mirror of https://github.com/snes9xgit/snes9x.git
702 lines
22 KiB
C++
702 lines
22 KiB
C++
/*****************************************************************************\
|
|
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
|
|
This file is licensed under the Snes9x License.
|
|
For further information, consult the LICENSE file in the root directory.
|
|
\*****************************************************************************/
|
|
|
|
#include "CD3DCG.h"
|
|
#include "wsnes9x.h"
|
|
#include "win32_display.h"
|
|
#include "snes9x.h"
|
|
#include "dxerr.h"
|
|
#include <png.h>
|
|
#include "CDirect3D.h"
|
|
#include "image_functions.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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
ReduceToPath(shaderPath);
|
|
|
|
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 = Settings.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;
|
|
|
|
// individual shader might include files, these should be relative to shader
|
|
ReduceToPath(tempPath);
|
|
SetCurrentDirectory(tempPath);
|
|
|
|
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");
|
|
|
|
// set path back for next pass
|
|
SetCurrentDirectory(shaderPath);
|
|
|
|
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);
|
|
|
|
if(!d3d_create_texture_from_file(pDevice, tempPath, &tex.tex)){
|
|
tex.tex = NULL;
|
|
}
|
|
lookupTextures.push_back(tex);
|
|
}
|
|
|
|
shaderLoaded = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CD3DCG::ensureTextureSize(LPDIRECT3DTEXTURE9 &tex, float2 &texSize,
|
|
float2 wantedSize,bool renderTarget,bool useFloat)
|
|
{
|
|
HRESULT hr;
|
|
|
|
if(!tex || texSize.x != wantedSize.x || texSize.y != wantedSize.y) {
|
|
if(tex)
|
|
tex->Release();
|
|
|
|
hr = pDevice->CreateTexture(
|
|
(UINT)wantedSize.x, (UINT)wantedSize.y,
|
|
1, // 1 level, no mipmaps
|
|
renderTarget?D3DUSAGE_RENDERTARGET:0,
|
|
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,
|
|
float2 inputSize, float2 textureSize, float2 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, float2 textureSize,
|
|
float2 inputSize, float2 viewportSize, float2 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, float2{ 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,(DWORD)shaderPasses[i].outputSize.x, (DWORD)shaderPasses[i].outputSize.y);
|
|
|
|
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((unsigned int)shaderPasses.back().outputSize.x, (unsigned int)shaderPasses.back().outputSize.y, (unsigned int)windowSize.x, (unsigned int)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,
|
|
float2{ (float)(displayRect.right - displayRect.left),(float)(displayRect.bottom - displayRect.top) });
|
|
pDevice->SetVertexShader(NULL);
|
|
pDevice->SetPixelShader(NULL);
|
|
}
|
|
|
|
static D3DMATRIX matrix_mul(D3DMATRIX mat1, D3DMATRIX mat2)
|
|
{
|
|
D3DMATRIX out;
|
|
for (auto y = 0; y < 4; y++)
|
|
{
|
|
for (auto x = 0; x < 4; x++)
|
|
{
|
|
out.m[y][x] =
|
|
mat1.m[y][0] * mat2.m[0][x] +
|
|
mat1.m[y][1] * mat2.m[1][x] +
|
|
mat1.m[y][2] * mat2.m[2][x] +
|
|
mat1.m[y][3] * mat2.m[3][x];
|
|
}
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
static D3DMATRIX matrix_transpose(D3DMATRIX mat)
|
|
{
|
|
D3DMATRIX out;
|
|
for (auto y = 0; y < 4; y++)
|
|
for (auto x = 0; x < 4; x++)
|
|
out.m[y][x] = mat.m[x][y];
|
|
|
|
return out;
|
|
}
|
|
|
|
void CD3DCG::calculateMatrix()
|
|
{
|
|
D3DMATRIX matWorld;
|
|
D3DMATRIX matView;
|
|
D3DMATRIX matProj;
|
|
|
|
pDevice->GetTransform(D3DTS_WORLD, (D3DMATRIX*)&matWorld);
|
|
pDevice->GetTransform(D3DTS_VIEW, (D3DMATRIX*)&matView);
|
|
pDevice->GetTransform(D3DTS_PROJECTION, (D3DMATRIX*)&matProj);
|
|
|
|
mvp = matrix_transpose(matrix_mul(matProj, matrix_mul(matWorld, matView)));
|
|
}
|
|
|
|
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)
|
|
{
|
|
float2 inputSize = shaderPasses[pass-1].outputSize;
|
|
float2 textureSize = shaderPasses[pass-1].textureSize;
|
|
float2 outputSize = shaderPasses[pass].outputSize;
|
|
|
|
/* mvp paramater
|
|
*/
|
|
CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");
|
|
|
|
if(cgpModelViewProj)
|
|
cgD3D9SetUniformMatrix(cgpModelViewProj,(D3DMATRIX*)&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);\
|
|
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);\
|
|
}\
|
|
if(cgpv) {\
|
|
cgD3D9SetTexture(cgpv,val);\
|
|
/*cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);\
|
|
cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);\
|
|
cgD3D9SetSamplerState(cgpv, D3DSAMP_MINFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\
|
|
cgD3D9SetSamplerState(cgpv, D3DSAMP_MAGFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);*/\
|
|
}\
|
|
}\
|
|
|
|
#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 = (float)frameCnt;
|
|
if(shaderPasses[pass].frameCounterMod)
|
|
shaderFrameCnt = (float)(frameCnt % shaderPasses[pass].frameCounterMod);
|
|
setProgramUniform(pass,"IN.frame_count",&shaderFrameCnt);
|
|
float frameDirection = Settings.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 = {(WORD)streamNum, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, (BYTE)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;
|
|
}
|