Win32: add preliminary CG shader support (D3D + OGL)

CG shaders can be found in the ps3 snes9x port. Some of them will
not work correctly with all internal filter modes.
This commit is contained in:
OV2 2011-02-24 01:26:42 +01:00
parent fc3025bd05
commit b65f18fa84
10 changed files with 334 additions and 110 deletions

View File

@ -178,6 +178,9 @@
#pragma comment( lib, "d3dx9" )
#pragma comment( lib, "DxErr" )
#pragma comment( lib, "cg.lib" )
#pragma comment( lib, "cgd3d9.lib" )
#include "cdirect3d.h"
#include "win32_display.h"
#include "../snes9x.h"
@ -216,10 +219,12 @@ CDirect3D::CDirect3D()
rubyLUT[i] = NULL;
}
effect=NULL;
shader_compiled=false;
shader_type = D3D_SHADER_NONE;
shaderTimer = 1.0f;
shaderTimeStart = 0;
shaderTimeElapsed = 0;
cgContext = NULL;
cgVertexProgram = cgFragmentProgram = NULL;
}
/* CDirect3D::~CDirect3D()
@ -273,6 +278,12 @@ bool CDirect3D::Initialize(HWND hWnd)
return false;
}
cgContext = cgCreateContext();
hr = cgD3D9SetDevice(pDevice);
if(FAILED(hr)) {
DXTRACE_ERR_MSGBOX(TEXT("Error setting cg device"), hr);
}
pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
init_done = true;
@ -303,6 +314,13 @@ void CDirect3D::DeInitialize()
pD3D = NULL;
}
if(cgContext) {
cgDestroyContext(cgContext);
cgContext = NULL;
}
cgD3D9SetDevice(NULL);
init_done = false;
afterRenderWidth = 0;
afterRenderHeight = 0;
@ -312,6 +330,73 @@ void CDirect3D::DeInitialize()
}
bool CDirect3D::SetShader(const TCHAR *file)
{
SetShaderCG(NULL);
SetShaderHLSL(NULL);
shader_type = D3D_SHADER_NONE;
if(file!=NULL && lstrlen(file)>3 && _tcsncicmp(&file[lstrlen(file)-3],TEXT(".cg"),3)==0) {
return SetShaderCG(file);
} else {
return SetShaderHLSL(file);
}
}
bool CDirect3D::SetShaderCG(const TCHAR *file)
{
TCHAR errorMsg[MAX_PATH + 50];
HRESULT hr;
if(cgFragmentProgram) {
cgDestroyProgram(cgFragmentProgram);
cgFragmentProgram = NULL;
}
if(cgVertexProgram) {
cgDestroyProgram(cgVertexProgram);
cgVertexProgram = NULL;
}
if (file == NULL || *file==TEXT('\0'))
return true;
CGprofile vertexProfile = cgD3D9GetLatestVertexProfile();
CGprofile pixelProfile = cgD3D9GetLatestPixelProfile();
const char** vertexOptions = cgD3D9GetOptimalOptions(vertexProfile);
const char** pixelOptions = cgD3D9GetOptimalOptions(pixelProfile);
char *fileContents = ReadShaderFileContents(file);
if(!fileContents)
return false;
cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
vertexProfile, "main_vertex", vertexOptions);
cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
pixelProfile, "main_fragment", pixelOptions);
delete [] fileContents;
if(!cgVertexProgram && !cgFragmentProgram) {
_stprintf(errorMsg,TEXT("No vertex or fragment program in file:\n%s"),file);
MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
return false;
}
if(cgVertexProgram) {
hr = cgD3D9LoadProgram(cgVertexProgram,false,0);
hr = cgD3D9BindProgram(cgVertexProgram);
}
if(cgFragmentProgram) {
hr = cgD3D9LoadProgram(cgFragmentProgram,false,0);
hr = cgD3D9BindProgram(cgFragmentProgram);
}
shader_type = D3D_SHADER_CG;
return true;
}
bool CDirect3D::SetShaderHLSL(const TCHAR *file)
{
//MUDLORD: the guts
//Compiles a shader from files on disc
