snes9x/win32/CD3DCG.cpp

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/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com)
(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
Nach (n-a-c-h@users.sourceforge.net),
(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
(c) Copyright 2006 - 2007 nitsuja
(c) Copyright 2009 - 2016 BearOso,
OV2
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com),
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code used in 1.39-1.51
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
SPC7110 and RTC C++ emulator code used in 1.52+
(c) Copyright 2009 byuu,
neviksti
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001 - 2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound emulator code used in 1.5-1.51
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
Sound emulator code used in 1.52+
(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
2016-10-07 17:47:07 +00:00
S-SMP emulator code used in 1.54+
(c) Copyright 2016 byuu
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
NTSC filter
(c) Copyright 2006 - 2007 Shay Green
GTK+ GUI code
(c) Copyright 2004 - 2016 BearOso
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
(c) Copyright 2009 - 2011 OV2
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2011 zones
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com/
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
***********************************************************************************/
#include "CD3DCG.h"
#include "wsnes9x.h"
#include "win32_display.h"
#include <Dxerr.h>
#include <png.h>
#include "CDirect3D.h"
#ifndef max
#define max(a, b) (((a) > (b)) ? (a) : (b))
#endif
static float npot(float desired)
{
float out=512.0;
while(out<desired)
out*=2;
return out;
}
CD3DCG::CD3DCG(CGcontext cgContext,LPDIRECT3DDEVICE9 pDevice)
{
this->cgContext = cgContext;
this->pDevice = pDevice;
ClearPasses();
frameCnt=0;
}
CD3DCG::~CD3DCG(void)
{
LoadShader(NULL);
}
void CD3DCG::ClearPasses()
{
/* clean up cg programs, vertex buffers/declarations and textures
from all regular passes. pass 0 is the orignal texture, so ignore that
*/
if(shaderPasses.size()>1) {
for(std::vector<shaderPass>::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
if(it->cgFragmentProgram)
cgDestroyProgram(it->cgFragmentProgram);
if(it->cgVertexProgram)
cgDestroyProgram(it->cgVertexProgram);
if(it->tex)
it->tex->Release();
if(it->vertexBuffer)
it->vertexBuffer->Release();
if(it->vertexDeclaration)
it->vertexDeclaration->Release();
}
}
for(std::vector<lookupTexture>::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
if(it->tex)
it->tex->Release();
}
for(std::deque<prevPass>::iterator it=prevPasses.begin();it!=prevPasses.end();it++) {
if(it->tex)
it->tex->Release();
if(it->vertexBuffer)
it->vertexBuffer->Release();
}
prevPasses.clear();
shaderPasses.clear();
lookupTextures.clear();
// prevPasses deque is always filled with PREV + PREV1-6 elements
prevPasses.resize(7);
shaderLoaded = false;
}
void CD3DCG::OnLostDevice()
{
/* release all non-managed textures so the device can reset -
will be recreated when required
*/
if(shaderPasses.size()>1) {
for(std::vector<shaderPass>::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
if(it->tex) {
it->tex->Release();
it->tex = NULL;
}
}
}
}
void CD3DCG::OnResetDevice()
{
}
void CD3DCG::checkForCgError(const char *situation)
{
char buffer[4096];
CGerror error = cgGetError();
const char *string = cgGetErrorString(error);
if (error != CG_NO_ERROR) {
sprintf(buffer,
"Situation: %s\n"
"Error: %s\n\n"
"Cg compiler output...\n", situation, string);
MessageBoxA(0, buffer,
"Cg error", MB_OK|MB_ICONEXCLAMATION);
if (error == CG_COMPILER_ERROR) {
MessageBoxA(0, cgGetLastListing(cgContext),
"Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
}
}
}
#define IS_SLASH(x) ((x) == TEXT('\\') || (x) == TEXT('/'))
