Start unifying the structs across the two renderchains

This commit is contained in:
twinaphex 2018-05-17 16:42:27 +02:00
parent 517e42c9c7
commit bc59b0345d
2 changed files with 169 additions and 159 deletions

View File

@ -64,26 +64,13 @@ struct shader_program_hlsl_data
D3DXMATRIX mvp_val; D3DXMATRIX mvp_val;
}; };
typedef struct hlsl_shader_data hlsl_shader_data_t; typedef struct hlsl_shader_data
struct hlsl_shader_data
{ {
LPDIRECT3DDEVICE9 dev; LPDIRECT3DDEVICE9 dev;
struct shader_program_hlsl_data prg[RARCH_HLSL_MAX_SHADERS]; struct shader_program_hlsl_data prg[RARCH_HLSL_MAX_SHADERS];
unsigned active_idx; unsigned active_idx;
struct video_shader *cg_shader; struct video_shader *cg_shader;
}; } hlsl_shader_data_t;
struct hlsl_pass
{
unsigned last_width, last_height;
struct LinkInfo info;
D3DPOOL pool;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertex_buf;
LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
void *attrib_map;
};
struct HLSLVertex struct HLSLVertex
{ {
@ -93,33 +80,12 @@ struct HLSLVertex
float r, g, b, a; float r, g, b, a;
}; };
#define VECTOR_LIST_TYPE struct hlsl_pass
#define VECTOR_LIST_NAME hlsl_pass
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
#include "d3d9_renderchain.h" #include "d3d9_renderchain.h"
typedef struct hlsl_d3d9_renderchain typedef struct hlsl_d3d9_renderchain
{ {
unsigned pixel_size; struct d3d9_renderchain chain;
uint64_t frame_count;
struct
{
LPDIRECT3DTEXTURE9 tex[TEXTURES];
LPDIRECT3DVERTEXBUFFER9 vertex_buf[TEXTURES];
unsigned ptr;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
} prev;
LPDIRECT3DDEVICE9 dev;
D3DVIEWPORT9 *final_viewport;
hlsl_shader_data_t *shader_pipeline; hlsl_shader_data_t *shader_pipeline;
struct hlsl_pass_vector_list *passes;
struct unsigned_vector_list *bound_tex;
struct unsigned_vector_list *bound_vert;
struct lut_info_vector_list *luts;
} hlsl_d3d9_renderchain_t; } hlsl_d3d9_renderchain_t;
static void hlsl_use(hlsl_shader_data_t *hlsl, static void hlsl_use(hlsl_shader_data_t *hlsl,
@ -531,7 +497,7 @@ static void hlsl_deinit(hlsl_shader_data_t *hlsl)
static bool hlsl_d3d9_renderchain_init_shader_fvf( static bool hlsl_d3d9_renderchain_init_shader_fvf(
hlsl_d3d9_renderchain_t *chain, hlsl_d3d9_renderchain_t *chain,
struct hlsl_pass *pass) struct shader_pass *pass)
{ {
static const D3DVERTEXELEMENT9 decl[] = static const D3DVERTEXELEMENT9 decl[] =
{ {
@ -540,7 +506,7 @@ static bool hlsl_d3d9_renderchain_init_shader_fvf(
D3DDECL_END() D3DDECL_END()
}; };
return d3d9_vertex_declaration_new(chain->dev, return d3d9_vertex_declaration_new(chain->chain.dev,
decl, (void**)&pass->vertex_decl); decl, (void**)&pass->vertex_decl);
} }
@ -551,7 +517,7 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
unsigned _fmt) unsigned _fmt)
{ {
unsigned i; unsigned i;
struct hlsl_pass pass; struct shader_pass pass;
unsigned fmt = unsigned fmt =
(_fmt == RETRO_PIXEL_FORMAT_RGB565) ? (_fmt == RETRO_PIXEL_FORMAT_RGB565) ?
