mirror of
https://github.com/libretro/RetroArch
synced 2025-01-31 06:32:48 +00:00
Include render_chain_cg.h into render_chain.cpp
This commit is contained in:
parent
a1106e949e
commit
e3e99d0516
@ -80,7 +80,623 @@ static INLINE D3DTEXTUREFILTERTYPE translate_filter(bool smooth)
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}
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#ifdef HAVE_CG
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#include "render_chain_cg.h"
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static const char *stock_program =
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"void main_vertex"
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"("
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" float4 position : POSITION,"
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" float2 texCoord : TEXCOORD0,"
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" float4 color : COLOR,"
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""
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" uniform float4x4 modelViewProj,"
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""
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" out float4 oPosition : POSITION,"
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" out float2 otexCoord : TEXCOORD0,"
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" out float4 oColor : COLOR"
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")"
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"{"
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" oPosition = mul(modelViewProj, position);"
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" otexCoord = texCoord;"
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" oColor = color;"
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"}"
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""
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"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
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"{"
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" return color * tex2D(s0, tex);"
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"}";
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static INLINE bool validate_param_name(const char *name)
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{
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unsigned i;
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static const char *illegal[] = {
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"PREV.",
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"PREV1.",
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"PREV2.",
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"PREV3.",
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"PREV4.",
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"PREV5.",
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"PREV6.",
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"ORIG.",
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"IN.",
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"PASS",
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};
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if (!name)
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return false;
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for (i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++)
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if (strstr(name, illegal[i]) == name)
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return false;
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return true;
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}
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static INLINE CGparameter find_param_from_semantic(
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CGparameter param, const char *sem)
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{
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while (param)
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{
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if (cgGetParameterType(param) == CG_STRUCT)
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{
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CGparameter ret = find_param_from_semantic(
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cgGetFirstStructParameter(param), sem);
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if (ret)
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return ret;
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}
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else
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{
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if (cgGetParameterSemantic(param) &&
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!strcmp(sem, cgGetParameterSemantic(param)) &&
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cgGetParameterDirection(param) == CG_IN &&
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cgGetParameterVariability(param) == CG_VARYING &&
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validate_param_name(cgGetParameterName(param)))
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return param;
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}
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param = cgGetNextParameter(param);
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}
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return NULL;
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}
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static INLINE CGparameter find_param_from_semantic(CGprogram prog,
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const char *sem)
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{
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CGparameter param = cgGetFirstParameter(prog, CG_PROGRAM);
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return find_param_from_semantic(param, sem);
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}
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bool renderchain_compile_shaders(void *data, void *fragment_data,
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void *vertex_data, const std::string &shader)
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{
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CGprogram *fPrg = (CGprogram*)fragment_data;
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CGprogram *vPrg = (CGprogram*)vertex_data;
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renderchain_t *chain = (renderchain_t*)data;
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CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
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CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
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const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
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const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
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RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
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RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
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if (shader.length() > 0)
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{
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RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
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*fPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
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shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
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*vPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
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shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
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}
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else
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{
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RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
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*fPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
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fragment_profile, "main_fragment", fragment_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
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*vPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
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vertex_profile, "main_vertex", vertex_opts);
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if (cgGetLastListing(chain->cgCtx))
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RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
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}
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if (!fPrg || !vPrg)
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return false;
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cgD3D9LoadProgram(*fPrg, true, 0);
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cgD3D9LoadProgram(*vPrg, true, 0);
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return true;
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}
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void renderchain_set_shaders(void *data, void *fragment_data, void *vertex_data)
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{
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CGprogram *fPrg = (CGprogram*)fragment_data;
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CGprogram *vPrg = (CGprogram*)vertex_data;
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cgD3D9BindProgram(*fPrg);
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cgD3D9BindProgram(*vPrg);
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}
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void renderchain_destroy_stock_shader(void *data)
