RetroArch/gfx/drivers_renderchain/d3d9_hlsl_renderchain.c

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/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
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#define CINTERFACE
#include <compat/strl.h>
#include <string/stdstring.h>
#include <file/file_path.h>
#include <string.h>
#include <retro_inline.h>
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#include <retro_math.h>
#include <d3d9.h>
#include <d3dx9shader.h>
#include "../drivers/d3d_shaders/opaque.hlsl.d3d9.h"
#include "../../defines/d3d_defines.h"
#include "../common/d3d_common.h"
#include "../common/d3d9_common.h"
#include "../video_shader_parse.h"
#include "../../managers/state_manager.h"
#include "../../configuration.h"
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#include "../../retroarch.h"
#include "../../verbosity.h"
#define RARCH_HLSL_MAX_SHADERS 16
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#include "d3d9_renderchain.h"
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typedef struct hlsl_renderchain
{
struct d3d9_renderchain chain;
struct shader_pass stock_shader;
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} hlsl_renderchain_t;
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static void *d3d9_hlsl_get_constant_by_name(void *data, const char *name)
{
LPD3DXCONSTANTTABLE prog = (LPD3DXCONSTANTTABLE)data;
char lbl[64];
lbl[0] = '\0';
snprintf(lbl, sizeof(lbl), "$%s", name);
return d3d9x_constant_table_get_constant_by_name(prog, NULL, lbl);
}
static INLINE void d3d9_hlsl_set_param_2f(void *data, void *userdata, const char *name, const void *values)
{
LPD3DXCONSTANTTABLE prog = (LPD3DXCONSTANTTABLE)data;
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D3DXHANDLE param = (D3DXHANDLE)d3d9_hlsl_get_constant_by_name(prog, name);
if (param)
d3d9x_constant_table_set_float_array((LPDIRECT3DDEVICE9)userdata, prog, (void*)param, values, 2);
}
static INLINE void d3d9_hlsl_set_param_1f(void *data, void *userdata, const char *name, const void *value)
{
LPD3DXCONSTANTTABLE prog = (LPD3DXCONSTANTTABLE)data;
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D3DXHANDLE param = (D3DXHANDLE)d3d9_hlsl_get_constant_by_name(prog, name);
float *val = (float*)value;
if (param)
d3d9x_constant_table_set_float(prog, (LPDIRECT3DDEVICE9)userdata, (void*)param, *val);
}
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static INLINE void d3d9_hlsl_bind_program(void *data,
LPDIRECT3DDEVICE9 dev)
{
struct shader_pass *pass = (struct shader_pass*)data;
if (!pass)
return;
d3d9_set_vertex_shader(dev, (LPDIRECT3DVERTEXSHADER9)pass->vprg);
d3d9_set_pixel_shader(dev, (LPDIRECT3DPIXELSHADER9)pass->fprg);
}
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static INLINE void d3d9_hlsl_set_param_matrix(void *data, void *userdata,
const char *name, const void *values)
{
LPD3DXCONSTANTTABLE prog = (LPD3DXCONSTANTTABLE)data;
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D3DXHANDLE param = (D3DXHANDLE)d3d9_hlsl_get_constant_by_name(prog, name);
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if (param)
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d3d9x_constant_table_set_matrix((LPDIRECT3DDEVICE9)userdata, prog,
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(void*)param, (D3DMATRIX*)values);
}
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static bool d3d9_hlsl_load_program_from_file(
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass,
const char *prog)
{
ID3DXBuffer *listing_f = NULL;
ID3DXBuffer *listing_v = NULL;
ID3DXBuffer *code_f = NULL;
ID3DXBuffer *code_v = NULL;
if (string_is_empty(prog))
return false;
if (!d3d9x_compile_shader_from_file(prog, NULL, NULL,
"main_fragment", "ps_3_0", 0, &code_f, &listing_f, &pass->ftable))
{
RARCH_ERR("Could not compile fragment shader program (%s)..\n", prog);
goto error;
}
if (!d3d9x_compile_shader_from_file(prog, NULL, NULL,
"main_vertex", "vs_3_0", 0, &code_v, &listing_v, &pass->vtable))
{
RARCH_ERR("Could not compile vertex shader program (%s)..\n", prog);
goto error;
}
d3d9_create_pixel_shader(dev, (const DWORD*)d3d9x_get_buffer_ptr(code_f), (void**)&pass->fprg);
d3d9_create_vertex_shader(dev, (const DWORD*)d3d9x_get_buffer_ptr(code_v), (void**)&pass->vprg);
d3d9x_buffer_release((void*)code_f);
d3d9x_buffer_release((void*)code_v);
return true;
error:
RARCH_ERR("Cg/HLSL error:\n");
if (listing_f)
RARCH_ERR("Fragment:\n%s\n", (char*)d3d9x_get_buffer_ptr(listing_f));
if (listing_v)
RARCH_ERR("Vertex:\n%s\n", (char*)d3d9x_get_buffer_ptr(listing_v));
d3d9x_buffer_release((void*)listing_f);
d3d9x_buffer_release((void*)listing_v);
return false;
}
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static bool d3d9_hlsl_load_program(