d3d9_get_rgb565_format() : d3d9_get_xrgb8888_format(); d3d9_get_rgb565_format() : d3d9_get_xrgb8888_format();
@ -562,36 +528,36 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
pass.attrib_map = (struct unsigned_vector_list*) pass.attrib_map = (struct unsigned_vector_list*)
unsigned_vector_list_new(); unsigned_vector_list_new();
chain->prev.ptr = 0; chain->chain.prev.ptr = 0;
for (i = 0; i < TEXTURES; i++) for (i = 0; i < TEXTURES; i++)
{ {
chain->prev.last_width[i] = 0; chain->chain.prev.last_width[i] = 0;
chain->prev.last_height[i] = 0; chain->chain.prev.last_height[i] = 0;
chain->prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9) chain->chain.prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9)
d3d9_vertex_buffer_new( d3d9_vertex_buffer_new(
chain->dev, 4 * sizeof(struct HLSLVertex), chain->chain.dev, 4 * sizeof(struct HLSLVertex),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL); D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
if (!chain->prev.vertex_buf[i]) if (!chain->chain.prev.vertex_buf[i])
return false; return false;
chain->prev.tex[i] = (LPDIRECT3DTEXTURE9) chain->chain.prev.tex[i] = (LPDIRECT3DTEXTURE9)
d3d9_texture_new(chain->dev, NULL, d3d9_texture_new(chain->chain.dev, NULL,
info->tex_w, info->tex_h, 1, 0, fmt, info->tex_w, info->tex_h, 1, 0, fmt,
D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false); D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false);
if (!chain->prev.tex[i]) if (!chain->chain.prev.tex[i])
return false; return false;
d3d9_set_texture(chain->dev, 0, chain->prev.tex[i]); d3d9_set_texture(chain->chain.dev, 0, chain->chain.prev.tex[i]);
d3d9_set_sampler_minfilter(dev, 0, d3d9_set_sampler_minfilter(dev, 0,
d3d_translate_filter(info->pass->filter)); d3d_translate_filter(info->pass->filter));
d3d9_set_sampler_magfilter(dev, 0, d3d9_set_sampler_magfilter(dev, 0,
d3d_translate_filter(info->pass->filter)); d3d_translate_filter(info->pass->filter));
d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER);
d3d9_set_texture(chain->dev, 0, NULL); d3d9_set_texture(chain->chain.dev, 0, NULL);
} }
pass.vertex_buf = d3d9_vertex_buffer_new( pass.vertex_buf = d3d9_vertex_buffer_new(
@ -618,7 +584,7 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
if (!hlsl_d3d9_renderchain_init_shader_fvf(chain, &pass)) if (!hlsl_d3d9_renderchain_init_shader_fvf(chain, &pass))
return false; return false;
hlsl_pass_vector_list_append(chain->passes, pass); shader_pass_vector_list_append(chain->chain.passes, pass);
return true; return true;
} }
@ -640,7 +606,7 @@ static void d3d9_hlsl_renderchain_calc_and_set_shader_mvp(
if (chain->shader_pipeline) if (chain->shader_pipeline)
hlsl_set_mvp(chain->shader_pipeline, d3d, hlsl_set_mvp(chain->shader_pipeline, d3d,
chain->dev, chain->chain.dev,
(const D3DMATRIX*)&matrix); (const D3DMATRIX*)&matrix);
} }
@ -648,7 +614,7 @@ static void d3d9_hlsl_renderchain_calc_and_set_shader_mvp(
static void hlsl_d3d9_renderchain_set_vertices( static void hlsl_d3d9_renderchain_set_vertices(
d3d9_video_t *d3d, d3d9_video_t *d3d,
hlsl_d3d9_renderchain_t *chain, hlsl_d3d9_renderchain_t *chain,
struct hlsl_pass *pass, struct shader_pass *pass,
unsigned pass_count, unsigned pass_count,
unsigned width, unsigned height, unsigned width, unsigned height,
unsigned out_width, unsigned out_height, unsigned out_width, unsigned out_height,
@ -732,7 +698,7 @@ static void hlsl_d3d9_renderchain_set_vertices(
} }
if (chain->shader_pipeline) if (chain->shader_pipeline)
hlsl_use(chain->shader_pipeline, chain->dev, pass_count, true); hlsl_use(chain->shader_pipeline, chain->chain.dev, pass_count, true);
