(D3D Refactor render_chain.cpp - shouldn't be a class

This commit is contained in:
twinaphex 2014-03-07 19:13:20 +01:00
parent 7f5e2c1631
commit e639c6042e
6 changed files with 525 additions and 424 deletions

View File

@ -234,11 +234,11 @@ bool d3d_restore(void *data)
}
#ifdef HAVE_OVERLAY
static void d3d_overlay_render(void *data, overlay_t &overlay)
static void d3d_overlay_render(void *data, overlay_t *overlay)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (!overlay.tex)
if (!overlay || !overlay->tex)
return;
struct overlay_vertex
@ -248,7 +248,7 @@ static void d3d_overlay_render(void *data, overlay_t &overlay)
float r, g, b, a;
} vert[4];
if (!overlay.vert_buf)
if (!overlay->vert_buf)
{
d3d->dev->CreateVertexBuffer(
sizeof(vert),
@ -259,7 +259,7 @@ static void d3d_overlay_render(void *data, overlay_t &overlay)
#endif
0,
D3DPOOL_MANAGED,
&overlay.vert_buf,
&overlay->vert_buf,
NULL);
}
@ -267,29 +267,29 @@ static void d3d_overlay_render(void *data, overlay_t &overlay)
{
vert[i].z = 0.5f;
vert[i].r = vert[i].g = vert[i].b = 1.0f;
vert[i].a = overlay.alpha_mod;
vert[i].a = overlay->alpha_mod;
}
float overlay_width = d3d->final_viewport.Width;
float overlay_height = d3d->final_viewport.Height;
vert[0].x = overlay.vert_coords.x * overlay_width;
vert[1].x = (overlay.vert_coords.x + overlay.vert_coords.w) * overlay_width;
vert[2].x = overlay.vert_coords.x * overlay_width;
vert[3].x = (overlay.vert_coords.x + overlay.vert_coords.w) * overlay_width;
vert[0].y = overlay.vert_coords.y * overlay_height;
vert[1].y = overlay.vert_coords.y * overlay_height;
vert[2].y = (overlay.vert_coords.y + overlay.vert_coords.h) * overlay_height;
vert[3].y = (overlay.vert_coords.y + overlay.vert_coords.h) * overlay_height;
vert[0].x = overlay->vert_coords.x * overlay_width;
vert[1].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width;
vert[2].x = overlay->vert_coords.x * overlay_width;
vert[3].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width;
vert[0].y = overlay->vert_coords.y * overlay_height;
vert[1].y = overlay->vert_coords.y * overlay_height;
vert[2].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height;
vert[3].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height;
vert[0].u = overlay.tex_coords.x;
vert[1].u = overlay.tex_coords.x + overlay.tex_coords.w;
vert[2].u = overlay.tex_coords.x;
vert[3].u = overlay.tex_coords.x + overlay.tex_coords.w;
vert[0].v = overlay.tex_coords.y;
vert[1].v = overlay.tex_coords.y;
vert[2].v = overlay.tex_coords.y + overlay.tex_coords.h;
vert[3].v = overlay.tex_coords.y + overlay.tex_coords.h;
vert[0].u = overlay->tex_coords.x;
vert[1].u = overlay->tex_coords.x + overlay->tex_coords.w;
vert[2].u = overlay->tex_coords.x;
vert[3].u = overlay->tex_coords.x + overlay->tex_coords.w;
vert[0].v = overlay->tex_coords.y;
vert[1].v = overlay->tex_coords.y;
vert[2].v = overlay->tex_coords.y + overlay->tex_coords.h;
vert[3].v = overlay->tex_coords.y + overlay->tex_coords.h;
// Align texels and vertices.
for (unsigned i = 0; i < 4; i++)
@ -299,9 +299,9 @@ static void d3d_overlay_render(void *data, overlay_t &overlay)
}
void *verts;
overlay.vert_buf->Lock(0, sizeof(vert), &verts, 0);
overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0);
memcpy(verts, vert, sizeof(vert));
overlay.vert_buf->Unlock();
overlay->vert_buf->Unlock();
// enable alpha
d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
@ -320,9 +320,9 @@ static void d3d_overlay_render(void *data, overlay_t &overlay)
d3d->dev->SetVertexDeclaration(vertex_decl);
vertex_decl->Release();
d3d->dev->SetStreamSource(0, overlay.vert_buf, 0, sizeof(overlay_vertex));
d3d->dev->SetStreamSource(0, overlay->vert_buf, 0, sizeof(overlay_vertex));
if (overlay.fullscreen)
if (overlay->fullscreen)
{
// set viewport to full window
D3DVIEWPORT vp_full;
@ -336,7 +336,7 @@ static void d3d_overlay_render(void *data, overlay_t &overlay)
}
// render overlay
d3d->dev->SetTexture(0, overlay.tex);
d3d->dev->SetTexture(0, overlay->tex);
d3d->dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d->dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
d3d->dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
@ -439,7 +439,7 @@ static bool d3d_frame(void *data, const void *frame,
if (d3d->should_resize)
{
d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, d3d->video_info.force_aspect, g_extern.system.aspect_ratio);
d3d->chain->set_final_viewport(d3d->final_viewport);
renderchain_set_final_viewport(d3d->chain, &d3d->final_viewport);
d3d_recompute_pass_sizes(d3d);
d3d->should_resize = false;
@ -468,7 +468,7 @@ static bool d3d_frame(void *data, const void *frame,
d3d->dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
}
if (!d3d->chain->render(frame, width, height, pitch, d3d->dev_rotation))
if (!renderchain_render(d3d->chain, frame, width, height, pitch, d3d->dev_rotation))
{
RARCH_ERR("[D3D]: Failed to render scene.\n");
return false;
@ -478,7 +478,7 @@ static bool d3d_frame(void *data, const void *frame,
d3d->font_ctx->render_msg(d3d, msg, NULL);
#ifdef HAVE_MENU
if (d3d->rgui.enabled)
if (d3d->rgui && d3d->rgui->enabled)
d3d_overlay_render(d3d, d3d->rgui);
#endif
@ -486,7 +486,7 @@ static bool d3d_frame(void *data, const void *frame,
if (d3d->overlays_enabled)
{
for (unsigned i = 0; i < d3d->overlays.size(); i++)
d3d_overlay_render(d3d, d3d->overlays[i]);
d3d_overlay_render(d3d, &d3d->overlays[i]);
}
#endif
@ -564,7 +564,7 @@ static void d3d_free(void *data)
d3d_free_overlays(d3d);
#endif
#ifdef HAVE_MENU
d3d_free_overlay(d3d, &d3d->rgui);
d3d_free_overlay(d3d, d3d->rgui);
#endif
if (d3d->dev)
d3d->dev->Release();
@ -864,27 +864,27 @@ static void d3d_set_rgui_texture_frame(void *data,
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
if (!d3d->rgui.tex || d3d->rgui.tex_w != width || d3d->rgui.tex_h != height)
if (!d3d->rgui->tex || d3d->rgui->tex_w != width || d3d->rgui->tex_h != height)
{
if (d3d->rgui.tex)
d3d->rgui.tex->Release();
if (d3d->rgui && d3d->rgui->tex)
d3d->rgui->tex->Release();
if (FAILED(d3d->dev->CreateTexture(width, height, 1,
0, D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED,
&d3d->rgui.tex, NULL)))
&d3d->rgui->tex, NULL)))
{
RARCH_ERR("[D3D]: Failed to create rgui texture\n");
return;
}
d3d->rgui.tex_w = width;
d3d->rgui.tex_h = height;
d3d->rgui->tex_w = width;
d3d->rgui->tex_h = height;
}
d3d->rgui.alpha_mod = alpha;
d3d->rgui->alpha_mod = alpha;
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(d3d->rgui.tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
