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https://github.com/libretro/RetroArch
synced 2025-02-28 22:13:51 +00:00
win32: use stock shader and color for overlay opacity
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a00858a6be
commit
34b2a3b210
@ -498,10 +498,6 @@ D3DVideo::~D3DVideo()
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overlay.tex->Release();
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overlay.tex->Release();
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if(overlay.vert_buf)
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if(overlay.vert_buf)
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overlay.vert_buf->Release();
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overlay.vert_buf->Release();
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if(overlay.opacity_shader)
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overlay.opacity_shader->Release();
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if(overlay.opacity_shader_table)
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overlay.opacity_shader_table->Release();
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#endif
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#endif
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if (dev)
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if (dev)
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dev->Release();
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dev->Release();
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@ -1259,6 +1255,7 @@ void D3DVideo::overlay_render()
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{
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{
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float x, y, z;
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float x, y, z;
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float u, v;
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float u, v;
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float r, g, b, a;
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} vert[4];
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} vert[4];
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if(!overlay.vert_buf)
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if(!overlay.vert_buf)
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@ -1273,7 +1270,11 @@ void D3DVideo::overlay_render()
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}
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}
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for (unsigned i = 0; i < 4; i++)
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for (unsigned i = 0; i < 4; i++)
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{
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vert[i].z = 0.5f;
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vert[i].z = 0.5f;
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vert[i].r = vert[i].g = vert[i].b = 1.0f;
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vert[i].a = overlay.overlay_alpha_mod;
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}
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float overlay_width = final_viewport.Width;
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float overlay_width = final_viewport.Width;
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float overlay_height = final_viewport.Height;
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float overlay_height = final_viewport.Height;
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@ -1317,6 +1318,7 @@ void D3DVideo::overlay_render()
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D3DVERTEXELEMENT9 vElems[4] = {
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D3DVERTEXELEMENT9 vElems[4] = {
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
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D3DDECL_END()
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D3DDECL_END()
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};
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};
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IDirect3DVertexDeclaration9 * vertex_decl;
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IDirect3DVertexDeclaration9 * vertex_decl;
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@ -1350,31 +1352,6 @@ void D3DVideo::overlay_render()
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dev->Clear(2, clear_rects, D3DCLEAR_TARGET, 0, 1, 0);
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dev->Clear(2, clear_rects, D3DCLEAR_TARGET, 0, 1, 0);
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}
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}
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// custom pixel shader for opacity
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IDirect3DPixelShader9 *prev_pixel_shader = NULL;
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if(overlay.overlay_alpha_mod != 1.0f)
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{
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if(!overlay.opacity_shader)
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{
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LPD3DXBUFFER code;
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D3DXCompileShader(opacity_fragment, // source
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strlen(opacity_fragment), // len
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NULL, // macros
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NULL, // includes
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"main_fragment", // main function
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"ps_2_0", // shader profile
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0, // flags
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&code, // compiled operations
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NULL, // errors
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&overlay.opacity_shader_table); // constants
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dev->CreatePixelShader((DWORD*)code->GetBufferPointer(), &overlay.opacity_shader);
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code->Release();
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}
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overlay.opacity_shader_table->SetFloat(dev, "opacity", overlay.overlay_alpha_mod);
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dev->GetPixelShader(&prev_pixel_shader);
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dev->SetPixelShader(overlay.opacity_shader);
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}
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// render overlay
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// render overlay
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dev->SetTexture(0, overlay.tex);
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dev->SetTexture(0, overlay.tex);
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dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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@ -1390,8 +1367,6 @@ void D3DVideo::overlay_render()
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//restore previous state
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//restore previous state
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dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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dev->SetViewport(&final_viewport);
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dev->SetViewport(&final_viewport);
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if(prev_pixel_shader)
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dev->SetPixelShader(prev_pixel_shader);
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}
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}
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#endif
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#endif
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@ -127,8 +127,6 @@ class D3DVideo
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float overlay_alpha_mod;
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float overlay_alpha_mod;
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IDirect3DTexture9 *tex;
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IDirect3DTexture9 *tex;
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IDirect3DVertexBuffer9 *vert_buf;
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IDirect3DVertexBuffer9 *vert_buf;
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IDirect3DPixelShader9 *opacity_shader;
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ID3DXConstantTable *opacity_shader_table;
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} overlay;
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} overlay;
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#endif
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#endif
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};
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};
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