Merge d3d8_renderchain into d3d8.c

This commit is contained in:
twinaphex 2018-01-23 07:18:46 +01:00
parent ce19e7c98a
commit 673a190d84
6 changed files with 294 additions and 457 deletions

View File

@ -1325,8 +1325,6 @@ ifeq ($(HAVE_D3DX), 1)
LIBS += -ld3dx8
endif
endif
OBJ += gfx/drivers_renderchain/d3d8_renderchain.o
endif
ifeq ($(HAVE_DX_COMMON), 1)

View File

@ -57,6 +57,290 @@
static LPDIRECT3D g_pD3D8;
typedef struct d3d8_renderchain
{
unsigned pixel_size;
LPDIRECT3DDEVICE dev;
const video_info_t *video_info;
LPDIRECT3DTEXTURE tex;
LPDIRECT3DVERTEXBUFFER vertex_buf;
unsigned last_width;
unsigned last_height;
void *vertex_decl;
unsigned tex_w;
unsigned tex_h;
uint64_t frame_count;
} d3d8_renderchain_t;
static void d3d8_renderchain_set_mvp(
void *data,
void *chain_data,
void *shader_data,
const void *mat_data)
{
D3DMATRIX matrix;
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_matrix_identity(&matrix);
d3d_set_transform(d3d->dev, D3DTS_PROJECTION, &matrix);
d3d_set_transform(d3d->dev, D3DTS_VIEW, &matrix);
if (mat_data)
d3d_matrix_transpose(&matrix, mat_data);
d3d_set_transform(d3d->dev, D3DTS_WORLD, &matrix);
}
static bool d3d8_renderchain_create_first_pass(void *data,
const video_info_t *info)
{
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data;
chain->vertex_buf = d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex),
D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED,
NULL);
if (!chain->vertex_buf)
return false;
chain->tex = d3d_texture_new(d3dr, NULL,
chain->tex_w, chain->tex_h, 1, 0,
info->rgb32
?
d3d_get_xrgb8888_format() : d3d_get_rgb565_format(),
D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL,
false);
if (!chain->tex)
return false;
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_render_state(d3dr, D3DRS_LIGHTING, 0);
d3d_set_render_state(d3dr, D3DRS_CULLMODE, D3DCULL_NONE);
d3d_set_render_state(d3dr, D3DRS_ZENABLE, FALSE);
return true;
}
static void d3d8_renderchain_set_vertices(void *data, unsigned pass,
unsigned vert_width, unsigned vert_height, uint64_t frame_count)
{
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
d3d8_renderchain_t *chain = d3d ? (d3d8_renderchain_t*)d3d->renderchain_data : NULL;
video_driver_get_size(&width, &height);
if (!chain)
return;
if (chain->last_width != vert_width || chain->last_height != vert_height)
{
Vertex vert[4];
float tex_w, tex_h;
void *verts = NULL;
chain->last_width = vert_width;
chain->last_height = vert_height;
tex_w = vert_width;
tex_h = vert_height;
vert[0].x = -1.0f;
vert[0].y = 1.0f;
vert[0].z = 1.0f;
vert[1].x = 1.0f;
vert[1].y = 1.0f;
vert[1].z = 1.0f;
vert[2].x = -1.0f;
vert[2].y = -1.0f;
vert[2].z = 1.0f;
vert[3].x = 1.0f;
vert[3].y = -1.0f;
vert[3].z = 1.0f;
vert[0].u = 0.0f;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].u = 0.0f;
vert[1].u = tex_w;
vert[2].v = tex_h;
vert[3].u = tex_w;
vert[3].v = tex_h;
#ifndef _XBOX
vert[1].u /= chain->tex_w;
vert[2].v /= chain->tex_h;
vert[3].u /= chain->tex_w;
vert[3].v /= chain->tex_h;
#endif
vert[0].color = 0xFFFFFFFF;
vert[1].color = 0xFFFFFFFF;
vert[2].color = 0xFFFFFFFF;
vert[3].color = 0xFFFFFFFF;
verts = d3d_vertex_buffer_lock(chain->vertex_buf);
memcpy(verts, vert, sizeof(vert));
d3d_vertex_buffer_unlock(chain->vertex_buf);
}
}
static void d3d8_renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
D3DLOCKED_RECT d3dlr;
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
d3d_frame_postprocess(chain);
if (chain->last_width != width || chain->last_height != height)
{
d3d_lock_rectangle(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
d3d_lock_rectangle_clear(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