@ -331,7 +416,6 @@ bool CDirect3D::SetShader(const TCHAR *file)
HRESULT hr;
shader_compiled = false;
shaderTimer = 1.0f;
shaderTimeStart = 0;
shaderTimeElapsed = 0;
@ -462,48 +546,77 @@ bool CDirect3D::SetShader(const TCHAR *file)
D3DXHANDLE hTech;
effect->FindNextValidTechnique(NULL,&hTech);
effect->SetTechnique( hTech );
shader_compiled = true;
shader_type = D3D_SHADER_HLSL;
return true;
}
void CDirect3D::SetShaderVars()
{
D3DXVECTOR4 rubyTextureSize;
D3DXVECTOR4 rubyInputSize;
D3DXVECTOR4 rubyOutputSize;
D3DXHANDLE rubyTimer;
if(shader_type == D3D_SHADER_HLSL) {
D3DXVECTOR4 rubyTextureSize;
D3DXVECTOR4 rubyInputSize;
D3DXVECTOR4 rubyOutputSize;
D3DXHANDLE rubyTimer;
int shaderTime = GetTickCount();
shaderTimeElapsed += shaderTime - shaderTimeStart;
shaderTimeStart = shaderTime;
if(shaderTimeElapsed > 100) {
shaderTimeElapsed = 0;
shaderTimer += 0.01f;
}
rubyTextureSize.x = rubyTextureSize.y = (float)quadTextureSize;
rubyTextureSize.z = rubyTextureSize.w = 1.0 / quadTextureSize;
rubyInputSize.x = (float)afterRenderWidth;
rubyInputSize.y = (float)afterRenderHeight;
rubyInputSize.z = 1.0 / rubyInputSize.y;
rubyInputSize.w = 1.0 / rubyInputSize.z;
rubyOutputSize.x = GUI.Stretch?(float)dPresentParams.BackBufferWidth:(float)afterRenderWidth;
rubyOutputSize.y = GUI.Stretch?(float)dPresentParams.BackBufferHeight:(float)afterRenderHeight;
rubyOutputSize.z = 1.0 / rubyOutputSize.y;
rubyOutputSize.w = 1.0 / rubyOutputSize.x;
rubyTimer = effect->GetParameterByName(0, "rubyTimer");
effect->SetFloat(rubyTimer, shaderTimer);
effect->SetVector("rubyTextureSize", &rubyTextureSize);
effect->SetVector("rubyInputSize", &rubyInputSize);
effect->SetVector("rubyOutputSize", &rubyOutputSize);
effect->SetTexture("rubyTexture", drawSurface);
for(int i = 0; i < MAX_SHADER_TEXTURES; i++) {
char rubyLUTName[256];
sprintf(rubyLUTName, "rubyLUT%d", i);
if (rubyLUT[i] != NULL) {
effect->SetTexture( rubyLUTName, rubyLUT[i] );
int shaderTime = GetTickCount();
shaderTimeElapsed += shaderTime - shaderTimeStart;
shaderTimeStart = shaderTime;
if(shaderTimeElapsed > 100) {
shaderTimeElapsed = 0;
shaderTimer += 0.01f;
}
rubyTextureSize.x = rubyTextureSize.y = (float)quadTextureSize;
rubyTextureSize.z = rubyTextureSize.w = 1.0 / quadTextureSize;
rubyInputSize.x = (float)afterRenderWidth;
rubyInputSize.y = (float)afterRenderHeight;
rubyInputSize.z = 1.0 / rubyInputSize.y;
rubyInputSize.w = 1.0 / rubyInputSize.z;
rubyOutputSize.x = GUI.Stretch?(float)dPresentParams.BackBufferWidth:(float)afterRenderWidth;
rubyOutputSize.y = GUI.Stretch?(float)dPresentParams.BackBufferHeight:(float)afterRenderHeight;
rubyOutputSize.z = 1.0 / rubyOutputSize.y;
rubyOutputSize.w = 1.0 / rubyOutputSize.x;
rubyTimer = effect->GetParameterByName(0, "rubyTimer");
effect->SetFloat(rubyTimer, shaderTimer);
effect->SetVector("rubyTextureSize", &rubyTextureSize);
effect->SetVector("rubyInputSize", &rubyInputSize);
effect->SetVector("rubyOutputSize", &rubyOutputSize);
effect->SetTexture("rubyTexture", drawSurface);
for(int i = 0; i < MAX_SHADER_TEXTURES; i++) {
char rubyLUTName[256];
sprintf(rubyLUTName, "rubyLUT%d", i);
if (rubyLUT[i] != NULL) {
