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https://github.com/libretro/RetroArch
synced 2025-03-29 22:20:21 +00:00
(HLSL) Start adding renderchain code
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111aeb46b3
commit
15f2cde260
@ -72,8 +72,8 @@ struct cg_pass
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertex_buf;
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LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
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CGprogram vPrg, fPrg;
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void *attrib_map;
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CGprogram vPrg, fPrg;
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};
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#define VECTOR_LIST_TYPE struct cg_pass
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@ -177,7 +177,7 @@ static bool d3d9_cg_load_program(void *data,
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CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
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const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
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const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
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cg_renderchain_t *cg_data = (cg_renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (
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fragment_profile == CG_PROFILE_UNKNOWN ||
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@ -191,24 +191,24 @@ static bool d3d9_cg_load_program(void *data,
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RARCH_LOG("[D3D9 Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
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if (path_is_file && !string_is_empty(prog))
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*fPrg = cgCreateProgramFromFile(cg_data->cgCtx, CG_SOURCE,
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*fPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
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prog, fragment_profile, "main_fragment", fragment_opts);
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else
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*fPrg = cgCreateProgram(cg_data->cgCtx, CG_SOURCE, stock_cg_d3d9_program,
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*fPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_cg_d3d9_program,
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fragment_profile, "main_fragment", fragment_opts);
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list = cgGetLastListing(cg_data->cgCtx);
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list = cgGetLastListing(chain->cgCtx);
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if (list)
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listing_f = strdup(list);
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if (path_is_file && !string_is_empty(prog))
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*vPrg = cgCreateProgramFromFile(cg_data->cgCtx, CG_SOURCE,
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*vPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
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prog, vertex_profile, "main_vertex", vertex_opts);
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else
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*vPrg = cgCreateProgram(cg_data->cgCtx, CG_SOURCE, stock_cg_d3d9_program,
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*vPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_cg_d3d9_program,
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vertex_profile, "main_vertex", vertex_opts);
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list = cgGetLastListing(cg_data->cgCtx);
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list = cgGetLastListing(chain->cgCtx);
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if (list)
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listing_v = strdup(list);
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@ -625,61 +625,56 @@ static void d3d9_cg_renderchain_bind_pass(
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}
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}
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static void d3d9_cg_deinit_progs(void *data)
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static void d3d9_cg_deinit_progs(cg_renderchain_t *chain)
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{
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unsigned i;
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cg_renderchain_t *cg_data = (cg_renderchain_t*)data;
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if (!cg_data)
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return;
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RARCH_LOG("[D3D9 Cg]: Destroying programs.\n");
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if (cg_data->passes->count >= 1)
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if (chain->passes->count >= 1)
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{
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d3d9_vertex_buffer_free(NULL, cg_data->passes->data[0].vertex_decl);
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d3d9_vertex_buffer_free(NULL, chain->passes->data[0].vertex_decl);
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for (i = 1; i < cg_data->passes->count; i++)
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for (i = 1; i < chain->passes->count; i++)
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{
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if (cg_data->passes->data[i].tex)
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d3d9_texture_free(cg_data->passes->data[i].tex);
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cg_data->passes->data[i].tex = NULL;
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if (chain->passes->data[i].tex)
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d3d9_texture_free(chain->passes->data[i].tex);
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chain->passes->data[i].tex = NULL;
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d3d9_vertex_buffer_free(
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cg_data->passes->data[i].vertex_buf,
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cg_data->passes->data[i].vertex_decl);
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chain->passes->data[i].vertex_buf,
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chain->passes->data[i].vertex_decl);
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if (cg_data->passes->data[i].fPrg)
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cgDestroyProgram(cg_data->passes->data[i].fPrg);
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if (cg_data->passes->data[i].vPrg)
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cgDestroyProgram(cg_data->passes->data[i].vPrg);
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if (chain->passes->data[i].fPrg)
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cgDestroyProgram(chain->passes->data[i].fPrg);
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if (chain->passes->data[i].vPrg)
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cgDestroyProgram(chain->passes->data[i].vPrg);
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}
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}