}
/* Set the texture to NULL so D3D doesn't complain about it being in use... */
d3d_set_texture(d3dr, 0, NULL);
if (d3d_lock_rectangle(chain->tex, 0, &d3dlr, NULL, 0, 0))
{
d3d_texture_blit(chain->pixel_size, chain->tex,
&d3dlr, frame, width, height, pitch);
d3d_unlock_rectangle(chain->tex);
}
}
static void d3d8_renderchain_free(void *data)
{
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)data;
if (!chain)
return;
if (chain->tex)
d3d_texture_free(chain->tex);
d3d_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl);
free(chain);
}
static void d3d8_renderchain_viewport_info(void *data,
struct video_viewport *vp)
{
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
if (!d3d || !vp)
return;
video_driver_get_size(&width, &height);
vp->x = d3d->final_viewport.X;
vp->y = d3d->final_viewport.Y;
vp->width = d3d->final_viewport.Width;
vp->height = d3d->final_viewport.Height;
vp->full_width = width;
vp->full_height = height;
}
static void d3d8_renderchain_render_pass(
d3d_video_t *d3d, LPDIRECT3DDEVICE d3dr,
d3d8_renderchain_t *chain,
unsigned pass_index,
unsigned rotation)
{
settings_t *settings = config_get_ptr();
d3d_set_texture(d3dr, 0, chain->tex);
d3d_set_sampler_magfilter(d3dr, pass_index, settings->bools.video_smooth ?
D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d_set_sampler_minfilter(d3dr, pass_index, settings->bools.video_smooth ?
D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d_set_viewports(chain->dev, &d3d->final_viewport);
d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL);
d3d_set_stream_source(d3dr, 0, chain->vertex_buf, 0, sizeof(Vertex));
d3d8_renderchain_set_mvp(d3d, chain, NULL, NULL);
d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
}
static bool d3d8_renderchain_render(void *data, const void *frame,
unsigned frame_width, unsigned frame_height,
unsigned pitch, unsigned rotation)
{
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data;
d3d8_renderchain_blit_to_texture(chain, frame, frame_width, frame_height, pitch);
d3d8_renderchain_set_vertices(d3d, 1, frame_width, frame_height, chain->frame_count);
d3d8_renderchain_render_pass(d3d, d3dr, chain, 0, rotation);
chain->frame_count++;
return true;
}
static bool d3d8_renderchain_init(void *data,
const void *_video_info,
void *dev_data,
const void *final_viewport_data,
const void *info_data,
bool rgb32
)
{
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
const video_info_t *video_info = (const video_info_t*)_video_info;
const struct LinkInfo *link_info = (const struct LinkInfo*)info_data;
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data;
unsigned fmt = (rgb32) ? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
struct video_viewport *custom_vp = video_viewport_get_custom();
(void)final_viewport_data;
video_driver_get_size(&width, &height);
chain->dev = (LPDIRECT3DDEVICE)dev_data;
chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
chain->tex_w = link_info->tex_w;
chain->tex_h = link_info->tex_h;
if (!d3d8_renderchain_create_first_pass(d3d, video_info))
return false;
/* FIXME */
if (custom_vp->width == 0)
custom_vp->width = width;
if (custom_vp->height == 0)
custom_vp->height = height;
return true;
}
static void *d3d8_renderchain_new(void)
{
d3d8_renderchain_t *renderchain = (d3d8_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return NULL;
return renderchain;
}
static bool d3d8_init_chain(d3d_video_t *d3d, const video_info_t *video_info)
{
struct LinkInfo link_info;
@ -75,19 +359,10 @@ static bool d3d8_init_chain(d3d_video_t *d3d, const video_info_t *video_info)
link_info.tex_h = video_info->input_scale * RARCH_SCALE_BASE;