if (SUCCEEDED(d3d->rgui->tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
{
if (rgb32)
{
@ -918,15 +918,20 @@ static void d3d_set_rgui_texture_frame(void *data,
}
}
d3d->rgui.tex->UnlockRect(0);
if (d3d->rgui)
d3d->rgui->tex->UnlockRect(0);
}
}
static void d3d_set_rgui_texture_enable(void *data, bool state, bool full_screen)
{
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
d3d->rgui.enabled = state;
d3d->rgui.fullscreen = full_screen;
if (!d3d || !d3d->rgui)
return;
d3d->rgui->enabled = state;
d3d->rgui->fullscreen = full_screen;
}
#endif
@ -964,15 +969,18 @@ static bool d3d_construct(void *data, const video_info_t *info, const input_driv
#endif
#ifdef HAVE_MENU
memset(&d3d->rgui, 0, sizeof(d3d->rgui));
d3d->rgui.tex_coords.x = 0;
d3d->rgui.tex_coords.y = 0;
d3d->rgui.tex_coords.w = 1;
d3d->rgui.tex_coords.h = 1;
d3d->rgui.vert_coords.x = 0;
d3d->rgui.vert_coords.y = 1;
d3d->rgui.vert_coords.w = 1;
d3d->rgui.vert_coords.h = -1;
if (d3d->rgui)
free(d3d->rgui);
d3d->rgui = (overlay_t*)calloc(1, sizeof(overlay_t));
d3d->rgui->tex_coords.x = 0;
d3d->rgui->tex_coords.y = 0;
d3d->rgui->tex_coords.w = 1;
d3d->rgui->tex_coords.h = 1;
d3d->rgui->vert_coords.x = 0;
d3d->rgui->vert_coords.y = 1;
d3d->rgui->vert_coords.w = 1;
d3d->rgui->vert_coords.h = -1;
#endif
#ifdef HAVE_WINDOW

View File

@ -130,10 +130,9 @@ struct D3DVideo
#endif
#ifdef HAVE_MENU
overlay_t rgui;
overlay_t *rgui;
#endif
RenderChain *chain;
void *chain;
};
#ifndef _XBOX

View File

@ -167,7 +167,7 @@ void d3d_recompute_pass_sizes(void *data)
unsigned out_width = 0;
unsigned out_height = 0;
if (!d3d->chain->set_pass_size(0, current_width, current_height))
if (!renderchain_set_pass_size(d3d->chain, 0, current_width, current_height))
{
RARCH_ERR("[D3D]: Failed to set pass size.\n");
return;
@ -175,14 +175,14 @@ void d3d_recompute_pass_sizes(void *data)
for (unsigned i = 1; i < d3d->shader.passes; i++)
{
RenderChain::convert_geometry(link_info,
renderchain_convert_geometry(d3d->chain, &link_info,
out_width, out_height,
current_width, current_height, d3d->final_viewport);
current_width, current_height, &d3d->final_viewport);
link_info.tex_w = next_pow2(out_width);
link_info.tex_h = next_pow2(out_height);
if (!d3d->chain->set_pass_size(i, link_info.tex_w, link_info.tex_h))
if (!renderchain_set_pass_size(d3d->chain, i, link_info.tex_w, link_info.tex_h))
{
RARCH_ERR("[D3D]: Failed to set pass size.\n");
return;
@ -238,7 +238,7 @@ bool d3d_init_imports(void *data)
return false;
}
d3d->chain->add_state_tracker(state_tracker);
renderchain_add_state_tracker(d3d->chain, state_tracker);
return true;
}
@ -247,7 +247,7 @@ bool d3d_init_luts(void *data)
D3DVideo *d3d = reinterpret_cast<D3DVideo*>(data);
for (unsigned i = 0; i < d3d->shader.luts; i++)
{
bool ret = d3d->chain->add_lut(d3d->shader.lut[i].id, d3d->shader.lut[i].path,
bool ret = renderchain_add_lut(d3d->chain, d3d->shader.lut[i].id, d3d->shader.lut[i].path,
d3d->shader.lut[i].filter == RARCH_FILTER_UNSPEC ?
g_settings.video.smooth :
(d3d->shader.lut[i].filter == RARCH_FILTER_LINEAR));
@ -324,14 +324,14 @@ bool d3d_init_chain(void *data, const video_info_t *video_info)
link_info.pass = &d3d->shader.pass[0];
link_info.tex_w = link_info.tex_h = video_info->input_scale * RARCH_SCALE_BASE;
delete d3d->chain;
d3d->chain = new RenderChain(
&d3d->video_info,
d3dr, d3d->cgCtx,
d3d->final_viewport);
if (d3d->chain)
free(d3d->chain);
d3d->chain = (renderchain_t*)calloc(1, sizeof(renderchain_t));
if (!d3d->chain)
return false;
if (!d3d->chain->init(link_info,
d3d->video_info.rgb32 ? RenderChain::ARGB : RenderChain::RGB565))
if (!renderchain_init(d3d->chain, &d3d->video_info, d3dr, d3d->cgCtx, &d3d->final_viewport, &link_info,
d3d->video_info.rgb32 ? ARGB : RGB565))
{
RARCH_ERR("[D3D9]: Failed to init render chain.\n");
return false;
@ -344,9 +344,9 @@ bool d3d_init_chain(void *data, const video_info_t *video_info)
for (unsigned i = 1; i < d3d->shader.passes; i++)
{
RenderChain::convert_geometry(link_info,
renderchain_convert_geometry(d3d->chain, &link_info,
out_width, out_height,
current_width, current_height, d3d->final_viewport);
current_width, current_height, &d3d->final_viewport);
link_info.pass = &d3d->shader.pass[i];
link_info.tex_w = next_pow2(out_width);
@ -355,7 +355,7 @@ bool d3d_init_chain(void *data, const video_info_t *video_info)
current_width = out_width;
current_height = out_height;
if (!d3d->chain->add_pass(link_info))
if (!renderchain_add_pass(d3d->chain, &link_info))
{
RARCH_ERR("[D3D9]: Failed to add pass.\n");
return false;

View File

@ -16,80 +16,105 @@
#include "render_chain.hpp"
#include <string.h>
static inline D3DTEXTUREFILTERTYPE translate_filter(enum gfx_filter_type type)
{
if (type == RARCH_FILTER_UNSPEC)
return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
else
return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
static inline D3DTEXTUREFILTERTYPE translate_filter(bool smooth)
{
return smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
#ifdef HAVE_CG
#include "render_chain_cg.h"
#endif
RenderChain::~RenderChain()
void renderchain_free(void *data)
{
clear();
destroy_stock_shader();
if (tracker)
state_tracker_free(tracker);
renderchain_t *chain = (renderchain_t*)data;
renderchain_clear(chain);
renderchain_destroy_stock_shader(chain);
if (chain->tracker)
state_tracker_free(chain->tracker);
}
RenderChain::RenderChain(const video_info_t *video_info,
bool renderchain_init(void *data, const video_info_t *video_info,
LPDIRECT3DDEVICE dev_,
CGcontext cgCtx_,
const D3DVIEWPORT &final_viewport_)
: dev(dev_), cgCtx(cgCtx_), video_info(*video_info), tracker(NULL),
final_viewport(final_viewport_), frame_count(0)
{}
bool RenderChain::init(const LinkInfo &info, PixelFormat fmt)
const D3DVIEWPORT *final_viewport_,
const LinkInfo *info, PixelFormat fmt)
{
pixel_size = fmt == RGB565 ? 2 : 4;
if (!create_first_pass(info, fmt))
renderchain_t *chain = (renderchain_t*)data;
if (!chain)
return false;
log_info(info);
if (!compile_shaders(fStock, vStock, ""))
chain->dev = dev_;
chain->cgCtx = cgCtx_;
chain->video_info = video_info;
chain->tracker = NULL;
chain->final_viewport = (D3DVIEWPORT*)final_viewport_;
chain->frame_count = 0;
chain->pixel_size = fmt == RGB565 ? 2 : 4;
if (!renderchain_create_first_pass(chain, info, fmt))
return false;
renderchain_log_info(chain, info);
if (!renderchain_compile_shaders(chain, chain->fStock, chain->vStock, ""))
return false;
return true;
}
void RenderChain::clear(void)
void renderchain_clear(void *data)