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{
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renderchain_t *chain = (renderchain_t*)data;
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if (!chain)
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return;
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#ifdef HAVE_CG
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if (chain->fStock)
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cgDestroyProgram(chain->fStock);
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if (chain->vStock)
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cgDestroyProgram(chain->vStock);
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#endif
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}
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void renderchain_destroy_shader(void *data, int i)
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{
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renderchain_t *chain = (renderchain_t*)data;
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if (!chain)
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return;
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#ifdef HAVE_CG
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if (chain->passes[i].fPrg)
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cgDestroyProgram(chain->passes[i].fPrg);
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if (chain->passes[i].vPrg)
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cgDestroyProgram(chain->passes[i].vPrg);
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#endif
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}
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void renderchain_set_shader_mvp(void *data, void *shader_data, void *matrix_data)
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{
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CGprogram *vPrg = (CGprogram*)shader_data;
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const D3DXMATRIX *matrix = (const D3DXMATRIX*)matrix_data;
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CGparameter cgpModelViewProj = cgGetNamedParameter(*vPrg, "modelViewProj");
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if (cgpModelViewProj)
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cgD3D9SetUniformMatrix(cgpModelViewProj, matrix);
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}
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#define set_cg_param(prog, param, val) do { \
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CGparameter cgp = cgGetNamedParameter(prog, param); \
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if (cgp) \
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cgD3D9SetUniform(cgp, &val); \
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} while(0)
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void renderchain_set_shader_params(void *data, void *pass_data,
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unsigned video_w, unsigned video_h,
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unsigned tex_w, unsigned tex_h,
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unsigned viewport_w, unsigned viewport_h)
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{
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float frame_cnt;
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D3DXVECTOR2 video_size, texture_size, output_size;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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video_size.x = video_w;
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video_size.y = video_h;
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texture_size.x = tex_w;
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texture_size.y = tex_h;
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output_size.x = viewport_w;
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output_size.y = viewport_h;
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set_cg_param(pass->vPrg, "IN.video_size", video_size);
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set_cg_param(pass->fPrg, "IN.video_size", video_size);
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set_cg_param(pass->vPrg, "IN.texture_size", texture_size);
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set_cg_param(pass->fPrg, "IN.texture_size", texture_size);
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set_cg_param(pass->vPrg, "IN.output_size", output_size);
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set_cg_param(pass->fPrg, "IN.output_size", output_size);
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frame_cnt = chain->frame_count;
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if (pass->info.pass->frame_count_mod)
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frame_cnt = chain->frame_count % pass->info.pass->frame_count_mod;
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set_cg_param(pass->fPrg, "IN.frame_count", frame_cnt);
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set_cg_param(pass->vPrg, "IN.frame_count", frame_cnt);
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}
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void renderchain_bind_tracker(void *data, void *pass_data, unsigned pass_index)
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{
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unsigned i;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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if (!chain->tracker)
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return;
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if (pass_index == 1)
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chain->uniform_cnt = state_tracker_get_uniform(chain->tracker,
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chain->uniform_info, MAX_VARIABLES, chain->frame_count);
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for (i = 0; i < chain->uniform_cnt; i++)
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{
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set_cg_param(pass->fPrg, chain->uniform_info[i].id,
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chain->uniform_info[i].value);
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set_cg_param(pass->vPrg, chain->uniform_info[i].id,
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chain->uniform_info[i].value);
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}
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}
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#define DECL_FVF_POSITION(stream) \
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{ (WORD)(stream), 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_POSITION, 0 }
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#define DECL_FVF_TEXCOORD(stream, offset, index) \
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{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_TEXCOORD, (BYTE)(index) }
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#define DECL_FVF_COLOR(stream, offset, index) \
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{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \
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D3DDECLUSAGE_COLOR, (BYTE)(index) } \
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bool renderchain_init_shader_fvf(void *data, void *pass_data)
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{
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CGparameter param;
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unsigned index, i, count;
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unsigned tex_index = 0;
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bool texcoord0_taken = false;
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bool texcoord1_taken = false;
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bool stream_taken[4] = {false};
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
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static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
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static const D3DVERTEXELEMENT tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
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static const D3DVERTEXELEMENT tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1);
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static const D3DVERTEXELEMENT color = DECL_FVF_COLOR(3, 7, 0);
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D3DVERTEXELEMENT decl[MAXD3DDECLLENGTH] = {{0}};
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if (cgD3D9GetVertexDeclaration(pass->vPrg, decl) == CG_FALSE)
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return false;
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for (count = 0; count < MAXD3DDECLLENGTH; count++)
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{
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if (memcmp(&decl_end, &decl[count], sizeof(decl_end)) == 0)
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break;
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}
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/* This is completely insane.
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* We do not have a good and easy way of setting up our
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* attribute streams, so we have to do it ourselves, yay!
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*
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* Stream 0 => POSITION
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* Stream 1 => TEXCOORD0
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* Stream 2 => TEXCOORD1
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* Stream 3 => COLOR (Not really used for anything.)
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* Stream {4..N} => Texture coord streams for varying resources
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* which have no semantics.