link_info.pass = &d3d->shader.pass[0];
if (!renderchain_d3d_init_first(GFX_CTX_DIRECT3D8_API,
&d3d->renderchain_driver,
&d3d->renderchain_data))
{
RARCH_ERR("[D3D]: Renderchain could not be initialized.\n");
return false;
}
if (!d3d->renderchain_driver || !d3d->renderchain_data)
return false;
d3d->renderchain_data = d3d8_renderchain_new();
if (
!d3d->renderchain_driver->init(
!d3d8_renderchain_init(
d3d,
&d3d->video_info,
d3d->dev, &d3d->final_viewport, &link_info,
@ -98,30 +373,7 @@ static bool d3d8_init_chain(d3d_video_t *d3d, const video_info_t *video_info)
return false;
}
RARCH_LOG("[D3D]: Renderchain driver: %s\n", d3d->renderchain_driver->ident);
if (d3d->renderchain_driver)
{
if (d3d->renderchain_driver->add_lut)
{
unsigned i;
settings_t *settings = config_get_ptr();
for (i = 0; i < d3d->shader.luts; i++)
{
if (!d3d->renderchain_driver->add_lut(
d3d->renderchain_data,
d3d->shader.lut[i].id, d3d->shader.lut[i].path,
d3d->shader.lut[i].filter == RARCH_FILTER_UNSPEC ?
settings->bools.video_smooth :
(d3d->shader.lut[i].filter == RARCH_FILTER_LINEAR)))
{
RARCH_ERR("[D3D]: Failed to init LUTs.\n");
return false;
}
}
}
}
RARCH_LOG("[D3D]: Renderchain driver: %s\n", "d3d8");
return true;
}
@ -156,10 +408,8 @@ static void d3d8_viewport_info(void *data, struct video_viewport *vp)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if ( d3d &&
d3d->renderchain_driver &&
d3d->renderchain_driver->viewport_info)
d3d->renderchain_driver->viewport_info(d3d, vp);
if (d3d)
d3d8_renderchain_viewport_info(d3d, vp);
}
static void d3d8_set_mvp(void *data,
@ -167,11 +417,8 @@ static void d3d8_set_mvp(void *data,
const void *mat_data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if ( d3d &&
d3d->renderchain_driver &&
d3d->renderchain_driver->set_mvp)
d3d->renderchain_driver->set_mvp(d3d, d3d->renderchain_data, shader_data, mat_data);
if (d3d)
d3d8_renderchain_set_mvp(d3d, d3d->renderchain_data, shader_data, mat_data);
}
static void d3d8_overlay_render(d3d_video_t *d3d,
@ -271,13 +518,8 @@ static void d3d8_free_overlay(d3d_video_t *d3d, overlay_t *overlay)
static void d3d8_deinit_chain(d3d_video_t *d3d)
{
if (!d3d || !d3d->renderchain_driver)
return;
d3d8_renderchain_free(d3d8->renderchain_data);
if (d3d->renderchain_driver->chain_free)
d3d->renderchain_driver->chain_free(d3d->renderchain_data);
d3d->renderchain_driver = NULL;
d3d->renderchain_data = NULL;
}
@ -578,9 +820,6 @@ static void d3d8_set_viewport(void *data,
viewport.MaxZ = 1.0f;
d3d->final_viewport = viewport;
if (d3d->renderchain_driver && d3d->renderchain_driver->set_font_rect)
d3d->renderchain_driver->set_font_rect(d3d, NULL);
}
static bool d3d8_initialize(d3d_video_t *d3d, const video_info_t *info)
@ -783,9 +1022,6 @@ static void d3d8_set_osd_msg(void *data,
{
d3d_video_t *d3d = (d3d_video_t*)data;
if (d3d->renderchain_driver->set_font_rect && params)
d3d->renderchain_driver->set_font_rect(d3d, params);
font_driver_render_msg(video_info, font, msg, params);
}
@ -1234,7 +1470,7 @@ static bool d3d8_frame(void *data, const void *frame,
d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
}
if (!d3d->renderchain_driver->render(
if (!d3d8_renderchain_render(
d3d,
frame, frame_width, frame_height,
pitch, d3d->dev_rotation))
@ -1285,14 +1521,7 @@ static bool d3d8_frame(void *data, const void *frame,
static bool d3d8_read_viewport(void *data, uint8_t *buffer, bool is_idle)
{
d3d_video_t *d3d = (d3d_video_t*)data;
if ( !d3d ||
!d3d->renderchain_driver ||
!d3d->renderchain_driver->read_viewport)
return false;
return d3d->renderchain_driver->read_viewport(d3d, buffer, false);
return false;
}
static bool d3d8_set_shader(void *data,

