(D3D) Indenting style nits

This commit is contained in:
twinaphex 2014-09-08 20:08:49 +02:00
parent 9f25746100
commit b376edd0ed
3 changed files with 134 additions and 53 deletions

View File

@ -20,8 +20,7 @@ static inline D3DTEXTUREFILTERTYPE translate_filter(unsigned type)
{
if (type == RARCH_FILTER_UNSPEC)
return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
else
return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT;
return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT;
}
static inline D3DTEXTUREFILTERTYPE translate_filter(bool smooth)
@ -106,13 +105,15 @@ void renderchain_clear(void *data)
chain->luts.clear();
}
void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_viewport)
void renderchain_set_final_viewport(void *data,
const D3DVIEWPORT *final_viewport)
{
renderchain_t *chain = (renderchain_t*)data;
chain->final_viewport = (D3DVIEWPORT*)final_viewport;
}
bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width, unsigned height)
bool renderchain_set_pass_size(void *data, unsigned pass_index,
unsigned width, unsigned height)
{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
@ -125,7 +126,8 @@ bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width,
if (FAILED(d3dr->CreateTexture(width, height, 1,
D3DUSAGE_RENDERTARGET,
chain->passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
chain->passes.back().info.pass->fbo.fp_fbo ?
D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&pass.tex, NULL)))
return false;
@ -148,12 +150,15 @@ bool renderchain_add_pass(void *data, const LinkInfo *info)
pass.last_width = 0;
pass.last_height = 0;
renderchain_compile_shaders(chain, pass.fPrg, pass.vPrg, info->pass->source.path);
renderchain_compile_shaders(chain, pass.fPrg,
pass.vPrg, info->pass->source.path);
if (!renderchain_init_shader_fvf(chain, pass))
return false;
if (FAILED(D3DDevice_CreateVertexBuffers(d3dr, 4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
d3dr->GetSoftwareVertexProcessing()
? D3DUSAGE_SOFTWAREPROCESSING : 0,
0,
D3DPOOL_DEFAULT,
&pass.vertex_buf,
@ -162,7 +167,8 @@ bool renderchain_add_pass(void *data, const LinkInfo *info)
if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1,
D3DUSAGE_RENDERTARGET,
chain->passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
chain->passes.back().info.pass->fbo.fp_fbo
? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&pass.tex, NULL)))
return false;
@ -251,7 +257,8 @@ bool renderchain_render(void *chain_data, const void *data,
unsigned current_height = height;
unsigned out_width = 0;
unsigned out_height = 0;
renderchain_convert_geometry(chain, &chain->passes[0].info, out_width, out_height,
renderchain_convert_geometry(chain, &chain->passes[0].info,
out_width, out_height,
current_width, current_height, chain->final_viewport);
#ifdef _XBOX1
d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
@ -323,11 +330,13 @@ bool renderchain_render(void *chain_data, const void *data,
renderchain_end_render(chain);
renderchain_set_shaders(chain, chain->fStock, chain->vStock);
renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width, chain->final_viewport->Height, 0);
renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width,
chain->final_viewport->Height, 0);
return true;
}
bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat fmt)
bool renderchain_create_first_pass(void *data, const LinkInfo *info,
PixelFormat fmt)
{
renderchain_t *chain = (renderchain_t*)data;
D3DXMATRIX ident;
@ -349,32 +358,33 @@ bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat
if (FAILED(d3dr->CreateVertexBuffer(
4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
d3dr->GetSoftwareVertexProcessing()
? D3DUSAGE_SOFTWAREPROCESSING : 0,
0,
D3DPOOL_DEFAULT,
&chain->prev.vertex_buf[i],
NULL)))
{
return false;
}
if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1, 0,
fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED,
&chain->prev.tex[i], NULL)))
{
return false;
}
d3dr->SetTexture(0, chain->prev.tex[i]);
D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(info->pass->filter));
D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(info->pass->filter));
D3DDevice_SetSamplerState_MinFilter(d3dr, 0,
translate_filter(info->pass->filter));
D3DDevice_SetSamplerState_MagFilter(d3dr, 0,
translate_filter(info->pass->filter));
D3DDevice_SetSamplerState_AddressU(d3dr, 0, D3DTADDRESS_BORDER);
D3DDevice_SetSamplerState_AddressV(d3dr, 0, D3DTADDRESS_BORDER);
d3dr->SetTexture(0, NULL);
}
renderchain_compile_shaders(chain, pass.fPrg, pass.vPrg, info->pass->source.path);
renderchain_compile_shaders(chain, pass.fPrg,
pass.vPrg, info->pass->source.path);
if (!renderchain_init_shader_fvf(chain, pass))
return false;
chain->passes.push_back(pass);
@ -431,7 +441,7 @@ void renderchain_set_vertices(void *data, Pass &pass,
vert[2].lut_v = 1.0f;
vert[3].lut_v = 1.0f;
// Align texels and vertices.
/* Align texels and vertices. */
for (unsigned i = 0; i < 4; i++)
{
vert[i].x -= 0.5f;
@ -524,7 +534,8 @@ void renderchain_blit_to_texture(void *data, const void *frame,
Pass &first = chain->passes[0];
if (first.last_width != width || first.last_height != height)
{
D3DTexture_LockRectClear(first, first.tex, 0, d3dlr, NULL, D3DLOCK_NOSYSLOCK);
D3DTexture_LockRectClear(first, first.tex, 0, d3dlr,
NULL, D3DLOCK_NOSYSLOCK);
}
D3DTexture_Blit(chain, desc, d3dlr, frame, width, height, pitch);
@ -537,8 +548,10 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
renderchain_set_shaders(chain, pass.fPrg, pass.vPrg);
d3dr->SetTexture(0, pass.tex);
D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(pass.info.pass->filter));
D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(pass.info.pass->filter));
D3DDevice_SetSamplerState_MinFilter(d3dr, 0,
translate_filter(pass.info.pass->filter));
D3DDevice_SetSamplerState_MagFilter(d3dr, 0,
translate_filter(pass.info.pass->filter));
#ifdef _XBOX1
d3dr->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
@ -547,7 +560,8 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
#endif
for (unsigned i = 0; i < 4; i++)
{
D3DDevice_SetStreamSources(d3dr, i, pass.vertex_buf, 0, sizeof(Vertex));
D3DDevice_SetStreamSources(d3dr, i,
pass.vertex_buf, 0, sizeof(Vertex));
}
renderchain_bind_orig(chain, pass);
@ -604,19 +618,24 @@ void renderchain_log_info(void *data, const LinkInfo *info)
break;
}
RARCH_LOG("\tBilinear filter: %s\n", info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
RARCH_LOG("\tBilinear filter: %s\n",
info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
}
void renderchain_unbind_all(void *data)
{
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
// Have to be a bit anal about it.
// Render targets hate it when they have filters apparently.
/* Have to be a bit anal about it.
* Render targets hate it when they have filters apparently.
*/
for (unsigned i = 0; i < chain->bound_tex.size(); i++)
{
D3DDevice_SetSamplerState_MinFilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT);
D3DDevice_SetSamplerState_MagFilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT);
D3DDevice_SetSamplerState_MinFilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
D3DDevice_SetSamplerState_MagFilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
d3dr->SetTexture(chain->bound_tex[i], NULL);
}

