/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * * 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 . */ #include "render_chain.hpp" #include static inline D3DTEXTUREFILTERTYPE translate_filter(unsigned type) { if (type == RARCH_FILTER_UNSPEC) return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT; return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT; } static inline D3DTEXTUREFILTERTYPE translate_filter(bool smooth) { return smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT; } #ifdef HAVE_CG #include "render_chain_cg.h" #endif void renderchain_free(void *data) { renderchain_t *chain = (renderchain_t*)data; if (!chain) return; renderchain_clear(chain); renderchain_destroy_stock_shader(chain); if (chain->tracker) state_tracker_free(chain->tracker); } bool renderchain_init(void *data, const video_info_t *video_info, LPDIRECT3DDEVICE dev_, CGcontext cgCtx_, const D3DVIEWPORT *final_viewport_, const LinkInfo *info, PixelFormat fmt) { renderchain_t *chain = (renderchain_t*)data; if (!chain) return false; chain->dev = dev_; #ifdef HAVE_CG chain->cgCtx = cgCtx_; #endif chain->video_info = video_info; chain->tracker = NULL; chain->final_viewport = (D3DVIEWPORT*)final_viewport_; chain->frame_count = 0; chain->pixel_size = fmt == RGB565 ? 2 : 4; if (!renderchain_create_first_pass(chain, info, fmt)) return false; renderchain_log_info(chain, info); if (!renderchain_compile_shaders(chain, chain->fStock, chain->vStock, "")) return false; return true; } void renderchain_clear(void *data) { renderchain_t *chain = (renderchain_t*)data; for (unsigned i = 0; i < TEXTURES; i++) { if (chain->prev.tex[i]) d3d_texture_free(chain->prev.tex[i]); if (chain->prev.vertex_buf[i]) d3d_vertex_buffer_free(chain->prev.vertex_buf[i]); } if (chain->passes[0].vertex_decl) chain->passes[0].vertex_decl->Release(); for (unsigned i = 1; i < chain->passes.size(); i++) { if (chain->passes[i].tex) d3d_texture_free(chain->passes[i].tex); if (chain->passes[i].vertex_buf) d3d_vertex_buffer_free(chain->passes[i].vertex_buf); if (chain->passes[i].vertex_decl) chain->passes[i].vertex_decl->Release(); renderchain_destroy_shader(chain, i); } for (unsigned i = 0; i < chain->luts.size(); i++) { if (chain->luts[i].tex) d3d_texture_free(chain->luts[i].tex); } chain->passes.clear(); chain->luts.clear(); } void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_viewport) { renderchain_t *chain = (renderchain_t*)data; chain->final_viewport = (D3DVIEWPORT*)final_viewport; } bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width, unsigned height) { renderchain_t *chain = (renderchain_t*)data; LPDIRECT3DDEVICE d3dr = chain->dev; Pass *pass = (Pass*)&chain->passes[pass_index]; if (width != pass->info.tex_w || height != pass->info.tex_h) { d3d_texture_free(pass->tex); pass->info.tex_w = width; pass->info.tex_h = height; pass->tex = (LPDIRECT3DTEXTURE)d3d_texture_new( d3dr, NULL, width, height, 1, D3DUSAGE_RENDERTARGET, chain->passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL); if (!pass->tex) return false; d3d_set_texture(d3dr, 0, pass->tex); d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_texture(d3dr, 0, NULL); } return true; } bool renderchain_add_pass(void *data, const LinkInfo *info) { renderchain_t *chain = (renderchain_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; Pass pass; pass.info = *info; pass.last_width = 0; pass.last_height = 0; renderchain_compile_shaders(chain, pass.fPrg, pass.vPrg, info->pass->source.path); if (!renderchain_init_shader_fvf(chain, &pass)) return false; pass.vertex_buf = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex), d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, 0, D3DPOOL_DEFAULT, NULL); if (!pass.vertex_buf) return false; pass.tex = d3d_texture_new(d3dr, NULL, info->tex_w, info->tex_h, 1, D3DUSAGE_RENDERTARGET, chain->passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL); if (!pass.tex) return false; d3d_set_texture(d3dr, 0, pass.tex); d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_texture(d3dr, 0, NULL); chain->passes.push_back(pass); renderchain_log_info(chain, info); return true; } bool renderchain_add_lut(void *data, const std::string &id, const std::string &path, bool smooth) { renderchain_t *chain = (renderchain_t*)data; LPDIRECT3DTEXTURE lut; LPDIRECT3DDEVICE d3dr = chain->dev; RARCH_LOG("[D3D]: Loading LUT texture: %s.