/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2017 - Daniel De Matteis * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #define CINTERFACE #include #include #ifdef HAVE_CONFIG_H #include "../../config.h" #endif #include "../include/Cg/cg.h" #include "../include/Cg/cgD3D9.h" #include #include #include #include #include "../common/d3d_common.h" #include "../common/d3d9_common.h" #include "../drivers/d3d.h" #include "../drivers/d3d_shaders/opaque.cg.d3d9.h" #include "../video_driver.h" #include "../../configuration.h" #include "../../verbosity.h" #ifdef _MSC_VER #pragma comment(lib, "cgd3d9") #endif #define D3D_DEFAULT_NONPOW2 ((UINT)-2) #define D3D_FILTER_LINEAR (3 << 0) #define D3D_FILTER_POINT (2 << 0) #define d3d9_cg_set_param_1f(param, x) if (param) cgD3D9SetUniform(param, x) #define D3D_PI 3.14159265358979323846264338327 #define set_cg_param(prog, param, val) do { \ CGparameter cgp = cgGetNamedParameter(prog, param); \ if (cgp) \ cgD3D9SetUniform(cgp, &val); \ } while(0) #define VECTOR_LIST_TYPE unsigned #define VECTOR_LIST_NAME unsigned #include "../../libretro-common/lists/vector_list.c" #undef VECTOR_LIST_TYPE #undef VECTOR_LIST_NAME struct lut_info { LPDIRECT3DTEXTURE9 tex; char id[64]; bool smooth; }; struct CGVertex { float x, y, z; float u, v; float lut_u, lut_v; float r, g, b, a; }; struct Pass { unsigned last_width, last_height; struct LinkInfo info; D3DPOOL pool; LPDIRECT3DTEXTURE9 tex; LPDIRECT3DVERTEXBUFFER9 vertex_buf; LPDIRECT3DVERTEXDECLARATION9 vertex_decl; CGprogram vPrg, fPrg; struct unsigned_vector_list *attrib_map; }; #define VECTOR_LIST_TYPE struct Pass #define VECTOR_LIST_NAME pass #include "../../libretro-common/lists/vector_list.c" #undef VECTOR_LIST_TYPE #undef VECTOR_LIST_NAME #define VECTOR_LIST_TYPE struct lut_info #define VECTOR_LIST_NAME lut_info #include "../../libretro-common/lists/vector_list.c" #undef VECTOR_LIST_TYPE #undef VECTOR_LIST_NAME typedef struct cg_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; CGprogram vStock; CGprogram fStock; LPDIRECT3DDEVICE9 dev; const video_info_t *video_info; D3DVIEWPORT9 *final_viewport; struct pass_vector_list *passes; struct unsigned_vector_list *bound_tex; struct unsigned_vector_list *bound_vert; struct lut_info_vector_list *luts; state_tracker_t *state_tracker; CGcontext cgCtx; } cg_renderchain_t; static INLINE bool d3d9_cg_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 d3d9_cg_find_param_from_semantic( CGparameter param, const char *sem) { for (; param; param = cgGetNextParameter(param)) { const char *semantic = NULL; if (cgGetParameterType(param) == CG_STRUCT) { CGparameter ret = d3d9_cg_find_param_from_semantic( cgGetFirstStructParameter(param), sem); if (ret) return ret; } if ( cgGetParameterDirection(param) != CG_IN || cgGetParameterVariability(param) != CG_VARYING) continue; semantic = cgGetParameterSemantic(param); if (!semantic) continue; if (string_is_equal(sem, semantic) && d3d9_cg_validate_param_name(cgGetParameterName(param))) return param; } return NULL; } static bool d3d9_cg_load_program(void *data, void *fragment_data, void *vertex_data, const char *prog, bool path_is_file) { const char *list = NULL; char *listing_f = NULL; char *listing_v = NULL; CGprogram *fPrg = (CGprogram*)fragment_data; CGprogram *vPrg = (CGprogram*)vertex_data; CGprofile vertex_profile = cgD3D9GetLatestVertexProfile(); CGprofile fragment_profile = cgD3D9GetLatestPixelProfile(); const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile); const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile); cg_renderchain_t *cg_data = (cg_renderchain_t*)data; if ( fragment_profile == CG_PROFILE_UNKNOWN || vertex_profile == CG_PROFILE_UNKNOWN) { RARCH_ERR("Invalid profile type\n"); goto error; } RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile)); RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile)); if (path_is_file && !string_is_empty(prog)) *fPrg = cgCreateProgramFromFile(cg_data->cgCtx, CG_SOURCE, prog, fragment_profile, "main_fragment", fragment_opts); else *fPrg = cgCreateProgram(cg_data->cgCtx, CG_SOURCE, stock_cg_d3d9_program, fragment_profile, "main_fragment", fragment_opts); list = cgGetLastListing(cg_data->cgCtx); if (list) listing_f = strdup(list); if (path_is_file && !string_is_empty(prog)) *vPrg = cgCreateProgramFromFile(cg_data->cgCtx, CG_SOURCE, prog, vertex_profile, "main_vertex", vertex_opts); else *vPrg = cgCreateProgram(cg_data->cgCtx, CG_SOURCE, stock_cg_d3d9_program, vertex_profile, "main_vertex", vertex_opts); list = cgGetLastListing(cg_data->cgCtx); if (list) listing_v = strdup(list); if (!fPrg || !vPrg) goto error; cgD3D9LoadProgram(*fPrg, true, 0); cgD3D9LoadProgram(*vPrg, true, 0); free(listing_f); free(listing_v); return true; error: RARCH_ERR("CG error: %s\n", cgGetErrorString(cgGetError())); if (listing_f) RARCH_ERR("Fragment:\n%s\n", listing_f); else if (listing_v) RARCH_ERR("Vertex:\n%s\n", listing_v); free(listing_f); free(listing_v); return false; } static void d3d9_cg_renderchain_set_shader_params( cg_renderchain_t *chain, struct Pass *pass, unsigned video_w, unsigned video_h, unsigned tex_w, unsigned tex_h, unsigned viewport_w, unsigned viewport_h) { float frame_cnt; float video_size[2]; float texture_size[2]; float output_size[2]; video_size[0] = video_w; video_size[1] = video_h; texture_size[0] = tex_w; texture_size[1] = tex_h; output_size[0] = viewport_w; output_size[1] = 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); } #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) } \ static bool d3d9_cg_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}; cg_renderchain_t *chain = (cg_renderchain_t*)data; struct Pass *pass = (struct Pass*)pass_data; static const D3DVERTEXELEMENT9 decl_end = D3DDECL_END(); D3DVERTEXELEMENT9 decl[MAXD3DDECLLENGTH] = {{0}}; bool *indices = NULL; if (cgD3D9GetVertexDeclaration(pass->vPrg, decl) == CG_FALSE) return false; for (count = 0; count < MAXD3DDECLLENGTH; count++) { if (string_is_equal_fast(&decl_end, &decl[count], sizeof(decl_end))) 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. */ indices = (bool*)calloc(1, count * sizeof(*indices)); param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vPrg, CG_PROGRAM), "POSITION"); if (!param) param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vPrg, CG_PROGRAM), "POSITION0"); if (param) { static const D3DVERTEXELEMENT9 element = { 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }; stream_taken[0] = true; index = cgGetParameterResourceIndex(param); decl[index] = element; indices[index] = true; RARCH_LOG("[FVF]: POSITION semantic found.\n"); } param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vPrg, CG_PROGRAM), "TEXCOORD"); if (!param) param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vPrg, CG_PROGRAM), "TEXCOORD0"); if (param) { static const D3DVERTEXELEMENT9 tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0); 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 = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vPrg, CG_PROGRAM), "TEXCOORD1"); if (param) { static const D3DVERTEXELEMENT9 tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1); 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 = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vPrg, CG_PROGRAM), "COLOR"); if (!param) param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vPrg, CG_PROGRAM), "COLOR0"); if (param) { static const D3DVERTEXELEMENT9 color = DECL_FVF_COLOR(3, 7, 0); 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; index++) { if (stream_taken[index] == false) break; } /* 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]) unsigned_vector_list_append(pass->attrib_map, 0); else { D3DVERTEXELEMENT9 elem = DECL_FVF_TEXCOORD(index, 3, tex_index); unsigned_vector_list_append(pass->attrib_map, index); decl[i] = elem; /* Find next vacant stream. */ while ((++index < 4) && stream_taken[index]) index++; /* Find next vacant texcoord declaration. */ if ((++tex_index == 1) && texcoord1_taken) tex_index++; } } free(indices); return d3d9_vertex_declaration_new(chain->dev, decl, (void**)&pass->vertex_decl); } static void d3d9_cg_renderchain_bind_orig(cg_renderchain_t *chain, void *pass_data) { unsigned index; CGparameter param; float video_size[2]; float texture_size[2]; struct Pass *pass = (struct Pass*)pass_data; video_size[0] = chain->passes->data[0].last_width; video_size[1] = chain->passes->data[0].last_height; texture_size[0] = chain->passes->data[0].info.tex_w; texture_size[1] = chain->passes->data[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); d3d9_set_texture(chain->dev, index, chain->passes->data[0].tex); d3d9_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->passes->data[0].info.pass->filter)); d3d9_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->passes->data[0].info.pass->filter)); d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); unsigned_vector_list_append(chain->bound_tex, index); } param = cgGetNamedParameter(pass->vPrg, "ORIG.tex_coord"); if (param) { LPDIRECT3DVERTEXBUFFER9 vert_buf = (LPDIRECT3DVERTEXBUFFER9)chain->passes->data[0].vertex_buf; index = pass->attrib_map->data[cgGetParameterResourceIndex(param)]; d3d9_set_stream_source(chain->dev, index, vert_buf, 