{
for (unsigned i = 0; i < Textures; i++)
renderchain_t *chain = (renderchain_t*)data;
for (unsigned i = 0; i < TEXTURES; i++)
{
if (prev.tex[i])
prev.tex[i]->Release();
if (prev.vertex_buf[i])
prev.vertex_buf[i]->Release();
if (chain->prev.tex[i])
chain->prev.tex[i]->Release();
if (chain->prev.vertex_buf[i])
chain->prev.vertex_buf[i]->Release();
}
if (passes[0].vertex_decl)
passes[0].vertex_decl->Release();
for (unsigned i = 1; i < passes.size(); i++)
if (chain->passes[0].vertex_decl)
chain->passes[0].vertex_decl->Release();
for (unsigned i = 1; i < chain->passes.size(); i++)
{
if (passes[i].tex)
passes[i].tex->Release();
if (passes[i].vertex_buf)
passes[i].vertex_buf->Release();
if (passes[i].vertex_decl)
passes[i].vertex_decl->Release();
destroy_shader(i);
if (chain->passes[i].tex)
chain->passes[i].tex->Release();
if (chain->passes[i].vertex_buf)
chain->passes[i].vertex_buf->Release();
if (chain->passes[i].vertex_decl)
chain->passes[i].vertex_decl->Release();
renderchain_destroy_shader(chain, i);
}
for (unsigned i = 0; i < luts.size(); i++)
for (unsigned i = 0; i < chain->luts.size(); i++)
{
if (luts[i].tex)
luts[i].tex->Release();
if (chain->luts[i].tex)
chain->luts[i].tex->Release();
}
passes.clear();
luts.clear();
chain->passes.clear();
chain->luts.clear();
}
void RenderChain::set_final_viewport(const D3DVIEWPORT& final_viewport)
void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_viewport)
{
this->final_viewport = final_viewport;
renderchain_t *chain = (renderchain_t*)data;
chain->final_viewport = (D3DVIEWPORT*)final_viewport;
}
bool RenderChain::set_pass_size(unsigned pass_index, unsigned width, unsigned height)
bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width, unsigned height)
{
LPDIRECT3DDEVICE d3dr = dev;
Pass &pass = passes[pass_index];
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
Pass &pass = chain->passes[pass_index];
if (width != pass.info.tex_w || height != pass.info.tex_h)
{
pass.tex->Release();
@ -98,7 +123,7 @@ bool RenderChain::set_pass_size(unsigned pass_index, unsigned width, unsigned he
if (FAILED(d3dr->CreateTexture(width, height, 1,
D3DUSAGE_RENDERTARGET,
passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
chain->passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&pass.tex, NULL)))
return false;
@ -112,16 +137,17 @@ bool RenderChain::set_pass_size(unsigned pass_index, unsigned width, unsigned he
return true;
}
bool RenderChain::add_pass(const LinkInfo &info)
bool renderchain_add_pass(void *data, const LinkInfo *info)
{
LPDIRECT3DDEVICE d3dr = dev;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
Pass pass;
pass.info = info;
pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
compile_shaders(pass.fPrg, pass.vPrg, info.pass->source.cg);
if (!init_shader_fvf(pass))
renderchain_compile_shaders(chain, pass.fPrg, pass.vPrg, info->pass->source.cg);
if (!renderchain_init_shader_fvf(chain, pass))
return false;
if (FAILED(d3dr->CreateVertexBuffer(
@ -133,9 +159,9 @@ bool RenderChain::add_pass(const LinkInfo &info)
NULL)))
return false;
if (FAILED(d3dr->CreateTexture(info.tex_w, info.tex_h, 1,
if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1,
D3DUSAGE_RENDERTARGET,
passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
chain->passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&pass.tex, NULL)))
return false;
@ -145,18 +171,19 @@ bool RenderChain::add_pass(const LinkInfo &info)
d3dr->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
d3dr->SetTexture(0, NULL);
passes.push_back(pass);
chain->passes.push_back(pass);
log_info(info);
renderchain_log_info(chain, info);
return true;
}
bool RenderChain::add_lut(const std::string &id,
bool renderchain_add_lut(void *data, const std::string &id,
const std::string &path,
bool smooth)
{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DTEXTURE lut;
LPDIRECT3DDEVICE d3dr = dev;
LPDIRECT3DDEVICE d3dr = chain->dev;
RARCH_LOG("[D3D]: Loading LUT texture: %s.\n", path.c_str());
@ -183,62 +210,67 @@ bool RenderChain::add_lut(const std::string &id,
d3dr->SetTexture(0, NULL);
lut_info info = { lut, id, smooth };
luts.push_back(info);
chain->luts.push_back(info);
return true;
}
void RenderChain::add_state_tracker(state_tracker_t *tracker)
void renderchain_add_state_tracker(void *data, state_tracker_t *tracker)
{
if (this->tracker)
state_tracker_free(this->tracker);
this->tracker = tracker;
renderchain_t *chain = (renderchain_t*)data;
if (chain->tracker)
state_tracker_free(chain->tracker);
chain->tracker = tracker;
}
void RenderChain::start_render(void)
void renderchain_start_render(void *data)
{
passes[0].tex = prev.tex[prev.ptr];
passes[0].vertex_buf = prev.vertex_buf[prev.ptr];
passes[0].last_width = prev.last_width[prev.ptr];
passes[0].last_height = prev.last_height[prev.ptr];
renderchain_t *chain = (renderchain_t*)data;
chain->passes[0].tex = chain->prev.tex[chain->prev.ptr];
chain->passes[0].vertex_buf = chain->prev.vertex_buf[chain->prev.ptr];
chain->passes[0].last_width = chain->prev.last_width[chain->prev.ptr];
chain->passes[0].last_height = chain->prev.last_height[chain->prev.ptr];
}
void RenderChain::end_render(void)
void renderchain_end_render(void *data)
{
prev.last_width[prev.ptr] = passes[0].last_width;
prev.last_height[prev.ptr] = passes[0].last_height;
prev.ptr = (prev.ptr + 1) & TexturesMask;
renderchain_t *chain = (renderchain_t*)data;
chain->prev.last_width[chain->prev.ptr] = chain->passes[0].last_width;
chain->prev.last_height[chain->prev.ptr] = chain->passes[0].last_height;
chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK;
}
bool RenderChain::render(const void *data,
bool renderchain_render(void *chain_data, const void *data,
unsigned width, unsigned height, unsigned pitch, unsigned rotation)
{
LPDIRECT3DDEVICE d3dr = dev;
start_render();
renderchain_t *chain = (renderchain_t*)chain_data;
LPDIRECT3DDEVICE d3dr = chain->dev;
renderchain_start_render(chain);
unsigned current_width = width, current_height = height;
unsigned out_width = 0, out_height = 0;
convert_geometry(passes[0].info, out_width, out_height,
current_width, current_height, final_viewport);
blit_to_texture(data, width, height, pitch);
unsigned current_width = width;
unsigned current_height = height;
unsigned out_width = 0;
unsigned out_height = 0;
renderchain_convert_geometry(chain, &chain->passes[0].info, out_width, out_height,
current_width, current_height, chain->final_viewport);
renderchain_blit_to_texture(chain, data, width, height, pitch);
// Grab back buffer.