\n", path.c_str()); lut = (LPDIRECT3DTEXTURE)d3d_texture_new(d3dr, path.c_str(), D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_FROM_FILE, D3DPOOL_MANAGED, smooth ? D3DX_FILTER_LINEAR : D3DX_FILTER_POINT, 0, 0, NULL, NULL ); if (!lut) return false; d3d_set_texture(d3dr, 0, lut); d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_texture(d3dr, 0, NULL); lut_info info = { lut, id, smooth }; chain->luts.push_back(info); return true; } void renderchain_add_state_tracker(void *data, state_tracker_t *tracker) { renderchain_t *chain = (renderchain_t*)data; if (chain->tracker) state_tracker_free(chain->tracker); chain->tracker = tracker; } void renderchain_start_render(void *data) { renderchain_t *chain = (renderchain_t*)data; chain->passes[0].tex = chain->prev.tex[chain->prev.ptr]; chain->passes[0].vertex_buf = chain->prev.vertex_buf[chain->prev.ptr]; chain->passes[0].last_width = chain->prev.last_width[chain->prev.ptr]; chain->passes[0].last_height = chain->prev.last_height[chain->prev.ptr]; } void renderchain_end_render(void *data) { renderchain_t *chain = (renderchain_t*)data; chain->prev.last_width[chain->prev.ptr] = chain->passes[0].last_width; chain->prev.last_height[chain->prev.ptr] = chain->passes[0].last_height; chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK; } bool renderchain_render(void *chain_data, const void *data, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { renderchain_t *chain = (renderchain_t*)chain_data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; renderchain_start_render(chain); unsigned current_width = width; unsigned current_height = height; unsigned out_width = 0; unsigned out_height = 0; renderchain_convert_geometry(chain, &chain->passes[0].info, out_width, out_height, current_width, current_height, chain->final_viewport); #ifdef _XBOX1 d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); d3dr->SetSoftDisplayFilter(g_extern.console.softfilter_enable); #endif renderchain_blit_to_texture(chain, data, width, height, pitch); // Grab back buffer. LPDIRECT3DSURFACE back_buffer; d3dr->GetRenderTarget(0, &back_buffer); // In-between render target passes. for (unsigned i = 0; i < chain->passes.size() - 1; i++) { Pass *from_pass = (Pass*)&chain->passes[i]; Pass *to_pass = (Pass*)&chain->passes[i + 1]; LPDIRECT3DSURFACE target; to_pass->tex->GetSurfaceLevel(0, &target); d3dr->SetRenderTarget(0, target); renderchain_convert_geometry(chain, &from_pass->info, out_width, out_height, current_width, current_height, chain->final_viewport); /* Clear out whole FBO. */ D3DVIEWPORT viewport = {0}; viewport.Width = to_pass->info.tex_w; viewport.Height = to_pass->info.tex_h; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3d_set_viewport(d3dr, &viewport); d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0); viewport.Width = out_width; viewport.Height = out_height; renderchain_set_viewport(chain, &viewport); renderchain_set_vertices(chain, from_pass, current_width, current_height, out_width, out_height, out_width, out_height, 0); renderchain_render_pass(chain, from_pass, i + 1); current_width = out_width; current_height = out_height; target->Release(); } /* Final pass */ d3dr->SetRenderTarget(0, back_buffer); Pass *last_pass = (Pass*)&chain->passes.back(); renderchain_convert_geometry(chain, &last_pass->info, out_width, out_height, current_width, current_height, chain->final_viewport); renderchain_set_viewport(chain, chain->final_viewport); renderchain_set_vertices(chain, last_pass, current_width, current_height, out_width, out_height, chain->final_viewport->Width, chain->final_viewport->Height, rotation); renderchain_render_pass(chain, last_pass, chain->passes.size()); chain->frame_count++; back_buffer->Release(); renderchain_end_render(chain); renderchain_set_shaders(chain, chain->fStock, chain->vStock); renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width, chain->final_viewport->Height, 0); return true; } bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat fmt) { renderchain_t *chain = (renderchain_t*)data; D3DXMATRIX ident; D3DXMatrixIdentity(&ident); LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; d3d_set_transform(d3dr, D3DTS_WORLD, &ident); d3d_set_transform(d3dr, D3DTS_VIEW, &ident); Pass pass; pass.info = *info; pass.last_width = 0; pass.last_height = 0; chain->prev.ptr = 0; for (unsigned i = 0; i < TEXTURES; i++) { chain->prev.last_width[i] = 0; chain->prev.last_height[i] = 0; chain->prev.vertex_buf[i] = d3d_vertex_buffer_new( d3dr, 4 * sizeof(Vertex), d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, 0, D3DPOOL_DEFAULT, NULL); if (!chain->prev.vertex_buf[i]) return false; chain->prev.tex[i] = (LPDIRECT3DTEXTURE)d3d_texture_new( d3dr, NULL, info->tex_w, info->tex_h, 1, 0, fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL); if (!chain->prev.tex[i]) return false; d3d_set_texture(d3dr, 0, chain->prev.tex[i]); d3d_set_sampler_minfilter(d3dr, 0, translate_filter(info->pass->filter)); d3d_set_sampler_magfilter(d3dr, 0, translate_filter(info->pass->filter)); d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_texture(d3dr, 0, NULL); } renderchain_compile_shaders(chain, pass.fPrg, pass.vPrg, info->pass->source.path); if (!renderchain_init_shader_fvf(chain, &pass)) return false; chain->passes.push_back(pass); return true; } void renderchain_set_vertices(void *data, Pass *pass, unsigned width, unsigned height, unsigned out_width, unsigned out_height, unsigned vp_width, unsigned vp_height, unsigned rotation) { renderchain_t *chain = (renderchain_t*)data; const LinkInfo *info = (const LinkInfo*)&pass->info; if (pass->last_width != width || pass->last_height != height) { pass->last_width = width; pass->last_height = height; float _u = static_cast(width) / info->tex_w; float _v = static_cast(height) / info->tex_h; Vertex vert[4]; for (unsigned i = 0; i < 4; i++) { vert[i].z = 0.5f; vert[i].r = vert[i].g = vert[i].b = vert[i].a = 1.0f; } vert[0].x = 0.0f; vert[1].x = out_width; vert[2].x = 0.0f; vert[3].x = out_width; vert[0].y = out_height; vert[1].y = out_height; vert[2].y = 0.0f; vert[3].y = 0.0f; vert[0].u = 0.0f; vert[1].u = _u; vert[2].u = 0.0f; vert[3].u = _u; vert[0].v = 0.0f; vert[1].v = 0.0f; vert[2].v = _v; vert[3].v = _v; vert[0].lut_u = 0.0f; vert[1].lut_u = 1.0f; vert[2].lut_u = 0.0f; vert[3].lut_u = 1.0f; vert[0].lut_v = 0.0f; vert[1].lut_v = 0.0f; vert[2].lut_v = 1.0f; vert[3].lut_v = 1.0f; /* Align texels and vertices. */ for (unsigned i = 0; i < 4; i++) { vert[i].x -= 0.5f; vert[i].y += 0.5f; } void *verts = d3d_vertex_buffer_lock(pass->vertex_buf); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(pass->vertex_buf); } renderchain_set_mvp(chain, pass->vPrg, vp_width, vp_height, rotation); renderchain_set_shader_params(chain, pass, width, height, info->tex_w, info->tex_h, vp_width, vp_height); } void renderchain_set_viewport(void *data, D3DVIEWPORT *vp) { renderchain_t *chain = (renderchain_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; d3d_set_viewport(d3dr, vp); } void renderchain_set_mvp(void *data, CGprogram &vPrg, unsigned vp_width, unsigned vp_height, unsigned rotation) { renderchain_t *chain = (renderchain_t*)data; D3DXMATRIX