effect->SetTexture( rubyLUTName, rubyLUT[i] );
}
}
} else if(shader_type == D3D_SHADER_CG) {
CGparameter cgpModelViewProj = cgGetNamedParameter(cgVertexProgram, "modelViewProj");
CGparameter cgpVideoSize = cgGetNamedParameter(cgFragmentProgram, "IN.video_size");
CGparameter cgpTextureSize = cgGetNamedParameter(cgFragmentProgram, "IN.texture_size");
CGparameter cgpOutputSize = cgGetNamedParameter(cgFragmentProgram, "IN.output_size");
D3DXMATRIX mvpMat;
D3DXVECTOR2 videoSize;
D3DXVECTOR2 textureSize;
D3DXVECTOR2 outputSize;
videoSize.x = (float)afterRenderWidth;
videoSize.y = (float)afterRenderHeight;
textureSize.x = textureSize.y = (float)quadTextureSize;
outputSize.x = GUI.Stretch?(float)dPresentParams.BackBufferWidth:(float)afterRenderWidth;
outputSize.y = GUI.Stretch?(float)dPresentParams.BackBufferHeight:(float)afterRenderHeight;
D3DXMatrixIdentity(&mvpMat);
if(cgpModelViewProj)
cgD3D9SetUniformMatrix(cgpModelViewProj,&mvpMat);
if(cgpVideoSize)
cgD3D9SetUniform(cgpVideoSize,&videoSize);
if(cgpTextureSize)
cgD3D9SetUniform(cgpTextureSize,&textureSize);
if(cgpOutputSize)
cgD3D9SetUniform(cgpOutputSize,&outputSize);
}
}
@ -579,10 +692,15 @@ void CDirect3D::Render(SSurface Src)
pDevice->SetFVF(FVF_COORDS_TEX);
pDevice->SetStreamSource(0,vertexBuffer,0,sizeof(VERTEX));
if (shader_compiled) {
if(shader_type == D3D_SHADER_CG) {
cgD3D9BindProgram(cgFragmentProgram);
cgD3D9BindProgram(cgVertexProgram);
}
SetShaderVars();
if (shader_type == D3D_SHADER_HLSL) {
UINT passes;
SetShaderVars();
hr = effect->Begin(&passes, 0);
for(UINT pass = 0; pass < passes; pass++ ) {
@ -893,8 +1011,8 @@ returns true if successful, false otherwise
*/
bool CDirect3D::ApplyDisplayChanges(void)
{
if(GUI.shaderEnabled && GUI.HLSLshaderFileName)
SetShader(GUI.HLSLshaderFileName);
if(GUI.shaderEnabled && GUI.D3DshaderFileName)
SetShader(GUI.D3DshaderFileName);
else
SetShader(NULL);

View File

@ -183,6 +183,9 @@
#include <d3dx9.h>
#include <windows.h>
#include <Cg/cg.h>
#include <Cg/cgD3D9.h>
#include "render.h"
#include "wsnes9x.h"
#include "IS9xDisplayOutput.h"
@ -199,6 +202,8 @@ typedef struct _VERTEX {
}
} VERTEX; //our custom vertex with a constuctor for easier assignment
enum current_d3d_shader_type { D3D_SHADER_NONE, D3D_SHADER_HLSL, D3D_SHADER_CG };
class CDirect3D: public IS9xDisplayOutput
{
private:
@ -218,7 +223,9 @@ private:
LPD3DXEFFECT effect;
LPDIRECT3DTEXTURE9 rubyLUT[MAX_SHADER_TEXTURES];
bool shader_compiled;
CGcontext cgContext;
CGprogram cgVertexProgram, cgFragmentProgram;
current_d3d_shader_type shader_type;
float shaderTimer;
int shaderTimeStart;
int shaderTimeElapsed;
@ -231,6 +238,8 @@ private:
bool ResetDevice();
void SetShaderVars();
bool SetShader(const TCHAR *file);
bool SetShaderHLSL(const TCHAR *file);
bool SetShaderCG(const TCHAR *file);
public:
CDirect3D();

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@ -9,6 +9,9 @@
#include "../filter/hq2x.h"
#include "../filter/2xsai.h"
#pragma comment( lib, "cg.lib" )
#pragma comment( lib, "cggl.lib" )
COpenGL::COpenGL(void)
{
@ -23,11 +26,13 @@ COpenGL::COpenGL(void)
afterRenderHeight = 0;
fullscreen = false;