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*/
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std::vector<bool> indices(count);
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param = find_param_from_semantic(pass->vPrg, "POSITION");
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if (!param)
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param = find_param_from_semantic(pass->vPrg, "POSITION0");
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if (param)
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{
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stream_taken[0] = true;
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RARCH_LOG("[FVF]: POSITION semantic found.\n");
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index = cgGetParameterResourceIndex(param);
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decl[index] = position_decl;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass->vPrg, "TEXCOORD");
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if (!param)
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param = find_param_from_semantic(pass->vPrg, "TEXCOORD0");
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if (param)
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{
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stream_taken[1] = true;
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texcoord0_taken = true;
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RARCH_LOG("[FVF]: TEXCOORD0 semantic found.\n");
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index = cgGetParameterResourceIndex(param);
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decl[index] = tex_coord0;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass->vPrg, "TEXCOORD1");
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if (param)
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{
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stream_taken[2] = true;
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texcoord1_taken = true;
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RARCH_LOG("[FVF]: TEXCOORD1 semantic found.\n");
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index = cgGetParameterResourceIndex(param);
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decl[index] = tex_coord1;
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indices[index] = true;
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}
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param = find_param_from_semantic(pass->vPrg, "COLOR");
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if (!param)
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param = find_param_from_semantic(pass->vPrg, "COLOR0");
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if (param)
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{
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stream_taken[3] = true;
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RARCH_LOG("[FVF]: COLOR0 semantic found.\n");
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index = cgGetParameterResourceIndex(param);
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decl[index] = color;
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indices[index] = true;
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}
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/* Stream {0, 1, 2, 3} might be already taken. Find first vacant stream. */
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for (index = 0; index < 4 && stream_taken[index]; index++);
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/* Find first vacant texcoord declaration. */
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if (texcoord0_taken && texcoord1_taken)
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tex_index = 2;
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else if (texcoord1_taken && !texcoord0_taken)
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tex_index = 0;
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else if (texcoord0_taken && !texcoord1_taken)
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tex_index = 1;
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for (i = 0; i < count; i++)
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{
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if (indices[i])
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pass->attrib_map.push_back(0);
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else
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{
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D3DVERTEXELEMENT elem = DECL_FVF_TEXCOORD(index, 3, tex_index);
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pass->attrib_map.push_back(index);
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decl[i] = elem;
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/* Find next vacant stream. */
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index++;
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while (index < 4 && stream_taken[index])
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index++;
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/* Find next vacant texcoord declaration. */
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tex_index++;
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if (tex_index == 1 && texcoord1_taken)
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tex_index++;
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}
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}
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if (FAILED(chain->dev->CreateVertexDeclaration(
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decl, &pass->vertex_decl)))
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return false;
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return true;
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}
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void renderchain_bind_orig(void *data, void *pass_data)
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{