bool CD3DCG::LoadShader(const TCHAR *shaderFile)
{
CCGShader cgShader;
TCHAR shaderPath[MAX_PATH];
TCHAR tempPath[MAX_PATH];
HRESULT hr;
GLenum error;
ClearPasses();
if (shaderFile == NULL || *shaderFile==TEXT('\0'))
return true;
lstrcpy(shaderPath,shaderFile);
for(int i=lstrlen(shaderPath); i>=0; i--){
if(IS_SLASH(shaderPath[i])){
shaderPath[i]=TEXT('\0');
break;
}
}
SetCurrentDirectory(shaderPath);
if(!cgShader.LoadShader(_tToChar(shaderFile)))
return false;
CGprofile vertexProfile = cgD3D9GetLatestVertexProfile();
CGprofile pixelProfile = cgD3D9GetLatestPixelProfile();
const char** vertexOptions = cgD3D9GetOptimalOptions(vertexProfile);
const char** pixelOptions = cgD3D9GetOptimalOptions(pixelProfile);
shaderPasses.push_back(shaderPass());
for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
it!=cgShader.shaderPasses.end();it++) {
shaderPass pass;
pass.scaleParams = it->scaleParams;
/* if this is the last pass (the only one that can have CG_SCALE_NONE)
and no filter has been set use the GUI setting
*/
if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
pass.linearFilter = GUI.BilinearFilter;
} else {
pass.linearFilter = it->linearFilter;
}
pass.frameCounterMod = it->frameCounterMod;
pass.useFloatTex = it->floatFbo;
// paths in the meta file can be relative
_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
char *fileContents = ReadShaderFileContents(tempPath);
if(!fileContents)
return false;
pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
vertexProfile, "main_vertex", vertexOptions);
checkForCgError("Compiling vertex program");
pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
pixelProfile, "main_fragment", pixelOptions);
checkForCgError("Compiling fragment program");
delete [] fileContents;
if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
return false;
}
if(pass.cgVertexProgram) {
hr = cgD3D9LoadProgram(pass.cgVertexProgram,false,0);
}
checkForCgError("Loading vertex program");
if(pass.cgFragmentProgram) {
hr = cgD3D9LoadProgram(pass.cgFragmentProgram,false,0);
}
checkForCgError("Loading fragment program");
/* generate vertex buffer
*/
hr = pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&pass.vertexBuffer,NULL);
if(FAILED(hr)) {
pass.vertexBuffer = NULL;
DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex buffer"), hr);
return false;
}
/* set up vertex declarations for the pass,
this also creates the vertex declaration
*/
setupVertexDeclaration(pass);
shaderPasses.push_back(pass);
}
for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {
lookupTexture tex;
strcpy(tex.id,it->id);
tex.linearFilter = it->linearfilter;
_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);
hr = D3DXCreateTextureFromFileEx(
pDevice,
tempPath,
D3DX_DEFAULT_NONPOW2,
D3DX_DEFAULT_NONPOW2,
0,
0,
D3DFMT_FROM_FILE,
D3DPOOL_MANAGED,
it->linearfilter?D3DX_FILTER_LINEAR:D3DX_FILTER_POINT,
0,
0,
NULL,
NULL,
&tex.tex);
if FAILED(hr){
tex.tex = NULL;
}
lookupTextures.push_back(tex);
}
shaderLoaded = true;
return true;
}
void CD3DCG::ensureTextureSize(LPDIRECT3DTEXTURE9 &tex, D3DXVECTOR2 &texSize,
D3DXVECTOR2 wantedSize,bool renderTarget,bool useFloat)
{
HRESULT hr;
if(!tex || texSize != wantedSize) {
if(tex)
tex->Release();
hr = pDevice->CreateTexture(
wantedSize.x, wantedSize.y,
1, // 1 level, no mipmaps
renderTarget?D3DUSAGE_RENDERTARGET:0,
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renderTarget?(useFloat?D3DFMT_A32B32G32R32F:D3DFMT_A8R8G8B8):D3DFMT_R5G6B5,
renderTarget?D3DPOOL_DEFAULT:D3DPOOL_MANAGED, // render targets cannot be managed
&tex,
NULL );
texSize = wantedSize;
if(FAILED(hr)) {
DXTRACE_ERR_MSGBOX(TEXT("Error while creating texture"), hr);
return;
}
}
}
void CD3DCG::setVertexStream(IDirect3DVertexBuffer9 *vertexBuffer,
D3DXVECTOR2 inputSize,D3DXVECTOR2 textureSize,D3DXVECTOR2 outputSize)
{
float tX = inputSize.x / textureSize.x;
float tY = inputSize.y / textureSize.y;