shaderFunctionsLoaded = false;
shaderCompiled = false;
shader_type = OGL_SHADER_NONE;
pboFunctionsLoaded = false;
shaderProgram = 0;
vertexShader = 0;
fragmentShader = 0;
cgContext = NULL;
cgVertexProgram = cgFragmentProgram = NULL;
}
COpenGL::~COpenGL(void)
@ -99,6 +104,8 @@ bool COpenGL::Initialize(HWND hWnd)
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
cgContext = cgCreateContext();
GetClientRect(hWnd,&windowRect);
ChangeRenderSize(windowRect.right,windowRect.bottom);
@ -113,8 +120,7 @@ bool COpenGL::Initialize(HWND hWnd)
void COpenGL::DeInitialize()
{
initDone = false;
if(shaderCompiled)
SetShaders(NULL);
SetShaders(NULL);
DestroyDrawSurface();
wglMakeCurrent(NULL,NULL);
if(hRC) {
@ -132,7 +138,7 @@ void COpenGL::DeInitialize()
afterRenderWidth = 0;
afterRenderHeight = 0;
shaderFunctionsLoaded = false;
shaderCompiled = false;
shader_type = OGL_SHADER_NONE;
}
void COpenGL::CreateDrawSurface()
@ -254,24 +260,37 @@ void COpenGL::Render(SSurface Src)
ApplyDisplayChanges();
}
if (shaderCompiled) {
GLint location;
if (shader_type != OGL_SHADER_NONE) {
GLint location;
float inputSize[2] = { (float)afterRenderWidth, (float)afterRenderHeight };
location = glGetUniformLocation (shaderProgram, "rubyInputSize");
glUniform2fv (location, 1, inputSize);
RECT windowSize;
GetClientRect(hWnd,&windowSize);
float outputSize[2] = {(float)(GUI.Stretch?windowSize.right:afterRenderWidth),
(float)(GUI.Stretch?windowSize.bottom:afterRenderHeight) };
location = glGetUniformLocation (shaderProgram, "rubyOutputSize");
glUniform2fv (location, 1, outputSize);
float textureSize[2] = { (float)quadTextureSize, (float)quadTextureSize };
location = glGetUniformLocation (shaderProgram, "rubyTextureSize");
glUniform2fv (location, 1, textureSize);
if(shader_type == OGL_SHADER_GLSL) {
location = glGetUniformLocation (shaderProgram, "rubyInputSize");
glUniform2fv (location, 1, inputSize);
location = glGetUniformLocation (shaderProgram, "rubyOutputSize");
glUniform2fv (location, 1, outputSize);
location = glGetUniformLocation (shaderProgram, "rubyTextureSize");
glUniform2fv (location, 1, textureSize);
} else if(shader_type == OGL_SHADER_CG) {
CGparameter cgpModelViewProj = cgGetNamedParameter(cgVertexProgram, "modelViewProj");
CGparameter cgpVideoSize = cgGetNamedParameter(cgFragmentProgram, "IN.video_size");
CGparameter cgpTextureSize = cgGetNamedParameter(cgFragmentProgram, "IN.texture_size");
CGparameter cgpOutputSize = cgGetNamedParameter(cgFragmentProgram, "IN.output_size");
cgGLSetStateMatrixParameter(cgpModelViewProj, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
cgGLSetParameter2fv(cgpVideoSize, inputSize);
cgGLSetParameter2fv(cgpTextureSize, textureSize);
cgGLSetParameter2fv(cgpOutputSize, outputSize);
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, quadTextureSize);
@ -305,8 +324,8 @@ bool COpenGL::ApplyDisplayChanges(void)
if(wglSwapIntervalEXT) {
wglSwapIntervalEXT(GUI.Vsync?1:0);
}
if(GUI.shaderEnabled && GUI.GLSLshaderFileName)
SetShaders(GUI.GLSLshaderFileName);
if(GUI.shaderEnabled && GUI.OGLshaderFileName)
SetShaders(GUI.OGLshaderFileName);
else
SetShaders(NULL);