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LPDIRECT3DDEVICE9 dev,
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struct shader_pass *pass,
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const char *prog)
{
ID3DXBuffer *listing_f = NULL;
ID3DXBuffer *listing_v = NULL;
ID3DXBuffer *code_f = NULL;
ID3DXBuffer *code_v = NULL;
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if (!d3d9x_compile_shader(prog, strlen(prog), NULL, NULL,
"main_fragment", "ps_3_0", 0, &code_f, &listing_f,
&pass->ftable ))
{
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RARCH_ERR("Could not compile stock fragment shader..\n");
goto error;
}
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if (!d3d9x_compile_shader(prog, strlen(prog), NULL, NULL,
"main_vertex", "vs_3_0", 0, &code_v, &listing_v,
&pass->vtable ))
{
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RARCH_ERR("Could not compile stock vertex shader..\n");
goto error;
}
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d3d9_create_pixel_shader(dev, (const DWORD*)d3d9x_get_buffer_ptr(code_f), (void**)&pass->fprg);
d3d9_create_vertex_shader(dev, (const DWORD*)d3d9x_get_buffer_ptr(code_v), (void**)&pass->vprg);
d3d9x_buffer_release((void*)code_f);
d3d9x_buffer_release((void*)code_v);
return true;
error:
RARCH_ERR("Cg/HLSL error:\n");
if (listing_f)
RARCH_ERR("Fragment:\n%s\n", (char*)d3d9x_get_buffer_ptr(listing_f));
if (listing_v)
RARCH_ERR("Vertex:\n%s\n", (char*)d3d9x_get_buffer_ptr(listing_v));
d3d9x_buffer_release((void*)listing_f);
d3d9x_buffer_release((void*)listing_v);
return false;
}
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static void hlsl_d3d9_renderchain_set_shader_params(
d3d9_renderchain_t *chain,
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LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)
{
float frame_cnt;
float video_size[2];
float texture_size[2];
float output_size[2];
void *fprg = pass->ftable;
void *vprg = pass->vtable;
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video_size[0] = video_w;
video_size[1] = video_h;
texture_size[0] = tex_w;
texture_size[1] = tex_h;
output_size[0] = viewport_w;
output_size[1] = viewport_h;
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d3d9x_constant_table_set_defaults(dev, fprg);
d3d9x_constant_table_set_defaults(dev, vprg);
d3d9_hlsl_set_param_2f(vprg, dev, "IN.video_size", &video_size);
d3d9_hlsl_set_param_2f(fprg, dev, "IN.video_size", &video_size);
d3d9_hlsl_set_param_2f(vprg, dev, "IN.texture_size", &texture_size);
d3d9_hlsl_set_param_2f(fprg, dev, "IN.texture_size", &texture_size);
d3d9_hlsl_set_param_2f(vprg, dev, "IN.output_size", &output_size);
d3d9_hlsl_set_param_2f(fprg, dev, "IN.output_size", &output_size);
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frame_cnt = chain->frame_count;
if (pass->info.pass->frame_count_mod)
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frame_cnt = chain->frame_count
% pass->info.pass->frame_count_mod;
d3d9_hlsl_set_param_1f(fprg, dev, "IN.frame_count", &frame_cnt);
d3d9_hlsl_set_param_1f(vprg, dev, "IN.frame_count", &frame_cnt);
}
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static bool hlsl_d3d9_renderchain_init_shader_fvf(
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d3d9_renderchain_t *chain,
struct shader_pass *pass)
{
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static const D3DVERTEXELEMENT9 decl[] =
{
{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
D3D9_DECL_FVF_TEXCOORD(0, 2, 0),
D3DDECL_END()
};
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return d3d9_vertex_declaration_new(chain->dev,
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decl, (void**)&pass->vertex_decl);
}
static bool hlsl_d3d9_renderchain_create_first_pass(
LPDIRECT3DDEVICE9 dev,
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d3d9_renderchain_t *chain,
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const struct LinkInfo *info,
unsigned _fmt)
{
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unsigned i;
struct shader_pass pass;
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unsigned fmt =
(_fmt == RETRO_PIXEL_FORMAT_RGB565) ?
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d3d9_get_rgb565_format() : d3d9_get_xrgb8888_format();
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pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
pass.attrib_map = (struct unsigned_vector_list*)
unsigned_vector_list_new();
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chain->prev.ptr = 0;
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for (i = 0; i < TEXTURES; i++)
{
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chain->prev.last_width[i] = 0;