LPDIRECT3DSURFACE back_buffer;
d3dr->GetRenderTarget(0, &back_buffer);
// In-between render target passes.
for (unsigned i = 0; i < passes.size() - 1; i++)
for (unsigned i = 0; i < chain->passes.size() - 1; i++)
{
Pass &from_pass = passes[i];
Pass &to_pass = passes[i + 1];
Pass &from_pass = chain->passes[i];
Pass &to_pass = chain->passes[i + 1];
LPDIRECT3DSURFACE target;
to_pass.tex->GetSurfaceLevel(0, &target);
d3dr->SetRenderTarget(0, target);
convert_geometry(from_pass.info,
renderchain_convert_geometry(chain, &from_pass.info,
out_width, out_height,
current_width, current_height, final_viewport);
current_width, current_height, chain->final_viewport);
// Clear out whole FBO.
D3DVIEWPORT viewport = {0};
@ -251,14 +283,14 @@ bool RenderChain::render(const void *data,
viewport.Width = out_width;
viewport.Height = out_height;
set_viewport(viewport);
renderchain_set_viewport(chain, &viewport);
set_vertices(from_pass,
renderchain_set_vertices(chain, from_pass,
current_width, current_height,
out_width, out_height,
out_width, out_height, 0);
render_pass(from_pass, i + 1);
renderchain_render_pass(chain, from_pass, i + 1);
current_width = out_width;
current_height = out_height;
@ -267,103 +299,92 @@ bool RenderChain::render(const void *data,
// Final pass
d3dr->SetRenderTarget(0, back_buffer);
Pass &last_pass = passes.back();
Pass &last_pass = chain->passes.back();
convert_geometry(last_pass.info,
renderchain_convert_geometry(chain, &last_pass.info,
out_width, out_height,
current_width, current_height, final_viewport);
set_viewport(final_viewport);
set_vertices(last_pass,
current_width, current_height, chain->final_viewport);
renderchain_set_viewport(chain, chain->final_viewport);
renderchain_set_vertices(chain, last_pass,
current_width, current_height,
out_width, out_height,
final_viewport.Width, final_viewport.Height,
chain->final_viewport->Width, chain->final_viewport->Height,
rotation);
render_pass(last_pass, passes.size());
renderchain_render_pass(chain, last_pass, chain->passes.size());
frame_count++;
chain->frame_count++;
back_buffer->Release();
end_render();
set_shaders(fStock, vStock);
set_mvp(vStock, final_viewport.Width, final_viewport.Height, 0);
renderchain_end_render(chain);
renderchain_set_shaders(chain, chain->fStock, chain->vStock);
renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width, chain->final_viewport->Height, 0);
return true;
}
D3DTEXTUREFILTERTYPE RenderChain::translate_filter(enum gfx_filter_type type)
{
if (type == RARCH_FILTER_UNSPEC)
return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
else
return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
D3DTEXTUREFILTERTYPE RenderChain::translate_filter(bool smooth)
{
return smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
bool RenderChain::create_first_pass(const LinkInfo &info, PixelFormat fmt)
bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat fmt)
{
renderchain_t *chain = (renderchain_t*)data;
D3DXMATRIX ident;
D3DXMatrixIdentity(&ident);
LPDIRECT3DDEVICE d3dr = dev;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
d3dr->SetTransform(D3DTS_WORLD, &ident);
d3dr->SetTransform(D3DTS_VIEW, &ident);
Pass pass;
pass.info = info;
pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
prev.ptr = 0;
for (unsigned i = 0; i < Textures; i++)
chain->prev.ptr = 0;
for (unsigned i = 0; i < TEXTURES; i++)
{
prev.last_width[i] = 0;
prev.last_height[i] = 0;
chain->prev.last_width[i] = 0;
chain->prev.last_height[i] = 0;
if (FAILED(d3dr->CreateVertexBuffer(
4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
0,
D3DPOOL_DEFAULT,
&prev.vertex_buf[i],
&chain->prev.vertex_buf[i],
NULL)))
{
return false;
}
if (FAILED(d3dr->CreateTexture(info.tex_w, info.tex_h, 1, 0,
if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1, 0,
fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED,
&prev.tex[i], NULL)))
&chain->prev.tex[i], NULL)))
{
return false;
}
d3dr->SetTexture(0, prev.tex[i]);
d3dr->SetTexture(0, chain->prev.tex[i]);
d3dr->SetSamplerState(0, D3DSAMP_MINFILTER,
translate_filter(info.pass->filter));
translate_filter(info->pass->filter));
d3dr->SetSamplerState(0, D3DSAMP_MAGFILTER,
translate_filter(info.pass->filter));
translate_filter(info->pass->filter));
d3dr->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3dr->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
d3dr->SetTexture(0, NULL);
}
compile_shaders(pass.fPrg, pass.vPrg, info.pass->source.cg);
if (!init_shader_fvf(pass))
renderchain_compile_shaders(chain, pass.fPrg, pass.vPrg, info->pass->source.cg);
if (!renderchain_init_shader_fvf(chain, pass))
return false;
passes.push_back(pass);
chain->passes.push_back(pass);
return true;
}
void RenderChain::set_vertices(Pass &pass,
void renderchain_set_vertices(void *data, Pass &pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
renderchain_t *chain = (renderchain_t*)data;
const LinkInfo &info = pass.info;
if (pass.last_width != width || pass.last_height != height)
@ -420,23 +441,25 @@ void RenderChain::set_vertices(Pass &pass,
pass.vertex_buf->Unlock();
}
set_mvp(pass.vPrg, vp_width, vp_height, rotation);
set_shader_params(pass,
renderchain_set_mvp(chain, pass.vPrg, vp_width, vp_height, rotation);
renderchain_set_shader_params(chain, pass,
width, height,
info.tex_w, info.tex_h,
vp_width, vp_height);
}
void RenderChain::set_viewport(const D3DVIEWPORT &vp)
void renderchain_set_viewport(void *data, D3DVIEWPORT *vp)
{
LPDIRECT3DDEVICE d3dr = dev;
d3dr->SetViewport(&vp);
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
d3dr->SetViewport(vp);
}
void RenderChain::set_mvp(CGprogram &vPrg,
void renderchain_set_mvp(void *data, CGprogram &vPrg,
unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
renderchain_t *chain = (renderchain_t*)data;
D3DXMATRIX proj, ortho, rot, tmp;
D3DXMatrixOrthoOffCenterLH(&ortho, 0, vp_width, 0, vp_height, 0, 1);
@ -448,11 +471,12 @@ void RenderChain::set_mvp(CGprogram &vPrg,
D3DXMatrixMultiply(&proj, &ortho, &rot);
D3DXMatrixTranspose(&tmp, &proj);
set_shader_mvp(vPrg, tmp);
renderchain_set_shader_mvp(chain, vPrg, tmp);
}
void RenderChain::clear_texture(Pass &pass)
void renderchain_clear_texture(void *data, Pass &pass)
{
renderchain_t *chain = (renderchain_t*)data;
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(pass.tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
{
@ -461,49 +485,51 @@ void RenderChain::clear_texture(Pass &pass)
}
}
void RenderChain::convert_geometry(const LinkInfo &info,
void renderchain_convert_geometry(void *data, const LinkInfo *info,
unsigned &out_width, unsigned &out_height,
unsigned width, unsigned height,
const D3DVIEWPORT &final_viewport)
D3DVIEWPORT *final_viewport)
{
switch (info.pass->fbo.type_x)
renderchain_t *chain = (renderchain_t*)data;
switch (info->pass->fbo.type_x)
{
case RARCH_SCALE_VIEWPORT:
out_width = info.pass->fbo.scale_x * final_viewport.Width;
out_width = info->pass->fbo.scale_x * final_viewport->Width;
break;
case RARCH_SCALE_ABSOLUTE:
out_width = info.pass->fbo.abs_x;
out_width = info->pass->fbo.abs_x;
break;
case RARCH_SCALE_INPUT:
out_width = info.pass->fbo.scale_x * width;
out_width = info->pass->fbo.scale_x * width;
break;
}
switch (info.pass->fbo.type_y)
switch (info->pass->fbo.type_y)
{
case RARCH_SCALE_VIEWPORT:
out_height = info.pass->fbo.scale_y * final_viewport.Height;
out_height = info->pass->fbo.scale_y * final_viewport->Height;
break;
case RARCH_SCALE_ABSOLUTE:
out_height = info.pass->fbo.abs_y;
out_height = info->pass->fbo.abs_y;
break;
case RARCH_SCALE_INPUT:
out_height = info.pass->fbo.scale_y * height;
out_height = info->pass->fbo.scale_y * height;
break;
}
}
void RenderChain::blit_to_texture(const void *frame,
void renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height,
unsigned pitch)
{
Pass &first = passes[0];
renderchain_t *chain = (renderchain_t*)data;
Pass &first = chain->passes[0];
if (first.last_width != width || first.last_height != height)
clear_texture(first);
renderchain_clear_texture(chain, first);
D3DLOCKED_RECT d3dlr;
if (SUCCEEDED(first.tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
@ -512,17 +538,18 @@ void RenderChain::blit_to_texture(const void *frame,
{
const uint8_t *in = reinterpret_cast<const uint8_t*>(frame) + y * pitch;
uint8_t *out = reinterpret_cast<uint8_t*>(d3dlr.pBits) + y * d3dlr.Pitch;
memcpy(out, in, width * pixel_size);
memcpy(out, in, width * chain->pixel_size);
}
first.tex->UnlockRect(0);
}
}
void RenderChain::render_pass(Pass &pass, unsigned pass_index)
void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
{
LPDIRECT3DDEVICE d3dr = dev;
set_shaders(pass.fPrg, pass.vPrg);
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
renderchain_set_shaders(chain, pass.fPrg, pass.vPrg);
d3dr->SetTexture(0, pass.tex);
d3dr->SetSamplerState(0, D3DSAMP_MINFILTER,
translate_filter(pass.info.pass->filter));
@ -533,11 +560,11 @@ void RenderChain::render_pass(Pass &pass, unsigned pass_index)
for (unsigned i = 0; i < 4; i++)
d3dr->SetStreamSource(i, pass.vertex_buf, 0, sizeof(Vertex));
bind_orig(pass);
bind_prev(pass);
bind_pass(pass, pass_index);
bind_luts(pass);
bind_tracker(pass, pass_index);
renderchain_bind_orig(chain, pass);
renderchain_bind_prev(chain, pass);
renderchain_bind_pass(chain, pass, pass_index);
renderchain_bind_luts(chain, pass);
renderchain_bind_tracker(chain, pass, pass_index);
if (SUCCEEDED(d3dr->BeginScene()))
{
@ -552,67 +579,68 @@ void RenderChain::render_pass(Pass &pass, unsigned pass_index)
d3dr->SetSamplerState(0, D3DSAMP_MAGFILTER,
D3DTEXF_POINT);
unbind_all();
renderchain_unbind_all(chain);
}
void RenderChain::log_info(const LinkInfo &info)
void renderchain_log_info(void *data, const LinkInfo *info)
{
RARCH_LOG("[D3D]: Render pass info:\n");
RARCH_LOG("\tTexture width: %u\n", info.tex_w);
RARCH_LOG("\tTexture height: %u\n", info.tex_h);
RARCH_LOG("\tTexture width: %u\n", info->tex_w);
RARCH_LOG("\tTexture height: %u\n", info->tex_h);
RARCH_LOG("\tScale type (X): ");
switch (info.pass->fbo.type_x)
switch (info->pass->fbo.type_x)
{
case RARCH_SCALE_INPUT:
RARCH_LOG("Relative @ %fx\n", info.pass->fbo.scale_x);
RARCH_LOG("Relative @ %fx\n", info->pass->fbo.scale_x);
break;
case RARCH_SCALE_VIEWPORT:
RARCH_LOG("Viewport @ %fx\n", info.pass->fbo.scale_x);
RARCH_LOG("Viewport @ %fx\n", info->pass->fbo.scale_x);
break;
case RARCH_SCALE_ABSOLUTE:
RARCH_LOG("Absolute @ %u px\n", info.pass->fbo.abs_x);
RARCH_LOG("Absolute @ %u px\n", info->pass->fbo.abs_x);
break;
}
RARCH_LOG("\tScale type (Y): ");
switch (info.pass->fbo.type_y)
switch (info->pass->fbo.type_y)
{
case RARCH_SCALE_INPUT:
RARCH_LOG("Relative @ %fx\n", info.pass->fbo.scale_y);
RARCH_LOG("Relative @ %fx\n", info->pass->fbo.scale_y);
break;
case RARCH_SCALE_VIEWPORT:
RARCH_LOG("Viewport @ %fx\n", info.pass->fbo.scale_y);
RARCH_LOG("Viewport @ %fx\n", info->pass->fbo.scale_y);
break;
case RARCH_SCALE_ABSOLUTE:
RARCH_LOG("Absolute @ %u px\n", info.pass->fbo.abs_y);
RARCH_LOG("Absolute @ %u px\n", info->pass->fbo.abs_y);
break;
}
RARCH_LOG("\tBilinear filter: %s\n", info.pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
RARCH_LOG("\tBilinear filter: %s\n", info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
}
void RenderChain::unbind_all()
void renderchain_unbind_all(void *data)
{
LPDIRECT3DDEVICE d3dr = dev;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
// Have to be a bit anal about it.