@ -456,32 +475,79 @@ bool COpenGL::LoadShaderFunctions()
return shaderFunctionsLoaded;
}
char *ReadFileContents(const TCHAR *filename)
bool COpenGL::SetShaders(const TCHAR *file)
{
HANDLE hFile;
DWORD size;
DWORD bytesRead;
char *contents;
hFile = CreateFile(filename, GENERIC_READ, FILE_SHARE_READ, NULL,
OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN , 0);
if(hFile == INVALID_HANDLE_VALUE){
return NULL;
SetShadersCG(NULL);
SetShadersGLSL(NULL);
shader_type = OGL_SHADER_NONE;
if(file!=NULL && lstrlen(file)>3 && _tcsncicmp(&file[lstrlen(file)-3],TEXT(".cg"),3)==0) {
return SetShadersCG(file);
} else {
return SetShadersGLSL(file);
}
size = GetFileSize(hFile,NULL);
contents = new char[size+1];
if(!ReadFile(hFile,contents,size,&bytesRead,NULL)) {
CloseHandle(hFile);
delete[] contents;
return NULL;
}
CloseHandle(hFile);
contents[size] = '\0';
return contents;
}
bool COpenGL::SetShaders(const TCHAR *glslFileName)
bool COpenGL::SetShadersCG(const TCHAR *file)
{
TCHAR errorMsg[MAX_PATH + 50];
HRESULT hr;
if(cgFragmentProgram) {
cgDestroyProgram(cgFragmentProgram);
cgFragmentProgram = NULL;
}
if(cgVertexProgram) {
cgDestroyProgram(cgVertexProgram);
cgVertexProgram = NULL;
}
CGprofile vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
CGprofile fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLDisableProfile(vertexProfile);
cgGLDisableProfile(fragmentProfile);
if (file == NULL || *file==TEXT('\0'))
return true;
cgGLSetOptimalOptions(vertexProfile);
cgGLSetOptimalOptions(fragmentProfile);
char *fileContents = ReadShaderFileContents(file);
if(!fileContents)
return false;
cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
vertexProfile, "main_vertex", NULL);
cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
fragmentProfile, "main_fragment", NULL);
delete [] fileContents;
if(!cgVertexProgram && !cgFragmentProgram) {
_stprintf(errorMsg,TEXT("No vertex or fragment program in file:\n%s"),file);
MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
return false;
}
if(cgVertexProgram) {
cgGLEnableProfile(vertexProfile);
cgGLLoadProgram(cgVertexProgram);
cgGLBindProgram(cgVertexProgram);
}
if(cgFragmentProgram) {
cgGLEnableProfile(fragmentProfile);
cgGLLoadProgram(cgFragmentProgram);
cgGLBindProgram(cgFragmentProgram);
}
shader_type = OGL_SHADER_CG;
return true;
}
bool COpenGL::SetShadersGLSL(const TCHAR *glslFileName)
{
char *fragment=NULL, *vertex=NULL;
IXMLDOMDocument * pXMLDoc = NULL;
@ -492,8 +558,6 @@ bool COpenGL::SetShaders(const TCHAR *glslFileName)
TCHAR errorMsg[MAX_PATH + 50];
shaderCompiled = false;
if(fragmentShader) {
glDetachShader(shaderProgram,fragmentShader);
glDeleteShader(fragmentShader);
@ -631,7 +695,7 @@ bool COpenGL::SetShaders(const TCHAR *glslFileName)
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
shaderCompiled = true;
shader_type = OGL_SHADER_GLSL;
return true;
}

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@ -181,13 +181,15 @@
#include <windows.h>
#include <gl\gl.h>
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#include "glext.h"
#include "wglext.h"
#include "IS9xDisplayOutput.h"
/* IS9xDisplayOutput
Interface for display driver.