View File

@ -1,374 +0,0 @@
/* 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/>.
*/
#include <string.h>
#include <retro_inline.h>
#include <retro_math.h>
#include "../drivers/d3d.h"
#include "../common/d3d_common.h"
#include "../video_driver.h"
#include "../../configuration.h"
#include "../../verbosity.h"
typedef struct d3d8_renderchain
{
unsigned pixel_size;
LPDIRECT3DDEVICE dev;
const video_info_t *video_info;
LPDIRECT3DTEXTURE tex;
LPDIRECT3DVERTEXBUFFER vertex_buf;
unsigned last_width;
unsigned last_height;
void *vertex_decl;
unsigned tex_w;
unsigned tex_h;
uint64_t frame_count;
} d3d8_renderchain_t;
static void d3d8_renderchain_set_mvp(
void *data,
void *chain_data,
void *shader_data,
const void *mat_data)
{
D3DMATRIX matrix;
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_matrix_identity(&matrix);
d3d_set_transform(d3d->dev, D3DTS_PROJECTION, &matrix);
d3d_set_transform(d3d->dev, D3DTS_VIEW, &matrix);
if (mat_data)
d3d_matrix_transpose(&matrix, mat_data);
d3d_set_transform(d3d->dev, D3DTS_WORLD, &matrix);
}
static bool d3d8_renderchain_create_first_pass(void *data,
const video_info_t *info)
{
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data;
chain->vertex_buf = d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex),
D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED,
NULL);
if (!chain->vertex_buf)
return false;
chain->tex = d3d_texture_new(d3dr, NULL,
chain->tex_w, chain->tex_h, 1, 0,
info->rgb32
?
d3d_get_xrgb8888_format() : d3d_get_rgb565_format(),
D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL,
false);
if (!chain->tex)
return false;
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_render_state(d3dr, D3DRS_LIGHTING, 0);
d3d_set_render_state(d3dr, D3DRS_CULLMODE, D3DCULL_NONE);
d3d_set_render_state(d3dr, D3DRS_ZENABLE, FALSE);
return true;
}
static void d3d8_renderchain_set_vertices(void *data, unsigned pass,
unsigned vert_width, unsigned vert_height, uint64_t frame_count)
{
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
d3d8_renderchain_t *chain = d3d ? (d3d8_renderchain_t*)d3d->renderchain_data : NULL;
video_driver_get_size(&width, &height);
if (!chain)
return;
if (chain->last_width != vert_width || chain->last_height != vert_height)
{
Vertex vert[4];
float tex_w, tex_h;
void *verts = NULL;
chain->last_width = vert_width;
chain->last_height = vert_height;
tex_w = vert_width;
tex_h = vert_height;
vert[0].x = -1.0f;
vert[0].y = 1.0f;
vert[0].z = 1.0f;
vert[1].x = 1.0f;
vert[1].y = 1.0f;
vert[1].z = 1.0f;
vert[2].x = -1.0f;
vert[2].y = -1.0f;
vert[2].z = 1.0f;
vert[3].x = 1.0f;
vert[3].y = -1.0f;
vert[3].z = 1.0f;
vert[0].u = 0.0f;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].u = 0.0f;
vert[1].u = tex_w;
vert[2].v = tex_h;
vert[3].u = tex_w;
vert[3].v = tex_h;
#ifndef _XBOX
vert[1].u /= chain->tex_w;
vert[2].v /= chain->tex_h;
vert[3].u /= chain->tex_w;
vert[3].v /= chain->tex_h;
#endif
vert[0].color = 0xFFFFFFFF;
vert[1].color = 0xFFFFFFFF;
vert[2].color = 0xFFFFFFFF;
vert[3].color = 0xFFFFFFFF;