0, sizeof(struct CGVertex)); unsigned_vector_list_append(chain->bound_vert, index); } } static void d3d9_cg_renderchain_bind_prev(void *data, const void *pass_data) { unsigned i, index; float texture_size[2]; char attr_texture[64] = {0}; char attr_input_size[64] = {0}; char attr_tex_size[64] = {0}; char attr_coord[64] = {0}; cg_renderchain_t *chain = (cg_renderchain_t*)data; struct Pass *pass = (struct Pass*)pass_data; static const char *prev_names[] = { "PREV", "PREV1", "PREV2", "PREV3", "PREV4", "PREV5", "PREV6", }; texture_size[0] = chain->passes->data[0].info.tex_w; texture_size[1] = chain->passes->data[0].info.tex_h; for (i = 0; i < TEXTURES - 1; i++) { CGparameter param; float video_size[2]; 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[0] = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; video_size[1] = 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) { LPDIRECT3DTEXTURE9 tex; index = cgGetParameterResourceIndex(param); tex = (LPDIRECT3DTEXTURE9) chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; d3d9_set_texture(chain->dev, index, tex); unsigned_vector_list_append(chain->bound_tex, index); d3d9_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->passes->data[0].info.pass->filter)); d3d9_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->passes->data[0].info.pass->filter)); d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); } param = cgGetNamedParameter(pass->vPrg, attr_coord); if (param) { LPDIRECT3DVERTEXBUFFER9 vert_buf = (LPDIRECT3DVERTEXBUFFER9) chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; index = pass->attrib_map->data[cgGetParameterResourceIndex(param)]; d3d9_set_stream_source(chain->dev, index, vert_buf, 0, sizeof(struct CGVertex)); unsigned_vector_list_append(chain->bound_vert, index); } } } static void d3d9_cg_renderchain_add_lut_internal(void *data, unsigned index, unsigned i) { cg_renderchain_t *chain = (cg_renderchain_t*)data; if (!chain) return; d3d9_set_texture(chain->dev, index, chain->luts->data[i].tex); d3d9_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST)); d3d9_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST)); d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); unsigned_vector_list_append(chain->bound_tex, index); } static void d3d9_cg_renderchain_bind_pass( cg_renderchain_t *chain, struct Pass *pass, unsigned pass_index) { unsigned i, index; /* We only bother binding passes which are two indices behind. */ if (pass_index < 3) return; for (i = 1; i < pass_index - 1; i++) { CGparameter param; float video_size[2]; float texture_size[2]; char pass_base[64] = {0}; char attr_texture[64] = {0}; char attr_input_size[64] = {0}; char attr_tex_size[64] = {0}; char attr_coord[64] = {0}; 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[0] = chain->passes->data[i].last_width; video_size[1] = chain->passes->data[i].last_height; texture_size[0] = chain->passes->data[i].info.tex_w; texture_size[1] = chain->passes->data[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); unsigned_vector_list_append(chain->bound_tex, index); d3d9_set_texture(chain->dev, index, chain->passes->data[i].tex); d3d9_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->passes->data[i].info.pass->filter)); d3d9_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->passes->data[i].info.pass->filter)); d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); } param = cgGetNamedParameter(pass->vPrg, attr_coord); if (param) { index = pass->attrib_map->data[cgGetParameterResourceIndex(param)]; d3d9_set_stream_source(chain->dev, index, chain->passes->data[i].vertex_buf, 0, sizeof(struct CGVertex)); unsigned_vector_list_append(chain->bound_vert, index); } } } static void d3d9_cg_deinit_progs(void *data) { unsigned i; cg_renderchain_t *cg_data = (cg_renderchain_t*)data; if (!cg_data) return; RARCH_LOG("CG: Destroying programs.\n"); if (cg_data->passes->count >= 1) { d3d9_vertex_buffer_free(NULL, cg_data->passes->data[0].vertex_decl); for (i = 1; i < cg_data->passes->count; i++) { if (cg_data->passes->data[i].tex) d3d9_texture_free(cg_data->passes->data[i].tex); cg_data->passes->data[i].tex = NULL; d3d9_vertex_buffer_free( cg_data->passes->data[i].vertex_buf, cg_data->passes->data[i].vertex_decl); if (cg_data->passes->data[i].fPrg) cgDestroyProgram(cg_data->passes->data[i].fPrg); if (cg_data->passes->data[i].vPrg) cgDestroyProgram(cg_data->passes->data[i].vPrg); } } if (cg_data->fStock) cgDestroyProgram(cg_data->fStock); if (cg_data->vStock) cgDestroyProgram(cg_data->vStock); } static void d3d9_cg_destroy_resources(void *data) { unsigned i; cg_renderchain_t *cg_data = (cg_renderchain_t*)data; for (i = 0; i < TEXTURES; i++) { if (cg_data->prev.tex[i]) d3d9_texture_free(cg_data->prev.tex[i]); if (cg_data->prev.vertex_buf[i]) d3d9_vertex_buffer_free(cg_data->prev.vertex_buf[i], NULL); } d3d9_cg_deinit_progs(cg_data); for (i = 0; i < cg_data->luts->count; i++) { if (cg_data->luts->data[i].tex) d3d9_texture_free(cg_data->luts->data[i].tex); } if (cg_data->state_tracker) { state_tracker_free(cg_data->state_tracker); cg_data->state_tracker = NULL; } cgD3D9UnloadAllPrograms(); cgD3D9SetDevice(NULL); } static void d3d9_cg_deinit_context_state(void *data) { cg_renderchain_t *cg_data = (cg_renderchain_t*)data; if (cg_data->cgCtx) { RARCH_LOG("CG: Destroying context.\n"); cgDestroyContext(cg_data->cgCtx); } cg_data->cgCtx = NULL; } void d3d9_cg_renderchain_free(void *data) { cg_renderchain_t *cg_data = (cg_renderchain_t*)data; if (!cg_data) return; d3d9_cg_destroy_resources(cg_data); if (cg_data->passes) { unsigned i; for (i = 0; i < cg_data->passes->count; i++) { if (cg_data->passes->data[i].attrib_map) free(cg_data->passes->data[i].attrib_map); } pass_vector_list_free(cg_data->passes); cg_data->passes = NULL; } lut_info_vector_list_free(cg_data->luts); unsigned_vector_list_free(cg_data->bound_tex); unsigned_vector_list_free(cg_data->bound_vert); cg_data->luts = NULL; cg_data->bound_tex = NULL; cg_data->bound_vert = NULL; d3d9_cg_deinit_context_state(cg_data); free(cg_data); } static void *d3d9_cg_renderchain_new(void) { cg_renderchain_t *renderchain = (cg_renderchain_t*)calloc(1, sizeof(*renderchain)); if (!renderchain) return NULL; renderchain->passes = pass_vector_list_new(); renderchain->luts = lut_info_vector_list_new(); renderchain->bound_tex = unsigned_vector_list_new(); renderchain->bound_vert = unsigned_vector_list_new(); return renderchain; } static bool d3d9_cg_renderchain_init_shader(d3d9_video_t *d3d, cg_renderchain_t *renderchain) { CGcontext cgCtx = cgCreateContext(); if (!cgCtx) { RARCH_ERR("Failed to create Cg context.\n"); return false; } renderchain->cgCtx = cgCtx; if (FAILED(cgD3D9SetDevice((IDirect3DDevice9*)d3d->dev))) return false; return true; } static bool d3d9_cg_renderchain_create_first_pass( cg_renderchain_t *chain, const struct LinkInfo *info, unsigned fmt) { unsigned i; struct Pass pass; D3DMATRIX ident; if (!chain) return false; pass.attrib_map = unsigned_vector_list_new(); d3d_matrix_identity(&ident); d3d9_set_transform(chain->dev, D3DTS_WORLD, &ident); d3d9_set_transform(chain->dev, D3DTS_VIEW, &ident); pass.info = *info; pass.last_width = 0; pass.last_height = 0; pass.attrib_map = unsigned_vector_list_new(); chain->prev.ptr = 0; for (i = 0; i < TEXTURES; i++) { chain->prev.last_width[i] = 0; chain->prev.last_height[i] = 0; chain->prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9) d3d9_vertex_buffer_new( chain->dev, 4 * sizeof(struct CGVertex), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL); if (!chain->prev.vertex_buf[i]) return false; chain->prev.tex[i] = (LPDIRECT3DTEXTURE9) d3d9_texture_new(chain->dev, NULL, info->tex_w, info->tex_h, 1, 0, (fmt == RETRO_PIXEL_FORMAT_RGB565) ? d3d9_get_rgb565_format() : d3d9_get_xrgb8888_format(), D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false); if (!chain->prev.tex[i]) return false; d3d9_set_texture(chain->dev, 0, chain->prev.tex[i]); d3d9_set_sampler_minfilter(chain->dev, 0, d3d_translate_filter(info->pass->filter)); d3d9_set_sampler_magfilter(chain->dev, 0, d3d_translate_filter(info->pass->filter)); d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_texture(chain->dev, 0, NULL); } d3d9_cg_load_program(chain, &pass.fPrg, &pass.vPrg, info->pass->source.path, true); if (!d3d9_cg_renderchain_init_shader_fvf(chain, &pass)) return false; pass_vector_list_append(chain->passes, pass); return true; } static bool d3d9_cg_renderchain_init( d3d9_video_t *d3d, const video_info_t *video_info, LPDIRECT3DDEVICE9 dev, const D3DVIEWPORT9 *final_viewport, const struct LinkInfo *info, bool rgb32) { cg_renderchain_t *chain = (cg_renderchain_t*)d3d->renderchain_data; unsigned fmt = (rgb32) ? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565; if (!chain) return false; if (!d3d9_cg_renderchain_init_shader(d3d, chain)) { RARCH_ERR("Failed to initialize shader subsystem.