*/
enum current_ogl_shader_type { OGL_SHADER_NONE, OGL_SHADER_GLSL, OGL_SHADER_CG };
class COpenGL : public IS9xDisplayOutput
{
private:
@ -207,10 +209,13 @@ private:
unsigned int afterRenderWidth, afterRenderHeight;
bool shaderFunctionsLoaded;
bool shaderCompiled;
bool pboFunctionsLoaded;
CGcontext cgContext;
CGprogram cgVertexProgram, cgFragmentProgram;
current_ogl_shader_type shader_type;
GLuint shaderProgram;
GLuint vertexShader;
GLuint fragmentShader;
@ -240,7 +245,9 @@ private:
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
bool SetShaders(const TCHAR *glslFileName);
bool SetShaders(const TCHAR *file);
bool SetShadersCG(const TCHAR *file);
bool SetShadersGLSL(const TCHAR *glslFileName);
bool LoadShaderFunctions();
bool LoadPBOFunctions();
void CreateDrawSurface(void);

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@ -218,10 +218,10 @@ BEGIN
LTEXT "Amount skipped:",IDC_STATIC,62,158,67,8
LTEXT "Output Method",IDC_STATIC,10,19,51,11
CONTROL "Use Shader",IDC_SHADER_ENABLED,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,11,176,52,9
LTEXT "HLSL Effect File",IDC_STATIC,13,187,104,8
LTEXT "Direct3D Shader File",IDC_STATIC,13,187,104,8
EDITTEXT IDC_SHADER_GLSL_FILE,13,227,306,14,ES_AUTOHSCROLL | WS_DISABLED
PUSHBUTTON "...",IDC_SHADER_GLSL_BROWSE,322,227,19,14,WS_DISABLED
LTEXT "GLSL shader",IDC_STATIC,13,216,104,8
LTEXT "OpenGL Shader File",IDC_STATIC,13,216,104,8
CONTROL "Blend Hi-Res Images",IDC_HIRESBLEND,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,187,136,82,10
CONTROL "VSync",IDC_VSYNC,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,11,102,37,10
END

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@ -865,8 +865,8 @@ void WinRegisterConfigItems()
AddUIntC("FilterHiRes", GUI.ScaleHiRes, 0, filterString2);
AddBoolC("BlendHiRes", GUI.BlendHiRes, true, "true to horizontally blend Hi-Res images (better transparency effect on filters that do not account for this)");
AddBoolC("ShaderEnabled", GUI.shaderEnabled, false, "true to use pixel shader (if supported by output method)");
AddStringC("Direct3D:HLSLFileName", GUI.HLSLshaderFileName, MAX_PATH, "", "shader filename for Direct3D mode");
AddStringC("OpenGL:GLSLFileName", GUI.GLSLshaderFileName, MAX_PATH, "", "shader filename for OpenGL mode (bsnes-style XML shader)");
AddStringC("Direct3D:D3DShader", GUI.D3DshaderFileName, MAX_PATH, "", "shader filename for Direct3D mode (HLSL effect file or CG shader");
AddStringC("OpenGL:OGLShader", GUI.OGLshaderFileName, MAX_PATH, "", "shader filename for OpenGL mode (bsnes-style XML shader or CG shader)");
AddBoolC("ExtendHeight", GUI.HeightExtend, false, "true to display an extra 15 pixels at the bottom, which few games use. Also increases AVI output size from 256x224 to 256x240.");
AddBoolC("AlwaysCenterImage", GUI.AlwaysCenterImage,false, "true to center the image even if larger than window");
AddIntC("Window:Width", GUI.window_size.right, 512, "256=1x, 512=2x, 768=3x, 1024=4x, etc. (usually)");