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unsigned index;
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CGparameter param;
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D3DXVECTOR2 video_size, texture_size;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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video_size.x = chain->passes[0].last_width;
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video_size.y = chain->passes[0].last_height;
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texture_size.x = chain->passes[0].info.tex_w;
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texture_size.y = chain->passes[0].info.tex_h;
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set_cg_param(pass->vPrg, "ORIG.video_size", video_size);
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set_cg_param(pass->fPrg, "ORIG.video_size", video_size);
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set_cg_param(pass->vPrg, "ORIG.texture_size", texture_size);
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set_cg_param(pass->fPrg, "ORIG.texture_size", texture_size);
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param = cgGetNamedParameter(pass->fPrg, "ORIG.texture");
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if (param)
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{
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index = cgGetParameterResourceIndex(param);
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chain->dev->SetTexture(index, chain->passes[0].tex);
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chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
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translate_filter(chain->passes[0].info.pass->filter));
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chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
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translate_filter(chain->passes[0].info.pass->filter));
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chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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chain->bound_tex.push_back(index);
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}
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param = cgGetNamedParameter(pass->vPrg, "ORIG.tex_coord");
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if (param)
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{
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index = pass->attrib_map[cgGetParameterResourceIndex(param)];
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chain->dev->SetStreamSource(index, chain->passes[0].vertex_buf, 0, sizeof(Vertex));
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chain->bound_vert.push_back(index);
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}
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}
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void renderchain_bind_prev(void *data, void *pass_data)
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{
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unsigned i, index;
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char attr_texture[64], attr_input_size[64], attr_tex_size[64], attr_coord[64];
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D3DXVECTOR2 texture_size;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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static const char *prev_names[] = {
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"PREV",
|
||||
"PREV1",
|
||||
"PREV2",
|
||||
"PREV3",
|
||||
"PREV4",
|
||||
"PREV5",
|
||||
"PREV6",
|
||||
};
|
||||
|
||||
texture_size.x = chain->passes[0].info.tex_w;
|
||||
texture_size.y = chain->passes[0].info.tex_h;
|
||||
|
||||
for (i = 0; i < TEXTURES - 1; i++)
|
||||
{
|
||||
CGparameter param;
|
||||
D3DXVECTOR2 video_size;
|
||||
|
||||
snprintf(attr_texture, sizeof(attr_texture), "%s.texture", prev_names[i]);
|
||||
snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", prev_names[i]);
|
||||
snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", prev_names[i]);
|
||||
snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", prev_names[i]);
|
||||
|
||||
video_size.x = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
|
||||
video_size.y = chain->prev.last_height[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
|
||||
|
||||
set_cg_param(pass->vPrg, attr_input_size, video_size);
|
||||
set_cg_param(pass->fPrg, attr_input_size, video_size);
|
||||
set_cg_param(pass->vPrg, attr_tex_size, texture_size);
|
||||
set_cg_param(pass->fPrg, attr_tex_size, texture_size);
|
||||
|
||||
param = cgGetNamedParameter(pass->fPrg, attr_texture);
|
||||
if (param)
|
||||
{
|
||||
LPDIRECT3DTEXTURE tex;
|
||||
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
|
||||
tex = (LPDIRECT3DTEXTURE)
|
||||
chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
|
||||
|
||||
chain->dev->SetTexture(index, tex);
|
||||
chain->bound_tex.push_back(index);
|
||||
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
||||
translate_filter(chain->passes[0].info.pass->filter));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
||||
translate_filter(chain->passes[0].info.pass->filter));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
||||
}
|
||||
|
||||
param = cgGetNamedParameter(pass->vPrg, attr_coord);
|
||||
if (param)
|
||||
{
|
||||
LPDIRECT3DVERTEXBUFFER vert_buf;
|
||||
|
||||
index = pass->attrib_map[cgGetParameterResourceIndex(param)];
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void renderchain_add_lut(renderchain_t *chain,
|
||||
unsigned index, unsigned i)
|
||||
{
|
||||
if (!chain)
|
||||
return;
|
||||
|
||||
chain->dev->SetTexture(index, chain->luts[i].tex);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
||||
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->bound_tex.push_back(index);
|
||||
}
|
||||
|
||||
void renderchain_bind_luts(void *data, void *pass_data)
|
||||
{
|
||||
unsigned i, index;
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
|
||||
for (i = 0; i < chain->luts.size(); i++)