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if (cg_data->fStock)
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cgDestroyProgram(cg_data->fStock);
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if (cg_data->vStock)
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cgDestroyProgram(cg_data->vStock);
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if (chain->fStock)
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cgDestroyProgram(chain->fStock);
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if (chain->vStock)
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cgDestroyProgram(chain->vStock);
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}
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static void d3d9_cg_destroy_resources(void *data)
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static void d3d9_cg_destroy_resources(cg_renderchain_t *chain)
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{
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unsigned i;
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cg_renderchain_t *cg_data = (cg_renderchain_t*)data;
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for (i = 0; i < TEXTURES; i++)
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{
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if (cg_data->prev.tex[i])
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d3d9_texture_free(cg_data->prev.tex[i]);
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if (cg_data->prev.vertex_buf[i])
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d3d9_vertex_buffer_free(cg_data->prev.vertex_buf[i], NULL);
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if (chain->prev.tex[i])
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d3d9_texture_free(chain->prev.tex[i]);
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if (chain->prev.vertex_buf[i])
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d3d9_vertex_buffer_free(chain->prev.vertex_buf[i], NULL);
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}
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d3d9_cg_deinit_progs(cg_data);
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d3d9_cg_deinit_progs(chain);
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for (i = 0; i < cg_data->luts->count; i++)
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for (i = 0; i < chain->luts->count; i++)
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{
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if (cg_data->luts->data[i].tex)
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d3d9_texture_free(cg_data->luts->data[i].tex);
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if (chain->luts->data[i].tex)
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d3d9_texture_free(chain->luts->data[i].tex);
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}
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cgD3D9UnloadAllPrograms();
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@ -688,50 +683,52 @@ static void d3d9_cg_destroy_resources(void *data)
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static void d3d9_cg_deinit_context_state(void *data)
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{
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cg_renderchain_t *cg_data = (cg_renderchain_t*)data;
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if (cg_data->cgCtx)
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (chain->cgCtx)
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{
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RARCH_LOG("[D3D9 Cg]: Destroying context.\n");
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cgDestroyContext(cg_data->cgCtx);
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cgDestroyContext(chain->cgCtx);
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}
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cg_data->cgCtx = NULL;
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chain->cgCtx = NULL;
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}
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void d3d9_cg_renderchain_free(void *data)
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{
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cg_renderchain_t *cg_data = (cg_renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!cg_data)
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if (!chain)
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return;
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d3d9_cg_destroy_resources(cg_data);
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d3d9_cg_destroy_resources(chain);
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if (cg_data->passes)
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if (chain->passes)
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{
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unsigned i;
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for (i = 0; i < cg_data->passes->count; i++)
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for (i = 0; i < chain->passes->count; i++)
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{
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if (cg_data->passes->data[i].attrib_map)
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free(cg_data->passes->data[i].attrib_map);
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if (chain->passes->data[i].attrib_map)
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free(chain->passes->data[i].attrib_map);
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}
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cg_pass_vector_list_free(cg_data->passes);
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cg_pass_vector_list_free(chain->passes);
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cg_data->passes = NULL;
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chain->passes = NULL;
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}
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lut_info_vector_list_free(cg_data->luts);
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unsigned_vector_list_free(cg_data->bound_tex);
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unsigned_vector_list_free(cg_data->bound_vert);
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lut_info_vector_list_free(chain->luts);
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unsigned_vector_list_free(chain->bound_tex);
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unsigned_vector_list_free(chain->bound_vert);
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cg_data->luts = NULL;
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cg_data->bound_tex = NULL;
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cg_data->bound_vert = NULL;
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chain->luts = NULL;
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chain->bound_tex = NULL;
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chain->bound_vert = NULL;
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d3d9_cg_deinit_context_state(cg_data);
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d3d9_cg_deinit_context_state(chain);
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free(cg_data);
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free(chain);
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}
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static void *d3d9_cg_renderchain_new(void)
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@ -22,7 +22,6 @@