View File

@ -101,61 +101,97 @@ typedef struct renderchain
} renderchain_t;
void renderchain_free(void *data);
bool renderchain_init(void *data, const video_info_t *video_info,
LPDIRECT3DDEVICE dev_,
CGcontext cgCtx_,
const D3DVIEWPORT *final_viewport_,
const LinkInfo *info,
PixelFormat fmt);
void renderchain_clear(void *data);
void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_viewport);
bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width, unsigned height);
void renderchain_set_final_viewport(void *data,
const D3DVIEWPORT *final_viewport);
bool renderchain_set_pass_size(void *data, unsigned pass_index,
unsigned width, unsigned height);
bool renderchain_add_pass(void *data, const LinkInfo *info);
bool renderchain_add_lut(void *data, const std::string &id,
const std::string &path,
bool smooth);
void renderchain_add_state_tracker(void *data, state_tracker_t *tracker);
void renderchain_start_render(void *data);
void renderchain_end_render(void *data);
bool renderchain_render(void *chain_data, const void *data,
unsigned width, unsigned height, unsigned pitch, unsigned rotation);
D3DTEXTUREFILTERTYPE renderchain_translate_filter(unsigned type);
D3DTEXTUREFILTERTYPE renderchain_translate_filter(bool smooth);
bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat fmt);
bool renderchain_create_first_pass(void *data,
const LinkInfo *info, PixelFormat fmt);
void renderchain_set_vertices(void *data, Pass &pass,
unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned vp_width, unsigned vp_height,
unsigned rotation);
void renderchain_set_viewport(void *data, D3DVIEWPORT *vp);
void renderchain_set_mvp(void *data, CGprogram &vPrg,
unsigned vp_width, unsigned vp_height,
unsigned rotation);
void renderchain_convert_geometry(void *data, const LinkInfo *info,
unsigned &out_width, unsigned &out_height,
unsigned width, unsigned height,
D3DVIEWPORT *final_viewport);
void renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height,
unsigned pitch);
void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index);
void renderchain_log_info(void *data, const LinkInfo *info);
void renderchain_unbind_all(void *data);
bool renderchain_compile_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg, const std::string &shader);
bool renderchain_compile_shaders(void *data, CGprogram &fPrg,
CGprogram &vPrg, const std::string &shader);
void renderchain_set_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg);
void renderchain_destroy_stock_shader(void *data);
void renderchain_destroy_shader(void *data, int i);
void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp);
void renderchain_set_shader_params(void *data, Pass &pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h);
void renderchain_bind_tracker(void *data, Pass &pass, unsigned pass_index);
bool renderchain_init_shader_fvf(void *data, Pass &pass);
void renderchain_bind_orig(void *data, Pass &pass);
void renderchain_bind_prev(void *data, Pass &pass);
void renderchain_bind_luts(void *data, Pass &pass);
void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index);
#endif