chain->prev.last_height[i] = 0;
chain->prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9)
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d3d9_vertex_buffer_new(
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chain->dev, 4 * sizeof(struct D3D9Vertex),
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
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if (!chain->prev.vertex_buf[i])
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return false;
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chain->prev.tex[i] = (LPDIRECT3DTEXTURE9)
d3d9_texture_new(chain->dev, NULL,
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info->tex_w, info->tex_h, 1, 0, fmt,
D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false);
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if (!chain->prev.tex[i])
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return false;
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d3d9_set_texture(chain->dev, 0, chain->prev.tex[i]);
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d3d9_set_sampler_minfilter(dev, 0,
d3d_translate_filter(info->pass->filter));
d3d9_set_sampler_magfilter(dev, 0,
d3d_translate_filter(info->pass->filter));
d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_texture(chain->dev, 0, NULL);
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}
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d3d9_hlsl_load_program_from_file(chain->dev, &pass, info->pass->source.path);
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if (!hlsl_d3d9_renderchain_init_shader_fvf(chain, &pass))
return false;
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shader_pass_vector_list_append(chain->passes, pass);
return true;
}
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static void hlsl_d3d9_renderchain_calc_and_set_shader_mvp(
hlsl_renderchain_t *chain,
struct shader_pass *pass,
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unsigned vp_width, unsigned vp_height,
unsigned rotation)
{
struct d3d_matrix proj, ortho, rot, matrix;
d3d_matrix_ortho_off_center_lh(&ortho, 0, vp_width, 0, vp_height, 0, 1);
d3d_matrix_identity(&rot);
d3d_matrix_rotation_z(&rot, rotation * (D3D_PI / 2.0));
d3d_matrix_multiply(&proj, &ortho, &rot);
d3d_matrix_transpose(&matrix, &proj);
d3d9_hlsl_set_param_matrix(pass->vtable,
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chain->chain.dev, "modelViewProj", (const void*)&matrix);
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}
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static void hlsl_d3d9_renderchain_set_vertices(
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d3d9_video_t *d3d,
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hlsl_renderchain_t *chain,
struct shader_pass *pass,
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unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
uint64_t frame_count,
unsigned rotation)
{
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if (pass->last_width != width || pass->last_height != height)
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d3d9_renderchain_set_vertices_on_change(&chain->chain,
pass, width, height, out_width, out_height,
vp_width, vp_height, rotation);
hlsl_d3d9_renderchain_calc_and_set_shader_mvp(chain, pass,
vp_width, vp_height, rotation);
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hlsl_d3d9_renderchain_set_shader_params(&chain->chain,
chain->chain.dev,
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pass,
width, height,
pass->info.tex_w, pass->info.tex_h,
vp_width, vp_height);
}
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static void d3d9_hlsl_deinit_progs(hlsl_renderchain_t *chain)
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{
RARCH_LOG("[D3D9 HLSL]: Destroying programs.\n");
if (chain->chain.passes->count >= 1)
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{
unsigned i;
d3d9_vertex_buffer_free(NULL, chain->chain.passes->data[0].vertex_decl);
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for (i = 1; i < chain->chain.passes->count; i++)
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{
if (chain->chain.passes->data[i].tex)
d3d9_texture_free(chain->chain.passes->data[i].tex);
chain->chain.passes->data[i].tex = NULL;
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d3d9_vertex_buffer_free(
chain->chain.passes->data[i].vertex_buf,
chain->chain.passes->data[i].vertex_decl);
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}
}
}
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static void d3d9_hlsl_destroy_resources(hlsl_renderchain_t *chain)
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{
unsigned i;