VERTEX vertexStream[4];
/* vertex is POSITION, TEXCOORD, LUT TEXCOORD
*/
vertexStream[0] = VERTEX(0.0f,0.0f,0.0f,
0.0f,tY,
0.0f,1.0f);
vertexStream[1] = VERTEX(0.0f,1.0f,0.0f,
0.0f,0.0f,
0.0f,0.0f);
vertexStream[2] = VERTEX(1.0f,0.0f,0.0f,
tX,tY,
1.0f,1.0f);
vertexStream[3] = VERTEX(1.0f,1.0f,0.0f,
tX,0.0f,
1.0f,0.0f);
// offset coordinates to correct pixel/texture alignment
for(int i=0;i<4;i++) {
vertexStream[i].x -= 0.5f / outputSize.x;
vertexStream[i].y += 0.5f / outputSize.y;
}
void *pLockedVertexBuffer;
HRESULT hr = vertexBuffer->Lock(0,0,&pLockedVertexBuffer,NULL);
memcpy(pLockedVertexBuffer,vertexStream,sizeof(vertexStream));
vertexBuffer->Unlock();
/* set vertex to stream 0-3, for POSITION,TEXCOORD0,TEXCOORD1,COLOR
if stream is used in parameter, this will be set in setShaderVars
*/
pDevice->SetStreamSource(0,vertexBuffer,0,sizeof(VERTEX));
pDevice->SetStreamSource(1,vertexBuffer,0,sizeof(VERTEX));
pDevice->SetStreamSource(2,vertexBuffer,0,sizeof(VERTEX));
pDevice->SetStreamSource(3,vertexBuffer,0,sizeof(VERTEX));
}
void CD3DCG::Render(LPDIRECT3DTEXTURE9 &origTex, D3DXVECTOR2 textureSize,
D3DXVECTOR2 inputSize, D3DXVECTOR2 viewportSize, D3DXVECTOR2 windowSize)
{
LPDIRECT3DSURFACE9 pRenderSurface = NULL,pBackBuffer = NULL;
frameCnt++;
if(!shaderLoaded)
return;
/* save back buffer render target
*/
pDevice->GetRenderTarget(0,&pBackBuffer);
/* pass 0 represents the original texture
*/
shaderPasses[0].tex = origTex;
shaderPasses[0].outputSize = inputSize;
shaderPasses[0].textureSize = textureSize;
calculateMatrix();
for(int i=1;i<shaderPasses.size();i++) {
switch(shaderPasses[i].scaleParams.scaleTypeX) {
case CG_SCALE_ABSOLUTE:
shaderPasses[i].outputSize.x = (double)shaderPasses[i].scaleParams.absX;
break;
case CG_SCALE_SOURCE:
shaderPasses[i].outputSize.x = shaderPasses[i-1].outputSize.x * shaderPasses[i].scaleParams.scaleX;
break;
case CG_SCALE_VIEWPORT:
shaderPasses[i].outputSize.x = viewportSize.x * shaderPasses[i].scaleParams.scaleX;
break;
default:
shaderPasses[i].outputSize.x = viewportSize.x;
}
switch(shaderPasses[i].scaleParams.scaleTypeY) {
case CG_SCALE_ABSOLUTE:
shaderPasses[i].outputSize.y = (double)shaderPasses[i].scaleParams.absY;
break;
case CG_SCALE_SOURCE:
shaderPasses[i].outputSize.y = shaderPasses[i-1].outputSize.y * shaderPasses[i].scaleParams.scaleY;
break;
case CG_SCALE_VIEWPORT:
shaderPasses[i].outputSize.y = viewportSize.y * shaderPasses[i].scaleParams.scaleY;
break;
default:
shaderPasses[i].outputSize.y = viewportSize.y;
}
float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
/* make sure the render target exists and has an appropriate size,
then set as current render target with last pass as source
*/
ensureTextureSize(shaderPasses[i].tex,shaderPasses[i].textureSize,D3DXVECTOR2(texSize,texSize),true,shaderPasses[i].useFloatTex);
shaderPasses[i].tex->GetSurfaceLevel(0,&pRenderSurface);
pDevice->SetTexture(0, shaderPasses[i-1].tex);
pDevice->SetRenderTarget(0,pRenderSurface);
pRenderSurface->Release();
/* set vertex declaration of current pass, update vertex
buffer and set base streams
*/
pDevice->SetVertexDeclaration(shaderPasses[i].vertexDeclaration);
setVertexStream(shaderPasses[i].vertexBuffer,
shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize,shaderPasses[i].outputSize);
pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT);
pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT);
/* shader vars need to be set after the base vertex streams
have been set so they can override them
*/
setShaderVars(i);
cgD3D9BindProgram(shaderPasses[i].cgVertexProgram);
checkForCgError("Binding vertex program");
cgD3D9BindProgram(shaderPasses[i].cgFragmentProgram);
checkForCgError("Binding fragment program");
/* viewport defines output size
*/
setViewport(0,0,shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y);