params.data = d3d; params.data = d3d;
params.width = width; params.width = width;
@ -751,27 +717,27 @@ static void hlsl_d3d9_renderchain_set_vertices(
d3d9_hlsl_renderchain_calc_and_set_shader_mvp(chain, d3d, d3d9_hlsl_renderchain_calc_and_set_shader_mvp(chain, d3d,
/*pass->vPrg, */vp_width, vp_height, rotation); /*pass->vPrg, */vp_width, vp_height, rotation);
if (chain->shader_pipeline) if (chain->shader_pipeline)
hlsl_set_params(chain->shader_pipeline, chain->dev, &params); hlsl_set_params(chain->shader_pipeline, chain->chain.dev, &params);
} }
static void d3d9_hlsl_deinit_progs(hlsl_d3d9_renderchain_t *chain) static void d3d9_hlsl_deinit_progs(hlsl_d3d9_renderchain_t *chain)
{ {
RARCH_LOG("[D3D9 HLSL]: Destroying programs.\n"); RARCH_LOG("[D3D9 HLSL]: Destroying programs.\n");
if (chain->passes->count >= 1) if (chain->chain.passes->count >= 1)
{ {
unsigned i; unsigned i;
d3d9_vertex_buffer_free(NULL, chain->passes->data[0].vertex_decl); d3d9_vertex_buffer_free(NULL, chain->chain.passes->data[0].vertex_decl);
for (i = 1; i < chain->passes->count; i++) for (i = 1; i < chain->chain.passes->count; i++)
{ {
if (chain->passes->data[i].tex) if (chain->chain.passes->data[i].tex)
d3d9_texture_free(chain->passes->data[i].tex); d3d9_texture_free(chain->chain.passes->data[i].tex);
chain->passes->data[i].tex = NULL; chain->chain.passes->data[i].tex = NULL;
d3d9_vertex_buffer_free( d3d9_vertex_buffer_free(
chain->passes->data[i].vertex_buf, chain->chain.passes->data[i].vertex_buf,
chain->passes->data[i].vertex_decl); chain->chain.passes->data[i].vertex_decl);
} }
} }
} }
@ -782,18 +748,18 @@ static void d3d9_hlsl_destroy_resources(hlsl_d3d9_renderchain_t *chain)
for (i = 0; i < TEXTURES; i++) for (i = 0; i < TEXTURES; i++)
{ {
if (chain->prev.tex[i]) if (chain->chain.prev.tex[i])
d3d9_texture_free(chain->prev.tex[i]); d3d9_texture_free(chain->chain.prev.tex[i]);
if (chain->prev.vertex_buf[i]) if (chain->chain.prev.vertex_buf[i])
d3d9_vertex_buffer_free(chain->prev.vertex_buf[i], NULL); d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL);
} }
d3d9_hlsl_deinit_progs(chain); d3d9_hlsl_deinit_progs(chain);
for (i = 0; i < chain->luts->count; i++) for (i = 0; i < chain->chain.luts->count; i++)
{ {
if (chain->luts->data[i].tex) if (chain->chain.luts->data[i].tex)
d3d9_texture_free(chain->luts->data[i].tex); d3d9_texture_free(chain->chain.luts->data[i].tex);
} }
} }
@ -808,28 +774,28 @@ static void hlsl_d3d9_renderchain_free(void *data)
hlsl_deinit(chain->shader_pipeline); hlsl_deinit(chain->shader_pipeline);
d3d9_hlsl_destroy_resources(chain); d3d9_hlsl_destroy_resources(chain);
if (chain->passes) if (chain->chain.passes)
{ {
unsigned i; unsigned i;
for (i = 0; i < chain->passes->count; i++) for (i = 0; i < chain->chain.passes->count; i++)
{ {
if (chain->passes->data[i].attrib_map) if (chain->chain.passes->data[i].attrib_map)
free(chain->passes->data[i].attrib_map); free(chain->chain.passes->data[i].attrib_map);
} }
hlsl_pass_vector_list_free(chain->passes); shader_pass_vector_list_free(chain->chain.passes);
chain->passes = NULL; chain->chain.passes = NULL;
} }
lut_info_vector_list_free(chain->luts); lut_info_vector_list_free(chain->chain.luts);
unsigned_vector_list_free(chain->bound_tex); unsigned_vector_list_free(chain->chain.bound_tex);
unsigned_vector_list_free(chain->bound_vert); unsigned_vector_list_free(chain->chain.bound_vert);
chain->luts = NULL; chain->chain.luts = NULL;
chain->bound_tex = NULL; chain->chain.bound_tex = NULL;
chain->bound_vert = NULL; chain->chain.bound_vert = NULL;
free(chain); free(chain);
} }
@ -841,10 +807,10 @@ void *hlsl_d3d9_renderchain_new(void)