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@ -430,6 +430,31 @@ void S9xSetWinPixelFormat ()
S9xDisplayOutput->SetSnes9xColorFormat();
}
char *ReadShaderFileContents(const TCHAR *filename)
{
HANDLE hFile;
DWORD size;
DWORD bytesRead;
char *contents;
hFile = CreateFile(filename, GENERIC_READ, FILE_SHARE_READ, NULL,
OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN , 0);
if(hFile == INVALID_HANDLE_VALUE){
return NULL;
}
size = GetFileSize(hFile,NULL);
contents = new char[size+1];
if(!ReadFile(hFile,contents,size,&bytesRead,NULL)) {
CloseHandle(hFile);
delete[] contents;
return NULL;
}
CloseHandle(hFile);
contents[size] = '\0';
return contents;
}
// TODO: abstract the following functions in some way - only necessary for directdraw
/* DirectDraw only begin */

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@ -205,5 +205,6 @@ void WinDisplayStringFromBottom (const char *string, int linesFromBottom, int pi
void WinSetCustomDisplaySurface(void *screen, int ppl, int width, int height, int scale);
template<typename screenPtrType>
void WinDisplayStringInBuffer (const char *string, int linesFromBottom, int pixelsFromLeft, bool allowWrap);
char *ReadShaderFileContents(const TCHAR *filename);
#endif

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@ -6961,7 +6961,7 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
static bool prevStretch, prevAspectRatio, prevHeightExtend, prevAutoDisplayMessages, prevBilinearFilter, prevShaderEnabled, prevBlendHires;
static int prevAspectWidth;
static OutputMethod prevOutputMethod;
static TCHAR prevHLSLShaderFile[MAX_PATH],prevGLSLShaderFile[MAX_PATH];
static TCHAR prevD3DShaderFile[MAX_PATH],prevOGLShaderFile[MAX_PATH];
switch(msg)
{
@ -6990,8 +6990,8 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
prevAutoDisplayMessages = Settings.AutoDisplayMessages != 0;
prevShaderEnabled = GUI.shaderEnabled;
prevBlendHires = GUI.BlendHiRes;
lstrcpy(prevHLSLShaderFile,GUI.HLSLshaderFileName);
lstrcpy(prevGLSLShaderFile,GUI.GLSLshaderFileName);
lstrcpy(prevD3DShaderFile,GUI.D3DshaderFileName);
lstrcpy(prevOGLShaderFile,GUI.OGLshaderFileName);
_stprintf(s,TEXT("Current: %dx%d %dbit %dHz"),GUI.FullscreenMode.width,GUI.FullscreenMode.height,GUI.FullscreenMode.depth,GUI.FullscreenMode.rate);
@ -7068,8 +7068,8 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
EnableWindow(GetDlgItem(hDlg, IDC_SHADER_GLSL_FILE),TRUE);
EnableWindow(GetDlgItem(hDlg, IDC_SHADER_GLSL_BROWSE),TRUE);
}
SetDlgItemText(hDlg,IDC_SHADER_HLSL_FILE,GUI.HLSLshaderFileName);
SetDlgItemText(hDlg,IDC_SHADER_GLSL_FILE,GUI.GLSLshaderFileName);
SetDlgItemText(hDlg,IDC_SHADER_HLSL_FILE,GUI.D3DshaderFileName);
SetDlgItemText(hDlg,IDC_SHADER_GLSL_FILE,GUI.OGLshaderFileName);
lpfnOldWndProc = (WNDPROC)SetWindowLongPtr(GetDlgItem(hDlg,IDC_SHADER_GROUP),GWLP_WNDPROC,(LONG_PTR)GroupBoxCheckBoxTitle);
