RetroArch/gfx/drivers_renderchain/d3d9_renderchain.h

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/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2018 - 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/>.
*/
#ifndef __D3D9_RENDERCHAIN_H__
#define __D3D9_RENDERCHAIN_H__
#include <stdint.h>
#include <retro_common_api.h>
#include <retro_inline.h>
#include <boolean.h>
#include <d3d9.h>
#include "../common/d3d9_common.h"
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#include "../../verbosity.h"
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RETRO_BEGIN_DECLS
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#define D3D_DEFAULT_NONPOW2 ((UINT)-2)
#define D3D_FILTER_LINEAR (3 << 0)
#define D3D_FILTER_POINT (2 << 0)
struct lut_info
{
LPDIRECT3DTEXTURE9 tex;
char id[64];
bool smooth;
};
struct shader_pass
{
unsigned last_width, last_height;
struct LinkInfo info;
D3DPOOL pool;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertex_buf;
LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
void *attrib_map;
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void *vprg;
void *fprg;
};
#define D3D_PI 3.14159265358979323846264338327
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#define VECTOR_LIST_TYPE unsigned
#define VECTOR_LIST_NAME unsigned
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
#define VECTOR_LIST_TYPE struct lut_info
#define VECTOR_LIST_NAME lut_info
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
#define VECTOR_LIST_TYPE struct shader_pass
#define VECTOR_LIST_NAME shader_pass
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
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struct D3D9Vertex
{
float x, y, z;
float u, v;
float lut_u, lut_v;
float r, g, b, a;
};
typedef struct d3d9_renderchain
{
unsigned pixel_size;
uint64_t frame_count;
struct
{
LPDIRECT3DTEXTURE9 tex[TEXTURES];
LPDIRECT3DVERTEXBUFFER9 vertex_buf[TEXTURES];
unsigned ptr;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
} prev;
LPDIRECT3DDEVICE9 dev;
D3DVIEWPORT9 *final_viewport;
struct shader_pass_vector_list *passes;
struct unsigned_vector_list *bound_tex;
struct unsigned_vector_list *bound_vert;
struct lut_info_vector_list *luts;
} d3d9_renderchain_t;
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static INLINE bool d3d9_renderchain_add_lut(d3d9_renderchain_t *chain,
const char *id, const char *path, bool smooth)
{
struct lut_info info;
LPDIRECT3DTEXTURE9 lut = (LPDIRECT3DTEXTURE9)
d3d9_texture_new(
chain->dev,
path,
D3D_DEFAULT_NONPOW2,
D3D_DEFAULT_NONPOW2,
0,
0,
((D3DFORMAT)-3), /* D3DFMT_FROM_FILE */
D3DPOOL_MANAGED,
smooth ? D3D_FILTER_LINEAR : D3D_FILTER_POINT,
0,
0,
NULL,
NULL,
false
);
RARCH_LOG("[D3D9 Cg]: LUT texture loaded: %s.\n", path);
info.tex = lut;
info.smooth = smooth;
strlcpy(info.id, id, sizeof(info.id));
if (!lut)
return false;
d3d9_set_texture(chain->dev, 0, lut);
d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER);
d3d9_set_texture(chain->dev, 0, NULL);
lut_info_vector_list_append(chain->luts, info);
return true;
}
static INLINE void d3d9_cg_renderchain_add_lut_internal(
d3d9_renderchain_t *chain,
unsigned index, unsigned i)
{
d3d9_set_texture(chain->dev, index, chain->luts->data[i].tex);
d3d9_set_sampler_magfilter(chain->dev, index,
d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
d3d9_set_sampler_minfilter(chain->dev, index,
d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
unsigned_vector_list_append(chain->bound_tex, index);
}
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static INLINE void d3d9_init_renderchain(d3d9_renderchain_t *chain)
{
chain->passes = shader_pass_vector_list_new();
chain->luts = lut_info_vector_list_new();
chain->bound_tex = unsigned_vector_list_new();
chain->bound_vert = unsigned_vector_list_new();
}
static INLINE void d3d9_renderchain_blit_to_texture(
LPDIRECT3DTEXTURE9 tex,
const void *frame,
unsigned tex_width, unsigned tex_height,
unsigned width, unsigned height,
unsigned last_width, unsigned last_height,
unsigned pitch, unsigned pixel_size)
{
D3DLOCKED_RECT d3dlr = {0, NULL};
if (
(last_width != width || last_height != height)
)
{
d3d9_lock_rectangle(tex, 0, &d3dlr,
NULL, tex_height, D3DLOCK_NOSYSLOCK);
d3d9_lock_rectangle_clear(tex, 0, &d3dlr,
NULL, tex_height, D3DLOCK_NOSYSLOCK);
}
if (d3d9_lock_rectangle(tex, 0, &d3dlr, NULL, 0, 0))
{
d3d9_texture_blit(pixel_size, tex,
&d3dlr, frame, width, height, pitch);
d3d9_unlock_rectangle(tex);
}
}
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RETRO_END_DECLS
#endif