chain->chain.final_viewport);
hlsl_d3d9_renderchain_set_vertices( hlsl_d3d9_renderchain_set_vertices(
d3d, d3d,
@ -966,8 +978,8 @@ static bool d3d9_hlsl_initialize(d3d9_video_t *d3d, const video_info_t *info)
d3d_matrix_ortho_off_center_lh(&d3d->mvp_transposed, 0, 1, 0, 1, 0, 1); d3d_matrix_ortho_off_center_lh(&d3d->mvp_transposed, 0, 1, 0, 1, 0, 1);
d3d_matrix_transpose(&d3d->mvp, &d3d->mvp_transposed); d3d_matrix_transpose(&d3d->mvp, &d3d->mvp_transposed);
d3d9_set_render_state(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE); IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE);
d3d9_set_render_state(d3d->dev, D3DRS_SCISSORTESTENABLE, TRUE); IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_SCISSORTESTENABLE, TRUE);
return true; return true;
} }
@ -1284,7 +1296,7 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
screen_vp.MaxZ = 1; screen_vp.MaxZ = 1;
screen_vp.Width = width; screen_vp.Width = width;
screen_vp.Height = height; screen_vp.Height = height;
d3d9_set_viewports(d3d->dev, &screen_vp); IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
IDirect3DDevice9_Clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, IDirect3DDevice9_Clear(d3d->dev, 0, 0, D3DCLEAR_TARGET,
0, 1, 0); 0, 1, 0);
@ -1330,21 +1342,22 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
d3d9_overlay_render(d3d, width, height, d3d->menu, false); d3d9_overlay_render(d3d, width, height, d3d->menu, false);
d3d->menu_display.offset = 0; d3d->menu_display.offset = 0;
d3d9_set_vertex_declaration(d3d->dev, (LPDIRECT3DVERTEXDECLARATION9)d3d->menu_display.decl); IDirect3DDevice9_SetVertexDeclaration(d3d->dev, (LPDIRECT3DVERTEXDECLARATION9)d3d->menu_display.decl);
d3d9_set_stream_source(d3d->dev, 0, (LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer, 0, sizeof(Vertex)); IDirect3DDevice9_SetStreamSource(d3d->dev, 0,
(LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer,
d3d9_set_viewports(d3d->dev, &screen_vp); 0, sizeof(Vertex));
IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
menu_driver_frame(menu_is_alive, video_info); menu_driver_frame(menu_is_alive, video_info);
} }
else if (statistics_show) else if (statistics_show)
{ {
if (osd_params) if (osd_params)
{ {
d3d9_set_viewports(d3d->dev, &screen_vp); IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
d3d9_begin_scene(d3d->dev); d3d9_begin_scene(d3d->dev);
font_driver_render_msg(d3d, stat_text, font_driver_render_msg(d3d, stat_text,
(const struct font_params*)osd_params, NULL); (const struct font_params*)osd_params, NULL);
d3d9_end_scene(d3d->dev); IDirect3DDevice9_EndScene(d3d->dev);
} }
} }
#endif #endif
@ -1366,10 +1379,10 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
if (msg && *msg) if (msg && *msg)
{ {
d3d9_set_viewports(d3d->dev, &screen_vp); IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
d3d9_begin_scene(d3d->dev); d3d9_begin_scene(d3d->dev);
font_driver_render_msg(d3d, msg, NULL, NULL); font_driver_render_msg(d3d, msg, NULL, NULL);
d3d9_end_scene(d3d->dev); IDirect3DDevice9_EndScene(d3d->dev);
} }
win32_update_title(); win32_update_title();
@ -1491,11 +1504,10 @@ static void d3d9_hlsl_set_nonblock_state(void *data, bool state,
d3d->video_info.vsync = !state; d3d->video_info.vsync = !state;
#ifdef _XBOX #ifdef _XBOX
d3d9_set_render_state(d3d->dev, IDirect3DDevice9_SetRenderState(d3d->dev,
D3DRS_PRESENTINTERVAL, D3DRS_PRESENTINTERVAL,
interval ? interval ?
D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE);
);
#else #else
d3d->needs_restore = true; d3d->needs_restore = true;
d3d9_hlsl_restore(d3d); d3d9_hlsl_restore(d3d);