(D3D9) Start isolating all Cg code and move it to render_chain_cg.h

This commit is contained in:
twinaphex 2014-03-04 18:24:47 +01:00
parent 16af303c9e
commit e9fb97254b
3 changed files with 144 additions and 132 deletions

View File

@ -17,138 +17,13 @@
#include <string.h>
#ifdef HAVE_CG
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);"
"}";
bool RenderChain::compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader)
{
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
if (shader.length() > 0)
{
RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
fPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
vPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
}
else
{
RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
fPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_program,
fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
vPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_program,
vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
}
if (!fPrg || !vPrg)
return false;
cgD3D9LoadProgram(fPrg, true, 0);
cgD3D9LoadProgram(vPrg, true, 0);
return true;
}
void RenderChain::set_shaders(CGprogram &fPrg, CGprogram &vPrg)
{
cgD3D9BindProgram(fPrg);
cgD3D9BindProgram(vPrg);
}
void RenderChain::destroy_stock_shaders(void)
{
if (fStock)
cgDestroyProgram(fStock);
if (vStock)
cgDestroyProgram(vStock);
}
void RenderChain::set_shader_mvp(CGprogram &vPrg, D3DXMATRIX &tmp)
{
CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj");
if (cgpModelViewProj)
cgD3D9SetUniformMatrix(cgpModelViewProj, &tmp);
}
#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(Pass &pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)
{
D3DXVECTOR2 video_size, texture_size, output_size;
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);
float frame_cnt = frame_count;
if (pass.info.pass->frame_count_mod)
frame_cnt = 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);
}
#include "render_chain_cg.h"
#endif
RenderChain::~RenderChain()
{
clear();
destroy_stock_shaders();
destroy_stock_shader();
if (tracker)
state_tracker_free(tracker);
}
@ -193,10 +68,7 @@ void RenderChain::clear()
passes[i].vertex_buf->Release();
if (passes[i].vertex_decl)
passes[i].vertex_decl->Release();
if (passes[i].fPrg)
cgDestroyProgram(passes[i].fPrg);
if (passes[i].vPrg)
cgDestroyProgram(passes[i].vPrg);
destroy_shader(i);
}
for (unsigned i = 0; i < luts.size(); i++)

View File

@ -127,7 +127,8 @@ class RenderChain
bool create_first_pass(const LinkInfo &info, PixelFormat fmt);
#if defined(HAVE_CG)
bool compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader);
void destroy_stock_shaders(void);
void destroy_stock_shader(void);
void destroy_shader(int i);
void set_shaders(CGprogram &fPrg, CGprogram &vPrg);
void set_shader_mvp(CGprogram &vPrg, D3DXMATRIX &tmp);
void set_shader_params(Pass &pass,

139
gfx/d3d9/render_chain_cg.h Normal file
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@ -0,0 +1,139 @@
#ifndef _RENDER_CHAIN_CG
#define _RENDER_CHAIN_CG
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);"
"}";
bool RenderChain::compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader)
{
CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile);
if (shader.length() > 0)
{
RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str());
fPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
shader.c_str(), fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
vPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
shader.c_str(), vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
}
else
{
RARCH_LOG("[D3D Cg]: Compiling stock shader.\n");
fPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_program,
fragment_profile, "main_fragment", fragment_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx));
vPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_program,
vertex_profile, "main_vertex", vertex_opts);
if (cgGetLastListing(cgCtx))
RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx));
}
if (!fPrg || !vPrg)
return false;
cgD3D9LoadProgram(fPrg, true, 0);
cgD3D9LoadProgram(vPrg, true, 0);
return true;
}
void RenderChain::set_shaders(CGprogram &fPrg, CGprogram &vPrg)
{
cgD3D9BindProgram(fPrg);
cgD3D9BindProgram(vPrg);
}
void RenderChain::destroy_stock_shader(void)
{
if (fStock)
cgDestroyProgram(fStock);
if (vStock)
cgDestroyProgram(vStock);
}
void RenderChain::destroy_shader(int i)
{
if (passes[i].fPrg)
cgDestroyProgram(passes[i].fPrg);
if (passes[i].vPrg)
cgDestroyProgram(passes[i].vPrg);
}
void RenderChain::set_shader_mvp(CGprogram &vPrg, D3DXMATRIX &tmp)
{
CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj");
if (cgpModelViewProj)
cgD3D9SetUniformMatrix(cgpModelViewProj, &tmp);
}
#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(Pass &pass,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)
{
D3DXVECTOR2 video_size, texture_size, output_size;
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);
float frame_cnt = frame_count;
if (pass.info.pass->frame_count_mod)
frame_cnt = 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);
}
#endif