proj, ortho, rot, tmp; D3DXMatrixOrthoOffCenterLH(&ortho, 0, vp_width, 0, vp_height, 0, 1); if (rotation) D3DXMatrixRotationZ(&rot, rotation * (M_PI / 2.0)); else D3DXMatrixIdentity(&rot); D3DXMatrixMultiply(&proj, &ortho, &rot); D3DXMatrixTranspose(&tmp, &proj); renderchain_set_shader_mvp(chain, vPrg, tmp); } void renderchain_convert_geometry(void *data, const LinkInfo *info, unsigned &out_width, unsigned &out_height, unsigned width, unsigned height, D3DVIEWPORT *final_viewport) { renderchain_t *chain = (renderchain_t*)data; 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; } } void renderchain_blit_to_texture(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch) { D3DLOCKED_RECT d3dlr; renderchain_t *chain = (renderchain_t*)data; Pass *first = (Pass*)&chain->passes[0]; if (first->last_width != width || first->last_height != height) { d3d_lockrectangle_clear(first, first->tex, 0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); } d3d_texture_blit(driver.video_data, chain, first->tex, &d3dlr, frame, width, height, pitch); } void renderchain_render_pass(void *data, Pass *pass, unsigned pass_index) { renderchain_t *chain = (renderchain_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; renderchain_set_shaders(chain, pass->fPrg, pass->vPrg); d3d_set_texture(d3dr, 0, pass->tex); d3d_set_sampler_minfilter(d3dr, 0, translate_filter(pass->info.pass->filter)); d3d_set_sampler_magfilter(d3dr, 0, translate_filter(pass->info.pass->filter)); #ifdef _XBOX1 d3d_set_vertex_shader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1, NULL); #else d3dr->SetVertexDeclaration(pass->vertex_decl); #endif for (unsigned i = 0; i < 4; i++) d3d_set_stream_source(d3dr, i, pass->vertex_buf, 0, sizeof(Vertex)); renderchain_bind_orig(chain, pass); renderchain_bind_prev(chain, pass); renderchain_bind_pass(chain, pass, pass_index); renderchain_bind_luts(chain, pass); renderchain_bind_tracker(chain, pass, pass_index); d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); // So we don't render with linear filter into render targets, // which apparently looked odd (too blurry). d3d_set_sampler_minfilter(d3dr, 0, D3DTEXF_POINT); d3d_set_sampler_magfilter(d3dr, 0, D3DTEXF_POINT); renderchain_unbind_all(chain); } void renderchain_log_info(void *data, const LinkInfo *info) { RARCH_LOG("[D3D]: Render pass info:\n"); RARCH_LOG("\tTexture width: %u\n", info->tex_w); RARCH_LOG("\tTexture height: %u\n", info->tex_h); RARCH_LOG("\tScale type (X): "); switch (info->pass->fbo.type_x) { case RARCH_SCALE_INPUT: RARCH_LOG("Relative @ %fx\n", info->pass->fbo.scale_x); break; case RARCH_SCALE_VIEWPORT: RARCH_LOG("Viewport @ %fx\n", info->pass->fbo.scale_x); break; case RARCH_SCALE_ABSOLUTE: RARCH_LOG("Absolute @ %u px\n", info->pass->fbo.abs_x); break; } RARCH_LOG("\tScale type (Y): "); switch (info->pass->fbo.type_y) { case RARCH_SCALE_INPUT: RARCH_LOG("Relative @ %fx\n", info->pass->fbo.scale_y); break; case RARCH_SCALE_VIEWPORT: RARCH_LOG("Viewport @ %fx\n", info->pass->fbo.scale_y); break; case RARCH_SCALE_ABSOLUTE: RARCH_LOG("Absolute @ %u px\n", info->pass->fbo.abs_y); break; } RARCH_LOG("\tBilinear filter: %s\n", info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false"); } void renderchain_unbind_all(void *data) { renderchain_t *chain = (renderchain_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; /* Have to be a bit anal about it. * Render targets hate it when they have filters apparently. */ for (unsigned i = 0; i < chain->bound_tex.size(); i++) { d3d_set_sampler_minfilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT); d3d_set_sampler_magfilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT); d3d_set_texture(d3dr, chain->bound_tex[i], NULL); } for (unsigned i = 0; i < chain->bound_vert.size(); i++) d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0); chain->bound_tex.clear(); chain->bound_vert.clear(); }