verts = d3d_vertex_buffer_lock(chain->vertex_buf);
memcpy(verts, vert, sizeof(vert));
d3d_vertex_buffer_unlock(chain->vertex_buf);
}
}
static void d3d8_renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
D3DLOCKED_RECT d3dlr;
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
d3d_frame_postprocess(chain);
if (chain->last_width != width || chain->last_height != height)
{
d3d_lock_rectangle(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
d3d_lock_rectangle_clear(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
}
/* Set the texture to NULL so D3D doesn't complain about it being in use... */
d3d_set_texture(d3dr, 0, NULL);
if (d3d_lock_rectangle(chain->tex, 0, &d3dlr, NULL, 0, 0))
{
d3d_texture_blit(chain->pixel_size, chain->tex,
&d3dlr, frame, width, height, pitch);
d3d_unlock_rectangle(chain->tex);
}
}
static void d3d8_renderchain_free(void *data)
{
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)data;
if (!chain)
return;
if (chain->tex)
d3d_texture_free(chain->tex);
d3d_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl);
#if 0
if (chain->tracker)
state_tracker_free(chain->tracker);
#endif
free(chain);
}
void *d3d8_renderchain_new(void)
{
d3d8_renderchain_t *renderchain = (d3d8_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return NULL;
return renderchain;
}
static bool d3d8_renderchain_init(void *data,
const void *_video_info,
void *dev_data,
const void *final_viewport_data,
const void *info_data,
bool rgb32
)
{
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
const video_info_t *video_info = (const video_info_t*)_video_info;
const struct LinkInfo *link_info = (const struct LinkInfo*)info_data;
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data;
unsigned fmt = (rgb32) ? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
struct video_viewport *custom_vp = video_viewport_get_custom();
(void)final_viewport_data;
video_driver_get_size(&width, &height);
chain->dev = (LPDIRECT3DDEVICE)dev_data;
//chain->video_info = video_info;
chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
chain->tex_w = link_info->tex_w;
chain->tex_h = link_info->tex_h;
if (!d3d8_renderchain_create_first_pass(d3d, video_info))
return false;
/* FIXME */
if (custom_vp->width == 0)
custom_vp->width = width;
if (custom_vp->height == 0)
custom_vp->height = height;
return true;
}
static void d3d8_renderchain_set_final_viewport(void *data,
void *renderchain_data, const void *viewport_data)
{
}
static void d3d8_renderchain_render_pass(
d3d_video_t *d3d, LPDIRECT3DDEVICE d3dr,
d3d8_renderchain_t *chain,
unsigned pass_index,
unsigned rotation)
{
settings_t *settings = config_get_ptr();
d3d_set_texture(d3dr, 0, chain->tex);
d3d_set_sampler_magfilter(d3dr, pass_index, settings->bools.video_smooth ?
D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d_set_sampler_minfilter(d3dr, pass_index, settings->bools.video_smooth ?
D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d_set_viewports(chain->dev, &d3d->final_viewport);