if (!renderchain) if (!renderchain)
return NULL; return NULL;
renderchain->passes = hlsl_pass_vector_list_new(); renderchain->chain.passes = shader_pass_vector_list_new();
renderchain->luts = lut_info_vector_list_new(); renderchain->chain.luts = lut_info_vector_list_new();
renderchain->bound_tex = unsigned_vector_list_new(); renderchain->chain.bound_tex = unsigned_vector_list_new();
renderchain->bound_vert = unsigned_vector_list_new(); renderchain->chain.bound_vert = unsigned_vector_list_new();
return renderchain; return renderchain;
} }
@ -885,10 +851,10 @@ static bool hlsl_d3d9_renderchain_init(
return false; return false;
} }
chain->dev = dev; chain->chain.dev = dev;
chain->final_viewport = (D3DVIEWPORT9*)final_viewport; chain->chain.final_viewport = (D3DVIEWPORT9*)final_viewport;
chain->frame_count = 0; chain->chain.frame_count = 0;
chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4; chain->chain.pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
if (!hlsl_d3d9_renderchain_create_first_pass(dev, chain, info, fmt)) if (!hlsl_d3d9_renderchain_create_first_pass(dev, chain, info, fmt))
return false; return false;
@ -898,8 +864,8 @@ static bool hlsl_d3d9_renderchain_init(
static bool d3d9_hlsl_set_pass_size( static bool d3d9_hlsl_set_pass_size(
LPDIRECT3DDEVICE9 dev, LPDIRECT3DDEVICE9 dev,
struct hlsl_pass *pass, struct shader_pass *pass,
struct hlsl_pass *pass2, struct shader_pass *pass2,
unsigned width, unsigned height) unsigned width, unsigned height)
{ {
if (width != pass->info.tex_w || height != pass->info.tex_h) if (width != pass->info.tex_w || height != pass->info.tex_h)
@ -950,8 +916,9 @@ static void d3d9_hlsl_recompute_pass_sizes(
if (!d3d9_hlsl_set_pass_size(dev, if (!d3d9_hlsl_set_pass_size(dev,
(struct hlsl_pass*)&chain->passes->data[0], (struct shader_pass*)&chain->chain.passes->data[0],
(struct hlsl_pass*)&chain->passes->data[chain->passes->count - 1], (struct shader_pass*)&chain->chain.passes->data[
chain->chain.passes->count - 1],
current_width, current_height)) current_width, current_height))
{ {
RARCH_ERR("[D3D9 Cg]: Failed to set pass size.\n"); RARCH_ERR("[D3D9 Cg]: Failed to set pass size.\n");
@ -969,8 +936,9 @@ static void d3d9_hlsl_recompute_pass_sizes(
link_info.tex_h = next_pow2(out_height); link_info.tex_h = next_pow2(out_height);
if (!d3d9_hlsl_set_pass_size(dev, if (!d3d9_hlsl_set_pass_size(dev,
(struct hlsl_pass*)&chain->passes->data[i], (struct shader_pass*)&chain->chain.passes->data[i],
(struct hlsl_pass*)&chain->passes->data[chain->passes->count - 1], (struct shader_pass*)&chain->chain.passes->data[
chain->chain.passes->count - 1],
link_info.tex_w, link_info.tex_h)) link_info.tex_w, link_info.tex_h))
{ {
RARCH_ERR("[D3D9 Cg]: Failed to set pass size.\n"); RARCH_ERR("[D3D9 Cg]: Failed to set pass size.\n");
@ -992,9 +960,9 @@ static void hlsl_d3d9_renderchain_set_final_viewport(
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)renderchain_data; hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)renderchain_data;
if (chain && final_viewport) if (chain && final_viewport)
chain->final_viewport = (D3DVIEWPORT9*)final_viewport; chain->chain.final_viewport = (D3DVIEWPORT9*)final_viewport;
d3d9_hlsl_recompute_pass_sizes(chain->dev, chain, d3d); d3d9_hlsl_recompute_pass_sizes(chain->chain.dev, chain, d3d);
} }
static void hlsl_d3d9_renderchain_unbind_all(hlsl_d3d9_renderchain_t *chain) static void hlsl_d3d9_renderchain_unbind_all(hlsl_d3d9_renderchain_t *chain)
@ -1004,34 +972,35 @@ static void hlsl_d3d9_renderchain_unbind_all(hlsl_d3d9_renderchain_t *chain)
/* Have to be a bit anal about it. /* Have to be a bit anal about it.