|
||||
{
|
||||
CGparameter vparam;
|
||||
CGparameter fparam = cgGetNamedParameter(pass->fPrg, chain->luts[i].id);
|
||||
int bound_index = -1;
|
||||
|
||||
if (fparam)
|
||||
{
|
||||
index = cgGetParameterResourceIndex(fparam);
|
||||
bound_index = index;
|
||||
|
||||
renderchain_add_lut(chain, index, i);
|
||||
}
|
||||
|
||||
vparam = cgGetNamedParameter(pass->vPrg, chain->luts[i].id);
|
||||
|
||||
if (vparam)
|
||||
{
|
||||
index = cgGetParameterResourceIndex(vparam);
|
||||
if (index != (unsigned)bound_index)
|
||||
renderchain_add_lut(chain, index, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void renderchain_bind_pass(void *data, void *pass_data, unsigned pass_index)
|
||||
{
|
||||
unsigned i, index;
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
|
||||
/* We only bother binding passes which are two indices behind. */
|
||||
if (pass_index < 3)
|
||||
return;
|
||||
|
||||
for (i = 1; i < pass_index - 1; i++)
|
||||
{
|
||||
char pass_base[64], attr_texture[64], attr_input_size[64], attr_tex_size[64],
|
||||
attr_coord[64];
|
||||
CGparameter param;
|
||||
D3DXVECTOR2 video_size, texture_size;
|
||||
|
||||
snprintf(pass_base, sizeof(pass_base), "PASS%u", i);
|
||||
snprintf(attr_texture, sizeof(attr_texture), "%s.texture", pass_base);
|
||||
snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", pass_base);
|
||||
snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", pass_base);
|
||||
snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", pass_base);
|
||||
|
||||
video_size.x = chain->passes[i].last_width;
|
||||
video_size.y = chain->passes[i].last_height;
|
||||
texture_size.x = chain->passes[i].info.tex_w;
|
||||
texture_size.y = chain->passes[i].info.tex_h;
|
||||
|
||||
set_cg_param(pass->vPrg, attr_input_size, video_size);
|
||||
set_cg_param(pass->fPrg, attr_input_size, video_size);
|
||||
set_cg_param(pass->vPrg, attr_tex_size, texture_size);
|
||||
set_cg_param(pass->fPrg, attr_tex_size, texture_size);
|
||||
|
||||
param = cgGetNamedParameter(pass->fPrg, attr_texture);
|
||||
if (param)
|
||||
{
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
chain->bound_tex.push_back(index);
|
||||
|
||||
chain->dev->SetTexture(index, chain->passes[i].tex);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
||||
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);
|
||||
}
|
||||
|
||||
param = cgGetNamedParameter(pass->vPrg, attr_coord);
|
||||
if (param)
|
||||
{
|
||||
index = pass->attrib_map[cgGetParameterResourceIndex(param)];
|
||||
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf,
|
||||
0, sizeof(Vertex));
|
||||
chain->bound_vert.push_back(index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void renderchain_free(void *data)
|
||||
|
@ -1,621 +0,0 @@
|
||||
#ifndef _D3D_CG
|
||||
#define _D3D_CG
|
||||
|
||||
#include <retro_inline.h>
|
||||
|
||||
static const char *stock_program =
|
||||
"void main_vertex"
|
||||
"("
|
||||
" float4 position : POSITION,"
|
||||
" float2 texCoord : TEXCOORD0,"
|
||||
" float4 color : COLOR,"
|
||||
""
|
||||
" uniform float4x4 modelViewProj,"
|
||||
""
|
||||
" out float4 oPosition : POSITION,"
|
||||
" out float2 otexCoord : TEXCOORD0,"
|
||||
" out float4 oColor : COLOR"
|
||||
")"
|
||||
"{"
|
||||
" oPosition = mul(modelViewProj, position);"
|
||||
" otexCoord = texCoord;"
|
||||
" oColor = color;"
|
||||
"}"
|
||||
""
|
||||
"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
|
||||
"{"
|
||||
" return color * tex2D(s0, tex);"
|
||||
"}";
|
||||
|
||||
static INLINE bool validate_param_name(const char *name)
|
||||
{
|
||||
unsigned i;
|
||||
static const char *illegal[] = {
|
||||
"PREV.",
|
||||
"PREV1.",
|
||||
"PREV2.",
|
||||
"PREV3.",
|
||||
"PREV4.",
|
||||
"PREV5.",
|
||||
"PREV6.",
|
||||
"ORIG.",
|
||||
"IN.",
|
||||
"PASS",
|
||||
};
|
||||
|
||||
if (!name)
|
||||
return false;
|
||||
|
||||
for (i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++)
|
||||
if (strstr(name, illegal[i]) == name)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static INLINE CGparameter find_param_from_semantic(
|
||||
CGparameter param, const char *sem)
|
||||
{
|
||||
while (param)
|
||||
{
|
||||
if (cgGetParameterType(param) == CG_STRUCT)
|
||||
{
|
||||
CGparameter ret = find_param_from_semantic(
|
||||
cgGetFirstStructParameter(param), sem);
|
||||
|
||||
if (ret)
|
||||
return ret;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (cgGetParameterSemantic(param) &&
|
||||
!strcmp(sem, cgGetParameterSemantic(param)) &&
|
||||
cgGetParameterDirection(param) == CG_IN &&
|
||||
cgGetParameterVariability(param) == CG_VARYING &&
|
||||
validate_param_name(cgGetParameterName(param)))
|
||||
return param;
|
||||
}
|
||||
param = cgGetNextParameter(param);
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static INLINE CGparameter find_param_from_semantic(CGprogram prog,
|
||||
const char *sem)
|
||||
{
|
||||
CGparameter param = cgGetFirstParameter(prog, CG_PROGRAM);
|
||||
return find_param_from_semantic(param, sem);
|
||||
}
|
||||
|
||||
bool renderchain_compile_shaders(void *data, void *fragment_data,
|
||||
void *vertex_data, const std::string &shader)
|
||||
{
|
||||
CGprogram *fPrg = (CGprogram*)fragment_data;
|
||||
CGprogram *vPrg = (CGprogram*)vertex_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
|
||||
CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
|
||||
const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
|
||||
const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
|
||||
|
||||
RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
|
||||
RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
|
||||
|
||||
if (shader.length() > 0)
|
||||
{
|
||||
RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
|
||||
*fPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
|
||||
shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
|
||||
|
||||
if (cgGetLastListing(chain->cgCtx))
|
||||
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
|
||||
|
||||
*vPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE,
|
||||
shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