d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL);
d3d_set_stream_source(d3dr, 0, chain->vertex_buf, 0, sizeof(Vertex));
d3d8_renderchain_set_mvp(d3d, chain, NULL, NULL);
d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
}
static bool d3d8_renderchain_render(void *data, const void *frame,
unsigned frame_width, unsigned frame_height,
unsigned pitch, unsigned rotation)
{
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
d3d8_renderchain_t *chain = (d3d8_renderchain_t*)d3d->renderchain_data;
d3d8_renderchain_blit_to_texture(chain, frame, frame_width, frame_height, pitch);
d3d8_renderchain_set_vertices(d3d, 1, frame_width, frame_height, chain->frame_count);
d3d8_renderchain_render_pass(d3d, d3dr, chain, 0, rotation);
chain->frame_count++;
return true;
}
static bool d3d8_renderchain_add_pass(void *data, const void *info_data)
{
(void)data;
(void)info_data;
/* stub */
return true;
}
static void d3d8_renderchain_add_state_tracker(void *data, void *tracker_data)
{
(void)data;
(void)tracker_data;
/* stub */
}
static void d3d8_renderchain_convert_geometry(
void *data, const void *info_data,
unsigned *out_width, unsigned *out_height,
unsigned width, unsigned height,
void *final_viewport_data)
{
(void)data;
(void)info_data;
(void)out_width;
(void)out_height;
(void)width;
(void)height;
(void)final_viewport_data;
/* stub */
}
static void d3d8_renderchain_viewport_info(void *data,
struct video_viewport *vp)
{
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
if (!d3d || !vp)
return;
video_driver_get_size(&width, &height);
vp->x = d3d->final_viewport.X;
vp->y = d3d->final_viewport.Y;
vp->width = d3d->final_viewport.Width;
vp->height = d3d->final_viewport.Height;
vp->full_width = width;
vp->full_height = height;
}
d3d_renderchain_driver_t d3d8_d3d_renderchain = {
d3d8_renderchain_set_mvp,
d3d8_renderchain_free,
d3d8_renderchain_new,
d3d8_renderchain_init,
d3d8_renderchain_set_final_viewport,
d3d8_renderchain_add_pass,
NULL,
d3d8_renderchain_add_state_tracker,
d3d8_renderchain_render,
d3d8_renderchain_convert_geometry,
NULL,
NULL,
d3d8_renderchain_viewport_info,
"d3d8",
};

View File

@ -3461,20 +3461,6 @@ bool renderchain_d3d_init_first(
}
#endif
break;
case GFX_CTX_DIRECT3D8_API:
{
#ifdef HAVE_D3D8
void *data = d3d8_d3d_renderchain.chain_new();
if (data)
{
*renderchain_driver = &d3d8_d3d_renderchain;
*renderchain_handle = data;
return true;
}
#endif
}
break;
case GFX_CTX_NONE:
default:
break;

View File

@ -1385,7 +1385,6 @@ extern const shader_backend_t hlsl_backend;
extern const shader_backend_t gl_cg_backend;
extern const shader_backend_t shader_null_backend;
extern d3d_renderchain_driver_t d3d8_d3d_renderchain;
extern d3d_renderchain_driver_t cg_d3d9_renderchain;
extern d3d_renderchain_driver_t hlsl_d3d9_renderchain;
extern d3d_renderchain_driver_t null_d3d_renderchain;

View File

@ -328,7 +328,6 @@ VIDEO DRIVER
#if defined(HAVE_D3D8)
#include "../gfx/drivers/d3d8.c"
#include "../gfx/drivers_renderchain/d3d8_renderchain.c"
#endif
#if defined(HAVE_D3D9)