* Render targets hate it when they have filters apparently. * Render targets hate it when they have filters apparently.
*/ */
for (i = 0; i < chain->bound_tex->count; i++) for (i = 0; i < chain->chain.bound_tex->count; i++)
{ {
d3d9_set_sampler_minfilter(chain->dev, d3d9_set_sampler_minfilter(chain->chain.dev,
chain->bound_tex->data[i], D3DTEXF_POINT); chain->chain.bound_tex->data[i], D3DTEXF_POINT);
d3d9_set_sampler_magfilter(chain->dev, d3d9_set_sampler_magfilter(chain->chain.dev,
chain->bound_tex->data[i], D3DTEXF_POINT); chain->chain.bound_tex->data[i], D3DTEXF_POINT);
d3d9_set_texture(chain->dev, chain->bound_tex->data[i], NULL); d3d9_set_texture(chain->chain.dev, chain->chain.bound_tex->data[i], NULL);
} }
for (i = 0; i < chain->bound_vert->count; i++) for (i = 0; i < chain->chain.bound_vert->count; i++)
d3d9_set_stream_source(chain->dev, chain->bound_vert->data[i], 0, 0, 0); d3d9_set_stream_source(chain->chain.dev,
chain->chain.bound_vert->data[i], 0, 0, 0);
if (chain->bound_tex) if (chain->chain.bound_tex)
{ {
unsigned_vector_list_free(chain->bound_tex); unsigned_vector_list_free(chain->chain.bound_tex);
chain->bound_tex = unsigned_vector_list_new(); chain->chain.bound_tex = unsigned_vector_list_new();
} }
if (chain->bound_vert) if (chain->chain.bound_vert)
{ {
unsigned_vector_list_free(chain->bound_vert); unsigned_vector_list_free(chain->chain.bound_vert);
chain->bound_vert = unsigned_vector_list_new(); chain->chain.bound_vert = unsigned_vector_list_new();
} }
} }
static void hlsl_d3d9_renderchain_render_pass( static void hlsl_d3d9_renderchain_render_pass(
hlsl_d3d9_renderchain_t *chain, hlsl_d3d9_renderchain_t *chain,
struct hlsl_pass *pass, struct shader_pass *pass,
state_tracker_t *tracker, state_tracker_t *tracker,
unsigned pass_index) unsigned pass_index)
{ {
@ -1042,15 +1011,15 @@ static void hlsl_d3d9_renderchain_render_pass(
cgD3D9BindProgram(pass->vPrg); cgD3D9BindProgram(pass->vPrg);
#endif #endif
d3d9_set_texture(chain->dev, 0, pass->tex); d3d9_set_texture(chain->chain.dev, 0, pass->tex);
d3d9_set_sampler_minfilter(chain->dev, 0, d3d9_set_sampler_minfilter(chain->chain.dev, 0,
d3d_translate_filter(pass->info.pass->filter)); d3d_translate_filter(pass->info.pass->filter));
d3d9_set_sampler_magfilter(chain->dev, 0, d3d9_set_sampler_magfilter(chain->chain.dev, 0,
d3d_translate_filter(pass->info.pass->filter)); d3d_translate_filter(pass->info.pass->filter));
d3d9_set_vertex_declaration(chain->dev, pass->vertex_decl); d3d9_set_vertex_declaration(chain->chain.dev, pass->vertex_decl);
for (i = 0; i < 4; i++) for (i = 0; i < 4; i++)
d3d9_set_stream_source(chain->dev, i, d3d9_set_stream_source(chain->chain.dev, i,
pass->vertex_buf, 0, pass->vertex_buf, 0,
sizeof(struct HLSLVertex)); sizeof(struct HLSLVertex));
@ -1062,11 +1031,11 @@ static void hlsl_d3d9_renderchain_render_pass(
d3d9_cg_renderchain_bind_prev(chain, pass); d3d9_cg_renderchain_bind_prev(chain, pass);
/* Set lookup textures */ /* Set lookup textures */
for (i = 0; i < chain->luts->count; i++) for (i = 0; i < chain->chain.luts->count; i++)
{ {
CGparameter vparam; CGparameter vparam;
CGparameter fparam = cgGetNamedParameter( CGparameter fparam = cgGetNamedParameter(
pass->fPrg, chain->luts->data[i].id); pass->fPrg, chain->chain.luts->data[i].id);
int bound_index = -1; int bound_index = -1;
if (fparam) if (fparam)
@ -1077,7 +1046,7 @@ static void hlsl_d3d9_renderchain_render_pass(