@ -7234,8 +7234,8 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
EnableWindow(GetDlgItem(hDlg, IDC_SHADER_GLSL_FILE),GUI.shaderEnabled);
EnableWindow(GetDlgItem(hDlg, IDC_SHADER_GLSL_BROWSE),GUI.shaderEnabled);
GetDlgItemText(hDlg,IDC_SHADER_HLSL_FILE,GUI.HLSLshaderFileName,MAX_PATH);
GetDlgItemText(hDlg,IDC_SHADER_GLSL_FILE,GUI.GLSLshaderFileName,MAX_PATH);
GetDlgItemText(hDlg,IDC_SHADER_HLSL_FILE,GUI.D3DshaderFileName,MAX_PATH);
GetDlgItemText(hDlg,IDC_SHADER_GLSL_FILE,GUI.OGLshaderFileName,MAX_PATH);
WinDisplayApplyChanges();
WinRefreshDisplay();
break;
@ -7245,7 +7245,7 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
ofn.lStructSize = sizeof(OPENFILENAME);
ofn.hwndOwner = hDlg;
ofn.lpstrFilter = TEXT("Shader Files\0*.shader\0All Files\0*.*\0\0");
ofn.lpstrFilter = TEXT("Shader Files\0*.shader;*.cg\0All Files\0*.*\0\0");
ofn.lpstrFile = openFileName;
ofn.lpstrTitle = TEXT("Select Shader");
ofn.lpstrDefExt = TEXT("shader");
@ -7253,7 +7253,7 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
ofn.Flags = OFN_FILEMUSTEXIST | OFN_HIDEREADONLY;
if(GetOpenFileName(&ofn)) {
SetDlgItemText(hDlg,IDC_SHADER_HLSL_FILE,openFileName);
lstrcpy(GUI.HLSLshaderFileName,openFileName);
lstrcpy(GUI.D3DshaderFileName,openFileName);
WinDisplayApplyChanges();
WinRefreshDisplay();
}
@ -7264,7 +7264,7 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
ofn.lStructSize = sizeof(OPENFILENAME);
ofn.hwndOwner = hDlg;
ofn.lpstrFilter = TEXT("Shader Files\0*.shader\0All Files\0*.*\0\0");
ofn.lpstrFilter = TEXT("Shader Files\0*.shader;*.cg\0All Files\0*.*\0\0");
ofn.lpstrFile = openFileName;
ofn.lpstrTitle = TEXT("Select Shader");
ofn.lpstrDefExt = TEXT("shader");
@ -7272,7 +7272,7 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
ofn.Flags = OFN_FILEMUSTEXIST | OFN_HIDEREADONLY;
if(GetOpenFileName(&ofn)) {
SetDlgItemText(hDlg,IDC_SHADER_GLSL_FILE,openFileName);
lstrcpy(GUI.GLSLshaderFileName,openFileName);
lstrcpy(GUI.OGLshaderFileName,openFileName);
WinDisplayApplyChanges();
WinRefreshDisplay();
}
@ -7400,7 +7400,7 @@ updateFilterBox2:
GUI.FullscreenMode = dm[index];
GetDlgItemText(hDlg,IDC_SHADER_HLSL_FILE,GUI.HLSLshaderFileName,MAX_PATH);
GetDlgItemText(hDlg,IDC_SHADER_HLSL_FILE,GUI.D3DshaderFileName,MAX_PATH);
// we might've changed the region that the game draws over
@ -7453,8 +7453,8 @@ updateFilterBox2:
GUI.HeightExtend = prevHeightExtend;
GUI.shaderEnabled = prevShaderEnabled;
GUI.BlendHiRes = prevBlendHires;
lstrcpy(GUI.HLSLshaderFileName,prevHLSLShaderFile);
lstrcpy(GUI.GLSLshaderFileName,prevGLSLShaderFile);
lstrcpy(GUI.D3DshaderFileName,prevD3DShaderFile);
lstrcpy(GUI.OGLshaderFileName,prevOGLShaderFile);
}
EndDialog(hDlg,0);

View File

@ -316,8 +316,8 @@ struct sGUI {
bool LocalVidMem;
bool Vsync;
bool shaderEnabled;
TCHAR HLSLshaderFileName[MAX_PATH];
TCHAR GLSLshaderFileName[MAX_PATH];
TCHAR D3DshaderFileName[MAX_PATH];
TCHAR OGLshaderFileName[MAX_PATH];
bool IgnoreNextMouseMove;
RECT window_size;