// Render targets hate it when they have filters apparently.
for (unsigned i = 0; i < bound_tex.size(); i++)
for (unsigned i = 0; i < chain->bound_tex.size(); i++)
{
d3dr->SetSamplerState(bound_tex[i], D3DSAMP_MAGFILTER,
d3dr->SetSamplerState(chain->bound_tex[i], D3DSAMP_MAGFILTER,
D3DTEXF_POINT);
d3dr->SetSamplerState(bound_tex[i], D3DSAMP_MINFILTER,
d3dr->SetSamplerState(chain->bound_tex[i], D3DSAMP_MINFILTER,
D3DTEXF_POINT);
d3dr->SetTexture(bound_tex[i], NULL);
d3dr->SetTexture(chain->bound_tex[i], NULL);
}
for (unsigned i = 0; i < bound_vert.size(); i++)
d3dr->SetStreamSource(bound_vert[i], 0, 0, 0);
for (unsigned i = 0; i < chain->bound_vert.size(); i++)
d3dr->SetStreamSource(chain->bound_vert[i], 0, 0, 0);
bound_tex.clear();
bound_vert.clear();
chain->bound_tex.clear();
chain->bound_vert.clear();
}

View File

@ -36,21 +36,135 @@ struct LinkInfo
struct gfx_shader_pass *pass;
};
enum PixelFormat
{
RGB565 = 0,
ARGB
};
#define MAX_VARIABLES 64
enum
{
TEXTURES = 8,
TEXTURESMASK = TEXTURES - 1
};
struct Pass
{
LinkInfo info;
LPDIRECT3DTEXTURE tex;
LPDIRECT3DVERTEXBUFFER vertex_buf;
#ifdef HAVE_CG
CGprogram vPrg, fPrg;
#endif
unsigned last_width, last_height;
#ifdef HAVE_D3D9
LPDIRECT3DVERTEXDECLARATION vertex_decl;
#endif
std::vector<unsigned> attrib_map;
};
struct lut_info
{
LPDIRECT3DTEXTURE tex;
std::string id;
bool smooth;
};
typedef struct renderchain
{
LPDIRECT3DDEVICE dev;
#ifdef HAVE_CG
CGcontext cgCtx;
#endif
unsigned pixel_size;
const video_info_t *video_info;
state_tracker_t *tracker;
struct state_tracker_uniform uniform_info[MAX_VARIABLES];
unsigned uniform_cnt;
struct
{
LPDIRECT3DTEXTURE tex[TEXTURES];
LPDIRECT3DVERTEXBUFFER vertex_buf[TEXTURES];
unsigned ptr;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
} prev;
std::vector<Pass> passes;
#ifdef HAVE_CG
CGprogram vStock, fStock;
#endif
std::vector<lut_info> luts;
D3DVIEWPORT *final_viewport;
unsigned frame_count;
std::vector<unsigned> bound_tex;
std::vector<unsigned> bound_vert;
} renderchain_t;
void renderchain_free(void *data);
bool renderchain_init(void *data, const video_info_t *video_info,
LPDIRECT3DDEVICE dev_,
CGcontext cgCtx_,
const D3DVIEWPORT *final_viewport_,
const LinkInfo *info,
PixelFormat fmt);
void renderchain_clear(void *data);
void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_viewport);
bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width, unsigned height);
bool renderchain_add_pass(void *data, const LinkInfo *info);
bool renderchain_add_lut(void *data, const std::string &id,
const std::string &path,
bool smooth);
void renderchain_add_state_tracker(void *data, state_tracker_t *tracker);
void renderchain_start_render(void *data);
void renderchain_end_render(void *data);
bool renderchain_render(void *chain_data, const void *data,
unsigned width, unsigned height, unsigned pitch, unsigned rotation);
D3DTEXTUREFILTERTYPE renderchain_translate_filter(enum gfx_filter_type type);
D3DTEXTUREFILTERTYPE renderchain_translate_filter(bool smooth);
bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat fmt);
void renderchain_set_vertices(void *data, Pass &pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation);
void renderchain_set_viewport(void *data, D3DVIEWPORT *vp);
void renderchain_set_mvp(void *data, CGprogram &vPrg,
unsigned vp_width, unsigned vp_height,
unsigned rotation);
void renderchain_clear_texture(void *data, Pass &pass);
void renderchain_convert_geometry(void *data, const LinkInfo *info,
unsigned &out_width, unsigned &out_height,
unsigned width, unsigned height,
D3DVIEWPORT *final_viewport);
void renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height,
unsigned pitch);
void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index);
void renderchain_log_info(void *data, const LinkInfo *info);
void renderchain_unbind_all(void *data);
bool renderchain_compile_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg, const std::string &shader);
void renderchain_set_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg);
void renderchain_destroy_stock_shader(void *data);
void renderchain_destroy_shader(void *data, int i);
void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp);
void renderchain_set_shader_params(void *data, Pass &pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h);
void renderchain_bind_tracker(void *data, Pass &pass, unsigned pass_index);
bool renderchain_init_shader_fvf(void *data, Pass &pass);
void renderchain_bind_orig(void *data, Pass &pass);
void renderchain_bind_prev(void *data, Pass &pass);
void renderchain_bind_luts(void *data, Pass &pass);
void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index);
#if 0
class RenderChain
{
public:
enum PixelFormat { RGB565, ARGB };
RenderChain(const video_info_t *video_info,
LPDIRECT3DDEVICE dev,
#ifdef HAVE_CG
CGcontext cgCtx,
#endif
const D3DVIEWPORT &final_viewport);
~RenderChain();
bool init(const LinkInfo &info, PixelFormat fmt);
bool set_pass_size(unsigned pass, unsigned width, unsigned height);
void set_final_viewport(const D3DVIEWPORT &final_viewport);
bool add_pass(const LinkInfo &info);
@ -68,62 +182,6 @@ class RenderChain
void clear();
private:
LPDIRECT3DDEVICE dev;
#ifdef HAVE_CG
CGcontext cgCtx;
#endif
unsigned pixel_size;
const video_info_t &video_info;
#define MAX_VARIABLES 64
state_tracker_t *tracker;
struct state_tracker_uniform uniform_info[MAX_VARIABLES];
unsigned uniform_cnt;
enum { Textures = 8, TexturesMask = Textures - 1 };
struct
{
LPDIRECT3DTEXTURE tex[Textures];
LPDIRECT3DVERTEXBUFFER vertex_buf[Textures];
unsigned ptr;
unsigned last_width[Textures];
unsigned last_height[Textures];
} prev;
struct Pass
{
LinkInfo info;
LPDIRECT3DTEXTURE tex;
LPDIRECT3DVERTEXBUFFER vertex_buf;
#ifdef HAVE_CG
CGprogram vPrg, fPrg;
#endif
unsigned last_width, last_height;
#ifdef HAVE_D3D9
LPDIRECT3DVERTEXDECLARATION vertex_decl;
#endif
std::vector<unsigned> attrib_map;
};
std::vector<Pass> passes;
#ifdef HAVE_CG
CGprogram vStock, fStock;
#endif
struct lut_info
{
LPDIRECT3DTEXTURE tex;
std::string id;
bool smooth;
};
std::vector<lut_info> luts;
D3DVIEWPORT final_viewport;
unsigned frame_count;
bool create_first_pass(const LinkInfo &info, PixelFormat fmt);
#if defined(HAVE_CG)
bool compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader);
@ -167,12 +225,10 @@ class RenderChain
void start_render();
void end_render();
std::vector<unsigned> bound_tex;
std::vector<unsigned> bound_vert;
void unbind_all();
};
#endif