|
||||
|
||||
if (cgGetLastListing(chain->cgCtx))
|
||||
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
|
||||
}
|
||||
else
|
||||
{
|
||||
RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
|
||||
|
||||
*fPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
|
||||
fragment_profile, "main_fragment", fragment_opts);
|
||||
|
||||
if (cgGetLastListing(chain->cgCtx))
|
||||
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx));
|
||||
|
||||
*vPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program,
|
||||
vertex_profile, "main_vertex", vertex_opts);
|
||||
|
||||
if (cgGetLastListing(chain->cgCtx))
|
||||
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx));
|
||||
}
|
||||
|
||||
if (!fPrg || !vPrg)
|
||||
return false;
|
||||
|
||||
cgD3D9LoadProgram(*fPrg, true, 0);
|
||||
cgD3D9LoadProgram(*vPrg, true, 0);
|
||||
return true;
|
||||
}
|
||||
|
||||
void renderchain_set_shaders(void *data, void *fragment_data, void *vertex_data)
|
||||
{
|
||||
CGprogram *fPrg = (CGprogram*)fragment_data;
|
||||
CGprogram *vPrg = (CGprogram*)vertex_data;
|
||||
|
||||
cgD3D9BindProgram(*fPrg);
|
||||
cgD3D9BindProgram(*vPrg);
|
||||
}
|
||||
|
||||
void renderchain_destroy_stock_shader(void *data)
|
||||
{
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
|
||||
if (!chain)
|
||||
return;
|
||||
|
||||
#ifdef HAVE_CG
|
||||
if (chain->fStock)
|
||||
cgDestroyProgram(chain->fStock);
|
||||
if (chain->vStock)
|
||||
cgDestroyProgram(chain->vStock);
|
||||
#endif
|
||||
}
|
||||
|
||||
void renderchain_destroy_shader(void *data, int i)
|
||||
{
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
|
||||
if (!chain)
|
||||
return;
|
||||
|
||||
#ifdef HAVE_CG
|
||||
if (chain->passes[i].fPrg)
|
||||
cgDestroyProgram(chain->passes[i].fPrg);
|
||||
if (chain->passes[i].vPrg)
|
||||
cgDestroyProgram(chain->passes[i].vPrg);
|
||||
#endif
|
||||
}
|
||||
|
||||
void renderchain_set_shader_mvp(void *data, void *shader_data, void *matrix_data)
|
||||
{
|
||||
CGprogram *vPrg = (CGprogram*)shader_data;
|
||||
const D3DXMATRIX *matrix = (const D3DXMATRIX*)matrix_data;
|
||||
CGparameter cgpModelViewProj = cgGetNamedParameter(*vPrg, "modelViewProj");
|
||||
if (cgpModelViewProj)
|
||||
cgD3D9SetUniformMatrix(cgpModelViewProj, matrix);
|
||||
}
|
||||
|
||||
#define set_cg_param(prog, param, val) do { \
|
||||
CGparameter cgp = cgGetNamedParameter(prog, param); \
|
||||
if (cgp) \
|
||||
cgD3D9SetUniform(cgp, &val); \
|
||||
} while(0)
|
||||
|
||||
void renderchain_set_shader_params(void *data, void *pass_data,
|
||||
unsigned video_w, unsigned video_h,
|
||||
unsigned tex_w, unsigned tex_h,
|
||||
unsigned viewport_w, unsigned viewport_h)
|
||||
{
|
||||
float frame_cnt;
|
||||
D3DXVECTOR2 video_size, texture_size, output_size;
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
video_size.x = video_w;
|
||||
video_size.y = video_h;
|
||||
texture_size.x = tex_w;
|
||||
texture_size.y = tex_h;
|
||||
output_size.x = viewport_w;
|
||||
output_size.y = viewport_h;
|
||||
|
||||
set_cg_param(pass->vPrg, "IN.video_size", video_size);
|
||||
set_cg_param(pass->fPrg, "IN.video_size", video_size);
|
||||
set_cg_param(pass->vPrg, "IN.texture_size", texture_size);
|
||||
set_cg_param(pass->fPrg, "IN.texture_size", texture_size);
|
||||
set_cg_param(pass->vPrg, "IN.output_size", output_size);
|
||||
set_cg_param(pass->fPrg, "IN.output_size", output_size);
|
||||
|
||||
frame_cnt = chain->frame_count;
|
||||
|
||||
if (pass->info.pass->frame_count_mod)
|
||||
frame_cnt = chain->frame_count % pass->info.pass->frame_count_mod;
|
||||
|
||||
set_cg_param(pass->fPrg, "IN.frame_count", frame_cnt);
|
||||
set_cg_param(pass->vPrg, "IN.frame_count", frame_cnt);
|
||||
}
|
||||
|
||||
|
||||
void renderchain_bind_tracker(void *data, void *pass_data, unsigned pass_index)
|
||||
{
|
||||
unsigned i;
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
if (!chain->tracker)
|
||||
return;
|
||||
|
||||
if (pass_index == 1)
|
||||
chain->uniform_cnt = state_tracker_get_uniform(chain->tracker,
|
||||
chain->uniform_info, MAX_VARIABLES, chain->frame_count);
|
||||
|
||||
for (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);
|
||||
}
|
||||
}
|
||||
|
||||
#define DECL_FVF_POSITION(stream) \
|
||||
{ (WORD)(stream), 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, \
|
||||
D3DDECLUSAGE_POSITION, 0 }
|
||||
#define DECL_FVF_TEXCOORD(stream, offset, index) \
|
||||
{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, \
|
||||
D3DDECLUSAGE_TEXCOORD, (BYTE)(index) }
|
||||
#define DECL_FVF_COLOR(stream, offset, index) \
|
||||
{ (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \
|
||||
D3DDECLUSAGE_COLOR, (BYTE)(index) } \
|
||||
|
||||
|
||||
bool renderchain_init_shader_fvf(void *data, void *pass_data)
|
||||
{
|
||||
CGparameter param;
|
||||
unsigned index, i, count;
|
||||
unsigned tex_index = 0;
|
||||
bool texcoord0_taken = false;
|
||||
bool texcoord1_taken = false;
|
||||
bool stream_taken[4] = {false};
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
|
||||
static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
|
||||
static const D3DVERTEXELEMENT tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
|
||||
static const D3DVERTEXELEMENT tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1);
|
||||
static const D3DVERTEXELEMENT color = DECL_FVF_COLOR(3, 7, 0);
|
||||
D3DVERTEXELEMENT decl[MAXD3DDECLLENGTH] = {{0}};
|
||||
|
||||
if (cgD3D9GetVertexDeclaration(pass->vPrg, decl) == CG_FALSE)
|
||||
return false;
|
||||
|
||||
for (count = 0; count < MAXD3DDECLLENGTH; count++)
|
||||
{
|
||||
if (memcmp(&decl_end, &decl[count], sizeof(decl_end)) == 0)
|
||||
break;
|
||||
}
|
||||
|
||||
/* This is completely insane.
|
||||
* We do not have a good and easy way of setting up our
|
||||
* attribute streams, so we have to do it ourselves, yay!
|
||||
*
|
||||
* Stream 0 => POSITION
|
||||
* Stream 1 => TEXCOORD0
|
||||
* Stream 2 => TEXCOORD1
|
||||
* Stream 3 => COLOR (Not really used for anything.)
|
||||
* Stream {4..N} => Texture coord streams for varying resources
|
||||
* which have no semantics.