d3d9_cg_renderchain_add_lut_internal(chain, index, i); d3d9_cg_renderchain_add_lut_internal(chain, index, i);
} }
vparam = cgGetNamedParameter(pass->vPrg, chain->luts->data[i].id); vparam = cgGetNamedParameter(pass->vPrg, chain->chain.luts->data[i].id);
if (vparam) if (vparam)
{ {
@ -1094,29 +1063,29 @@ static void hlsl_d3d9_renderchain_render_pass(
cg_d3d9_renderchain_set_params(chain, pass, tracker, pass_index); cg_d3d9_renderchain_set_params(chain, pass, tracker, pass_index);
#endif #endif
d3d9_draw_primitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2); d3d9_draw_primitive(chain->chain.dev, D3DPT_TRIANGLESTRIP, 0, 2);
/* So we don't render with linear filter into render targets, /* So we don't render with linear filter into render targets,
* which apparently looked odd (too blurry). */ * which apparently looked odd (too blurry). */
d3d9_set_sampler_minfilter(chain->dev, 0, D3DTEXF_POINT); d3d9_set_sampler_minfilter(chain->chain.dev, 0, D3DTEXF_POINT);
d3d9_set_sampler_magfilter(chain->dev, 0, D3DTEXF_POINT); d3d9_set_sampler_magfilter(chain->chain.dev, 0, D3DTEXF_POINT);
hlsl_d3d9_renderchain_unbind_all(chain); hlsl_d3d9_renderchain_unbind_all(chain);
} }
static void d3d9_hlsl_renderchain_start_render(hlsl_d3d9_renderchain_t *chain) static void d3d9_hlsl_renderchain_start_render(hlsl_d3d9_renderchain_t *chain)
{ {
chain->passes->data[0].tex = chain->prev.tex[chain->prev.ptr]; chain->chain.passes->data[0].tex = chain->chain.prev.tex[chain->chain.prev.ptr];
chain->passes->data[0].vertex_buf = chain->prev.vertex_buf[chain->prev.ptr]; chain->chain.passes->data[0].vertex_buf = chain->chain.prev.vertex_buf[chain->chain.prev.ptr];
chain->passes->data[0].last_width = chain->prev.last_width[chain->prev.ptr]; chain->chain.passes->data[0].last_width = chain->chain.prev.last_width[chain->chain.prev.ptr];
chain->passes->data[0].last_height = chain->prev.last_height[chain->prev.ptr]; chain->chain.passes->data[0].last_height = chain->chain.prev.last_height[chain->chain.prev.ptr];
} }
static void d3d9_hlsl_renderchain_end_render(hlsl_d3d9_renderchain_t *chain) static void d3d9_hlsl_renderchain_end_render(hlsl_d3d9_renderchain_t *chain)
{ {
chain->prev.last_width[chain->prev.ptr] = chain->passes->data[0].last_width; chain->chain.prev.last_width[chain->chain.prev.ptr] = chain->chain.passes->data[0].last_width;
chain->prev.last_height[chain->prev.ptr] = chain->passes->data[0].last_height; chain->chain.prev.last_height[chain->chain.prev.ptr] = chain->chain.passes->data[0].last_height;
chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK; chain->chain.prev.ptr = (chain->chain.prev.ptr + 1) & TEXTURESMASK;
} }
static bool hlsl_d3d9_renderchain_render( static bool hlsl_d3d9_renderchain_render(
@ -1129,8 +1098,8 @@ static bool hlsl_d3d9_renderchain_render(
{ {
LPDIRECT3DSURFACE9 back_buffer, target; LPDIRECT3DSURFACE9 back_buffer, target;
unsigned i, current_width, current_height, out_width = 0, out_height = 0; unsigned i, current_width, current_height, out_width = 0, out_height = 0;
struct hlsl_pass *last_pass = NULL; struct shader_pass *last_pass = NULL;
struct hlsl_pass *first_pass = NULL; struct shader_pass *first_pass = NULL;
settings_t *settings = config_get_ptr(); settings_t *settings = config_get_ptr();
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*) hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