#endif

View File

@ -77,8 +77,9 @@ static inline CGparameter find_param_from_semantic(CGprogram prog, const std::st
return find_param_from_semantic(cgGetFirstParameter(prog, CG_PROGRAM), sem);
}
bool RenderChain::compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader)
bool renderchain_compile_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg, const std::string &shader)
{
renderchain_t *chain = (renderchain_t*)data;
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
@ -89,33 +90,33 @@ bool RenderChain::compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::s
if (shader.length() > 0)
{
RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
fPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
fPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
if (cgGetLastListing(chain->cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
vPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
vPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
if (cgGetLastListing(chain->cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
}
else
{
RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
fPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_program,
fPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
if (cgGetLastListing(chain->cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
vPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_program,
vPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
if (cgGetLastListing(chain->cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
}
if (!fPrg || !vPrg)
@ -126,29 +127,31 @@ bool RenderChain::compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::s
return true;
}
void RenderChain::set_shaders(CGprogram &fPrg, CGprogram &vPrg)
void renderchain_set_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg)
{
cgD3D9BindProgram(fPrg);
cgD3D9BindProgram(vPrg);
}
void RenderChain::destroy_stock_shader(void)
void renderchain_destroy_stock_shader(void *data)
{
if (fStock)
cgDestroyProgram(fStock);
if (vStock)
cgDestroyProgram(vStock);
renderchain_t *chain = (renderchain_t*)data;
if (chain->fStock)
cgDestroyProgram(chain->fStock);
if (chain->vStock)
cgDestroyProgram(chain->vStock);
}
void RenderChain::destroy_shader(int i)
void renderchain_destroy_shader(void *data, int i)
{
if (passes[i].fPrg)
cgDestroyProgram(passes[i].fPrg);
if (passes[i].vPrg)
cgDestroyProgram(passes[i].vPrg);
renderchain_t *chain = (renderchain_t*)data;
if (chain->passes[i].fPrg)
cgDestroyProgram(chain->passes[i].fPrg);
if (chain->passes[i].vPrg)
cgDestroyProgram(chain->passes[i].vPrg);
}
void RenderChain::set_shader_mvp(CGprogram &vPrg, D3DXMATRIX &tmp)
void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp)
{
CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj");
if (cgpModelViewProj)
@ -161,11 +164,12 @@ void RenderChain::set_shader_mvp(CGprogram &vPrg, D3DXMATRIX &tmp)
cgD3D9SetUniform(cgp, &val); \
} while(0)
void RenderChain::set_shader_params(Pass &pass,
void renderchain_set_shader_params(void *data, Pass &pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)
{
renderchain_t *chain = (renderchain_t*)data;
D3DXVECTOR2 video_size, texture_size, output_size;
video_size.x = video_w;
video_size.y = video_h;
@ -181,26 +185,27 @@ void RenderChain::set_shader_params(Pass &pass,
set_cg_param(pass.vPrg, "IN.output_size", output_size);
set_cg_param(pass.fPrg, "IN.output_size", output_size);
float frame_cnt = frame_count;
float frame_cnt = chain->frame_count;
if (pass.info.pass->frame_count_mod)
frame_cnt = frame_count % pass.info.pass->frame_count_mod;
frame_cnt = chain->frame_count % pass.info.pass->frame_count_mod;
set_cg_param(pass.fPrg, "IN.frame_count", frame_cnt);
set_cg_param(pass.vPrg, "IN.frame_count", frame_cnt);
}
void RenderChain::bind_tracker(Pass &pass, unsigned pass_index)
void renderchain_bind_tracker(void *data, Pass &pass, unsigned pass_index)
{
if (!tracker)
renderchain_t *chain = (renderchain_t*)data;
if (!chain->tracker)
return;
if (pass_index == 1)
uniform_cnt = state_get_uniform(tracker, uniform_info, MAX_VARIABLES, frame_count);
chain->uniform_cnt = state_get_uniform(chain->tracker, chain->uniform_info, MAX_VARIABLES, chain->frame_count);
for (unsigned i = 0; i < uniform_cnt; i++)
for (unsigned i = 0; i < chain->uniform_cnt; i++)
{
set_cg_param(pass.fPrg, uniform_info[i].id, uniform_info[i].value);
set_cg_param(pass.vPrg, uniform_info[i].id, uniform_info[i].value);
set_cg_param(pass.fPrg, chain->uniform_info[i].id, chain->uniform_info[i].value);
set_cg_param(pass.vPrg, chain->uniform_info[i].id, chain->uniform_info[i].value);
}
}
@ -215,8 +220,9 @@ void RenderChain::bind_tracker(Pass &pass, unsigned pass_index)
D3DDECLUSAGE_COLOR, (BYTE)(index) } \
bool RenderChain::init_shader_fvf(Pass &pass)
bool renderchain_init_shader_fvf(void *data, Pass &pass)
{
renderchain_t *chain = (renderchain_t*)data;
static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
static const D3DVERTEXELEMENT tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
@ -330,19 +336,20 @@ bool RenderChain::init_shader_fvf(Pass &pass)
}
}
if (FAILED(dev->CreateVertexDeclaration(decl, &pass.vertex_decl)))
if (FAILED(chain->dev->CreateVertexDeclaration(decl, &pass.vertex_decl)))
return false;
return true;
}
void RenderChain::bind_orig(Pass &pass)
void renderchain_bind_orig(void *data, Pass &pass)
{
renderchain_t *chain = (renderchain_t*)data;
D3DXVECTOR2 video_size, texture_size;
video_size.x = passes[0].last_width;
video_size.y = passes[0].last_height;
texture_size.x = passes[0].info.tex_w;
texture_size.y = passes[0].info.tex_h;
video_size.x = chain->passes[0].last_width;
video_size.y = chain->passes[0].last_height;
texture_size.x = chain->passes[0].info.tex_w;
texture_size.y = chain->passes[0].info.tex_h;
set_cg_param(pass.vPrg, "ORIG.video_size", video_size);
set_cg_param(pass.fPrg, "ORIG.video_size", video_size);
@ -353,27 +360,28 @@ void RenderChain::bind_orig(Pass &pass)
if (param)
{
unsigned index = cgGetParameterResourceIndex(param);
dev->SetTexture(index, passes[0].tex);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(passes[0].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(passes[0].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
bound_tex.push_back(index);
chain->dev->SetTexture(index, chain->passes[0].tex);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->passes[0].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->passes[0].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->bound_tex.push_back(index);
