Merge pull request #9017 from LazyBumHorse/d3d9_shaders

enable Cg/HLSL shaders for d3d9 depending on renderchain
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Twinaphex 2019-06-25 13:11:34 +02:00 committed by GitHub
commit e97c35ec2d
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@ -69,7 +69,13 @@
#error "UWP does not support D3D9"
#endif
/* Temporary workaround for d3d9 not being able to poll flags during init */
static gfx_ctx_driver_t d3d9_fake_context;
static uint32_t d3d9_get_flags(void *data);
static bool d3d9_set_shader(void *data, enum rarch_shader_type type, const char *path);
static LPDIRECT3D9 g_pD3D9;
static enum rarch_shader_type supported_shader_type = RARCH_SHADER_NONE;
void *dinput;
@ -150,7 +156,8 @@ static bool renderchain_d3d_init_first(
{
case GFX_CTX_DIRECT3D9_API:
{
static const d3d9_renderchain_driver_t *renderchain_d3d_drivers[] = {
static const d3d9_renderchain_driver_t *renderchain_d3d_drivers[] =
{
#if defined(_WIN32) && defined(HAVE_CG)
&cg_d3d9_renderchain,
#endif
@ -170,6 +177,12 @@ static bool renderchain_d3d_init_first(
*renderchain_driver = renderchain_d3d_drivers[i];
*renderchain_handle = data;
if (string_is_equal(renderchain_d3d_drivers[i]->ident, "cg_d3d9"))
supported_shader_type = RARCH_SHADER_CG;
else if (string_is_equal(renderchain_d3d_drivers[i]->ident, "hlsl_d3d9"))
supported_shader_type = RARCH_SHADER_HLSL;
return true;
}
}
@ -248,12 +261,12 @@ static bool d3d9_init_chain(d3d9_video_t *d3d, const video_info_t *video_info)
&d3d->renderchain_driver,
&d3d->renderchain_data))
{
RARCH_ERR("[D3D9]: Renderchain could not be initialized.\n");
return false;
RARCH_ERR("[D3D9]: Renderchain could not be initialized.\n");
return false;
}
if (!d3d->renderchain_driver || !d3d->renderchain_data)
return false;
return false;
if (
!d3d->renderchain_driver->init(
@ -376,7 +389,7 @@ static bool d3d9_init_multipass(d3d9_video_t *d3d, const char *shader_path)
if (!video_shader_read_conf_preset(conf, &d3d->shader))
{
config_file_free(conf);
RARCH_ERR("[D3D9]: Failed to parse CGP file.\n");
RARCH_ERR("[D3D9]: Failed to parse shader preset.\n");
return false;
}
@ -429,8 +442,7 @@ static bool d3d9_init_multipass(d3d9_video_t *d3d, const char *shader_path)
static bool d3d9_process_shader(d3d9_video_t *d3d)
{
const char *shader_path = d3d->shader_path;
if (d3d && !string_is_empty(shader_path) &&
string_is_equal(path_get_extension(shader_path), "cgp"))
if (d3d && !string_is_empty(shader_path))
return d3d9_init_multipass(d3d, shader_path);
return d3d9_init_singlepass(d3d);
@ -494,14 +506,14 @@ static void d3d9_overlay_render(d3d9_video_t *d3d,
overlay->vert_buf = d3d9_vertex_buffer_new(
dev, sizeof(vert), D3DUSAGE_WRITEONLY,
#ifdef _XBOX
0,
0,
#else
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
#endif
D3DPOOL_MANAGED, NULL);
if (!overlay->vert_buf)
return;
if (!overlay->vert_buf)
return;
}
for (i = 0; i < 4; i++)
@ -989,7 +1001,7 @@ static bool d3d9_initialize(d3d9_video_t *d3d, const video_info_t *info)
video_driver_get_size(&width, &height);
d3d9_set_viewport(d3d,
width, height, false, true);
width, height, false, true);
#ifdef _XBOX
strlcpy(settings->paths.path_font, "game:\\media\\Arial_12.xpr",
@ -1022,7 +1034,7 @@ static bool d3d9_initialize(d3d9_video_t *d3d, const video_info_t *info)
#ifdef _XBOX
0,
#else
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
#endif
D3DPOOL_DEFAULT,
NULL);
@ -1265,38 +1277,27 @@ static bool d3d9_init_internal(d3d9_video_t *d3d,
win_height, info->fullscreen);
win32_set_window(&win_width, &win_height, info->fullscreen,
windowed_full, &rect);
windowed_full, &rect);
#endif
/* This should only be done once here
* to avoid set_shader() to be overridden
* later. */
if (settings->bools.video_shader_enable)
{
enum rarch_shader_type type =
video_shader_parse_type(retroarch_get_shader_preset());
switch (type)
{
case RARCH_SHADER_CG:
if (!string_is_empty(d3d->shader_path))
free(d3d->shader_path);
if (!string_is_empty(retroarch_get_shader_preset()))
d3d->shader_path = strdup(retroarch_get_shader_preset());
break;
default:
break;
}
}
if (!d3d9_process_shader(d3d))
return false;
d3d->video_info = *info;
if (!d3d9_initialize(d3d, &d3d->video_info))
return false;
{
const char *shader_preset;
enum rarch_shader_type type;
d3d9_fake_context.get_flags = d3d9_get_flags;
video_context_driver_set(&d3d9_fake_context);
shader_preset = retroarch_get_shader_preset();
type = video_shader_parse_type(shader_preset);
d3d9_set_shader(d3d, type, shader_preset);
}
d3d_input_driver(settings->arrays.input_joypad_driver,
settings->arrays.input_joypad_driver, input, input_data);
@ -1482,7 +1483,7 @@ static bool d3d9_overlay_load(void *data,
image_data;
if (!d3d)
return false;
return false;
d3d9_free_overlays(d3d);
d3d->overlays = (overlay_t*)calloc(num_images, sizeof(*d3d->overlays));
@ -1820,8 +1821,19 @@ static bool d3d9_set_shader(void *data,
{
case RARCH_SHADER_CG:
case RARCH_SHADER_HLSL:
if (type != supported_shader_type)
{
RARCH_WARN("[D3D9]: Shader preset %s is using unsupported shader type %s, falling back to stock %s.\n",
path, video_shader_to_str(type), video_shader_to_str(supported_shader_type));
break;
}
if (!string_is_empty(path))
d3d->shader_path = strdup(path);
break;
case RARCH_SHADER_NONE:
break;
default:
RARCH_WARN("[D3D9]: Only Cg shaders are supported. Falling back to stock.\n");
@ -2017,7 +2029,7 @@ static void d3d9_unload_texture(void *data, uintptr_t id)
{
LPDIRECT3DTEXTURE9 texid;
if (!id)
return;
return;
texid = (LPDIRECT3DTEXTURE9)id;
d3d9_texture_free(texid);
@ -2034,11 +2046,16 @@ static void d3d9_set_video_mode(void *data,
static uint32_t d3d9_get_flags(void *data)
{
uint32_t flags = 0;
uint32_t flags = 0;
BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION);
BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING);
if (supported_shader_type == RARCH_SHADER_CG)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_CG);
else if (supported_shader_type == RARCH_SHADER_HLSL)
BIT32_SET(flags, GFX_CTX_FLAGS_SHADERS_HLSL);
return flags;
}