(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) if (type == RARCH_FILTER_UNSPEC)
return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT; 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) static inline D3DTEXTUREFILTERTYPE translate_filter(bool smooth)
@ -106,13 +105,15 @@ void renderchain_clear(void *data)
chain->luts.clear(); 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; renderchain_t *chain = (renderchain_t*)data;
chain->final_viewport = (D3DVIEWPORT*)final_viewport; 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; renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev; 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, if (FAILED(d3dr->CreateTexture(width, height, 1,
D3DUSAGE_RENDERTARGET, 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, D3DPOOL_DEFAULT,
&pass.tex, NULL))) &pass.tex, NULL)))
return false; return false;
@ -148,12 +150,15 @@ bool renderchain_add_pass(void *data, const LinkInfo *info)
pass.last_width = 0; pass.last_width = 0;
pass.last_height = 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)) if (!renderchain_init_shader_fvf(chain, pass))
return false; return false;
if (FAILED(D3DDevice_CreateVertexBuffers(d3dr, 4 * sizeof(Vertex), if (FAILED(D3DDevice_CreateVertexBuffers(d3dr, 4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, d3dr->GetSoftwareVertexProcessing()
? D3DUSAGE_SOFTWAREPROCESSING : 0,
0, 0,
D3DPOOL_DEFAULT, D3DPOOL_DEFAULT,
&pass.vertex_buf, &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, if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1,
D3DUSAGE_RENDERTARGET, 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, D3DPOOL_DEFAULT,
&pass.tex, NULL))) &pass.tex, NULL)))
return false; return false;
@ -251,7 +257,8 @@ bool renderchain_render(void *chain_data, const void *data,
unsigned current_height = height; unsigned current_height = height;
unsigned out_width = 0; unsigned out_width = 0;
unsigned out_height = 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); current_width, current_height, chain->final_viewport);
#ifdef _XBOX1 #ifdef _XBOX1
d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); 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_end_render(chain);
renderchain_set_shaders(chain, chain->fStock, chain->vStock); 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; 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; renderchain_t *chain = (renderchain_t*)data;
D3DXMATRIX ident; D3DXMATRIX ident;
@ -349,32 +358,33 @@ bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat
if (FAILED(d3dr->CreateVertexBuffer( if (FAILED(d3dr->CreateVertexBuffer(
4 * sizeof(Vertex), 4 * sizeof(Vertex),
d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, d3dr->GetSoftwareVertexProcessing()
? D3DUSAGE_SOFTWAREPROCESSING : 0,
0, 0,
D3DPOOL_DEFAULT, D3DPOOL_DEFAULT,
&chain->prev.vertex_buf[i], &chain->prev.vertex_buf[i],
NULL))) NULL)))
{
return false; return false;
}
if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1, 0, if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1, 0,
fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8, fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED, D3DPOOL_MANAGED,
&chain->prev.tex[i], NULL))) &chain->prev.tex[i], NULL)))
{
return false; return false;
}
d3dr->SetTexture(0, chain->prev.tex[i]); d3dr->SetTexture(0, chain->prev.tex[i]);
D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(info->pass->filter)); D3DDevice_SetSamplerState_MinFilter(d3dr, 0,
D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(info->pass->filter)); translate_filter(info->pass->filter));
D3DDevice_SetSamplerState_MagFilter(d3dr, 0,
translate_filter(info->pass->filter));
D3DDevice_SetSamplerState_AddressU(d3dr, 0, D3DTADDRESS_BORDER); D3DDevice_SetSamplerState_AddressU(d3dr, 0, D3DTADDRESS_BORDER);
D3DDevice_SetSamplerState_AddressV(d3dr, 0, D3DTADDRESS_BORDER); D3DDevice_SetSamplerState_AddressV(d3dr, 0, D3DTADDRESS_BORDER);
d3dr->SetTexture(0, NULL); 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)) if (!renderchain_init_shader_fvf(chain, pass))
return false; return false;
chain->passes.push_back(pass); chain->passes.push_back(pass);
@ -431,7 +441,7 @@ void renderchain_set_vertices(void *data, Pass &pass,
vert[2].lut_v = 1.0f; vert[2].lut_v = 1.0f;
vert[3].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++) for (unsigned i = 0; i < 4; i++)
{ {
vert[i].x -= 0.5f; vert[i].x -= 0.5f;
@ -524,7 +534,8 @@ void renderchain_blit_to_texture(void *data, const void *frame,
Pass &first = chain->passes[0]; Pass &first = chain->passes[0];
if (first.last_width != width || first.last_height != height) 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); 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); renderchain_set_shaders(chain, pass.fPrg, pass.vPrg);
d3dr->SetTexture(0, pass.tex); d3dr->SetTexture(0, pass.tex);
D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(pass.info.pass->filter)); D3DDevice_SetSamplerState_MinFilter(d3dr, 0,
D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(pass.info.pass->filter)); translate_filter(pass.info.pass->filter));
D3DDevice_SetSamplerState_MagFilter(d3dr, 0,
translate_filter(pass.info.pass->filter));
#ifdef _XBOX1 #ifdef _XBOX1
d3dr->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); d3dr->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
@ -547,7 +560,8 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
#endif #endif
for (unsigned i = 0; i < 4; i++) 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); renderchain_bind_orig(chain, pass);
@ -604,19 +618,24 @@ void renderchain_log_info(void *data, const LinkInfo *info)
break; 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) void renderchain_unbind_all(void *data)
{ {
renderchain_t *chain = (renderchain_t*)data; renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; 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++) for (unsigned i = 0; i < chain->bound_tex.size(); i++)
{ {
D3DDevice_SetSamplerState_MinFilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT); D3DDevice_SetSamplerState_MinFilter(d3dr,
D3DDevice_SetSamplerState_MagFilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT); chain->bound_tex[i], D3DTEXF_POINT);
D3DDevice_SetSamplerState_MagFilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
d3dr->SetTexture(chain->bound_tex[i], NULL); d3dr->SetTexture(chain->bound_tex[i], NULL);
} }

View File

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

View File

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