}
param = cgGetNamedParameter(pass.vPrg, "ORIG.tex_coord");
if (param)
{
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
dev->SetStreamSource(index, passes[0].vertex_buf, 0, sizeof(Vertex));
bound_vert.push_back(index);
chain->dev->SetStreamSource(index, chain->passes[0].vertex_buf, 0, sizeof(Vertex));
chain->bound_vert.push_back(index);
}
}
void RenderChain::bind_prev(Pass &pass)
void renderchain_bind_prev(void *data, Pass &pass)
{
renderchain_t *chain = (renderchain_t*)data;
static const char *prev_names[] = {
"PREV",
"PREV1",
@ -387,10 +395,10 @@ void RenderChain::bind_prev(Pass &pass)
char attr_texture[64], attr_input_size[64], attr_tex_size[64], attr_coord[64];
D3DXVECTOR2 texture_size;
texture_size.x = passes[0].info.tex_w;
texture_size.y = passes[0].info.tex_h;
texture_size.x = chain->passes[0].info.tex_w;
texture_size.y = chain->passes[0].info.tex_h;
for (unsigned i = 0; i < Textures - 1; i++)
for (unsigned i = 0; i < TEXTURES - 1; i++)
{
snprintf(attr_texture, sizeof(attr_texture), "%s.texture", prev_names[i]);
snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", prev_names[i]);
@ -398,8 +406,8 @@ void RenderChain::bind_prev(Pass &pass)
snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", prev_names[i]);
D3DXVECTOR2 video_size;
video_size.x = prev.last_width[(prev.ptr - (i + 1)) & TexturesMask];
video_size.y = prev.last_height[(prev.ptr - (i + 1)) & TexturesMask];
video_size.x = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
video_size.y = chain->prev.last_height[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
set_cg_param(pass.vPrg, attr_input_size, video_size);
set_cg_param(pass.fPrg, attr_input_size, video_size);
@ -411,71 +419,73 @@ void RenderChain::bind_prev(Pass &pass)
{
unsigned index = cgGetParameterResourceIndex(param);
LPDIRECT3DTEXTURE tex = prev.tex[(prev.ptr - (i + 1)) & TexturesMask];
dev->SetTexture(index, tex);
bound_tex.push_back(index);
LPDIRECT3DTEXTURE tex = chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
chain->dev->SetTexture(index, tex);
chain->bound_tex.push_back(index);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(passes[0].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(passes[0].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->passes[0].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->passes[0].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
param = cgGetNamedParameter(pass.vPrg, attr_coord);
if (param)
{
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
LPDIRECT3DVERTEXBUFFER vert_buf = prev.vertex_buf[(prev.ptr - (i + 1)) & TexturesMask];
bound_vert.push_back(index);
LPDIRECT3DVERTEXBUFFER vert_buf = chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
chain->bound_vert.push_back(index);
dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex));
chain->dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex));
}
}
}
void RenderChain::bind_luts(Pass &pass)
void renderchain_bind_luts(void *data, Pass &pass)
{
for (unsigned i = 0; i < luts.size(); i++)
renderchain_t *chain = (renderchain_t*)data;
for (unsigned i = 0; i < chain->luts.size(); i++)
{
CGparameter fparam = cgGetNamedParameter(pass.fPrg, luts[i].id.c_str());
CGparameter fparam = cgGetNamedParameter(pass.fPrg, chain->luts[i].id.c_str());
int bound_index = -1;
if (fparam)
{
unsigned index = cgGetParameterResourceIndex(fparam);
bound_index = index;
dev->SetTexture(index, luts[i].tex);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(luts[i].smooth));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(luts[i].smooth));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
bound_tex.push_back(index);
chain->dev->SetTexture(index, chain->luts[i].tex);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->bound_tex.push_back(index);
}
CGparameter vparam = cgGetNamedParameter(pass.vPrg, luts[i].id.c_str());
CGparameter vparam = cgGetNamedParameter(pass.vPrg, chain->luts[i].id.c_str());
if (vparam)
{
unsigned index = cgGetParameterResourceIndex(vparam);
if (index != (unsigned)bound_index)
{
dev->SetTexture(index, luts[i].tex);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(luts[i].smooth));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(luts[i].smooth));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
bound_tex.push_back(index);
chain->dev->SetTexture(index, chain->luts[i].tex);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->bound_tex.push_back(index);
}
}
}
}
void RenderChain::bind_pass(Pass &pass, unsigned pass_index)
void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index)
{
renderchain_t *chain = (renderchain_t*)data;
// We only bother binding passes which are two indices behind.
if (pass_index < 3)
return;
@ -495,10 +505,10 @@ void RenderChain::bind_pass(Pass &pass, unsigned pass_index)
attr_tex_coord += "tex_coord";
D3DXVECTOR2 video_size, texture_size;
video_size.x = passes[i].last_width;
video_size.y = passes[i].last_height;
texture_size.x = passes[i].info.tex_w;
texture_size.y = passes[i].info.tex_h;
video_size.x = chain->passes[i].last_width;
video_size.y = chain->passes[i].last_height;
texture_size.x = chain->passes[i].info.tex_w;
texture_size.y = chain->passes[i].info.tex_h;
set_cg_param(pass.vPrg, attr_video_size.c_str(), video_size);
set_cg_param(pass.fPrg, attr_video_size.c_str(), video_size);
@ -509,23 +519,23 @@ void RenderChain::bind_pass(Pass &pass, unsigned pass_index)
if (param)
{
unsigned index = cgGetParameterResourceIndex(param);
bound_tex.push_back(index);
chain->bound_tex.push_back(index);
dev->SetTexture(index, passes[i].tex);
dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(passes[i].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(passes[i].info.pass->filter));
dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->dev->SetTexture(index, chain->passes[i].tex);
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
translate_filter(chain->passes[i].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->passes[i].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
param = cgGetNamedParameter(pass.vPrg, attr_tex_coord.c_str());
if (param)
{
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
dev->SetStreamSource(index, passes[i].vertex_buf, 0, sizeof(Vertex));
bound_vert.push_back(index);
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf, 0, sizeof(Vertex));
chain->bound_vert.push_back(index);
}
}
}