d3d->renderchain_data; d3d->renderchain_data;
@ -1140,12 +1109,13 @@ static bool hlsl_d3d9_renderchain_render(
current_width = width; current_width = width;
current_height = height; current_height = height;
first_pass = (struct hlsl_pass*)&chain->passes->data[0]; first_pass = (struct shader_pass*)
&chain->chain.passes->data[0];
d3d9_convert_geometry( d3d9_convert_geometry(
&first_pass->info, &first_pass->info,
&out_width, &out_height, &out_width, &out_height,
current_width, current_height, chain->final_viewport); current_width, current_height, chain->chain.final_viewport);
d3d9_renderchain_blit_to_texture(first_pass->tex, d3d9_renderchain_blit_to_texture(first_pass->tex,
frame, frame,
@ -1156,25 +1126,27 @@ static bool hlsl_d3d9_renderchain_render(
first_pass->last_width, first_pass->last_width,
first_pass->last_height, first_pass->last_height,
pitch, pitch,
chain->pixel_size); chain->chain.pixel_size);
/* Grab back buffer. */ /* Grab back buffer. */
d3d9_device_get_render_target(chain->dev, 0, (void**)&back_buffer); d3d9_device_get_render_target(chain->chain.dev, 0, (void**)&back_buffer);
/* In-between render target passes. */ /* In-between render target passes. */
for (i = 0; i < chain->passes->count - 1; i++) for (i = 0; i < chain->chain.passes->count - 1; i++)
{ {
D3DVIEWPORT9 viewport = {0}; D3DVIEWPORT9 viewport = {0};
struct hlsl_pass *from_pass = (struct hlsl_pass*)&chain->passes->data[i]; struct shader_pass *from_pass = (struct shader_pass*)
struct hlsl_pass *to_pass = (struct hlsl_pass*)&chain->passes->data[i + 1]; &chain->chain.passes->data[i];
struct shader_pass *to_pass = (struct shader_pass*)
&chain->chain.passes->data[i + 1];
d3d9_texture_get_surface_level(to_pass->tex, 0, (void**)&target); d3d9_texture_get_surface_level(to_pass->tex, 0, (void**)&target);
d3d9_device_set_render_target(chain->dev, 0, (void*)target); d3d9_device_set_render_target(chain->chain.dev, 0, (void*)target);
d3d9_convert_geometry(&from_pass->info, d3d9_convert_geometry(&from_pass->info,
&out_width, &out_height, &out_width, &out_height,
current_width, current_height, chain->final_viewport); current_width, current_height, chain->chain.final_viewport);
/* Clear out whole FBO. */ /* Clear out whole FBO. */
viewport.Width = to_pass->info.tex_w; viewport.Width = to_pass->info.tex_w;
@ -1182,20 +1154,20 @@ static bool hlsl_d3d9_renderchain_render(
viewport.MinZ = 0.0f; viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f; viewport.MaxZ = 1.0f;
d3d9_set_viewports(chain->dev, &viewport); d3d9_set_viewports(chain->chain.dev, &viewport);
d3d9_clear(chain->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0); d3d9_clear(chain->chain.dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
viewport.Width = out_width; viewport.Width = out_width;
viewport.Height = out_height; viewport.Height = out_height;
d3d9_set_viewports(chain->dev, &viewport); d3d9_set_viewports(chain->chain.dev, &viewport);
hlsl_d3d9_renderchain_set_vertices(d3d, hlsl_d3d9_renderchain_set_vertices(d3d,
chain, from_pass, i, chain, from_pass, i,
current_width, current_height, current_width, current_height,
out_width, out_height, out_width, out_height,
out_width, out_height, out_width, out_height,
chain->frame_count, 0); chain->chain.frame_count, 0);
hlsl_d3d9_renderchain_render_pass(chain, from_pass, hlsl_d3d9_renderchain_render_pass(chain, from_pass,
tracker, tracker,
@ -1207,29 +1179,30 @@ static bool hlsl_d3d9_renderchain_render(