\n"); return false; } chain->dev = dev; chain->video_info = video_info; chain->state_tracker = NULL; chain->final_viewport = (D3DVIEWPORT9*)final_viewport; chain->frame_count = 0; chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4; if (!d3d9_cg_renderchain_create_first_pass(chain, info, fmt)) return false; if (!d3d9_cg_load_program(chain, &chain->fStock, &chain->vStock, NULL, false)) return false; cgD3D9BindProgram(chain->fStock); cgD3D9BindProgram(chain->vStock); return true; } static bool d3d9_cg_renderchain_set_pass_size( cg_renderchain_t *chain, unsigned pass_index, unsigned width, unsigned height) { struct Pass *pass = (struct Pass*)&chain->passes->data[pass_index]; if (width != pass->info.tex_w || height != pass->info.tex_h) { d3d9_texture_free(pass->tex); pass->info.tex_w = width; pass->info.tex_h = height; pass->pool = D3DPOOL_DEFAULT; pass->tex = (LPDIRECT3DTEXTURE9) d3d9_texture_new(chain->dev, NULL, width, height, 1, D3DUSAGE_RENDERTARGET, chain->passes->data[chain->passes->count - 1].info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(), D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false); if (!pass->tex) return false; d3d9_set_texture(chain->dev, 0, pass->tex); d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_texture(chain->dev, 0, NULL); } return true; } static void d3d9_cg_renderchain_convert_geometry( void *data, const void *info_data, unsigned *out_width, unsigned *out_height, unsigned width, unsigned height, void *final_viewport_data) { const struct LinkInfo *info = (const struct LinkInfo*)info_data; cg_renderchain_t *chain = (cg_renderchain_t*)data; D3DVIEWPORT9 *final_viewport = (D3DVIEWPORT9*)final_viewport_data; if (!chain || !info) return; switch (info->pass->fbo.type_x) { case RARCH_SCALE_VIEWPORT: *out_width = info->pass->fbo.scale_x * final_viewport->Width; break; case RARCH_SCALE_ABSOLUTE: *out_width = info->pass->fbo.abs_x; break; case RARCH_SCALE_INPUT: *out_width = info->pass->fbo.scale_x * width; break; } switch (info->pass->fbo.type_y) { case RARCH_SCALE_VIEWPORT: *out_height = info->pass->fbo.scale_y * final_viewport->Height; break; case RARCH_SCALE_ABSOLUTE: *out_height = info->pass->fbo.abs_y; break; case RARCH_SCALE_INPUT: *out_height = info->pass->fbo.scale_y * height; break; } } static void d3d_recompute_pass_sizes(cg_renderchain_t *chain, d3d9_video_t *d3d) { unsigned i; struct LinkInfo link_info; unsigned current_width = d3d->video_info.input_scale * RARCH_SCALE_BASE; unsigned current_height = d3d->video_info.input_scale * RARCH_SCALE_BASE; unsigned out_width = 0; unsigned out_height = 0; link_info.pass = &d3d->shader.pass[0]; link_info.tex_w = current_width; link_info.tex_h = current_height; if (!d3d9_cg_renderchain_set_pass_size(chain, 0, current_width, current_height)) { RARCH_ERR("[D3D]: Failed to set pass size.\n"); return; } for (i = 1; i < d3d->shader.passes; i++) { d3d9_cg_renderchain_convert_geometry(chain, &link_info, &out_width, &out_height, current_width, current_height, &d3d->final_viewport); link_info.tex_w = next_pow2(out_width); link_info.tex_h = next_pow2(out_height); if (!d3d9_cg_renderchain_set_pass_size(chain, i, link_info.tex_w, link_info.tex_h)) { RARCH_ERR("[D3D]: Failed to set pass size.\n"); return; } current_width = out_width; current_height = out_height; link_info.pass = &d3d->shader.pass[i]; } } static void d3d9_cg_renderchain_set_final_viewport( d3d9_video_t *d3d, void *renderchain_data, const D3DVIEWPORT9 *final_viewport) { cg_renderchain_t *chain = (cg_renderchain_t*)renderchain_data; if (chain && final_viewport) chain->final_viewport = (D3DVIEWPORT9*)final_viewport; d3d_recompute_pass_sizes(chain, d3d); } static bool d3d9_cg_renderchain_add_pass( void *data, const struct LinkInfo *info) { struct Pass pass; cg_renderchain_t *chain = (cg_renderchain_t*)data; pass.info = *info; pass.last_width = 0; pass.last_height = 0; pass.attrib_map = unsigned_vector_list_new(); pass.pool = D3DPOOL_DEFAULT; d3d9_cg_load_program(chain, &pass.fPrg, &pass.vPrg, info->pass->source.path, true); if (!d3d9_cg_renderchain_init_shader_fvf(chain, &pass)) return false; pass.vertex_buf = (LPDIRECT3DVERTEXBUFFER9) d3d9_vertex_buffer_new(chain->dev, 4 * sizeof(struct CGVertex), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL); if (!pass.vertex_buf) return false; pass.tex = (LPDIRECT3DTEXTURE9)d3d9_texture_new( chain->dev, NULL, info->tex_w, info->tex_h, 1, D3DUSAGE_RENDERTARGET, chain->passes->data[chain->passes->count - 1].info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(), D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false); if (!pass.tex) return false; d3d9_set_texture(chain->dev, 0, pass.tex); d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_texture(chain->dev, 0, NULL); pass_vector_list_append(chain->passes, pass); return true; } static bool d3d9_cg_renderchain_add_lut(void *data, const char *id, const char *path, bool smooth) { struct lut_info info; cg_renderchain_t *chain = (cg_renderchain_t*)data; LPDIRECT3DTEXTURE9 lut = (LPDIRECT3DTEXTURE9) d3d9_texture_new( chain->dev, path, D3D_DEFAULT_NONPOW2, D3D_DEFAULT_NONPOW2, 0, 0, ((D3DFORMAT)-3), /* D3DFMT_FROM_FILE */ D3DPOOL_MANAGED, smooth ? D3D_FILTER_LINEAR : D3D_FILTER_POINT, 0, 0, NULL, NULL, false ); RARCH_LOG("[D3D]: LUT texture loaded: %s.