for (i = 0; i < TEXTURES; i++)
{
if (chain->chain.prev.tex[i])
d3d9_texture_free(chain->chain.prev.tex[i]);
if (chain->chain.prev.vertex_buf[i])
d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL);
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}
d3d9_hlsl_deinit_progs(chain);
for (i = 0; i < chain->chain.luts->count; i++)
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{
if (chain->chain.luts->data[i].tex)
d3d9_texture_free(chain->chain.luts->data[i].tex);
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}
}
static void hlsl_d3d9_renderchain_free(void *data)
{
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hlsl_renderchain_t *chain = (hlsl_renderchain_t*)data;
if (!chain)
return;
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d3d9_hlsl_destroy_resources(chain);
d3d9_renderchain_destroy_passes_and_luts(&chain->chain);
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free(chain);
}
void *hlsl_d3d9_renderchain_new(void)
{
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hlsl_renderchain_t *renderchain =
(hlsl_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return NULL;
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d3d9_init_renderchain(&renderchain->chain);
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return renderchain;
}
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static bool hlsl_d3d9_renderchain_init_shader(d3d9_video_t *d3d,
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hlsl_renderchain_t *chain)
{
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RARCH_LOG("[D3D9]: Using HLSL shader backend.\n");
return true;
}
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static bool hlsl_d3d9_renderchain_init(
d3d9_video_t *d3d,
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const video_info_t *video_info,
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LPDIRECT3DDEVICE9 dev,
const D3DVIEWPORT9 *final_viewport,
const struct LinkInfo *info,
bool rgb32
)
{
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hlsl_renderchain_t *chain = (hlsl_renderchain_t*)
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d3d->renderchain_data;
unsigned fmt = (rgb32)
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? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
if (!chain)
return false;
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if (!hlsl_d3d9_renderchain_init_shader(d3d, chain))
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{
RARCH_ERR("[D3D9 HLSL]: Failed to initialize shader subsystem.\n");
return false;
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}
chain->chain.dev = dev;
chain->chain.final_viewport = (D3DVIEWPORT9*)final_viewport;
chain->chain.frame_count = 0;
chain->chain.pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
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if (!hlsl_d3d9_renderchain_create_first_pass(dev, &chain->chain, info, fmt))
return false;
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if (!d3d9_hlsl_load_program(chain->chain.dev, &chain->stock_shader, stock_hlsl_program))
return false;
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d3d9_hlsl_bind_program(&chain->stock_shader, dev);
return true;
}
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static void hlsl_d3d9_renderchain_set_final_viewport(
d3d9_video_t *d3d,
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void *renderchain_data,
const D3DVIEWPORT9 *final_viewport)
{
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hlsl_renderchain_t *_chain = (hlsl_renderchain_t*)renderchain_data;
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d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain;
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if (chain && final_viewport)
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chain->final_viewport = (D3DVIEWPORT9*)final_viewport;
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d3d9_recompute_pass_sizes(chain->dev, chain, d3d);
}
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static void hlsl_d3d9_renderchain_render_pass(
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hlsl_renderchain_t *chain,
struct shader_pass *pass,
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unsigned pass_index)
{
unsigned i;
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d3d9_hlsl_bind_program(pass, chain->chain.dev);
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d3d9_set_texture(chain->chain.dev, 0, pass->tex);
d3d9_set_sampler_minfilter(chain->chain.dev, 0,
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d3d_translate_filter(pass->info.pass->filter));
d3d9_set_sampler_magfilter(chain->chain.dev, 0,