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#include <d3d9.h>
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#include "d3d9_renderchain.h"
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#include "../../defines/d3d_defines.h"
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#include "../common/d3d_common.h"
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#include "../common/d3d9_common.h"
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@ -41,8 +40,17 @@ struct hlsl_pass
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertex_buf;
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LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
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void *attrib_map;
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};
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#define VECTOR_LIST_TYPE struct hlsl_pass
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#define VECTOR_LIST_NAME hlsl_pass
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#include "../../libretro-common/lists/vector_list.c"
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#undef VECTOR_LIST_TYPE
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#undef VECTOR_LIST_NAME
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#include "d3d9_renderchain.h"
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typedef struct hlsl_d3d9_renderchain
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{
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unsigned pixel_size;
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@ -202,13 +210,82 @@ static void hlsl_d3d9_renderchain_set_vertices(
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video_shader_driver_set_parameters(¶ms);
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}
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static void d3d9_hlsl_deinit_progs(hlsl_d3d9_renderchain_t *chain)
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{
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RARCH_LOG("[D3D9 HLSL]: Destroying programs.\n");
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if (chain->passes->count >= 1)
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{
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unsigned i;
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d3d9_vertex_buffer_free(NULL, chain->passes->data[0].vertex_decl);
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for (i = 1; i < chain->passes->count; i++)
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{
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if (chain->passes->data[i].tex)
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d3d9_texture_free(chain->passes->data[i].tex);
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chain->passes->data[i].tex = NULL;
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d3d9_vertex_buffer_free(
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chain->passes->data[i].vertex_buf,
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chain->passes->data[i].vertex_decl);
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}
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}
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}
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static void d3d9_hlsl_destroy_resources(hlsl_d3d9_renderchain_t *chain)
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{
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unsigned i;
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for (i = 0; i < TEXTURES; i++)
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{
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if (chain->prev.tex[i])
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d3d9_texture_free(chain->prev.tex[i]);
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if (chain->prev.vertex_buf[i])
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d3d9_vertex_buffer_free(chain->prev.vertex_buf[i], NULL);
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}
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d3d9_hlsl_deinit_progs(chain);
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for (i = 0; i < chain->luts->count; i++)
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{
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if (chain->luts->data[i].tex)
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d3d9_texture_free(chain->luts->data[i].tex);
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}
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}
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static void hlsl_d3d9_renderchain_free(void *data)
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{
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unsigned i;
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)data;
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if (!chain)
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return;
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d3d9_hlsl_destroy_resources(chain);
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if (chain->passes)
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{
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unsigned i;
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for (i = 0; i < chain->passes->count; i++)
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{
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if (chain->passes->data[i].attrib_map)
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free(chain->passes->data[i].attrib_map);
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}
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hlsl_pass_vector_list_free(chain->passes);
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chain->passes = NULL;
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}
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lut_info_vector_list_free(chain->luts);
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unsigned_vector_list_free(chain->bound_tex);
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unsigned_vector_list_free(chain->bound_vert);
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chain->luts = NULL;
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chain->bound_tex = NULL;
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chain->bound_vert = NULL;
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d3d9_texture_free(chain->tex);
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d3d9_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl);
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free(chain);
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@ -221,6 +298,11 @@ void *hlsl_d3d9_renderchain_new(void)
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if (!renderchain)
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return NULL;
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renderchain->passes = hlsl_pass_vector_list_new();
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renderchain->luts = lut_info_vector_list_new();
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renderchain->bound_tex = unsigned_vector_list_new();
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renderchain->bound_vert = unsigned_vector_list_new();
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return renderchain;
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}
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