\n", path); info.tex = lut; info.smooth = smooth; strlcpy(info.id, id, sizeof(info.id)); if (!lut) return false; d3d9_set_texture(chain->dev, 0, lut); d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_texture(chain->dev, 0, NULL); lut_info_vector_list_append(chain->luts, info); return true; } static void d3d9_cg_renderchain_add_state_tracker( void *data, void *tracker_data) { state_tracker_t *tracker = (state_tracker_t*)tracker_data; cg_renderchain_t *chain = (cg_renderchain_t*)data; if (chain->state_tracker) state_tracker_free(chain->state_tracker); chain->state_tracker = tracker; } static void d3d9_cg_renderchain_start_render(cg_renderchain_t *chain) { chain->passes->data[0].tex = chain->prev.tex[chain->prev.ptr]; chain->passes->data[0].vertex_buf = chain->prev.vertex_buf[chain->prev.ptr]; chain->passes->data[0].last_width = chain->prev.last_width[chain->prev.ptr]; chain->passes->data[0].last_height = chain->prev.last_height[chain->prev.ptr]; } static void d3d9_cg_renderchain_end_render(cg_renderchain_t *chain) { chain->prev.last_width[chain->prev.ptr] = chain->passes->data[0].last_width; chain->prev.last_height[chain->prev.ptr] = chain->passes->data[0].last_height; chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK; } static void d3d9_cg_renderchain_set_shader_mvp( cg_renderchain_t *chain, CGprogram vPrg, D3DMATRIX *matrix) { CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj"); if (cgpModelViewProj) cgD3D9SetUniformMatrix(cgpModelViewProj, matrix); } static void d3d9_cg_renderchain_calc_and_set_shader_mvp( cg_renderchain_t *chain, CGprogram vPrg, unsigned vp_width, unsigned vp_height, unsigned rotation) { D3DMATRIX proj, ortho, rot, matrix; d3d_matrix_ortho_off_center_lh(&ortho, 0, vp_width, 0, vp_height, 0, 1); d3d_matrix_identity(&rot); d3d_matrix_rotation_z(&rot, rotation * (D3D_PI / 2.0)); d3d_matrix_multiply(&proj, &ortho, &rot); d3d_matrix_transpose(&matrix, &proj); d3d9_cg_renderchain_set_shader_mvp(chain, vPrg, &matrix); } static void cg_d3d9_renderchain_set_vertices( cg_renderchain_t *chain, struct Pass *pass, unsigned width, unsigned height, unsigned out_width, unsigned out_height, unsigned vp_width, unsigned vp_height, unsigned rotation) { const struct LinkInfo *info = (const struct LinkInfo*)&pass->info; if (pass->last_width != width || pass->last_height != height) { struct CGVertex vert[4]; unsigned i; void *verts = NULL; float _u = (float)(width) / info->tex_w; float _v = (float)(height) / info->tex_h; pass->last_width = width; pass->last_height = height; vert[0].x = 0.0f; vert[0].y = out_height; vert[0].z = 0.5f; vert[0].u = 0.0f; vert[0].v = 0.0f; vert[0].lut_u = 0.0f; vert[0].lut_v = 0.0f; vert[0].r = 1.0f; vert[0].g = 1.0f; vert[0].b = 1.0f; vert[0].a = 1.0f; vert[1].x = out_width; vert[1].y = out_height; vert[1].z = 0.5f; vert[1].u = _u; vert[1].v = 0.0f; vert[1].lut_u = 1.0f; vert[1].lut_v = 0.0f; vert[1].r = 1.0f; vert[1].g = 1.0f; vert[1].b = 1.0f; vert[1].a = 1.0f; vert[2].x = 0.0f; vert[2].y = 0.0f; vert[2].z = 0.5f; vert[2].u = 0.0f; vert[2].v = _v; vert[2].lut_u = 0.0f; vert[2].lut_v = 1.0f; vert[2].r = 1.0f; vert[2].g = 1.0f; vert[2].b = 1.0f; vert[2].a = 1.0f; vert[3].x = out_width; vert[3].y = 0.0f; vert[3].z = 0.5f; vert[3].u = _u; vert[3].v = _v; vert[3].lut_u = 1.0f; vert[3].lut_v = 1.0f; vert[3].r = 1.0f; vert[3].g = 1.0f; vert[3].b = 1.0f; vert[3].a = 1.0f; /* Align texels and vertices. * * Fixes infamous 'half-texel offset' issue of D3D9 * http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx. */ for (i = 0; i < 4; i++) { vert[i].x -= 0.5f; vert[i].y += 0.5f; } verts = d3d9_vertex_buffer_lock(pass->vertex_buf); memcpy(verts, vert, sizeof(vert)); d3d9_vertex_buffer_unlock(pass->vertex_buf); } if (chain) { d3d9_cg_renderchain_calc_and_set_shader_mvp( chain, pass->vPrg, vp_width, vp_height, rotation); if (pass) d3d9_cg_renderchain_set_shader_params(chain, pass, width, height, info->tex_w, info->tex_h, vp_width, vp_height); } } static void cg_d3d9_renderchain_blit_to_texture( cg_renderchain_t *chain, const void *frame, unsigned width, unsigned height, unsigned pitch) { D3DLOCKED_RECT d3dlr = {0, NULL}; struct Pass *first = (struct Pass*)&chain->passes->data[0]; if ( (first->last_width != width || first->last_height != height) ) { d3d9_lock_rectangle(first->tex, 0, &d3dlr, NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK); d3d9_lock_rectangle_clear(first->tex, 0, &d3dlr, NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK); } if (d3d9_lock_rectangle(first->tex, 0, &d3dlr, NULL, 0, 0)) { d3d9_texture_blit(chain->pixel_size, first->tex, &d3dlr, frame, width, height, pitch); d3d9_unlock_rectangle(first->tex); } } static void cg_d3d9_renderchain_unbind_all(cg_renderchain_t *chain) { unsigned i; /* Have to be a bit anal about it. * Render targets hate it when they have filters apparently. */ for (i = 0; i < chain->bound_tex->count; i++) { d3d9_set_sampler_minfilter(chain->dev, chain->bound_tex->data[i], D3DTEXF_POINT); d3d9_set_sampler_magfilter(chain->dev, chain->bound_tex->data[i], D3DTEXF_POINT); d3d9_set_texture(chain->dev, chain->bound_tex->data[i], NULL); } for (i = 0; i < chain->bound_vert->count; i++) d3d9_set_stream_source(chain->dev, chain->bound_vert->data[i], 0, 0, 0); if (chain->bound_tex) { unsigned_vector_list_free(chain->bound_tex); chain->bound_tex = unsigned_vector_list_new(); } if (chain->bound_vert) { unsigned_vector_list_free(chain->bound_vert); chain->bound_vert = unsigned_vector_list_new(); } } static void cg_d3d9_renderchain_set_params( cg_renderchain_t *chain, struct Pass *pass, unsigned pass_index) { unsigned i; /* Set state parameters. */ if (chain->state_tracker) { /* Only query uniforms in first pass. */ static struct state_tracker_uniform tracker_info[GFX_MAX_VARIABLES]; static unsigned cnt = 0; if (pass_index == 1) cnt = state_tracker_get_uniform(chain->state_tracker, tracker_info, GFX_MAX_VARIABLES, chain->frame_count); for (i = 0; i < cnt; i++) { CGparameter param_f = cgGetNamedParameter( pass->fPrg, tracker_info[i].id); CGparameter param_v = cgGetNamedParameter( pass->vPrg, tracker_info[i].id); d3d9_cg_set_param_1f(param_f, &tracker_info[i].value); d3d9_cg_set_param_1f(param_v, &tracker_info[i].value); } } } static void cg_d3d9_renderchain_render_pass( cg_renderchain_t *chain, struct Pass *pass, unsigned pass_index) { unsigned i, index; cgD3D9BindProgram(pass->fPrg); cgD3D9BindProgram(pass->vPrg); d3d9_set_texture(chain->dev, 0, pass->tex); d3d9_set_sampler_minfilter(chain->dev, 0, d3d_translate_filter(pass->info.pass->filter)); d3d9_set_sampler_magfilter(chain->dev, 0, d3d_translate_filter(pass->info.pass->filter)); d3d9_set_vertex_declaration(chain->dev, pass->vertex_decl); for (i = 0; i < 4; i++) d3d9_set_stream_source(chain->dev, i, pass->vertex_buf, 0, sizeof(struct CGVertex)); /* Set orig texture. */ d3d9_cg_renderchain_bind_orig(chain, pass); /* Set prev textures. */ d3d9_cg_renderchain_bind_prev(chain, (const void*)pass); /* Set lookup textures */ for (i = 0; i < chain->luts->count; i++) { CGparameter vparam; CGparameter fparam = cgGetNamedParameter( pass->fPrg, chain->luts->data[i].id); int bound_index = -1; if (fparam) { index = cgGetParameterResourceIndex(fparam); bound_index = index; d3d9_cg_renderchain_add_lut_internal(chain, index, i); } vparam = cgGetNamedParameter(pass->vPrg, chain->luts->data[i].id); if (vparam) { index = cgGetParameterResourceIndex(vparam); if (index != (unsigned)bound_index) d3d9_cg_renderchain_add_lut_internal(chain, index, i); } } d3d9_cg_renderchain_bind_pass(chain, pass, pass_index); cg_d3d9_renderchain_set_params(chain, pass, pass_index); d3d9_draw_primitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* So we don't render with linear filter into render targets, * which apparently looked odd (too blurry). */ d3d9_set_sampler_minfilter(chain->dev, 0, D3DTEXF_POINT); d3d9_set_sampler_magfilter(chain->dev, 0, D3DTEXF_POINT); cg_d3d9_renderchain_unbind_all(chain); } static bool d3d9_cg_renderchain_render( d3d9_video_t *d3d, const void *frame_data, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { LPDIRECT3DSURFACE9 back_buffer, target; unsigned i, current_width, current_height, out_width = 0, out_height = 0; struct Pass *last_pass = NULL; cg_renderchain_t *chain = d3d ? (cg_renderchain_t*)d3d->renderchain_data : NULL; d3d9_cg_renderchain_start_render(chain); current_width = width; current_height = height; d3d9_cg_renderchain_convert_geometry(chain, &chain->passes->data[0].info, &out_width, &out_height, current_width, current_height, chain->final_viewport); cg_d3d9_renderchain_blit_to_texture(chain, frame_data, width, height, pitch); /* Grab back buffer. */ d3d9_device_get_render_target(chain->dev, 0, (void**)&back_buffer); /* In-between render target passes. */ for (i = 0; i < chain->passes->count - 1; i++) { D3DVIEWPORT9 viewport = {0}; struct Pass *from_pass = (struct Pass*)&chain->passes->data[i]; struct Pass *to_pass = (struct Pass*)&chain->passes->data[i + 1]; d3d9_texture_get_surface_level(to_pass->tex, 0, (void**)&target); d3d9_device_set_render_target(chain->dev, 0, (void*)target); d3d9_cg_renderchain_convert_geometry(chain, &from_pass->info, &out_width, &out_height, current_width, current_height, chain->final_viewport); /* Clear out whole FBO. */ viewport.Width = to_pass->info.tex_w; viewport.Height = to_pass->info.tex_h; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3d9_set_viewports(chain->dev, &viewport); d3d9_clear(chain->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0); viewport.Width = out_width; viewport.Height = out_height; d3d9_set_viewports(chain->dev, &viewport); cg_d3d9_renderchain_set_vertices(chain, from_pass, current_width, current_height, out_width, out_height, out_width, out_height, 0); if (chain) cg_d3d9_renderchain_render_pass(chain, from_pass, i + 1); current_width = out_width; current_height = out_height; d3d9_surface_free(target); } /* Final pass */ d3d9_device_set_render_target(chain->dev, 0, (void*)back_buffer); last_pass = (struct Pass*)&chain->passes-> data[chain->passes->count - 1]; d3d9_cg_renderchain_convert_geometry(chain, &last_pass->info, &out_width, &out_height, current_width, current_height, chain->final_viewport); d3d9_set_viewports(chain->dev, chain->final_viewport); cg_d3d9_renderchain_set_vertices(chain, last_pass, current_width, current_height, out_width, out_height, chain->final_viewport->Width, chain->final_viewport->Height, rotation); if (chain) cg_d3d9_renderchain_render_pass(chain, last_pass, chain->passes->count); chain->frame_count++; d3d9_surface_free(back_buffer); if (chain) { d3d9_cg_renderchain_end_render(chain); cgD3D9BindProgram(chain->fStock); cgD3D9BindProgram(chain->vStock); d3d9_cg_renderchain_calc_and_set_shader_mvp( chain, chain->vStock, chain->final_viewport->Width, chain->final_viewport->Height, 0); } return true; } static void d3d9_cg_renderchain_set_font_rect( d3d9_video_t *d3d, const void *font_data) { settings_t *settings = config_get_ptr(); float pos_x = settings->floats.video_msg_pos_x; float pos_y = settings->floats.video_msg_pos_y; float font_size = settings->floats.video_font_size; const struct font_params *params = (const struct font_params*)font_data; if (params) { pos_x = params->x; pos_y = params->y; font_size *= params->scale; } if (!d3d) return; d3d->font_rect.left = d3d->video_info.width * pos_x; d3d->font_rect.right = d3d->video_info.width; d3d->font_rect.top = (1.0f - pos_y) * d3d->video_info.height - font_size; d3d->font_rect.bottom = d3d->video_info.height; d3d->font_rect_shifted = d3d->font_rect; d3d->font_rect_shifted.left -= 2; d3d->font_rect_shifted.right -= 2; d3d->font_rect_shifted.top += 2; d3d->font_rect_shifted.bottom += 2; } static bool d3d9_cg_renderchain_read_viewport( d3d9_video_t *d3d, uint8_t *buffer, bool is_idle) { unsigned width, height; D3DLOCKED_RECT rect; LPDIRECT3DSURFACE9 target = NULL; LPDIRECT3DSURFACE9 dest = NULL; bool ret = true; LPDIRECT3DDEVICE9 d3dr = d3d->dev; video_driver_get_size(&width, &height); if ( !d3d9_device_get_render_target(d3dr, 0, (void**)&target) || !d3d9_device_create_offscreen_plain_surface(d3dr, width, height, d3d9_get_xrgb8888_format(), D3DPOOL_SYSTEMMEM, (void**)&dest, NULL) || !d3d9_device_get_render_target_data(d3dr, (void*)target, (void*)dest) ) { ret = false; goto end; } if (d3d9_surface_lock_rect(dest, (void*)&rect)) { unsigned x, y; unsigned pitchpix = rect.Pitch / 4; const uint32_t *pixels = (const uint32_t*)rect.pBits; pixels += d3d->final_viewport.X; pixels += (d3d->final_viewport.Height - 1) * pitchpix; pixels -= d3d->final_viewport.Y * pitchpix; for (y = 0; y < d3d->final_viewport.Height; y++, pixels -= pitchpix) { for (x = 0; x < d3d->final_viewport.Width; x++) { *buffer++ = (pixels[x] >> 0) & 0xff; *buffer++ = (pixels[x] >> 8) & 0xff; *buffer++ = (pixels[x] >> 16) & 0xff; } } d3d9_surface_unlock_rect((void*)dest); } else ret = false; end: if (target) d3d9_surface_free(target); if (dest) d3d9_surface_free(dest); return ret; } d3d9_renderchain_driver_t cg_d3d9_renderchain = { d3d9_cg_renderchain_free, d3d9_cg_renderchain_new, d3d9_cg_renderchain_init, d3d9_cg_renderchain_set_final_viewport, d3d9_cg_renderchain_add_pass, d3d9_cg_renderchain_add_lut, d3d9_cg_renderchain_add_state_tracker, d3d9_cg_renderchain_render, d3d9_cg_renderchain_convert_geometry, d3d9_cg_renderchain_set_font_rect, d3d9_cg_renderchain_read_viewport, "cg_d3d9", };