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d3d_translate_filter(pass->info.pass->filter));
d3d9_set_vertex_declaration(chain->chain.dev, pass->vertex_decl);
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for (i = 0; i < 4; i++)
d3d9_set_stream_source(chain->chain.dev, i,
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pass->vertex_buf, 0,
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sizeof(struct D3D9Vertex));
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#if 0
/* Set orig texture. */
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d3d9_hlsl_renderchain_bind_orig(chain, chain->dev, pass);
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/* Set prev textures. */
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d3d9_hlsl_renderchain_bind_prev(chain, chain->dev, pass);
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/* Set lookup textures */
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for (i = 0; i < chain->luts->count; i++)
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{
CGparameter vparam;
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CGparameter fparam = d3d9_hlsl_get_constant_by_name(
pass->fprg, chain->luts->data[i].id);
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int bound_index = -1;
if (fparam)
{
unsigned index = cgGetParameterResourceIndex(fparam);
bound_index = index;
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d3d9_renderchain_add_lut_internal(chain, index, i);
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}
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vparam = d3d9_hlsl_get_constant_by_name(pass->vprg,
chain->luts->data[i].id);
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if (vparam)
{
unsigned index = cgGetParameterResourceIndex(vparam);
if (index != (unsigned)bound_index)
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d3d9_renderchain_add_lut_internal(chain, index, i);
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}
}
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/* We only bother binding passes which are two indices behind. */
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if (pass_index >= 3)
d3d9_hlsl_renderchain_bind_pass(chain, chain->chain.dev, pass, pass_index);
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#endif
d3d9_draw_primitive(chain->chain.dev, D3DPT_TRIANGLESTRIP, 0, 2);
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/* So we don't render with linear filter into render targets,
* which apparently looked odd (too blurry). */
d3d9_set_sampler_minfilter(chain->chain.dev, 0, D3DTEXF_POINT);
d3d9_set_sampler_magfilter(chain->chain.dev, 0, D3DTEXF_POINT);
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d3d9_renderchain_unbind_all(&chain->chain);
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}
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static bool hlsl_d3d9_renderchain_render(
d3d9_video_t *d3d,
const video_frame_info_t *video_info,
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const void *frame,
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unsigned width, unsigned height,
unsigned pitch, unsigned rotation)
{
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LPDIRECT3DSURFACE9 back_buffer, target;
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unsigned i, current_width, current_height, out_width = 0, out_height = 0;
struct shader_pass *last_pass = NULL;
struct shader_pass *first_pass = NULL;
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hlsl_renderchain_t *chain = (hlsl_renderchain_t*)
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d3d->renderchain_data;
d3d9_renderchain_start_render(&chain->chain);
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current_width = width;
current_height = height;
first_pass = (struct shader_pass*)
&chain->chain.passes->data[0];
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d3d9_convert_geometry(
&first_pass->info,
&out_width, &out_height,
current_width, current_height, chain->chain.final_viewport);
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d3d9_renderchain_blit_to_texture(first_pass->tex,
frame,
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first_pass->info.tex_w,
first_pass->info.tex_h,
width,
height,
first_pass->last_width,
first_pass->last_height,
pitch,
chain->chain.pixel_size);
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/* Grab back buffer. */
d3d9_device_get_render_target(chain->chain.dev, 0, (void**)&back_buffer);
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/* In-between render target passes. */
for (i = 0; i < chain->chain.passes->count - 1; i++)
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{
D3DVIEWPORT9 viewport = {0};