View File

@ -47,13 +47,16 @@ static inline bool validate_param_name(const char *name)
return true;
}
static inline CGparameter find_param_from_semantic(CGparameter param, const std::string &sem)
static inline CGparameter find_param_from_semantic(
CGparameter param, const std::string &sem)
{
while (param)
{
if (cgGetParameterType(param) == CG_STRUCT)
{
CGparameter ret = find_param_from_semantic(cgGetFirstStructParameter(param), sem);
CGparameter ret = find_param_from_semantic(
cgGetFirstStructParameter(param), sem);
if (ret)
return ret;
}
@ -72,12 +75,15 @@ static inline CGparameter find_param_from_semantic(CGparameter param, const std:
return NULL;
}
static inline CGparameter find_param_from_semantic(CGprogram prog, const std::string &sem)
static inline CGparameter find_param_from_semantic(CGprogram prog,
const std::string &sem)
{
return find_param_from_semantic(cgGetFirstParameter(prog, CG_PROGRAM), sem);
return find_param_from_semantic(cgGetFirstParameter(
prog, CG_PROGRAM), sem);
}
bool renderchain_compile_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg, const std::string &shader)
bool renderchain_compile_shaders(void *data, CGprogram &fPrg,
CGprogram &vPrg, const std::string &shader)
{
renderchain_t *chain = (renderchain_t*)data;
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
@ -204,12 +210,15 @@ void renderchain_bind_tracker(void *data, Pass &pass, unsigned pass_index)
return;
if (pass_index == 1)
chain->uniform_cnt = state_get_uniform(chain->tracker, chain->uniform_info, MAX_VARIABLES, chain->frame_count);
chain->uniform_cnt = state_get_uniform(chain->tracker,
chain->uniform_info, MAX_VARIABLES, chain->frame_count);
for (unsigned i = 0; i < chain->uniform_cnt; i++)
{
set_cg_param(pass.fPrg, chain->uniform_info[i].id, chain->uniform_info[i].value);
set_cg_param(pass.vPrg, chain->uniform_info[i].id, chain->uniform_info[i].value);
set_cg_param(pass.fPrg, chain->uniform_info[i].id,
chain->uniform_info[i].value);
set_cg_param(pass.vPrg, chain->uniform_info[i].id,
chain->uniform_info[i].value);
}
}
@ -423,7 +432,9 @@ void renderchain_bind_prev(void *data, Pass &pass)
{
unsigned index = cgGetParameterResourceIndex(param);
LPDIRECT3DTEXTURE tex = chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
LPDIRECT3DTEXTURE tex = (LPDIRECT3DTEXTURE)
chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
chain->dev->SetTexture(index, tex);
chain->bound_tex.push_back(index);
@ -439,7 +450,8 @@ void renderchain_bind_prev(void *data, Pass &pass)
if (param)
{
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
LPDIRECT3DVERTEXBUFFER vert_buf = chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
LPDIRECT3DVERTEXBUFFER vert_buf = (LPDIRECT3DVERTEXBUFFER)
chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
chain->bound_vert.push_back(index);
chain->dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex));
@ -452,8 +464,10 @@ void renderchain_bind_luts(void *data, Pass &pass)
renderchain_t *chain = (renderchain_t*)data;
for (unsigned i = 0; i < chain->luts.size(); i++)
{
CGparameter fparam = cgGetNamedParameter(pass.fPrg, chain->luts[i].id.c_str());
CGparameter fparam = cgGetNamedParameter(
pass.fPrg, chain->luts[i].id.c_str());
int bound_index = -1;
if (fparam)
{
unsigned index = cgGetParameterResourceIndex(fparam);
@ -463,12 +477,16 @@ void renderchain_bind_luts(void *data, Pass &pass)
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
D3DTADDRESS_BORDER);
chain->bound_tex.push_back(index);
}
CGparameter vparam = cgGetNamedParameter(pass.vPrg, chain->luts[i].id.c_str());
CGparameter vparam = cgGetNamedParameter(
pass.vPrg, chain->luts[i].id.c_str());
if (vparam)
{
unsigned index = cgGetParameterResourceIndex(vparam);
@ -479,8 +497,10 @@ void renderchain_bind_luts(void *data, Pass &pass)
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->luts[i].smooth));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
D3DTADDRESS_BORDER);
chain->bound_tex.push_back(index);
}
}
@ -490,9 +510,12 @@ void renderchain_bind_luts(void *data, Pass &pass)
void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index)
{
renderchain_t *chain = (renderchain_t*)data;
// We only bother binding passes which are two indices behind.
if (pass_index < 3)
{
/* We only bother binding passes which are two indices behind. */
return;
}
for (unsigned i = 1; i < pass_index - 1; i++)
{
@ -530,15 +553,18 @@ void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index)
translate_filter(chain->passes[i].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
translate_filter(chain->passes[i].info.pass->filter));
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
D3DTADDRESS_BORDER);
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
D3DTADDRESS_BORDER);
}
param = cgGetNamedParameter(pass.vPrg, attr_tex_coord.c_str());
if (param)
{
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf, 0, sizeof(Vertex));
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf,
0, sizeof(Vertex));
chain->bound_vert.push_back(index);
}
}