|
||||
*/
|
||||
|
||||
std::vector<bool> indices(count);
|
||||
|
||||
param = find_param_from_semantic(pass->vPrg, "POSITION");
|
||||
if (!param)
|
||||
param = find_param_from_semantic(pass->vPrg, "POSITION0");
|
||||
|
||||
if (param)
|
||||
{
|
||||
stream_taken[0] = true;
|
||||
RARCH_LOG("[FVF]: POSITION semantic found.\n");
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
decl[index] = position_decl;
|
||||
indices[index] = true;
|
||||
}
|
||||
|
||||
param = find_param_from_semantic(pass->vPrg, "TEXCOORD");
|
||||
if (!param)
|
||||
param = find_param_from_semantic(pass->vPrg, "TEXCOORD0");
|
||||
|
||||
if (param)
|
||||
{
|
||||
stream_taken[1] = true;
|
||||
texcoord0_taken = true;
|
||||
RARCH_LOG("[FVF]: TEXCOORD0 semantic found.\n");
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
decl[index] = tex_coord0;
|
||||
indices[index] = true;
|
||||
}
|
||||
|
||||
param = find_param_from_semantic(pass->vPrg, "TEXCOORD1");
|
||||
if (param)
|
||||
{
|
||||
stream_taken[2] = true;
|
||||
texcoord1_taken = true;
|
||||
RARCH_LOG("[FVF]: TEXCOORD1 semantic found.\n");
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
decl[index] = tex_coord1;
|
||||
indices[index] = true;
|
||||
}
|
||||
|
||||
param = find_param_from_semantic(pass->vPrg, "COLOR");
|
||||
if (!param)
|
||||
param = find_param_from_semantic(pass->vPrg, "COLOR0");
|
||||
|
||||
if (param)
|
||||
{
|
||||
stream_taken[3] = true;
|
||||
RARCH_LOG("[FVF]: COLOR0 semantic found.\n");
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
decl[index] = color;
|
||||
indices[index] = true;
|
||||
}
|
||||
|
||||
/* Stream {0, 1, 2, 3} might be already taken. Find first vacant stream. */
|
||||
for (index = 0; index < 4 && stream_taken[index]; index++);
|
||||
|
||||
/* Find first vacant texcoord declaration. */
|
||||
if (texcoord0_taken && texcoord1_taken)
|
||||
tex_index = 2;
|
||||
else if (texcoord1_taken && !texcoord0_taken)
|
||||
tex_index = 0;
|
||||
else if (texcoord0_taken && !texcoord1_taken)
|
||||
tex_index = 1;
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
{
|
||||
if (indices[i])
|
||||
pass->attrib_map.push_back(0);
|
||||
else
|
||||
{
|
||||
D3DVERTEXELEMENT elem = DECL_FVF_TEXCOORD(index, 3, tex_index);
|
||||
|
||||
pass->attrib_map.push_back(index);
|
||||
|
||||
decl[i] = elem;
|
||||
|
||||
/* Find next vacant stream. */
|
||||
index++;
|
||||
|
||||
while (index < 4 && stream_taken[index])
|
||||
index++;
|
||||
|
||||
/* Find next vacant texcoord declaration. */
|
||||
tex_index++;
|
||||
if (tex_index == 1 && texcoord1_taken)
|
||||
tex_index++;
|
||||
}
|
||||
}
|
||||
|
||||
if (FAILED(chain->dev->CreateVertexDeclaration(
|
||||
decl, &pass->vertex_decl)))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void renderchain_bind_orig(void *data, void *pass_data)
|
||||
{
|
||||
unsigned index;
|
||||
CGparameter param;
|
||||
D3DXVECTOR2 video_size, texture_size;
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
video_size.x = chain->passes[0].last_width;
|
||||
video_size.y = chain->passes[0].last_height;
|
||||
texture_size.x = chain->passes[0].info.tex_w;
|
||||
texture_size.y = chain->passes[0].info.tex_h;
|
||||
|
||||
set_cg_param(pass->vPrg, "ORIG.video_size", video_size);
|
||||
set_cg_param(pass->fPrg, "ORIG.video_size", video_size);
|
||||
set_cg_param(pass->vPrg, "ORIG.texture_size", texture_size);
|
||||
set_cg_param(pass->fPrg, "ORIG.texture_size", texture_size);
|
||||
|
||||
param = cgGetNamedParameter(pass->fPrg, "ORIG.texture");
|
||||
if (param)
|
||||
{
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
chain->dev->SetTexture(index, chain->passes[0].tex);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
||||
translate_filter(chain->passes[0].info.pass->filter));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
||||
translate_filter(chain->passes[0].info.pass->filter));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
||||
chain->bound_tex.push_back(index);
|
||||
}
|
||||
|
||||
param = cgGetNamedParameter(pass->vPrg, "ORIG.tex_coord");
|
||||
if (param)
|
||||
{
|
||||
index = pass->attrib_map[cgGetParameterResourceIndex(param)];
|
||||
chain->dev->SetStreamSource(index, chain->passes[0].vertex_buf, 0, sizeof(Vertex));
|
||||
chain->bound_vert.push_back(index);
|
||||
}
|
||||
}
|
||||
|
||||
void renderchain_bind_prev(void *data, void *pass_data)
|
||||
{
|
||||
unsigned i, index;
|
||||
char attr_texture[64], attr_input_size[64], attr_tex_size[64], attr_coord[64];
|
||||
D3DXVECTOR2 texture_size;
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
static const char *prev_names[] = {
|
||||
"PREV",
|
||||
"PREV1",
|
||||
"PREV2",
|
||||
"PREV3",
|
||||
"PREV4",
|
||||
"PREV5",
|
||||
"PREV6",
|
||||
};
|
||||
|
||||
texture_size.x = chain->passes[0].info.tex_w;
|
||||
texture_size.y = chain->passes[0].info.tex_h;
|
||||
|
||||
for (i = 0; i < TEXTURES - 1; i++)
|
||||
{
|
||||
CGparameter param;
|
||||
D3DXVECTOR2 video_size;
|
||||
|
||||