struct shader_pass *from_pass = (struct shader_pass*)
&chain->chain.passes->data[i];
struct shader_pass *to_pass = (struct shader_pass*)
&chain->chain.passes->data[i + 1];
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d3d9_texture_get_surface_level(to_pass->tex, 0, (void**)&target);
d3d9_device_set_render_target(chain->chain.dev, 0, target);
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d3d9_convert_geometry(&from_pass->info,
&out_width, &out_height,
current_width, current_height, chain->chain.final_viewport);
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/* Clear out whole FBO. */
viewport.Width = to_pass->info.tex_w;
viewport.Height = to_pass->info.tex_h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
d3d9_set_viewports(chain->chain.dev, &viewport);
d3d9_clear(chain->chain.dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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viewport.Width = out_width;
viewport.Height = out_height;
d3d9_set_viewports(chain->chain.dev, &viewport);
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hlsl_d3d9_renderchain_set_vertices(
d3d,
chain, from_pass,
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current_width, current_height,
out_width, out_height,
out_width, out_height,
chain->chain.frame_count, 0);
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hlsl_d3d9_renderchain_render_pass(chain,
from_pass,
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i + 1);
current_width = out_width;
current_height = out_height;
d3d9_surface_free(target);
}
/* Final pass */
d3d9_device_set_render_target(chain->chain.dev, 0, back_buffer);
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last_pass = (struct shader_pass*)&chain->chain.passes->
data[chain->chain.passes->count - 1];
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d3d9_convert_geometry(&last_pass->info,
&out_width, &out_height,
current_width, current_height, chain->chain.final_viewport);
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d3d9_set_viewports(chain->chain.dev, chain->chain.final_viewport);
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hlsl_d3d9_renderchain_set_vertices(
d3d,
chain, last_pass,
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current_width, current_height,
out_width, out_height,
chain->chain.final_viewport->Width,
chain->chain.final_viewport->Height,
chain->chain.frame_count, rotation);
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hlsl_d3d9_renderchain_render_pass(chain, last_pass,
chain->chain.passes->count);
chain->chain.frame_count++;
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d3d9_surface_free(back_buffer);
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d3d9_renderchain_end_render(&chain->chain);
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d3d9_hlsl_bind_program(&chain->stock_shader, chain->chain.dev);
hlsl_d3d9_renderchain_calc_and_set_shader_mvp(chain, &chain->stock_shader,
chain->chain.final_viewport->Width,
chain->chain.final_viewport->Height, 0);
return true;
}
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static bool hlsl_d3d9_renderchain_add_pass(
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void *data, const struct LinkInfo *info)
{
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struct shader_pass pass;
hlsl_renderchain_t *chain = (hlsl_renderchain_t*)data;
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pass.info = *info;
pass.last_width = 0;
pass.last_height = 0;
pass.attrib_map = (struct unsigned_vector_list*)
unsigned_vector_list_new();
pass.pool = D3DPOOL_DEFAULT;
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d3d9_hlsl_load_program_from_file(chain->chain.dev, &pass, info->pass->source.path);
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if (!hlsl_d3d9_renderchain_init_shader_fvf(&chain->chain, &pass))
return false;
return d3d9_renderchain_add_pass(&chain->chain, &pass,
info);
}
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static bool hlsl_d3d9_renderchain_add_lut(void *data,
const char *id, const char *path, bool smooth)
{
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hlsl_renderchain_t *_chain = (hlsl_renderchain_t*)data;
d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain;
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return d3d9_renderchain_add_lut(chain, id, path, smooth);
}
d3d9_renderchain_driver_t hlsl_d3d9_renderchain = {
hlsl_d3d9_renderchain_free,
hlsl_d3d9_renderchain_new,
hlsl_d3d9_renderchain_init,
hlsl_d3d9_renderchain_set_final_viewport,
hlsl_d3d9_renderchain_add_pass,
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hlsl_d3d9_renderchain_add_lut,
hlsl_d3d9_renderchain_render,
"hlsl_d3d9",
};