} }
/* Final pass */ /* Final pass */
d3d9_device_set_render_target(chain->dev, 0, (void*)back_buffer); d3d9_device_set_render_target(chain->chain.dev, 0, (void*)back_buffer);
last_pass = (struct cg_pass*)&chain->passes-> last_pass = (struct shader_pass*)&chain->chain.passes->
data[chain->passes->count - 1]; data[chain->chain.passes->count - 1];
d3d9_convert_geometry(&last_pass->info, d3d9_convert_geometry(&last_pass->info,
&out_width, &out_height, &out_width, &out_height,
current_width, current_height, chain->final_viewport); current_width, current_height, chain->chain.final_viewport);
d3d9_set_viewports(chain->dev, chain->final_viewport); d3d9_set_viewports(chain->chain.dev, chain->chain.final_viewport);
hlsl_d3d9_renderchain_set_vertices(d3d, hlsl_d3d9_renderchain_set_vertices(d3d,
chain, last_pass, chain->passes->count - 1, chain, last_pass, chain->chain.passes->count - 1,
current_width, current_height, current_width, current_height,
out_width, out_height, out_width, out_height,
chain->final_viewport->Width, chain->final_viewport->Height, chain->chain.final_viewport->Width,
chain->frame_count, rotation); chain->chain.final_viewport->Height,
chain->chain.frame_count, rotation);
hlsl_d3d9_renderchain_render_pass(chain, last_pass, hlsl_d3d9_renderchain_render_pass(chain, last_pass,
tracker, tracker,
chain->passes->count); chain->chain.passes->count);
chain->frame_count++; chain->chain.frame_count++;
d3d9_surface_free(back_buffer); d3d9_surface_free(back_buffer);
@ -1239,8 +1212,8 @@ static bool hlsl_d3d9_renderchain_render(
cgD3D9BindProgram(chain->vStock); cgD3D9BindProgram(chain->vStock);
#endif #endif
d3d9_hlsl_renderchain_calc_and_set_shader_mvp(chain, d3d, d3d9_hlsl_renderchain_calc_and_set_shader_mvp(chain, d3d,
/* chain->vStock, */ chain->final_viewport->Width, /* chain->vStock, */ chain->chain.final_viewport->Width,
chain->final_viewport->Height, 0); chain->chain.final_viewport->Height, 0);
return true; return true;
} }

View File

@ -34,6 +34,17 @@ struct lut_info
bool smooth; bool smooth;
}; };
struct shader_pass
{
unsigned last_width, last_height;
struct LinkInfo info;
D3DPOOL pool;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertex_buf;
LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
void *attrib_map;
};
#define D3D_PI 3.14159265358979323846264338327 #define D3D_PI 3.14159265358979323846264338327
#define VECTOR_LIST_TYPE unsigned #define VECTOR_LIST_TYPE unsigned
@ -48,6 +59,32 @@ struct lut_info
#undef VECTOR_LIST_TYPE #undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME #undef VECTOR_LIST_NAME
#define VECTOR_LIST_TYPE struct shader_pass
#define VECTOR_LIST_NAME shader_pass
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
typedef struct d3d9_renderchain
{
unsigned pixel_size;
uint64_t frame_count;
struct
{
LPDIRECT3DTEXTURE9 tex[TEXTURES];
LPDIRECT3DVERTEXBUFFER9 vertex_buf[TEXTURES];
unsigned ptr;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
} prev;
LPDIRECT3DDEVICE9 dev;
D3DVIEWPORT9 *final_viewport;
struct shader_pass_vector_list *passes;
struct unsigned_vector_list *bound_tex;
struct unsigned_vector_list *bound_vert;
struct lut_info_vector_list *luts;
} d3d9_renderchain_t;
static INLINE void d3d9_renderchain_blit_to_texture( static INLINE void d3d9_renderchain_blit_to_texture(
LPDIRECT3DTEXTURE9 tex, LPDIRECT3DTEXTURE9 tex,
const void *frame, const void *frame,