snprintf(attr_texture, sizeof(attr_texture), "%s.texture", prev_names[i]);
|
||||
snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", prev_names[i]);
|
||||
snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", prev_names[i]);
|
||||
snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", prev_names[i]);
|
||||
|
||||
video_size.x = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
|
||||
video_size.y = chain->prev.last_height[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
|
||||
|
||||
set_cg_param(pass->vPrg, attr_input_size, video_size);
|
||||
set_cg_param(pass->fPrg, attr_input_size, video_size);
|
||||
set_cg_param(pass->vPrg, attr_tex_size, texture_size);
|
||||
set_cg_param(pass->fPrg, attr_tex_size, texture_size);
|
||||
|
||||
param = cgGetNamedParameter(pass->fPrg, attr_texture);
|
||||
if (param)
|
||||
{
|
||||
LPDIRECT3DTEXTURE tex;
|
||||
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
|
||||
tex = (LPDIRECT3DTEXTURE)
|
||||
chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
|
||||
|
||||
chain->dev->SetTexture(index, tex);
|
||||
chain->bound_tex.push_back(index);
|
||||
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
||||
translate_filter(chain->passes[0].info.pass->filter));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
||||
translate_filter(chain->passes[0].info.pass->filter));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
||||
}
|
||||
|
||||
param = cgGetNamedParameter(pass->vPrg, attr_coord);
|
||||
if (param)
|
||||
{
|
||||
LPDIRECT3DVERTEXBUFFER vert_buf;
|
||||
|
||||
index = pass->attrib_map[cgGetParameterResourceIndex(param)];
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void renderchain_add_lut(renderchain_t *chain,
|
||||
unsigned index, unsigned i)
|
||||
{
|
||||
if (!chain)
|
||||
return;
|
||||
|
||||
chain->dev->SetTexture(index, chain->luts[i].tex);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
||||
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->bound_tex.push_back(index);
|
||||
}
|
||||
|
||||
void renderchain_bind_luts(void *data, void *pass_data)
|
||||
{
|
||||
unsigned i, index;
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
|
||||
for (i = 0; i < chain->luts.size(); i++)
|
||||
{
|
||||
CGparameter vparam;
|
||||
CGparameter fparam = cgGetNamedParameter(pass->fPrg, chain->luts[i].id);
|
||||
int bound_index = -1;
|
||||
|
||||
if (fparam)
|
||||
{
|
||||
index = cgGetParameterResourceIndex(fparam);
|
||||
bound_index = index;
|
||||
|
||||
renderchain_add_lut(chain, index, i);
|
||||
}
|
||||
|
||||
vparam = cgGetNamedParameter(pass->vPrg, chain->luts[i].id);
|
||||
|
||||
if (vparam)
|
||||
{
|
||||
index = cgGetParameterResourceIndex(vparam);
|
||||
if (index != (unsigned)bound_index)
|
||||
renderchain_add_lut(chain, index, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void renderchain_bind_pass(void *data, void *pass_data, unsigned pass_index)
|
||||
{
|
||||
unsigned i, index;
|
||||
Pass *pass = (Pass*)pass_data;
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
|
||||
/* We only bother binding passes which are two indices behind. */
|
||||
if (pass_index < 3)
|
||||
return;
|
||||
|
||||
for (i = 1; i < pass_index - 1; i++)
|
||||
{
|
||||
char pass_base[64], attr_texture[64], attr_input_size[64], attr_tex_size[64],
|
||||
attr_coord[64];
|
||||
CGparameter param;
|
||||
D3DXVECTOR2 video_size, texture_size;
|
||||
|
||||
snprintf(pass_base, sizeof(pass_base), "PASS%u", i);
|
||||
snprintf(attr_texture, sizeof(attr_texture), "%s.texture", pass_base);
|
||||
snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", pass_base);
|
||||
snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", pass_base);
|
||||
snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", pass_base);
|
||||
|
||||
video_size.x = chain->passes[i].last_width;
|
||||
video_size.y = chain->passes[i].last_height;
|
||||
texture_size.x = chain->passes[i].info.tex_w;
|
||||
texture_size.y = chain->passes[i].info.tex_h;
|
||||
|
||||
set_cg_param(pass->vPrg, attr_input_size, video_size);
|
||||
set_cg_param(pass->fPrg, attr_input_size, video_size);
|
||||
set_cg_param(pass->vPrg, attr_tex_size, texture_size);
|
||||
set_cg_param(pass->fPrg, attr_tex_size, texture_size);
|
||||
|
||||
param = cgGetNamedParameter(pass->fPrg, attr_texture);
|
||||
if (param)
|
||||
{
|
||||
index = cgGetParameterResourceIndex(param);
|
||||
chain->bound_tex.push_back(index);
|
||||
|
||||
chain->dev->SetTexture(index, chain->passes[i].tex);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER,
|
||||
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);
|
||||
}
|
||||
|
||||
param = cgGetNamedParameter(pass->vPrg, attr_coord);
|
||||
if (param)
|
||||
{
|
||||
index = pass->attrib_map[cgGetParameterResourceIndex(param)];
|
||||
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf,
|
||||
0, sizeof(Vertex));
|
||||
chain->bound_vert.push_back(index);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user