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pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
pDevice->BeginScene();
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
pDevice->EndScene();
}
/* take oldes PREV out of deque, make sure it has
the same size as the current texture and
then set it up as new original texture
*/
prevPass &oldestPrev = prevPasses.back();
ensureTextureSize(oldestPrev.tex,oldestPrev.textureSize,textureSize,false);
if(oldestPrev.vertexBuffer)
oldestPrev.vertexBuffer->Release();
origTex = oldestPrev.tex;
prevPasses.pop_back();
/* push current original with corresponding vertex
buffer to front of PREV deque
*/
shaderPasses[0].vertexBuffer = shaderPasses[1].vertexBuffer;
prevPasses.push_front(prevPass(shaderPasses[0]));
/* create new vertex buffer so that next render call
will not overwrite the PREV
*/
pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&shaderPasses[1].vertexBuffer,NULL);
/* set up last pass texture, backbuffer and viewport
for final display pass without shaders
*/
pDevice->SetTexture(0, shaderPasses.back().tex);
pDevice->SetRenderTarget(0,pBackBuffer);
pBackBuffer->Release();
RECT displayRect=CalculateDisplayRect(shaderPasses.back().outputSize.x,shaderPasses.back().outputSize.y,windowSize.x,windowSize.y);
setViewport(displayRect.left,displayRect.top,displayRect.right - displayRect.left,displayRect.bottom - displayRect.top);
setVertexStream(shaderPasses.back().vertexBuffer,
shaderPasses.back().outputSize,shaderPasses.back().textureSize,
D3DXVECTOR2(displayRect.right - displayRect.left,displayRect.bottom - displayRect.top));
pDevice->SetVertexShader(NULL);
pDevice->SetPixelShader(NULL);
}
void CD3DCG::calculateMatrix()
{
D3DXMATRIX matWorld;
D3DXMATRIX matView;
D3DXMATRIX matProj;
pDevice->GetTransform(D3DTS_WORLD,&matWorld);
pDevice->GetTransform(D3DTS_VIEW,&matView);
pDevice->GetTransform(D3DTS_PROJECTION,&matProj);
mvp = matWorld * matView * matProj;
D3DXMatrixTranspose(&mvp,&mvp);
}
void CD3DCG::setViewport(DWORD x, DWORD y, DWORD width, DWORD height)
{
D3DVIEWPORT9 viewport;
viewport.X = x;
viewport.Y = y;
viewport.Height = height;
viewport.Width = width;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
HRESULT hr = pDevice->SetViewport(&viewport);
}
void CD3DCG::setShaderVars(int pass)
{
D3DXVECTOR2 inputSize = shaderPasses[pass-1].outputSize;
D3DXVECTOR2 textureSize = shaderPasses[pass-1].textureSize;
D3DXVECTOR2 outputSize = shaderPasses[pass].outputSize;
/* mvp paramater
*/
CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");
if(cgpModelViewProj)
cgD3D9SetUniformMatrix(cgpModelViewProj,&mvp);
#define setProgramUniform(pass,varname,floats)\
{\
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);\
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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);\
}\
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if(cgpv) {\
cgD3D9SetTexture(cgpv,val);\
/*cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);\
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cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);\
cgD3D9SetSamplerState(cgpv, D3DSAMP_MINFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\
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cgD3D9SetSamplerState(cgpv, D3DSAMP_MAGFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);*/\
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}\
}\
#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 = frameCnt;
if(shaderPasses[pass].frameCounterMod)
shaderFrameCnt = (float)(frameCnt % shaderPasses[pass].frameCounterMod);
setProgramUniform(pass,"IN.frame_count",&shaderFrameCnt);
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float frameDirection = GUI.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 = {streamNum, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 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;
}